Citizen The cornerstone of any striving empire, citizens are critical troughout the epochs, building and repairing structures and collecting resources. They are not suited for combat however, and their attack is purely for hunting.
Canine Scout A basic scout unit, Canine scouts cannot attack (unless given an attack value in the scenario) but they can move trough forests and are fast moving.
Richard Lionheart The famous crusader king of England, Richard is your fourth warrior hero.
Long Sword An upgrade over the short sword, the Long sword is your last shock infantry unit, effective against archers.
Pikeman An upgrade over the phalanx, the pikeman is effective against shock units.
Barbarian This shock infantry unit is tougher and faster than the Short sword and can also move trough woods, making it good for raiding.
Viking This shock infantry unit might not be good in straight fight, but that's not its specialty! The viking excels against bowmen and is invisible until very close.
Longbow An upgarde over the composite bow, the longbow is stronger than it's predecessor
Pilum Second and last of the javelin units, the Pilum is good against shock units, particulary war elephants.
Crossbow This arrow unit has an attack that kills unimproved infantry units with 1 shot, but it has a slow attack.
Cavalry Archer Second of the Arrow cavalry, effective against pierce infantry.
Cataphract Second shock cavalry unit. As an shock unit, the Cataphract excels against arrow units. It moves faster and is tougher than the Shortsword/Longsword, but takes 2 popcap points, and generally costs twice as much. It also has gun armour, to counter arquebusiers.
Knight Your second and last pierce cavalry unit. especially effective against shock infantry.
Persian Cavalry This ranged cavalry unit throws spears and excels against elephants and shock units, but vikings will kill it.
Heavy Ram A close-attack siege weapon, Heavy Ram can quickly destroy buildings
Heavy Siege Tower A siege unit that can transport 10 units and disembark them over walls.
Ballista The second field artilley unit, the ballista can kill multiple units with 1 attack.
Trebutchet The second ranged siege weapon, the trebutchet has indirect fire, and is effective against defences.
Priest A religious unit that can convert enemy units, and later buildings, to your side. They are especially effective in prehistoric-stone age, with no universities around.
Prophet A religious unit, that can cast calamities. Prophets can give effective support against most enemy threats, but are hindered by temples.
Settlement A very important part of your empire, settlements work as drop-points for resource carrying citizens. Populating it with 5 citizens turns it into a town center.
House Unlike in Age of Empires, houses in Empire Earth do not increase your population capacity, but instead, increases the morale bonus, gained by units and towers inside the radius of an town center or capitol.
Granary This structure allows farms to be constructed adjacent to it, serving as an drop-off point for farming citizens and making farming researches.
Barracks The most basic unit producing building avaiable, barracks provide you with infantry units troughout the game.
Archery Range From this structure, you will produce your main ranged units, until Renaissance age.
Stable This structure allows you to recruit cavalry units.
Siege Factory This structure creates your siege weapons and artillery pieces.
Dock This structure will provide you with most naval units, and can also heal friendly naval units, as well as serving as drop-off point for fish rafts.
Temple This building allows you to recruit priests and prophets, as well as researching and protecting you from calamities.
Hospital A support structure that can heal nearby units, it also makes researches, that increase its effectiveness, improve citizen stats, and even increases your population capacity.
University A support structure that protects you from priest convertion, and also makes researches that improve structures.
Fortress A support structure that can hold 40 units inside. Units inside do not count against your population capacity, but cannot disembark if the pop cap is full.
Tower Purely defensive structure, tower attacks any enemy unit that comes to its range, including naval units and submarines.
Wall An effective defensive structure, walls can block entrances for your enemies, but they can be brought down.
Wonders Large and costy structures, that can give you a wide range of benefits over your opponents. Building them is another one of victory conditions in custom battles.