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World Domination is the single player campaign mode of Empire Earth III. Your goal is to expand across the globe and dominate the world. Computer AI players are trying to do the same thing, while local native tribes go about their business within many of the provinces. There are a number of additional features in World Domination games beyond the basic features that are available in Skirmish games.

ProvincesEdit

The map in World Domination is a globe, divided into provinces. Each province represents a single, Skirmish-style map. You can rotate the globe by clicking and dragging with the mouse.

World ResourcesEdit

Each province is more or less rich in four types of resources:

  • Military – the potential number of armies that can be supported by the province.
  • Imperial – a measure of the potential imperial clout of the province.
  • Commerce – a measure of the commercial potential of the province. Reserve Commerce can be spent on purchases and research.
  • Research – a measure of the research potential of the province (some province do not have research value). The Research you generate is used primarily for advancing to the next Era.

The value of each resource is expressed as a number. The higher the number, the more valuable that province is for that resource (note: some values may be zero).

Province DesignationsEdit

In order to exploit the potential value of world resources you must own the province and designate the province appropriately. There are four province designations that correspond to the four world resources. You can change the designation of a province, for example from Military to Commercial, and the change takes effect the following turn. The four province designations are explained below.

Mp
Military Province
Edit

  • Contributes to your overall army limit based on the Military value.
  • Used to create armies (or modify them for free).

Commercial Province
Cp
Edit

  • Produces Commerce each turn based on the Commercial value.
  • Used to create world trade routes for extra Commercial income.

Imperial Province
Ip
Edit

  • Produces Imperial power each turn based on the Imperial value.
  • Used to create spies.
  • Contributes to your spy limit (one spy is allowed per Imperial province you own).

Research Province
Rp
Edit

  • Produces Research each turn based on the Research value.
  • Research is used to advance Eras and for certain Empire Technologies.

World Mode vs. Battle ModeEdit

In World Domination games, players play in two distinct modes:

  • World Mode – strategic level played on a world map. Players collect world resources, advance Eras, use Empire Techs and control entire armies and stealthy spies. The world level is turn based.
  • Battle Mode – very similar to Skirmish games. Players collect battle-level resources, research new units, research unit abilities for use during battle, and control individual units rather than whole armies. Battles are fought in real time.


At the begining of a World Turn, any pending battles are resolved (the provinces flash red). Battles occur when you have an army in a non-friendly or unowned province, or another player has moved an army into a province you own. Double-click  a province that is flashing red to resolve the battle pending there. You may choose to fight each battle in battle mode, which plays out in real-time on the province map, or choose “Auto Resolve” to have the battle instantly and automatically resolved for you, based on the strengths and weakness of each side involved in the battle. (You may auto-resolve against full AI players only, not Native Tribes.)

Note: Some Empire Techs can be used only in pending battles (see below).

After you resolve all your battles, you can produce and move world units, use Empire Techs (explained below), or advance to the next Era if you have acumulated enough Research. The turn does not end until you click the Advance Turn button (at the top-center of the World screen). Below that button is the current year, which loosely corresponds to the Era you are in and the turn you’re on. Hover the mouse pointer over to see the turn number.

World EventsEdit

World events are missions and quests that occur randomly (or when certain conditions are met) during a World Domination game. When world events occur, you are presented with a briefing that describes the situation, and are given objectives to complete. Completing an event will generally result in a reward or benefit. Some events are optional, so you can choose to accept or skip them.

If you decide to complete an event, accept it when asked, and then complete the given objectives. Some events are short and easy, some are long and hard, and some, when completed, spawn new events. You can opt to turn off events in the game options when you set up a custom game.

Armies Edit

There are three world units: armies, spies, and trade vehicles. World units are mobile and appear as icons on the world map. Let’s look at armies first. An Army is comprised of land units and/or naval units, up to a certain pop limit. To create an army, you must be below your army cap and have enough esources. (Your army cap is the sum of the military values of all your Military provinces.) Armies cost world resources to create and must be created in a Military province. To create an army, click on a Military province to open the Province panel (drag the Army icon in the upper-left of the UI into a Military province). In the panel, click on one of the two empty army icons (next to the Military value) and the Army Composition panel is displayed. If you already have one or two armies in this province, one or both icons will not be empty. Clicking on an active army icon will open that army in the Army Composition panel, allowing you to change its composition (which you may do for free if the army is in a Military province). You may not have more than two of your armies in a province at a time. At the top of the panel is a bar displaying the army’s name. The default name is simply “army” and the number of the army, but you may double-click on the name to edit it. The same bar also acts as a population meter, filling up as you select units to put in the army.

Underneath the name bar are columns for each building type. Each column listevery unit that is available (according to your current era and researched units). Tooltips will appear over each unit icon, naming the unit and listing its information. Add units to the army by left-clicking on the desired unit icons (or right-click to reduce the number). When the pop cap bar is full, no additional units may be put in the army. (As you advance Eras, the maximum size of your armies goes up.)

All armies must contain at least one unit capable of constructing buildings (the unit will vary depending on which region you are playing). Army composition is considered final once you move the army or end the turn, but you are allowed to modify the contents of an army for a cost if the army is in a province you own (modifying an army is free if it’s in a Military province). At the bottom of the screen is a set of template buttons. These are “quick fill” shortcuts: three are predefined (offensive, defensive, and naval) and three are player-defined. To create a player-defined template, fill up the army as derised then click on any of the three save buttons to save that template. Click the Userbuttons to load a saved template.

Army Health  Edit

Like individual units on the battle level, armies have a “health bar.” If you lose a battle, the armies involved are lost. If you win, your armies still take some damage. Armies are considered “at rest” if they don’t move or attack for a turn. An army recovers health during each turn it is at rest, unless you are over your army cap.

On the battle level, units in a damaged army have their health capped at the same percentage. These units cannot be healed beyond the cap, but units produced during the battle will have full health. 

Moving ArmiesEdit

To move an Army, click on its icon on the word map (left-click to de-select a selected army). The mouse pointer changes to a “move” pointer. When you hover the pointer over a province, the province will highlight green if it is a valid province to move to, or will tint red if it is an invalid destination. Right-click in valid province to order the army to move there. Armies can generally move only one province per turn, but certain Empire Technologies can increase this. Moves don’t take effect until you end the turn, so you can undo a move by moving the army back to its original province. You cannot have more than two of your armies in one province at a time.

To move any army over water (e.g., through an ocean province), the army must contain enough ships with transport capacity to carry all the land units in the army. The sum of the ships’ capacities is called the army’s “Cargo Capacity.” If the Cargo Capacity of the army is equal to or larger than the pop of all land units, you may move the army into water or on land (however, the ships won’t be placed on land maps). The army icon on the map has an anchor on it when that army is allowed to move over water.

Note that moving armies into a province not owned by you or an ally is an act of war.

Withdrawing from Battle  Edit

You may withdraw your armies from a battle, retreating to safety, if you have enough units left on the map (if you do not you can opt to forfeit the province). During battle, click the Withdraw button (left side of screen). Your withdrawn armies will suffer some attrition, but will be available in the province they retreated to on the globe (withdrawing counts as a move for that turn).

SpiesEdit

Spies are stealthy world units that gather intelligence, commander trade and assassinate enemy spies. Spies can also perform other special actions, which are available on the Empire Tech Tree. Spies are moved around the world map just like armies and also have a health bar. To create a spy, click on an Imperial province and then click the Spy icon in the Province Panel (or drag the Spy icon from the UI into an Imperial province). The number of spies you are allowed is equal to the number of Imperial provinces you have. You are allowed to have up to two spies at a time in a single province.

Spy Actions:Edit

  • Gather Intelligence – Spies automatically provide information on the province they occupy, and can see other world units in the province or any adjacent provinces. Spies can be seen only by other spies. You can research Superior Intel on the Empire Tech Tree to provide additional information, including the ability to view the composition ofenemy armies.
  • Assassinate – When spies of different players meet in the same province, they try to assassinate each other. Your spies have an advantage in friendly provinces, but are at a disadvantage in enemy provinces. If an assassination is successful, the assassinated spy (or spies) is removed from the map. If unsuccessful, the spy takes damage. Assassinations are attempted at the beginning of a turn.
  • Commandeer Trade – When a spy is in the same province as a world trade vehicle belonging to another player, the spy automatically steals its commercial value for that trip. The vehicle’s owner (and partner) gets nothing for that trip. 
  • Empire Techs – The following Empire Techs require a spy to use: Propaganda, Corruption , Sabotage, Fund Rebels , TribalSubsidies , Coup d’Etat, and No-Spy Zone.

World TradeEdit

Each Commercial province you own can be the origin or destination of one trade route with yourself and one trade route with another player. The other end of the route must also be an Commercial province. You cannot trade with enemy players (unless you are playing the Middle East and use the Black Market Empire Tech). Setting up a world trade route costs world resources.  To set up a route, click on a Commercial province you own to open the Provinpanel, and then click the Trade icon (next to the Commerce value in the panel). Valid destination provinces are highlighted green as you hover the mouse pointer over them. The Commercial values of the origin and destination provinces and the distance between them are factors in determining how valuable a trade route is. Create your trade route by clicking on the destination province. A world trade vehicle appears to represent the movement of goods between provinces. The trade vehicle automatically moves one province along the route each turn.


Each time the trade vehicle reaches its destination or returns to its origin, you get income from the route (which is added to your resource reserves). If you have a trade partner other than yourself, the partner gets a small bonus income equal to the Commercial value of his province. If your trade partner likes or loves you, you and your partner get an additional income bonus. You can delete an existing trade route by selecting the vehicle and deleting it, or by selecting the origin province and setting up a new route.

Spies in the same province automatically steal from trade vehicles, leaving the route owner (and partner) with nothing for that trip. An enemy army in the same province as a trade vehicle will automatically destroy the vehicle and the route.

MilitiasEdit

Militias are local defensive forces. Every province you own is allowed one militia, which you buy and fill up just like an army. Also like armies, militias have a health bar, but militiasare not mobile; they cannot be moved.

If you optnot to purchase a militia for a province, you’ll still have a few basic buildings in the province, depending on the province’s designation:

  • A Military province will have a barracks and a stable/factory
  • A Commercial province will have two markets
  • An Imperial province will have two warehouses
  • All province types have (at least) one City Center
    • NOTE: Due to territory ownership rules, West and East regions (but not Mid East) must have additional city centers to accommodate additional markets (and warehouse, if they are in different territories).
  • Additionally, the Western region will have one builder and the Eastern region will have some infantry who can build.


If you decide to purchase a militia, the militia must include the above, but you can add anything else you want to it, including most types of buildings (but not walls). Each building takes up a certain amount of population for the purpose of creating militias. You can save one militia template for each of the three province designations.

Militias are destroyed if the province they are defending is conquered. You mayalso delete a militia if you wish, but you will not get any resources back.

World TechnologiesEdit

In a World Domination game, technology research is handled a bit differently than in Skirmish games. First, you have the option in World Dom games to research Empire Techs, which are special technologies and powers that have a wide range of uses and effects. These are explained below.

On the regular or “Evolution” tech tree, what you can research depends on whether you are on the world level or the battle level.

  • World Level – Research Era advancement, which costs world resources. Research on the world level is permanent for the duration of the game. 
  • Battle Level – Research units and unit abilities, including stat upgrades, which cost local (battle level) resources. Researching units is permanent, but researching abilities lasts only for the duration obattle, so if you research a unit ability in one battle, you’ll have to research it again in a different battle. You are essentially giving special equipment or training to the units participating in this specific battle.

Empire TechsEdit

Empire Techs come in three flavors: Military, Commercial, and Imperial. Each of these flavors is additionally divided into three tiers, with more powerful techs generally being on higher tiers and requiring some lower-tier tech to be researched first. Once researched, Empire Techs appear in the Tech panel and are available to use, usually for a cost. Select the target (usually a province) if necessary, and then activate the tech you want by clicking on it. When used, it may take a turn for the effects to happen, depending on the tech.

Roads & Infrastructure
Roads & Infrastructure
Edit

  • Military Tier 1
  • Use Cost: Pay per province
  • Description: Build roads and infrastructure in your provinces to grant a free move to friendly armies or spies moving through it.

Propaganda
Propaganda
Edit

  • Military Tier 1
  • Use Cost: Pay per use
  • Description: Spy Power. Move a spy into a province that contains one or more unfriendly armies and activate this power. The spy spreads anti-war propaganda, causing all non-allied armies in that province not to heal for a couple turns, even if they move from that province.

Resistance
Resistance
Edit

  • Military Tier 2
  • Use Cost: Pay per use
  • Description: Resistance fighters (extra units) augment your forces in the selected province for one battle.

Lightning Deployment
Lightning Deployment
Edit

  • Military Tier 2
  • Use Cost: Pay per use
  • Description: Move one army from an owned province into any other owned province in one turn, even if other provinces intervene.

Reinforcements
Reinforcements
Edit

  • Military Tier 2
  • Use Cost: Pay per use and army is lost
  • Description: Designate an army as reinforcements for one turn and select an adjacent province it’s meant to reinforce. In a battle in the adjacent province, you can choose to call in your reinforcements, effectively getting an extra army’s worth of units to fight with, although the army itself is disbanded on the world level.

Scorched Earth
Scorched Earth
Edit

  • Military Tier 3
  • Use Cost: Cheap, but units, army, and militia are lost
  • Description: During battle, sacrifice your armies in the province and scorch the earth to halt all resource production (battle and world level) in the province for all players for several turns. There is a small chance the attempt will fail.

People’s Army (Eastern Region Only)
People’s Army
Edit

  • Military Tier 3
  • Use Cost: Pay per army
  • Description: Increase the size of a selected army. Allows you to add units beyond the normal pop limit.

Shock and Awe (Western Region Only)
Shock and Awe
Edit

  • Military Tier 3
  • Use Cost: Pay per use
  • Description: Select a province you have invaded (where a battle will be fought). When the battle begins, a wing of aircraft will carpet bomb the defender’s base.Surviving buildings will produce units or gather resources at only half the normal production rate for a few minutes after the attack finishes.

Sneak Attack (Middle East Region Only)
Sneak Attack
Edit

  • Military Tier 3
  • Use Cost: Pay per use
  • Description: Select an army. The army can be moved two provinces instead of just one, jumping over the intervening province and penetrating deeper into an enemy’s empire. (Crossing water still requires ships.)

Corruption
Corruption
Edit

  • Commercial Tier 1
  • Use Cost: Free after research
  • Description: Spy Power. Any of your spies, when in an enemy province, automatically siphons off a percentage of world resources gathered in that province each turn. Two spies siphon off twice as much.

Supply Line
Supply Line
Edit

  • Commercial Tier 1
  • Use Cost: Pay per use
  • Description: Select a province in which a battle will be fought the following turn. For the duration of that battle you will receive additional drop-shipments of resources at periodic intervals.

Eminent Domain
Eminent Domain
Edit

  • Commercial Tier 2
  • Use Cost: Pay per use
  • Description: Purchase outright any unowned province to which you have line of sight.

Sabotage
Sabotage
Edit

  • Commercial Tier 2
  • Use Cost: Pay per use (chance spy may perish)
  • Description: Spy Power. Move a spy into a province owned by another player and order sabotage. The province’s designation and the benefits it confers are taken away for one full turn. Additionally, there is a better than even chance of destroying Roads & Infrastructure, a Cultural Landmark, or a Production Center (if the province containsthem), and the owner cannot rebuild for one full turn. There’s a small chance the spy may not survive.

Production Center
Production Center
Edit

  • Commercial Tier 2
  • Use Cost: Pay to build or rebuild
  • Description: A Production Center is a special world-level structure that increases the world resource values of the province it is built in. You are allowed only one Production Center at a time, and the province in which it is built cannot have an army you own in it. You’ll get more value out of the province depending on how you designated the province:
  1. Commercial Provoince = more Commerce income per turn
  1. Imperial Province= more Imperial income per turn
  1. Military Province = higher army cap
  1. Research Province = more Research income per turn

Fund Rebels
Fund Rebels
Edit

  • Commercial Tier 3
  • Use Cost: Pay per use
  • Descripti : Spy Power. Move a spy into a province owned by another player. The spy funds the local tribes, which turn hostile to the province owner and attack on the following turn.

Hire Mercenary Army (Eastern Region Only)
Hire Mercenary Army
Edit

  • Commercial Tier 3
  • Use Cost: Pay per use
  • Description: Select a province (in which a battle will be fought) .When the battle begins, an army of independently-controlled mercenaries marches in and attacks your enemies. You may hire only one mercenary army per province.

Black Market (Middle East Region Only)
Black Market
Edit

  • Commercial Tier 3
  • Use Cost: Pay when setting up trade route
  • Description: Allows you to establish a black market trade route with enemies. All income produced by the route is taken from your enemy’s stockpile. Blackmarket trade vehicles are stealthy to all other players, but can be spotted by a spy.

Sactions (Western Region Only)
Sactions
Edit

  • Commercial Tier 3
  • Use Cost: Pay per use
  • Description: All resource gathering (world and battle level) in one target province is suspended for all players for a few turns. Trade routes run but produce no income.

Superior Intel
Superior Intel
Edit

  • Imperial Tier 1
  • Use Cost: Free after research
  • Description: Spy Power. When in a province, the spy automatically collects intelligence on the province’s designation, world-level structures, and you can look at the composition of armies and the militia in the same province as the spy.

Frontiers
Frontiers
Edit

  • Imperial Tier 1
  • Use Cost: Free after research
  • Description: Increases world line of sight. You can see the owner and value of a province from two provinces away rather than one.

Tribal Subsidies
Tribal Subsidies
Edit

  • Imperial Tier 2
  • Use Cost: Pay per use
  • Description: Spy Power. Significantly increases your relations with all tribes in an unowned province.

Patriotic Rally
Patriotic Rally
Edit

  • Imperial Tier 2
  • Use Cost: Pay per use (and temporarily lose resource gathering)
  • Description: When you pay for a Patriotic Rally (in a province you own), the province cannot be invaded for one full turn. But due to the rally no world-level income is gathered in the province for that turn. Once used you cannot have another rally for a full turn.

Cultural Landmark
Cultural Landmark
Edit

  • Imperial Tier 2
  • Use Cost: Pay to build or rebuild
  • Description: A Cultural Landmark is a special world-level structure that is so revered that foreign armies will not invade the province in which it is constructed. Additonally, a Cultural Landmark brings in +1 Commerce each turn, regardless of what the province is designated. You are allowed only one Cultural Landmark at a time, and it cannot be built in a Military province. It takes one turn to construct (or to remove and rebuild in a different province). No armies (friendly or otherwise)  are allowed in the Cultural Landmark’s province. To invade a province with a Cultural Landmark, you may either try to Sabotage it with a spy or cut the province off the from the rest of owner’s empire (i.e., so it’s not adjacent to any other province in that player's empire).

Coup d'Etat
Coup d'Etat
Edit

  • Imperial Tier 3
  • Use Cost: Pay per use
  • Décription: Spy Power. Move your spy into a province owned by another player, which has at least one of that player’s armies in it, and attempt a Coup d’Etat (chance of success goes down the more armies there are). If the Coup is successful the province becomes yours the following turn. Any world buildings and armies are destroyed.

Border Growth (Eastern Region Only) 
Border Growth
Edit

  • Imperial Tier 3 
  • Use Cost: Pay per province taken 
  • Description: Your empire automatically tries to expand every few turns, taking over an adjacent, unowned province (if any). Each province costs resources to take. If you don’t have enough resources, the border growth fails.

No-Spy Zone(Middle East Region Only)
No-Spy Zone
Edit

  • Imperial Tier 3
  • Use Cost: Pay per use (and uses up a spy)
  • Description: Spy Power. Move a spy into province you own and designate a No-Spy Zone there. Your spy is used up setting up the Zone (it takes one turn) and from then on no foreign spies are allowed in that province. You can have only on No-Spy Zone.

Foment Revolt (Western Region Only)
Foment Revolt
Edit

  • Imperial Tier 3
  • Use Cost: Pay per use (armies increase cost)
  • Description: Select a province owned by another player that is adjacent to a province you own and foment a revolt there. The following turn, the province breaks away from the other player and becomes an unowned province. The cost of fomenting a revolt goes up as there are more foreign armies in the province, but the armies are destroyed. bad

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