Empire Earth Walkthrough :
This walkthrough for Empire Earth [PC] has been posted at 07 Feb 2010 by kane123 and is called "Multiplayer Guide". If walkthrough is usable don't forgot thumbs up kane123 and share this with your freinds. And most important we have 9 other walkthroughs for Empire Earth, read them all!
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Walkthrough - Multiplayer GuideEmpire ====== = ==== ======= = = e = = = = = = = = e = = = = = = = = === === ===== ===== = ===== e = = = = = = = = e = = = = = = = = Empire ====== = = = = = = = ---------------------------------------- Multi-Player Strategies Ver. 1.2 Released: - MAY 16, 2002 Updated : - NOV 20, 2003 ================================================================================ Table of contents:- 1.0 Version history 2.0 Introduction 3.0 Choosing a civ. 3.1 Booming 3.2 Rushing 4.0 General Strategies 5.0 Building a base 5.1 Booming 5.2 Rushing 6.0 Defensive Strategies 6.1 Land 6.1.1 Booming 6.1.2 Rushing 6.2 Sea/Naval 7.0 Offensive Strategies 7.1.0 7.1.1 Booming 7.1.2 Rushing 7.2 Sea/Naval 8.0 Unit Upgrades 8.1 Booming 8.2 Rushing 9.0 Wonders 10.0 What do you call them? The people you thank? Credits, you'll find them here... 11.0 “Must read”’s (short section, with my email, what you can request, quick tips, where you can find this guide, little else) ================================================================================ My email is sinful_666@excite.com *************************************** 1.0 Version History *************************************** Ver 1.0: - released: May 16, 2002. Ver 1.1: updated: - fixed a few spelling mistakes - added version history to contents - added sites which contain this guide + you can request to receive future updates directly to your email. - due to a request I have added my email to the top of every section (which isn’t what was quite requested but I hope it is suffiecient) - tried to make it easier to find the sections you look for - added booming and rushing strategies (well waiting to get some rushing strats) - some naval strategies added. Ver 1.2: - added more rushing strategies, thanks for sending the emails. - Removed my email from the section tops, i thought it was annoying. Ver 1.3: (unreleased) - Hoping to have a section in each of off/deff/building strats dedicated to air, land and navy. But it looks like I'll have to seal this guide off. I've begun yet another. - Hoping someone will want to continue to update this for me :) ================================================================================ *************************************** 2.0 Introduction *************************************** This isn't my first time I write a strategy guide, but it is probably the first one you've seen. Anyways, these are strategies you can use to screw your friend up in Multiplayer, make him lick your @$$, and buy you a beer. wait, I'm underage for that, and my beliefs don't allow it. whatever, the point being I give you the basic principles to follow if your a fool, or take and improve upon if your a strategist. If you want me to hold your hand and walk you through all the single player missions, play your multiplayer games and beat your friends for you and let you take all the credit. your looking in the wrong place. And if you got any strategy you think will work and want people to know, you can send it to me ill post it and add your name letting people know it was you. Empire Earths an awesome, in-depth, time consuming strategy game. unlike ALL other strategy games. when they tell you melee doesn't harm shock, THEY MEAN IT. You can have one unit keep killing hundreds of units (if you keep heeling it) and not die; on the other hand you can have 100 units and have 20 kill them all without you killing one of them. You can also upgrade units' armor-type, attack damage, range, health, speed, area damage, etc. Singularly. How do I mean? Buy the friggin game, play it and you'll see. But basically, you can either upgrade snipers to have increased range and damage, or speed and health, or armor some speed and some health. Empire Earth Ups: (These are my personal views and the views of some of my friends) Strategy like never before, you can use unit upgrades, choose civilization bonuses as you will. Unit formations look cool its hard to really abuse any one type of unit. so handicap strategies don't work here, so anyone who plays with numbers look somewhere else Game play is extremely consuming, you feel like your actually there AI is excellent Graphics? Don’t know everyone says they kick, I think I've seen better (Did I miss something? other than some units look cool) Empire Earth Downs: (These are my personal views and the views of some of my friends) It can get really confusing, when trying to pick upgrades, how am I Supposed to know what's melee and what shock is, I'm not going to memorize it From the learning campaign! They should've added txt messages on mouse Roll over the unit build icon. Unit formations are pretty much useless, other than the first 3-4. The circle and V formations are useless, more or less. I said it's hard. not impossible. to abuse units. (Ill Explain later) It can become one long game, as you have to kill every citizen, and on Giant map. that's mad. it can become so long you'd get bored of Playing regardless of how consuming it is. AI can be TOO GOOD at times. like they know where your base is on the Map without having any units in LOS of your bases. UMmm? Do we still MINE resources? And why do you need wood in the Nano age? What happened to oil? One more complication, yes it is, but the Game would have been much more realistic with it. Graphics? Well Whit dint they add rotation? Make the building 3D and Add rotation. that's piss off. and in the nano age one of the Heroes has guns which look like paper cutouts. that and I think the Terrain is a pattern repeated over and over. and it looks kind of crappie for Terrain, maybe on a poster in a shrink’s office. not in a game as Terrain. (But really is the terrain that important?? no!) Ok it may seem as though it has more downs then ups. well it doesn't It’s just that to describe the ups. I CAN’T DESCRIBE THEM. but the Downs. well most games specially strategy are down nowadays. so It’s easy to describe because you've probably seen all the downs b4. And one last thing I wanted to add in the intro. I'm sick of seeing these long walkthroughs and FAQs and crap. so im going to try to make this simple and short as possible. and I suggest if you seriously want to learn, get a bag of chips, or some thing. A coke, turn your A/C on. Put a sign up at your door telling people to go piss off for 2 days or some thing. and sit down. play versus a computer. 2 on 2 preferably. and save after building a base. and start trying out your ideas with several other stuff. it’s the only way you can figure out strategies. or play some other simple game like AOE2 and figure out strategy basics there b4 shifting to EE. even then there's a lot more to do in EE than any other strategy game. this is the loner way of doing it, the better way is get your friends and you to bring your computers to either of your houses to shack up there for a week or so, and play against each other. ================================================================================ *************************************** 3.0 Choosing Civilization bonuses *************************************** Here's another cool thing in EE. you can choose your Civilization bonuses singularly with a limit of 100 points, different bonuses Costing different points. You can choose to focus one unit and get as many Bonuses as you can that unit type (for e.g., Anti-Tank tanks) but points Needed for a bonus increase as you take bonuses for that same category, Again, for e.g. AT tank +armor cost 3 points (I don't know hoe much it Actually cost but I couldn't care, principle is what I'm after here) and +attack cost 3 points. but after taking +armor for AT-tanks the cost For +attack will increase for e.g. To 5 points. but taking bonuses For AT-tanks won't increase the cost of bonuses for Anti-Personnel tanks Or infantry, as such. *** 3.1 Choosing CIV bonuses for Booming Strats *** When you boom, you need to focus more on a balanced approach for all units, get resource upgrades for all unit’s as you are likely to build an army consistant of tanks/cavalry perhaps some infantry. Airplanes and heli’s. artillery and even sea in maps with water. So you have to focus on getting a little for each of them unless you decide to focus on one unit, even then chances are you will get the bonuses for other units as well. Bonuses to take no mater what epochs you play in: - %15 to pop cap: - pop cap is the maximum number of units possible you Can build, assuming you choose 300 to be pop cap per player, this will Give you an extra 45 pop. I'll tell you what this is used for l8r, but You must remember taking this cost 9 points, and that's not a lot, not Really at least, not for its purpose it isn't. - 20% stone mining: - this is also important, as stone is the most used Resource for defending, walls towers and wonders. and it appears to me That it is the hardest resource to find (which is weird since id think Stone is found anywhere) you may not think this bonus is worth it but Trust me ill let you know l8r why it is worth it. - 15% gold mining: - don’t know really why I suggest taking this, I guess because Practically through the whole game you'll be using it, no matter what Epoch you decide to play in. and maybe because gold's supposedly the most valuable resource we know. seriously, you'll need this for Much of the units and for practically all the researches you'll be taking - 15% iron mining: - hell don't take this if you don't want it, but I Don’t recommend dropping it, especially in the atomic epochs and after Them, earlier you'll need iron. But apparently iron is the most available Resource on most maps I have played. But if you’re going to play in the later Epochs, you definitely got to take this, because everything needs it in the Later epochs. (*note*:- taking iron, stone and gold bonuses cost you 49 points, That’s HALF of the total points available dropping any one can free up to About 25 points, so it can be smart to give one up, depending) For epochs Prehistoric to Imperial: This will depend on your liking, but generally, try to take build time Decrease for as many units as you can. Take cost reduction for the most Expensive units and\or the units you plan on using most. I suggest Taking range bonuses for ranged units, extra damage for sword units, and Extra armor for melee. I don't advice taking anything for archers because They only last for the first 5 epochs or something like that. For any Epoch if you're a fan of siege weapons, take extra range and damage, area Damage as well if it's available. As for barracks units, well if your Going to spend your time building an army of infantry, well take speed, because Without much cavalry getting around, specially on a giant map, can be Frustrating. You should also take armor, attack and range according to What strategy you will use and depending on the person you're playing Against. but if you got enough points take attack and armor. For Epochs Imperial to Nano:- Ok, again, this is strategy and depending on your strategy you choose What you want. Generally you should take tank bonuses, because your Army will probably consist of tanks mostly, unless your and infantry Lover. In which case take infantry bonuses. You should also consider air Bonuses. As for the tanks, I suggest range and damage, this way if its tanks Vs. Tanks you'll get to hit the enemy earlier or at the same time as Your enemy with more damage. To counter this strategy, take armor and Speed. This will mean his hitting you earlier will last for a shorter time As you'll get to his tanks faster, and their hits won't be as hard as Without the armor. You can also use this for hit and run strategies with Small groups, as they'll move faster and die harder :) And for infantry, really you should balance between infantry don't Just focus on one type because this is practically useless. But I suggest You take armor; build time decrease and speed, armor so that tanks have An even harder time killing them, build time decrease so that you can Get reinforcements faster and speed so that they can get to their Destination faster. And finally aircrafts. For bombers I suggest taking +area damage and +flight time and , if you wish, armor. You won't need extra attack for bombers as they Already got a HUGE payload, you won't need speed as that isn't so important Really, why would you want bombers to go faster? They'll GET hit and Shot down no matter how fast? And they'll get to their destination sooner Or later so just sit tight and wait for them to get there, cost Reductions fine if you want, build time decrease is retarded but again if you Want it, fine. (Really I mean, what more can you ask for after a nuke Which does more area damage? And the flight time, so you can reach a wider Range of destinations). And for the aircraft fighters, take flight Time, wouldn't you hate having to refuel in the middle of a dog fight? And for aircraft fighters I other than flight time, which you cannot Give up; I say you should take as many of the bonuses as you can. Speed, If anyone wants to attack it, hehe well he's going to have to catch it First. Range; attack an enemy before he can attack you. Hit points, guess! For you idiots out there, so that your plane lasts longer than the Enemy’s aircraft. Cost reduction; build time decrease, 2 words: 'cheaper And faster'. Attack, umm well guess again! Again for you imbeciles, so You do more damage. Helicopters, well these do have an unlimited Flight time. Again, like with aircraft fighters, take as much as you Can. And for nano age, lets not forget cyborgs, ok, I'd appreciate if Anyone’s got any idea about cyborgs, how they're used, and strategies that Include them, because seriously I don't use them, well I do but I've never Thought of taking any bonuses for them. (I mean they come in the last Epoch only, so it’s not really worth it to me) so in the mean time I guess Figure out what to take, because no ones going to tell you how to do Everything in a strategy game. Now, you should be done choosing a cave. I suggest saving it so that you Can use the same combination without forgetting anything, and then l8r if You learn some thing you like and want to change then again, delete your old civ. And make the new additions and save your new civ. *** 3.2 Choosing Civ bonuses for Rushing Strats *** Rushing bonuses depend on what unit you decide to rush. For example if it is with the archer, you will pick up faster build speed, cost reduction, attack and perhaps range and speed. And then take gold and wood gathering bonuses. (I do not rush, so my rushing civ bonus picking will be incomplete. I’d appreciate if anyone has a strategy that works when picking civ bonuses. I’ll give proper credit as well) civ bonuses to take in the earlier epochs: foraging/hunting: as this saves up the usage of wood for building farms. This should be sufficient to get you enough food for your army and then rushing. Citizen cost reduction: since again you will need citizens to build and collect resources for you. By taking this you save food to get either more citizens or for your army. Cost reduction of any unit: take this depending on the unit you will use. As it saves resources so that you can build more of them with the same amount of resources. Build time decrease of any unit: again, take this for the unit you plan on rushing with. This will allow you to get a large army faster. As for gold, wood, iron, food and stone bonuses; choose them according to what your rushing strategy requires you to take. i.e for archers take wood and gold. For airplanes/tanks take iron and gold. ================================================================================ *************************************** 4.0 General Strategies *************************************** What are general strategies you might ask? Well they're strategies You’d probably use in all strategy games, not just in EE. To begin with, I've played Stracraft, warcraft2, age of empires, brood war, and age of empires2, warzone2100 and now empire earth maybe one or two more that I cant remember and one thing I seem to realize lots of people forget to do, that is that they attack with an awesome army but forget but forget defense, so generally when you attack. At the beginning of your attack your attack army should be smaller, about 1/2 you defending army! Why? Simple, because not everyone you play with will spend his time defending only, some people do attack as well as defend, so the last thing you want is to have no defending army. Your attacking army will probably get killed many times over :) but you wont feel at too big a loss, replacing them will be easy and fast. your enemy may be stupid enough to think your attacking army is all you had and attack you all out in which case you'll hurt, but hell hurt more. then after attacking several times with increasing size of army each time. When you begin to realize you are weakening you enemy and he is using less and less units to defend, then you switch strategies. You send in most of your defending army, and begin to build/train/purchase new units because your units are more than most likely going to die. now read that carefully, I said send in MOST not ALL your defending army. Another thing, you should build more than one base, have 2-3 bases no more, each with a unit producing building, a conyard/towncentre/etc, defensive structures and resource collecting. this is imperative. especially against advanced enemies (this wont be easy if they're advanced and know what they're doing, they wont give you much chance to build more than one base) Also have many units working on resources; you see it works like this in most strategy games. winner is one who has better strategy. skills. if competitors have about same level of skill, or their skills pretty much even themselves out, then winner is one who manages to attack over and over again and again, without hurting much in economy. This means that it turns from strategy to who can outlast the other resource wise, or else it'll never end the game. Be a good sport and when you lose, just say it, the guy who beat you thought faster, played harder, smarter, better. don't use those crap excuses (oh the mouse wasn't working), and don't give any reasons (oh he got lucky, because his base was surrounded with mountains...) even if they're true. ================================================================================ *************************************** 5.0 Building a base *************************************** Really, this is where even I'm at a loss in EE. I can beat all the people I've played when it comes to player speed. really I can, I can beat them at the game too, and any other strategy game they name. Really I can do that too. does that make me unbeatable? No, I've been beaten, many times, but I've won many more. I can build a base in no time in AOE2, it can take me time but once it's built it counts in starcraft. I can have 1/4th the map in warcraft2 in no time. But when it comes to EE??????? Don’t know, I've tried everything, but the damned computer still does it faster. so I’ll tell you some of the ways I've tried, you can try them, improve them and lemme know what you come up with, or if you've got your own way, send it to me. ill add it with your name tagged to it. anyways here's how I'd do it. *** 5.1 Booming; building a base *** first, you have to understand the principle of populating. get as many camps and populate them with 5 people minimum. At least one camp for every resource patch. No more than one camp per resource patch. Then use those to put citizens 6 on each resource patch. Keep the first camp you got to make 5 (or more) extra villagers to build up a base and continue making villagers to expand to have at least 2 of each other resource patch. (*note*:- if you aren't playing with reveal map, before training 5 citizens, train 5 scout dogs and order them to explore so you can find more resource fields) Then, you should put 12-24 people on wood (if you think 12-24 is too little youcould put more, but I don’t recommend going abouve 35; waste of pop cap and citizens), and get 16 people on farms, and populate both farms with 8 people each as soon as you can. This doubles the amount of food got from each citizen who's farming. you'll need the food for training the citizens. Get up some towers and a siege factory as soon as you're done with farms. For now use some siege weapons to defend your base just in case someone decided to attack early. in the later epochs build AT-tanks for defense. From here it’s pretty simple, get a tank factory/stable first, then barracks and finally archery range/airport (if available in the epochs your playing) I've never liked sea battles in strategy games so I won’t write about, but if someone send to me how t use the ships and strategies that include ships in EE, ill gladly add them, with proper credits. You should have at least 3 of each unit producing building except airports to which the minimum depends on the area covered by the airfields. And you should have no more than 10-12, more than that and it can get really weird, and complicated. The other way would be Start with letting one citizen build one camp near one of each resource patch, and let them stat collecting resources (including wood). take all other citizens and start building a base, start with at least 3 on a granary, and 3(to 6) siege workshops, one(to 4) barrack. then follow any order of building buildings you want. Use your first camp to train citizens and use them to begin populating all your other camps. And use those camps to make more citizens to work on resources and populate more camps. Then when you got at least 6 people on each resource 12-24 on wood(like I said before, you think you’ll need more take more. but I don’t recommend going above 35). and always have 2 granaries. more resource patches better no less than 2 stone patches, 1 iron patch, 2 gold patches and 12-24 people on wood. Once your base is done you should keep 16 on wood; less is fine not too little though but more is a waste of pop cap. (note the other 12 or more you have on wood could be better used on building towers or expanding your base slightly. The 16 you keep are for maintaining wood supply when used for what ever reasons. In the earlier epochs with archers, since they use up wood perhaps having more on wood would be helpful, though I myself have rarely gone above 12, more occasionally and recently 16) (*note*:- ALWAYS NO MATTER HOW YOU BUILD YOUR BASE, KEEP SOME ROOM FOR BUILDING 3 WONDERS this is imperative) *** 5.2 Rushing; Building a base *** You must firstly understand and realize that the point of a rush is, actually, not to kill you’re enemy. Rather, to weaken his base just enough for you to have a significant advantage. Unfortunately very few people actually accept this or realize this. And most end up sending a significantly large army to destroy your base, and this is the strategy you are likely looking for; and the one I cannot provide you with. So if anyone can send me a successful rushing strategy used to kill an enemy early on in the game, I would greatly appreciate it and I will give you proper credits. Later on I will mention rushing strategy for weakening an enemy, building a base for this strategy would go as in the booming strategy only you build a barracks earlier on, or for that matter the first thing you build will be a barrack. (or stable/tank factory.) Refer to Rushing offensive/Defensive strategies for building a base. Splitting the E-mail's would have made them lose some of their meaning. ================================================================================ *************************************** 6.0 Defending Strategies *************************************** *****6.1.0 LAND***** AAAWHHHH my favorite in strategy games, defending. Put simply, in my opinion, very much your success in a strategy game isn't how well you attack your enemy; it's how hard it is for your enemy to attack you. This is also true in EE. You can't really attack your enemy, and succeed if your base isn't defended properly. Your attacking army is more or less going to get annihilated. So if your enemies base is well defended, he shouldn't have lost many units. Assuming he's smart, hell attack you as soon as you're done attacking, and without proper defenses, and no army, you'll get beaten. so how is it you defend? Well that probably depends on how smart you are. Use a mixture of army and building. Generally in all good strategy games there's always a unit with longer range than defensive buildings, so you'll also need a defending army. Also you have to basically balance between the two, how much or what type of defensive buildings and defending armies to use, and this depends on your liking. I got several ways of defending my base, and it varies on who I'm playing against, but anyways here are the basic strategies I use: *** 6.1.1 Booming defensive strategies *** - As I said earlier, stone is very important. Because all of your defensive structures cost stone. not that there's a large choice of defensive buildings. Towers and walls obviously and in the l8r epochs, AA-guns. And the less obvious, wood costing, fortress. So, unlike other strategy games, in EE one tower is useless. Two are useless, ten are ok, 30 we begin talking. 50 were getting somewhere. I'm looking for a number more like 100-500 + towers. ;) am I joking? Hell no! I'm dead serious! Where do you fit them, well simple here’s where. First around your base, screw walls build a wall of towers, one next to the other. And make a second layer outwards, and a third and hell if you want a fourth. Scatter a few towers around your base. Between your base and your allies’ base build a tower every few spaces, not just a line to connect the bases, no fill in the gaps to you can see the whole map between you and your ally. Leave the space of 3-4 towers in-between each other tower. then as you use an army to slowly advance, keep a group of citizens building towers as you go along. and around each mining camp fill the place with towers. then keep an army of like 30-45 units (from the +15% pop cap bonus) and have them at your base, and when and if someone sends artillery, send them to defend the towers, and a group of citizens to rebuild any towers taken down in the process. You should also place a few temples around your towers as well, because a few earthquakes from several prophets can wreak havoc down onto towers. Also placing hospitals around can be helpful to your defensive units and houses and camps (populated) to increase morale, and hospitals to do their job. In the later epochs you should begin adding AA guns around your towers as well, to keep bombers out. This, I find, is a very effective way of pissing off anyone who even THINKS of attacking. - Then there's the second strategy, not my favorite though. So another way is to use walls and towers. first, after making a defending army, mark your province by building walls. Build them as far out as you can from your base, enough so that anyone trying to get to you, you'll have time to get your army there before they destroy the wall. Then, a few spaces in front of the wall have some towers. or lots of towers. and then behind the wall put several artilleries. And of course, many hospitals and a few temples. this also works to piss off, and no one can call it abuse of towers or anything. Again that 45 pop cap off the bonus, comes up again, use it to have an army of several horses or tanks, so that if anyone gets to the walls by the time they there, your army should be waiting for them. And just for you idiots who have no imagination and thus shouldn't be playing strategy games, build some towers behind your walls just in case. And as you progress through the map towards your enemies base, yours should also build more camps (populated) with towers and a temple. And keep these newly built bases behind your attacking army so you have a haven to retreat to during a losing battle. (This comes l8r in attacking strats) and you should have hospitals in these bases as well, the more the better, and of course one of each unit producing building. (*note*: when I say build walls, there should be two layers. One of the marking of your territory built far from your base so as to warn of incoming enemies. And the second closer to your base so that once they break through the outer scout layer, which they will less your very fast, you can have an army waiting before they get to the second wall. You can then, after killing the offending army, send 5-10 citizens to repair the first wall and towers inform and behind it. - Now, there's the strategy that will work ONLY with EE. No other game has this, and I think they should be considering it. Anyways, around your base build a line of towers forming a wall then, add temples behind the wall of towers (one layer thick is enough). Then if your remember earlier, I said well get to why taking +15% pop cap is so important, well here it is. Now, build several (2-6 should do) fortresses inside your base, then outside the wall of towers, not too far away from the towers, build more fortresses. Not in a line but close. So your base, would look like this (this is very basic, just to give you a spark) ________________________ *///////////////| ^ *///^//////^////| _ and | = map edge *///////////////| * = tower *///////^///////| ^ = fortress ^ *///^///////////| / = your base ****************| ^ ^ | ^ ^ ^ ^ | then, like in the first defensive strategy mentioned, have your attacking army slowly move and discover land, fill the map with fortresses every few areas you discover, with 3-4 hospitals next to each fortress and 10-25 towers around it and of course a temple. You can leave larger spaces between your towers, and have your hospitals several spaces away from the fortress so that they cover the whole area around the fortress. Then produce a defending army of the worth of 40 pop. And populate them in a fortress, note that they are deducted from the pop cap, so build another army worth of 40 pop caps. And keep populating the fortresses. One good strategy is to have 4-10 priests in each fortress or chosen fortresses, so that you can convert enemy units. When you’re done populating the fortresses, keep the extra pop cap (from the +15% pop cap bonus) free, be sure YOU DONT USE THEM UP OR YOUR SCREWED! ! ! Then wait for someone mad enough to attempt to attack you. And unpopulate the fortress nearest to his attacking army. If you loose those units wait till he gets closer to another fortress and unpoplulate that one, and keep unpopulating fortresses as he nears, if he lasts more than 2-3 fortresses which I very much doubt anyone can do, unless they're EXTREMELY good. - In the later epoch, there is a much better way of defending. or it depends again on how smart your enemy is. Instead of fortresses, build several towers, temple and camp. And every few screens have an air field. Build bombers, not the nuke bombers the other ones, and have like 3-9 of them in each air field, then when someone decides to attack, just set the way point for bombers to the area of attack. - building a small base relatively tight base with 2-4 hexes between each building allows your army to get from one side to the other of your base much quicker, and thus in the case of an attack your defense will be defending much earlier. - In most epochs after epoch 3, if not in all the epochs. You can research a tech at hospitals which adds 5 to pop cap. If you keep these free in the fortress strategy, this allows you to unpopulate 1 and a half fortress, at a time, sending more units to defend. - In very long games, people tend to see who has a better base. So if a game appears to be that no one will win. Combine the first 3 strategies. Except keep the 45 pop cap empty instead of having the army. You should also then build walls over the whole map splitting it into sections. And also connecting your base and your allies’ base together. - Also, when you build walls, you should place gates as often as you can. I'm not sure but I think gates have more HP than walls. - at the back of your base, if you want build fortresses constantly and fill them up with units to use up the extra resources you collect. once i had nearly 40 fortresses (i have the screen shot of a few) and my enemy say them. he just quit when i told him that they were all populated and sent him the screen shots as proof :D if you do this your base should look like this:- ________________________ ^ *//^//////^^/^^^| ^ *//////////^^^^^| _ and | = map edge *//^//^////^/^^/| * = tower ^ *///////////^^/^| ^ = fortress ^ *//^///^//^//^//| / = your base ^ ****************| ^ ^^ ^ | ^ ^ ^ | -most people I know who play the game tend to agree to not use the B29/B53/titan bombers (nuke payload) as it tend to be too powerful. Having 2 of them can clear a whole army up. 10-25 of them can seriously damage your base. 25+ might as well surrender. At least that way you won’t feel too bad. So anyways, if you and the people you're going to play against are planning on banning B29/B53/titan bombers build an airfield towards the centre edge of the map. And build 5-10 B29/B53/titan bombers and use it to threaten anybody who builds them that as soon as you know an airfield of theirs has B29/B53/titan's in it that you’re going to take out the airfield, and his base. But keep your own airfield, in a relatively small area. If you’re playing highland I suggest you find an area surrounded mostly by lowland so that it will be hard to get to your airfield. - In epochs which have air blimps (scout units built at town center) build 5-10 of them and have them in front of your walls (in the wall building strategy) so that the artillery behind the wall have enough LOS to see the enemy as with proper upgrades and civ bonuses artillery can have longer range than their LOS) *** 6.1.2 Rushing defensive strategies *** I’ve never succeeded in defending against a rush aimed to eliminate me. and the few times a rush was sent to weaken me, it succeeded in doing so. For this reason I won’t put up any rushing defensive stats till wither: 1. I get some through email, so if you have a defense technique against rushing that works and would like to share it, send it to me and I will add it with proper credits. 2. I play against rushers more often and discover a defensive strategy that works against early game rushes. ---------------- >> From: Rob Worrillow > from: Madpurcell@aol.com |
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