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Empire Earth: The Art of Conquest 


Table of Contents 


Chapter I: Welcome to Empire Earth: The Art of Conquest...5 

Installing Empire Earth: The Art of Conquest.5 

Playing Empire Earth: The Art of Conquest.6 

What’s New.6 

Space (2200 AD).9 

Chapter II: Buildings, Units, Wonders and Calamities.11 

Space Buildings.11 

Units and Upgrades.12 

Other New Units.13 

Wonder: Orbital Space Station.14 

Calamity: Meteor Storm.14 

Chapter III: Civilization-Specific Powers.17 

Ancient Greece.17 

Assyrian Empire.18 

Byzantine Rome.18 

Carthage.18 

Kingdom of Israel.18 

England.19 

Franks.19 

Kingdom of Italy.19 

Ottoman Empire.20 

Spain.20 

France.20 

Germany.20 

Great Britain.21 

Italy.21 

Russia.21 

United States.21 

China.22 

Novaya Russia.22 


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Table of Contents 


Empire Earth: The Art of Conquest 


Rebel Forces.22 

Korea.23 

Japan.23 

Chapter IV: Heroes.25 

Hu Kwan Do.25 

Khan Sun Do.25 

Chapter V: Civilizations.27 

Korea.27 

Japan.28 

Credits.30 

Index.37 



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Welcome to Empire Earth: The Art of Conquest 



Empire Earth: The Art of Conquest 


Chapter I 

Welcome to Empire Earth: The Art of 
Conquest 


Welcome to Empire Earth: The Art of Conquest , the official 
expansion for Empire Earthl This chapter explains how to 
install the expansion, plus highlights the new features that the 
The Art of Conquest adds to the game. 

Installing Empire Earth: The Art of Conquest 

To install Empire Earth: The Art of Conquest , place the CD- 
ROM into your CD-ROM drive. An installation screen 
should appear. Select the Install button and follow the direc¬ 
tions provided on the screen. 

Should the installation screen not appear, double-click on the 
My Computer icon on your desktop, then double-click the 
icon for your CD-ROM drive. In the directory that appears, 
double click the Autoplay.exe file. The installation screen 
should appear, and you’ll be on your way. 


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* .-^NOTE: You must have the full, retail 
version of Empire Earth installed on your 
computer in order to play the The Art of 
Conquest. The expansion will not work if 
you do not have Empire Earth installed on 
your computer. 

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Welcome to Empire Earth: The Art of Conquest 


Empire Earth: The Art of Conquest 


After you install the expansion, you will be given the oppor¬ 
tunity to read the readme file. Reading the readme file is 
highly recommended: any last minute information that didn’t 
make it into this manual will appear in the readme. Anytime 
the readme is in conflict with information found in the manu¬ 
al, the readme is correct. 


Playing Empire Earth: The Art of Conquest 

To play Empire Earth with the expansion, be sure to have the 
Empire Earth: The Art of Conquest CD-ROM in your CD- 
ROM drive. The game won’t operate otherwise. 


What’s New 

Empire Earth: The Art of Conquest adds a bevy of new fea¬ 
tures, buildings and units to enhance your Empire Earth-play¬ 
ing experience. Among the new features are: 


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An epoch set in the far reaches of outer space 

Three single-player campaigns that bring you from the 
Roman Empire to World War II to the future 

Two more heroes to help you in your quest for supremacy 

Two new civilizations to guide 

Unique capabilities for all civilizations 

More buildings, including a new Wonder 

More units, from flaming arrows to a spy satellite 



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Space 



Empire Earth: The Art of Conquest 


Space (2200 AD) 

The second half of the 21st century witnessed a great change 
in the world. China stretched its imperial muscles, and by 
2067 had seized control of many of the formerly sovereign 
nations of southern and eastern Asia. A new country called 
the United Federation of Asian Republics, known simply as 
UFAR, was bom. 

Soon the pressures of feeding a rapidly expanding population 
became oppressive, and UFAR sought other methods of sup¬ 
porting its people. Earth was overpopulated, and its ever- 
dwindling resources would never be able to foster UFAR’s 
continued growth. UFAR looked to the stars to provide. 

Soon, the dream of living in outer space became reality. 
Scientific advancements allowed Mars’ barren land to bear 
fmit, and the red planet became Earth’s breadbasket. 

Colonizing Mars seemed to be the perfect solution to UFAR’s 
problems, but very few things come without a price. 
Administering the affairs of two planets is no easy task. 


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Empire Earth: The Art of Conquest 


Chapter II 

Buildings, Units, Wonders and 
Calamities 



Space Buildings 

Space Dock 

Epochs: 15 

Produces: Space Ships 
Researches: None 

Area of Effect: Repairs ships within its 


range 


The Space Dock was the link between outer space and plane¬ 
tary life. Indeed, it was the key to living away from earth. 
Ships of all shapes and sizes are built at the Space Dock, 
from the Space Carrier, the home of speedy Space Fighters, 
to the Space Transport which ferried goods and citizens 
between planets. The Space Dock was also the birthplace of 
the Space Capitol Ship, a heavily armored and armed space¬ 
craft, and the Space Corvette. 


A Space Dock can only be built on the border between land 
and space. 



Space Turret 
Epochs: 15 
Produces: Nothing 
Researches: Nothing 
Area of Effect: None 


When humans settled in space, they had to discover new 
means of defending their borders. Enemies could be lurking 


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Buildings, Units and Wonders 


Empire Earth: The Art of Conquest 


anywhere in the vast expanse of the universe and could attack 
an unsuspecting nation at any time. Space Turrets were built 
as a first means of defense. These small structures were 
capable of blasting enemy space ships out of the sky. 

Space Turrets are built by citizens and can only be built on 
the border between land and space. 

Units and Upgrades 

While the Space Dock was home to much of the new technol¬ 
ogy during the Space Age, important research occurred else¬ 
where. New advances were researched at the Granary and 
Tank Factory, and the innovations helped to usher in the new 
age. 

Robotic Farm 

The Robotic Farm revolutionized food production. Citizens 
are no longer required to cultivate and harvest food, thus 
freeing them for other uses. Robotic Farm technology is 
researched at the Granary. 

Anti-Missile Battery 

The nuclear missile terrorized fearful citizens until the Anti- 
Missile Battery was invented. The brain-child of weapons 
specialists at the Tank Factory, the Anti-Missile Battery is 
the only defense against nuclear missiles (see page 22 for 
more on nuclear missiles). 

Other New Units 

The Space Age wasn ’t the only era in which new technologies 
were discovered. Other ages witnessed fantastic inventions. 


Spy Satellite 

The Spy Satellite, which can provide valuable information 
about enemies, is built at the Capitol. It can travel through 
space, but it is unarmed. The Spy Satellite first becomes 
available during the Digital Age. 

Palisades 

The Palisades are a primitive first means of defense. 
Becoming available in the Copper Age, these walls are built 
from wood. They are not, however, as strong as walls made 
from stone. 

Wonder: Orbital Space Station 

Martians, like many other humans, find a mixture of fear and 
comfort when gazing at the stars. Looking across the heav¬ 
ens, Martians can see the Earth, from whence they or their 
ancestors came, along with many other familiar planets, 



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Buildings, Units and Wonders 


Empire Earth: The Art of Conquest 


moons and stars. Of all the objects in the sky, though, the 
one that inspires the most awe is the Orbital Space Station. 
Its massive beauty reminds Martians of what they are capa¬ 
ble. 


The Orbital Space Station provides a morale boost to all 
space-going units. 


Calamity: Meteor Storm 

1 Target: Space 
Effect: Damages Space Ships 


4 


iFrom a planet’s surface, meteor storms can 
Ibe beautiful sites. Streaks of light dash 
\across the sky in a glorious display. In 
space, however, meteor storms are deadly. These fiery rocks 
can severely damage space ships, and they do not discrimi¬ 
nate between the ships of friend or foe. 


Prophets can create this calamity during the Space Age. 



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Civilization-Specific Powers 


Empire Earth: The Art of Conquest 



Chapter III 

Civilization-Specific Powers 


Throughout time, certain civilizations have become well- 
known for particular talents and skills. Each civilization in 
Empire Earth: The Art of Conquest is endowed with a spe¬ 
cial, unique power. The powers are varied: some may help 
on the battlefield while other help the coffers. This chapter 
outlines each civilization’s special power. 

Ancient Greece 

Power: Flaming Arrows 
Available in Epochs: 3-6 

Bowmen can transform their ordinary arrows into flaming 
arrows. Buildings hit by a flaming arrow can catch fire, 
which could then spread to other 
nearby structures. Simple bow¬ 
men, long bowmen and compos¬ 
ite bowmen can shoot flaming 
arrows. 

Babylon 

Power: Priest Tower 
Available in Epochs: all 

The awe-inspiring Priest Tower 
persuades enemy units to con¬ 
vert. All enemy units within the 
Tower’s range will embrace your 
civilization’s way of life. If you 
like, you can choose which units 
you would like to convert first. 



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Civilization-Specific Powers 


Empire Earth: The Art of Conquest 


Assyrian Empire 

Power: Slavery 
Available in Epochs: all 

As the Assyrian Empire succeeds in battle, it will be able to 
enslave a portion of the enemy population. For every few 
enemy citizens killed, a new free citizen will be created at 
your Capitol. In order for this special power to be employed, 
you must have a Capitol and your population must be under 
the cap. 

Byzantine Rome 

Power: Insurance 
Available in Epochs: all 

The Byzantine Romans were a careful lot and searched for 
ways to lessen risks. They came upon the concept of 
Insurance. When a unit is killed, all is not lost. A portion of 
the resources used to create the unit is returned to you. 

Carthage 

Power: Pathfinding 
Available in Epochs: all 

Any civilization that can boast of leading elephants over the 
Alps must be particularly bold when it comes to facing diffi¬ 
cult terrain. Carthaginians have a special Pathfinding skill 
that allows them to find their way through forests and scram¬ 
ble successfully over cliffs. Units produced at the Barracks 
and citizens are blessed with this skill. 

Kingdom of Israel 

Power: Emissaries 
Available in Epochs: all 

Priests from the Kingdom of Israel are cloaked and can move 


through enemy territory unnoticed, making their mission of 
converting the enemy easier. 

Austria 

Power: Adaptation 
Available in Epochs: 8-15 

When Austrian priests convert an enemy town center or set¬ 
tlement, Austria gains much more than territory. For every 
settlement or town center taken, Austria learns one of the 
defeated civilization’s powers. 

England 

Power: Exploration 
Available in Epochs: all 

English explorers were among the first to conquer lands in 
the New World and across the globe. This civilization’s 
Town Centers and Capitols are endowed with increased line 
of sight. 

Franks 

Power: Crusaders 
Available in Epochs: 4-6 

The Crusaders fought battles with a higher purpose in mind: 
they were soldiers for Christ who sought to claim the Holy 
Eand. In addition to their battle capabilities, Crusaders can 
also convert enemy units. Bronze cavalrymen, short swords¬ 
men, long swordsmen and knights are Crusaders. 

Kingdom of Italy 

Power: Metallurgy 
Available in Epochs: all 

For centuries, alchemists tried to take base elements and con- 


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Civilization-Specific Powers 


vert them into valuable gold. The alchemists of the Kingdom 
of Italy have discovered the secret. This civilization can use 
gold and iron interchangeably for units. 

Ottoman Empire 

Power: Expansionism 
Available in Epochs: all 

At its height, the vast Ottoman Empire stretched from 
Baghdad in the east to Hungary in the west. With 
Expansionist power, citizens found Town Centers instead of 
building settlements. 

Spain 

Power: Conquistadors 
Available in Epochs: 6-9 

The Spanish Conquistadors completely overwhelmed the 
native populations of Central and South America. Spanish 
mounted units become conquistadors and are blessed with a 
greater line of sight. 

France 

Power: Camouflage 
Available in Epochs: all 

With the power of Camouflage, units that have remained idle 
for a short time are automatically cloaked. When a unit 
becomes active again, it will lose its cloak 

Germany 

Power: Bundeswehr 
Available in Epochs: 9-12 

The Bundeswehr was the first militia in post-World War II 


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Empire Earth: The Art of Conquest 


Germany. The Bundeswehr allows any citizen to instantly 
become a military unit for a price. 


Great Britain 

Power: SAS Commando 
Available in Epochs: 11-15 

This highly trained individual can travel through water 
and set explosives on buildings. 

Italy 

Power: Paratroopers 
Available in Epochs: 11-15 

Planes drop paratroopers into battle. To build 
a paratrooper plane, select the Paratrooper 
plane button on the Airport. Then, place a 
waypoint to determine where the paratroop¬ 
ers should be dropped. 

Russia 

Power: Advanced Mining 
Available in Epochs: all 

To aid in gathering supplies, the Advanced 
Mining power allows extra citizens to be 
assigned to mining stone, gold and iron. 



United States 

Power: Market 
Available in Epochs: 10-15 

When a market is built, the United States can buy and sell 
goods. To buy goods, select the Market and choose the 
resource you want to buy. The price of the resource will be 
displayed, and the cost includes a transaction fee. To sell an 


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Civilization-Specific Powers 


Empire Earth: The Art of Conquest 


item, select the Market and choose the resource you want to 
sell. A transaction fee will be subtracted from the total cost. 
You can buy goods as long as you have gold, and sell any 
resources you have on hand. 

China 

Power: Just In Time Manufacturing 
Available in Epochs: all 

With Just In Time Manufacturing, units can be built instanta¬ 
neously if you are willing to spend the money to do so. To 
enable Just In Time Manufacturing, select the Just In Time 
Manufacturing button, then choose the unit you would like to 
build. 

Novaya Russia 

Power: Missile Base 
Available in Epochs: 13-15 

At the missile base, a powerful new weapon, the nuclear mis¬ 
sile, is made. The nuclear missile can fly across space and 
land. The only antidote to the nuclear missile is the Anti- 
Missile Battery (see page 13). 

Rebel Forces 

Power: Cloaking 
Available in Epochs: 13-15 

With this special power, portions of a town can be cloaked. 
To cloak part of a town, select a capitol and then click the 
cloak button. The building and all units in the area will be 
cloaked, provided you have enough mana. 


Korea 



Power: Fanaticism 
Available in Epochs: all 

Any unit produced at the barracks and capitol can become 
Fanatics. When Fanaticism has been 
invoked, units have larger attack val¬ 
ues, but their hit points are reduced. 

When the frenzy of Fanaticism 
wears off, the units’ attack values 
return to normal, but their hit 
points remain 
reduced. 

Japan 

Power: Cyber Ninja 
Available in Epochs: 15 

The Cyber Ninja is a crafty 
military unit that can set a 
“logic bomb.” When a “logic 
bomb” has been set on a 
building, it will be disabled 
temporarily. The Ninja is a 
cloaked unit that can also 
attack with a sword should an 
enemy come close. The Cyber 
Ninja is produced at the 
Barracks. 


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Heroes 


Empire Earth: The Art of Conquest 



Chapter IV 
Heroes 


New eras usher in new heroes, and the Space Age has its own 
remarkable personages. 

Hu Kwan Do 

Blessed with a brilliant mind, Hu Kwan Do led his company, 
the Kwan Do Electronics and Communications Conglomer¬ 
ate, to astounding economic success. As his company grew 
in prominence, so did he, and he soon seized control of 
China. His ambitions did not stop there, however, and his 
dominance spread throughout Asia. Ultimately, he founded 
the United Federation of Asian Republics, or UFAR, and his 
family would lead for generations. 

Hu Kwan Do is a warrior. 

Khan Sun Do 

A descendent of the great hero Hu Kwan Do, Khan Sun Do 
followed in his ancestor’s footsteps and became a great 
leader. He was a member of one of the first generations of 
Martian-born citizens, and his sense of a separate identity 
from Earthlings became his rallying cry. 

Khan Sun Do is a strategist. 


24 


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Civilizations 


Empire Earth: The Art of Conquest 



Chapter V 
Civilizations 


Korea 

Over 4,000 years ago, the Kingdom of Choson was founded 
by Tangun, or so the story goes. Over the next 2,000 years, 
many different kingdoms and states would rise and fall on the 
Korean peninsula until King T’aejong managed to unify the 
different factions into one kingdom. 

Many dynasties would leave their mark on Korea, from the 
Koryo dynasty to the Choson Dynasty. In 1910, dynastic rule 
came to an end when the Japanese colonized Korea. 

Koreans would suffer under Japanese rule until the end of 
World War II, when Korea was granted its freedom. Yet, 
Korea’s newfound happiness would be short-lived, and the 
Korean war would begin in 1950. 

Economy Resource Gathering 

15% Gold Mining 
Civilization-wide 

20% Mountain Combat Bonus 
15% Pop Cap 

Military Infantry - Ranged 

20% Armor 
25% Hit Points 
Field Cannon and AT Guns 
30% Build Time Decrease 
Siege Weapons and Mobile AA 
20% Range 
25% Rate of Fire 


26 


27 


Civilizations 


Tanks 

20% Attack 

Cybers - Combat 

20% Attack 

Air Fighters 

20% Attack 
25% Hit Points 

Space Space Fighters 

20% Attack 

30% Build Time Decrease 
20% Speed 
Space Ships 
20% Attack 

Japan 

Like many nations, Japan was ruled by a powerful family 
during much of its early history. The Yamato family emerged 
in the third century to seize control of Japan and would rule 
for the next millennium. Towards the end of the Yamato fami¬ 
ly ’s rule, the country was splintered, overrun with military 
men who fought for control of various regions of Japan. The 
country would be reunified in the 16th century, and the gov¬ 
ernment severely limited contact with the western world. 

Japan would enjoy hundreds of years of peace and relative 
solitude until economic trouble led to increased contact with 
the western world. Japan quickly became both an industrial 
and military power. After its defeat in World War II, Japan 
soon reestablished itself as an economic force. 


28 


Economy 


Resource Gathering 

15% Iron Mining 


Empire Earth: The Art of Conquest 

Citizens and Fishing Boats 
20% Speed 
Civilization-wide 

15% Pop Cap 

Military Infantry - Ranged 

20% Armor 
20% Speed 

Tanks 

30% Build Time Decrease 
20% Speed 
Cybers - Combat 
30% Build Time Decrease 
20% Cost Reduction 
Cybers - Ultra 
20% Cost Reduction 
Space Space Fighters 

25% Hit Points 
Spaceships 

30% Build Time Decrease 
20% Cost Reduction 
20% Speed 


29 



Credits 


Empire Earth: The Art of Conquest 


Credits 

Mad Doc Software 

The Team: 

Chris Bold 
Rex Bradford 
John Cataldo 
Ken Davis 
Scott Downey 
David J. Fielding 
Mark Graham 
Nick Greco 
Xinbo Kan 
Dan McClure 
Tom Murray 
Matthew Nordhaus 
Gary Strawn 
Tara Teich 
Karen Wolff 

Additional Art By Paul Bernstein 

Executive Direction: 

Dr. Ian Lane Davis and Shaun McDermott 

Special Thanks To: 

Christine and Max, Wei Li, Leah, Audrey Graham, 
Emma Grace, Ellie Viv, Clinton Red Merlin and 
LST 820, Sophi, Murphy, Sandy, Gene Mauro, Bob 
Deluca, Jim Martin, Lenore Celia and Bert Paley, 
Jim Thorp, & Tom of Everett Mills. 


Sierra Entertainment 

Producer: Jon Payne 

Executive Producer: Eric Hayashi 

Vice President Development: Rod Nakamoto 

QA Lead: Chad Martin 

Assistant QA Lead: Tharlie Richardson 

QA Tester: Mike Racioppi 

Director of Marketing: Charles Grover Holtzclaw 
Brand Manager: Steve Beinner 
International Brand Marketing: Beatrice Henrion 
PR Manager: Adam Kahn 
VP Marketing: Barbara Schwabe 
Brand Manager (North America): Alex Rodberg 
Brand Manager (Europe): Beatrice Henrion 
Senior Director PR: Kathy Miller 

Technology Group Engineering Manager: Mike Nicolino 
Technology Group Engineers: 

Bill Dewey, Brent LaPoint, Brian Rothstein, 
Brendan Vanous, Dean Webster 
Administrative Support: Beth Adams 

Special thanks to: 

Mike Ryder, Julie Pitt, Cathy Johnson 

Documentation: Lisa Gagnon 

Licenses 

Uses Miles Sound System. 

Copyright © 1991-2002 by Rad Game Tools, Inc. 


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31 



Support 


Empire Earth: The Art of Conquest 


32 


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33 



Support 


Empire Earth: The Art of Conquest 


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34 


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Support 


Empire Earth: The Art of Conquest 


THE PRODUCT OR OTHERWISE INSTALL IT OR USE IT ON MORE THAN ONE 
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Copyright (©2002 Sierra Entertainment) 


Index 


a 

Adaptation 19 
Advanced Mining 21 
Anti-Missile Battery 12 

B 

Bundeswehr 20 

c 

Calamity 14 
Camouflage 20 

Civilization-Specific Powers 17 
Ancient Greece 17 
Assyrian Empire 18 
Austria 19 
Babylon 17 
Byzantine Rome 18 
Carthage 18 
China 22 
England 19 
France 20 
Franks 19 
Germany 20 
Great Britain 21 
Italy 21 
Japan 23 

Kingdom of Israel 18 
Kingdom of Italy 19 
Korea 23 

Novaya Russia 22 


36 


37 



Index 


Ottoman Empire 20 
Rebel Forces 22 
Russia 21 
Spain 20 
United States 21 
Cloaking 22 
Conquistadors 20 
Crusaders 19 
Cyber Ninja 23 

E 

Emissaries 18 
Expansionism 20 
Exploration 19 

F 

Fanaticism 23 
Flaming Arrows 17 

H 

Heroes 25 
Hu Kwan Do 25 

i 

Installing the Expansion 5-6 
Insurance 18 

j 

Japan 28 

Just In Time Manufacturing 22 

38 


K 

Korea 27 
Kwan Sun Do 25 


Empire Earth: The Art of Conquest 


M 

Market 21 
Metallurgy 19 
Meteor Storm 14 
Missile Base 22 

N-0 

Nuclear missile 12, 22 
Orbital Space Station 14 

p 

Palisades 13 
Paratroopers 21 
Pathfinding 18 
Priest Tower 17 

R 

Robotic Farm 12 

s 

SAS Explosives Expert 21 
Slavery 18 
Space Dock 11 
Space Turret 11 
Spy Satellite 13 


w 

Wonder 14 


39