Unofficial Empires and Allies Guide by Mongoose General for
Zynga are one of the biggest developers providing games for the Facebook platform. Empires and Allies is something different to their usual efforts, but still relies on the same model: it is a free game that you can purchase additional content for to enhance your experience. The game itself is a strategy game based on war and empires, very much like the Civilization series. Indeed, you don't immediately have to focus on aggressive conquest, and the game provides opportunities for players to attempt to sit back and gather resources in safety. You begin the game on an island. The idea of the game is to develop your empire, which can expand over the other islands. Each island effecitvely counts as a different empire, so when another player is on an island, you can attack them and take it over. The main enemy in the game is called The Raven. It is he and his cronies who are on the other islands. The Raven himself is on the final one on the map. You have to go through the islands one by one to get to him as the final battle, which is the ultimate goal for any Empires and Allies player. It was quite a while before the first player defeated The Raven, but it has now been achieved. There is quite an in depth narrative behind Empires and Allies, beginning with the main enemy, 'The Raven' launching a massive attack on your empire. From the rubble of this encounter, you have to rebuild your empire and eventually dominate the map. As you progress through the various missions that are placed in front of you, you are treated to new units and rewards along the way. These are this particular game's premium currency. To get Empire Points, you generally have to purchase them with real money! You do get 15 to get you going when you set up your first game. You can use Empire Points to get through the game quicker, completing tasks and generally making the whole experience easier. Also, you can use them to buy allies to help you in combat. Throughout Empires and Allies you will be given advice from your advisors. These are your Civic Advisor, Construction Advisor, Military Advisor and your Mission Advisor. There is a population cap on each island, as with other Zynga games. This is to keep it all manageable and stop the game from coming bogged down with too many troops. In Empires and Allies, 'population' limits can be increased by constructing government buildings. Players take it in turns to attack. This can be done by attacking or defending an island, or when fighting the AI during campaigns. It takes energy to attack. Attacking A central part of Empires and Allies is attacking other people in order to get more resources. To be able to attack, the recipient of said attack needs to be level 6. You cannot attack an enemy who has a World Embassy running. Once the attack has been initiated, you will see squares indicated on the map to show where you can move your units to. Once all the squares are full, the action can commence! When picking units to use in attacks, bear in mind that you should try to keep sufficient numbers to maintain a good variety throughout the combat. If you are left with only units of one type, or even a few, the chances are you will struggle to be able to mount a strong attack against the enemy, as you won't have any units with sufficient strengths to choose from. Similarly, you should focus your attacks on where your enemy is weakest - if they only have one of a particular unit left, take it out and they will have a gaping hole in their strategy. Invasion Zone The Invasion Zone is the area that you are able to pillage, gaining resources once every four hours until the zone is shut down by the defending player's army. The Invasion Zone is also stopped if you join the World Embassy. In the Invasion Zone, the attacker gets resources from any buildings in the vicinity. Upon invading you can see the resources of your enemy and pick an area to attack. It depends on your current resource situation as to where you will want to focus your attack, though if there are buildings close together, there should be fewer military units able to defend them. Defending When a player has an Invasion Zone in your territory, they are sapping your resources. It also costs more energy to be able to maintain the infrastructure of the area in question while it is in this state. The best way to avoid being attacked by other players is to establish a World Embassy. This prevents anyone from attacking you, as well as from you attacking them. Every unit in the game has a defensive radius. For land and air units, this is one square around the unit, while water units are given three squares. This means that if your opponent tries to attack a building that is in the defensive zone, they have to take out your units first. When positioning defensive units, it makes sense to put the strongers or more numerous around the most important resources. This depends on your current situation, but generally Oil, Wood, Ore and government buildings are the things to protect most ardently. Allies When defending, you can request the assistance of one of your allies. This can be another player who is able to assist you by providing powerups for you to use in combat. Health Each unit has a limited amount of health. After battling the enemy, you have the opportunity to restore their health, if they have not already been defeated. To do this, you can use Empire Points to buy a power up, use one that you have in your inventory already, or purchase health directly for a unit. Power ups are used by clicking the central circle at the bottom of the screen. You want to use the Field Repair power ups to get health back, so either select it or buy it with Empire Points. Power ups affect all of your units in the current combat scenario. Sometimes you may not want to use up a valuable power up if only one of your units is damaged, so in this case you could employ your Empire Points. To do this, click on the health icon for that particular unit and you will have the option to give it maximum health for 2 Empire Points. When giving a unit health back, you are also sacrificing a turn. Surrender It is possible to retreat from battles, for example if you know you are not going to be able to win, or if you run out of energy mid-fight. World Embassy The key advantages of establishing a World Embassy are that you no longer have to worry about being attacked by opposition forces. Upon its establishment, you can't attack people or suffer the risk of losing the embassy's effects. Also, you have to give back any territory that you have captured throughout the game so far. Obviously the natural tactic would be to use the World Embassy as a tool whenever you need to get out of a sticky situation. Zynga have combatted this by not allowing you to reactivate the World Embassy for six hours after it has been turned off. If you suddenly realise that you don't have enough units to defend your empire, activate your WOrld Embassy, and it should keep the enemy from your gates until its efects run out. Bonuses After making a Critical Kill you can boost your Bonus Bar by clicking the icons that come out from teh defeated enemy. This increases the amount of rewards you get from such actions. Once combat has been initiated, you are able to choose the units that you want to use. The number you can pick varies, up to 5 in some cases. Having picked them, combat can begin. Strengths Every unit in the game comes with three strengths. This allows you to pick forces that are more likely to win against certain opponents. If you fight an opponent with the same strengths as your own, there is a 50/50 chance of success. If your unit is weak against the enemy, with them having a strength against your unit, ordinarily you will only be able to connect with a glancing shot. Depending on how the strengths and weaknesses tally up, you have a chance of hitting the enemy with a 'critical blow'. This is a more powerful hit, and, if it succeeds in destroying an enemy, you are given rewards like Energy or XP. In Empires and Allies, constructing units takes place from a variety of buildings. You can construct Water, Land and Air vehicles from the appropriate locations. Regardless of the unit type, all are able to attack each other. After a unit has been destroyed, rewards emerge, including Coins and Oil. Below is an outline of the units in the game: Land: Artillery: For land units, Artillery has strengths against Battleships, Bombers and Tanks. Air: Airship: This air unit is strong against Bombers, Gunboats and Tanks. Sea: Battleship: This sea unit is best against Fighters, Gunboats and Tanks. With the above details in mind, you can see where to build each of the units in the game, along with a complete list of them, below: Barracks Units: Abrams Tank Hangar Units: A-10 Warthog Shipyard Units: Assault Battleship Upon defeating AI opponents, Freedom Bonds are given to you. These are primarily used to expand your territory, when combined with plenty of Coins. Reputation comes in the form of Honor and Infamy in Empires and Allies. Honor To gain Honor, you essentially have to be a good and friendly neighbor. Assist your allies and other players in defensive requirements, and visit their empires as much as possible. You can see Honor indicated by a red heart. The more Honor that you have, the greater the rewards that are given for performing similar tasks in the future, when helping out allies. It also gives you defensive power-ups as you level up. Infamy Infamy is the polar opposite of Honor. This is gained by performing dastardly or malicious tasks. To get it, invade other player's lands. You will see Infamy depicted appropriately as a black heart. There are benefits to gaining Infamy, however. It gives you more powerful attacks in combat, for example. Neighbors have an important role to play in combat. You can use them to give you a powerup that is selected randomly and will help your attack or defense. You can also get power ups by levelling up in Infamy or Honor. Sometimes Zynga give power ups for free for performing certain tasks, like adding new Neighbors. Below is a list of all the power ups in Empires and Allies, along with their cost and function: Air Strike I: This costs 4 Empire Points, and releases three bombs upon the target. It effects land units the most. Field Repairs I: Field Repairs I costs 4 Empire Points to purchase, and adds 25 health to units. Field Repairs II: Costing 11 Empire Points, this adds 50 health to units. Field Repairs III: For 20 Empire Points you can buy this power up which supplies all your units with 100 health. Explosive Ammo I: To boost damage, you can spend 3 Empire Points on this power up. Note that the attack has to be successful for this to take effect. Missile Attack I: This power up costs 5 Empire Points and attacks enemy units with a missile. It damages sea units the most. Hunker Down I: To reduce damage taken from enemy attacks, you can use this power up. It costs 4 Empire Points to purchase. Target Jammer I: This power up costs 5 Empire Points. It lowers enemy accuracy. Accuracy I: Accuracy I makes your units more accurate, costing 5 Empire Points. Evasion I: Evasion reduces the chance that you will be hit by enemy attacks. The first level costs 6 Empire Points. EMP I: EMP I takes out the enemy's weapons and costs 7 Empire Points. Poison Gas I: Poison Gas damages the enemy successively - in this case with 5 damage per attack. It costs 8 Empire Points to purchase. Tactical Nuke: You can purchase the ultimate weapon - a tactical nuke - for a whopping 49 Empire Points. The Tactical Nuke deals a staggering 1000 damage to ALL enemy units. While Empires and Allies is largely about military conquest and defense, you need to have a strong economy to be able to keep the units churning out. The most important resources are Wood and Oil, but it costs a great deal of other resources to construct them. For getting started, it makes the most sense to focus on your infrastructure - this involves building the government structures and housing to make sure you can then concentrate on pure resources to get your armies trained. Farms should come next, and you will want to build a lot of them. They generate coins, which are central to your economy. When constructing farms, a large part of it is choosing which specific crops to grow. More become available as you level up, and each crop has different advantages and disadvantages to be considered i.e. how long it takes to grow, the cost of planting the crop, and the reward from harvesting it. Some crops take many hours to grow. It makes sense to plant these when you are going to be away from the game for an extended period, whereas short-life crops can be used for a quick injection of cash. Once you begin to stabilise, you can begin to construct Lumber Mills, to get your Wood, Oil wells (fairly obviously for oil...) and Mines, to extract Ore. As you level up you will unlock the ability to construct these resource-collecting essentials. Resources Each island has a variety of resources that are ultimately at your disposal. Resources that you can attain are listed below: Coins Coins are earned through the rent of many buildings and through industry. They can be used to purchase most buildings and units in the game. Wood Wood, as you may expect, is gathered by cutting down trees and through building lumber mills. You can sign up for lumber contracts to keep this side of your infrastructure working well. Oil Oil is about as important in Empire and Allies as it is in real life. You need oil to be able to build the vast majority of units in the game. To get it, you have to harvest the resources of Oil Wells. Ore Ore is the basic cornerstone of resources in Empires and Allies. Ore can be of the Aluminium, Copper, Iron, Uranium and Gold variety. You will need to harvest all of these to be able to construct all of the units and buildings in the game. You can use mines to get the ore, and can also trade with other players for it. Ore is also released at the end of combat situations. Markets It is also important to build Markets in your empire. This will allow you to sell excess goods to any neighbors in need of resources. In addition to selling things like coins and ore, you can get rid of any military units you have a glut of in exchange for some much-needed cash. When you build a Market, you have to pick the type of resource that you want it to sell - with this in mind, you will need to build a few markets depending on the nature of your economic infrastructure. When players visit your empire, they can use your Markets to buy goods directly from you. Because of this, it makes sense to build Markets close together, making them easy to find. Of course, you can also visit your Neighbors to buy their excess resources. You can only sell goods if you have an adequate supply of neighbors to buy them. As well as through generating and buying resources, you can also gain them by invading other empires, fighting off enemies, visiting neighbors and completing the main storyline. Buildings Deciding which buildings to construct is important to ensuring your empire functions well and that you don't waste resources. Resource Buildings Farm: Farms cost wood and take up 4 squares on the map. The amount of wood farms cost increases depending on how many you have already - this creates a difficulty curve that should evolve with your progress. Farms are used primarily to get coins. The importance of them drops off as your economy and military exploits grow. Lumber Mill: Lumber Mills are used to get Wood for your economy. They cost 200 Coins and require four map squares. You need to have at least 50 population to be able to build them, and once you have, the Wood will be used to construct other buildings. Lumber Mill II: Essentially the same as the basic Lumber Mill, this requires a population of at least 600, and costs far more: 8,750 Coins, 25 Wood and 30 Ore. You get more Wood from this Lumber Mill. Lumber Mill III: The best Lumber Mill, this needs 2,250 population, costing 26,750 Coins, 2,675 Wood and 65 Ore. Market: Markets are essential for a good economy, being used to sell excess resources and units. They cost 1,000 Coins, 100 Wood and 5 Ore, requiring 250 population before your first Market can be constructed. Oil Well: Oil is important as it is required to build most military units and upgrade them. Constructing an Oil Well costs 250 Coins and 25 Wood. You will need at least 100 Population before you can unlock the Oil Well. Oil Well II: The next stage of the Oil Well costs 2,000 Coins, 200 Wood and 10 Ore. You need 500 Population to unlock it. Oil Well III: The best Oil Well requires a Population of 1,800. It costs 13,500 Coins, 1,350 Wood and 40 Ore. Ore Mine: To unlock the first Ore Mine, you need 100 Population. It costs 300 Coins and 30 Wood. You need Ore Mines to be able to extract various types of metal for your Empire. When you first begin the game, the type of Ore that will be in your game is selected for you. Oil is very valuable for reselling at the Market. Ore Mine II: The second stage of the Ore Mine requires 1,600 Population. It costs 12,000 Coins, 1,200 Wood and 35 Ore. Ore Mine III: Ore Mine III is incredibly expensive. Not only do you need Population of 4,000, but it costs 26,750 Coins, 2,675 Wood and 65 Ore. Because of this, you will find it difficult to construct many of these until very late in the game. As well as buildings for gathering resources, you will need to build some for constructing a military system. Below is a list of the military buildings: Military Buildings: Air Force Research Lab: This allows you to upgrade your air units. It needs a Population in your empire of 800, and costs 5,000 Coins, 500 Wood and 25 Ore. It takes up 6 squares on the map. Army Research Lab: To upgrade your land units, purchase this building, which requires a Population of 300, and costs 1,000 Coins, 100 Wood and 10 Ore. Barracks I: This is where you build your land units. You can construct it from the start of the game, and it is cheap to build - just 200 Coins and 20 Wood. Barracks II: For more advanced land units, build Barracks II. You will need 700 Population, 400 Wood and 15 Ore to do so. Barracks III: For the best land units in the game, Barracks III is the answer. You have to have a Population of at least 3,200, and it will require 20,000 Coins, 2,000 Wood and 50 Ore. Hangar I: The Hangar is used to produce air units. The first Hangar needs just 325 Population, and will then cost 400 Coins and 40 Wood to build. Hangar II: Hangar II allows you to build the next set of aircraft. You will need 1,000 Population and the cost of building Hangar II is 6,500 Coins, 650 Wood and 20 Ore. Hangar III: To be able to build the best air units, Hangar III is required. To unlock it, reach 3,200 Population. To build, 24,700 Coins, 2,470 Wood and 55 Ore is necessary. Navy Research Lab: To unlock the upgrades for your naval units, you need 1,100 Population. Building the Lab itself costs 5,000 Coins, 500 Wood and 25 Ore. Shipyard I: This allows you actually build naval units. You can construct it from Day 1, and it only costs 300 Coins and 30 Wood to build. Shipyard II: Fore more advanced seafaring units, you will want Shipyard II. It is unlocked once you reach 1,200 Population, costing 7,580 Coins and 758 Wood and 25 Ore. Shipyard III: Shipyard III permits the best naval units to be constructed. Once you have 3,600 Population you will be able to build it, for a cost of 25,700 Coins, 2,570 Wood and 60 Ore. To get the most Coins possible from your empire, follow these simple instructions: Use Your Neighbors: The more neighbors you have, the better. You get Coins for visiting them and helping with their tasks, while they get similar rewards for coming to your empire. Not only that, you can give Neighbors gifts. These are designed to encourage social interaction, so do not cost you to send. Sending gifts makes it more likely that your Neighbors will return the favor for you later. Creating a network of gift-giving neighbors is the way to succeed in Empires and Allies. The Market also encourages Neighborly conduct. With enough Neighbors, all of your excess resources will generate you plenty of nice Coins. Build: The more buildings you have, particularly farms and government buildings, the more Coins you will have coming in to your empire. Extract Resources: Resources are not only important for buildings and units, but you can sell them for Coins if you have too many or are desperate for cash. Fight: Engaging the enemy in combat also earns you Coins. You get more depending on your level of success, and can also get them in defense as well as attack. Complete the Game: In addition to all the social elements, Empires and Allies contains its 'single player' story elements. You will see new quests pop up all the time, each of which earns you lots of Coins and rewards. Not only that, you can include Neighbors in your quests so as to be able to share the wealth and earn their thanks. There are no 'cheats' for Empires and Allies. Zynga want players to have to spend their hard-earned cash on Empire Points to, in effect, If you see anywhere that you are able to download something to allow you to cheat at Empires and Allies, get free Empire Points, or otherwise circumvent the game's natural course, the chances are they are trying to get into your Facebook account, or, in the case of required downloads, put a virus or malware on your computer. Zynga have recently added a new 'campaign mastery' element to Empires vs. Allies. Essentially, this is designed to prompt people to replay the main game even after having defeated the Raven. You may wonder why you would want to do this, and the answer is...Golden Units! You can also gain more rewards and stronger challenges from playing again, so if you are bored having completed it once, then it may not be such a bad idea to have another go at it. Once you have completed the main campaign once, you can replay it earning what Zynga have called 'Mastery Tokens'. Once you have these, you can construct the 'Mastery Factory'. From this factory, you can build the golden units! The Mystery Factory takes three clicks to build. To earn the Mastery Tokens that you need for your new rewards, you have to get three gold medals from each island - with a medal being earned from winning all battles on that particular island. You can see how replayability is encouraged. The 'golden units' are actually Gold colored versions of the Boss Units that you had previously unlocked on your journey through the campaign, with improved stats. To unlock each one this time, you have to complete the particular boss's campaign section, with full mastery. You will then be able to construct it from the Mastery Factory. Note that you can also unlock the new units using Empire Points, if you have the cash for it. Once you have the units, you can research upgrades for them the same as always using the Research Labs. Another of the recent updates that Zynga has rolled out for Empires & Allies is something called 'Survival Mode'. Again, this is useful for anyone bored with the standard game or who wants a challenge past the general gameplay mechanics that characterize the campaign. Essentially, you are able to commit to a battle against unlimited waves of enemies, using just five units. It is a nice distraction from the normal gameplay, and you are also given access to a new building to facilitate it. To get started, you need to construct the War Room, which is free from any resource requirements, except, of course, for energy. With the War Room constructed, you then need to click on the structure at which point you will be given the chance to select the five units that you want to employ. The combat here involves the same principles as regular play, so you have to take each unit's pros and cons into account. Don't pick all the same units, as you need to be able to react to whatever the enemy throws at you. The point behind it is to beat as many enemy waves as you can, and the game rewards you following each one. You lose the units in the main game if they are destroyed in Survival Mode, so it can be quite a costly diversion. Once you get knocked out, you can keep going for 10 Empire Points, though this really loses the addictive nature of the game. Land in Empires and Allies is even more scarce than other Facebook games, what with your empire being crammed onto islands. As mentioned above, Zynga have implemented 'Liberty Bonds' to control how people can expand their empire (and make plenty of money out of it), all of which will be looked at in the following paragraphs. To get your very first expansion, which should be fairly early in the game, you need 5,000 coins and 10 of the new Liberty Bonds. By far the easiest way to get Liberty Bonds is to buy them yourself, using Empire Points. If you don't choose to splash the cash, however, you can request them from friends. The game seems to make this as difficult as possible, probably, you would imagine, to try and force people to buy the bonds with real money. To be able to request Liberty Bonds from your friends, you first need to have gathered the coins, otherwise you are simply not given the option. This inevitably adds quite a lot of waiting time onto the expansion process. Obviously you can message your friends to request it, or send them Liberty Bonds yourself (at no cost) and set up the usual reciprocal gift-giving that makes Facebook games so addictive. Patience, is a virtue, however. You can get Liberty Bonds as described above by waiting for your friends to send them to you, and also they can be collected after battles. Because you need 10 even for the first expansion, it will still take some time, but is essential if you want to show off a better empire than any of your friends. The way the expansions work is that you simply 'purchase' the expansion from the store, as if it was any other object, and then you can select exactly where you want to place it. The land is tacked onto the end, so in reality many, many expansions are often required to make a real difference to the overall size of your empire. Below is a list of all the expansions, along with their cost. As you will soon realise from the list, it is not really possible to get all of the expansions - it would simply take too long to save up the Coins required. That still won't stop people from trying though! Expansion 1: 5,000 Coins, 10 Liberty Bonds Expansion 2: 6,000 Coins, 10 Liberty Bonds Expansion 3: 7,200 Coins, 10 Liberty Bonds Expansion 4: 8,640 Coins, 10 Liberty Bonds Expansion 5: 10,368 Coins, 10 Liberty Bonds Expansion 6: 12,442 Coins, 10 Liberty Bonds Expansion 7: 14,930 Coins, 10 Liberty Bonds Expansion 8: 17,916 Coins, 10 Liberty Bonds Expansion 9: 21,499 Coins, 10 Liberty Bonds Expansion 10: 25,799 Coins, 10 Liberty Bonds Expansion 11: 30,958 Coins, 10 Liberty Bonds Expansion 12: 37,151 Coins, 10 Liberty Bonds Expansion 13: 44,581 Coins, 10 Liberty Bonds Expansion 14: 53,497 Coins, 10 Liberty Bonds Expansion 15: 64,196 Coins, 10 Liberty Bonds Expansion 16: 77,035 Coins, 10 Liberty Bonds Expansion 17: 92,442 Coins, 10 Liberty Bonds Expansion 18: 110,930 Coins, 10 Liberty Bonds Expansion 19: 133,116 Coins, 10 Liberty Bonds Expansion 20: 159,739 Coins, 10 Liberty Bonds Expansion 21: 191,687 Coins, 11 Liberty Bonds Expansion 22: 230,025 Coins, 11 Liberty Bonds Expansion 23: 276,030 Coins, 11 Liberty Bonds Expansion 24: 331,236 Coins, 11 Liberty Bonds Expansion 25: 397,484 Coins, 11 Liberty Bonds Expansion 26: 476,981 Coins, 11 Liberty Bonds Expansion 27: 572,377 Coins, 11 Liberty Bonds Expansion 28: 686,852 Coins, 11 Liberty Bonds Expansion 29: 824,223 Coins, 11 Liberty Bonds Expansion 30: 989,067 Coins, 11 Liberty Bonds Expansion 31: 1,186,882 Coins, 11 Liberty Bonds Expansion 32: 1,424,257 Coins, 11 Liberty Bonds Expansion 33: 1,709,109 Coins, 11 Liberty Bonds Expansion 34: 2,050,931 Coins, 11 Liberty Bonds Expansion 35: 2,461,117 Coins, 11 Liberty Bonds Expansion 36: 2,953,341 Coins, 11 Liberty Bonds Expansion 37: 3,544,009 Coins, 11 Liberty Bonds Expansion 38: 4,252,811 Coins, 12 Liberty Bonds Expansion 39: 5,103,373 Coins, 12 Liberty Bonds Expansion 40: 6,124,048 Coins, 12 Liberty Bonds Expansion 41: 7,348,858 Coins, 12 Liberty Bonds Expansion 42: 8,818,629 Coins, 12 Liberty Bonds Expansion 43: 10,582,355 Coins, 12 Liberty Bonds Expansion 44: 12,698,826 Coins, 12 Liberty Bonds Expansion 45: 15,238,592 Coins, 12 Liberty Bonds Expansion 46: 18,286,310 Coins, 12 Liberty Bonds Expansion 47: 21,943,572 Coins, 12 Liberty Bonds Expansion 48: 26,332,286 Coins, 12 Liberty Bonds Expansion 49: 31,598,744 Coins, 12 Liberty Bonds Expansion 50: 37,918,492 Coins, 12 Liberty Bonds Expansion 51: 45,502,191 Coins, 12 Liberty Bonds Expansion 52: 54,602,629 Coins, 12 Liberty Bonds Expansion 53: 65,523,155 Coins, 12 Liberty Bonds Expansion 54: 78,627,786 Coins, 12 Liberty Bonds Expansion 55: 94,353,343 Coins, 12 Liberty Bonds Expansion 56: 113,224,011 Coins, 13 Liberty Bonds Expansion 57: 135,868,814 Coins, 13 Liberty Bonds Expansion 58: 163,042,576 Coins, 13 Liberty Bonds Expansion 59: 195,651,092 Coins, 13 Liberty Bonds Expansion 60: 234,781,310 Coins, 13 Liberty Bonds Expansion 61: 281,737,572 Coins, 13 Liberty Bonds Expansion 62: 338,085,086 Coins, 13 Liberty Bonds Expansion 63: 405,702,103 Coins, 13 Liberty Bonds Expansion 64: 486,842,524 Coins, 13 Liberty Bonds Expansion 65: 584,211,029 Coins, 13 Liberty Bonds Expansion 66: 701,053,235 Coins, 13 Liberty Bonds Expansion 67: 841,263,881 Coins, 13 Liberty Bonds Expansion 68: 1,009,516,658 Coins, 13 Liberty Bonds Expansion 69: 1,211,419,989 Coins, 13 Liberty Bonds Expansion 70: 1,453,703,987 Coins, 13 Liberty Bonds
Getting Started
Story
Empire Points
Advisors
Population
Combat
Deployment
Units
Soldier: Soldiers do best against Airships, Artillery and Carriers.
Tank: The final land unit has its strengths against Fighters, Gunboats and Soldiers.
Bomber: The final air unit is good againt Battleships, Fighters and Soldiers.
Fighter: Fighters, another air unit, excel against Airships, Gunboats and Tanks.
Carrier: Carriers are strongest when fighting Airships, Artillery and Battleships.
Gunboat: The final sea unit is the gunboat, which has strengths against Bombers, Carriers and Soldiers.
Unit List
Armored Tank
Bastille Tank
Bazooka Soldiers
Cadet Soldiers
Cannon Artillery
Crusher Tank
Field Artillery
Grunt Soldiers
Heavy Artillery
Howitzer Artillery
Mechanized Soldiers
Rocket Artillery
Rocket Soldiers
Sherman Tank
The Cobra
The Executioner
The Hammerhead
The Jackal
The Penetrator
Vintage Tank
Apache Airship
B-52 Bomber
Chinook Airship
Comanche Airship
F-35 Lightning II
Flying Fortress Bomber
Harrier Fighter
Light Airship
MiG 17 Fighter
Mustang Fighter
P-40 Warhawk Fighter
Rafale Fighter
Raptor Fighter
Stealth Bomber
Supersonic Bomber
The Bandit
The Black Widow
The Honey Badger
The Nightmare
The Ripper
Vintage Bomber
Vintage Fighter
Assault Carrier
Dragon Boat
Heavy Carrier
Hunter-Killer Gunboat
Ironclad Gunboat
Light Battleship
Light Carrier
Railgun Battleship
Seawolf Gunboat
Strike Battleship
Submarine Gunboat
Supercarrier
The Butcher
The Cutthroat
The Guillotine
The Raven
The Reaper
Torpedo Gunboat
Vintage Battleship
Vintage Carrier
Freedom Bonds
Reputation
Power Ups
Air Strike II: The cost for this is 13 Empire Points, and it drops double the bombs of Air Strike I (so six in total).
Air Strike III: 20 Empire Points will buy you this power up, which releases nine bombs compared to Air Strike I and II.
Explosive Ammo II: This costs 8 Empire Points nad increases damage by a greater extent.
Explosive Ammo III: For 13 Empire Points you are able to reach the maximum level of damage on successfuly attacks.
Missile Attack II: As above, but with more missiles, damage and costing 16 Empire Points.
Missile Attack III: For 25 Empire Points you can get the maximum rated Missile Attack.
Hunker Down II: This power up costs 8 Empire Points and reduces enemy damage even more.
Hunker Down III: To reduce enemy damage the most, you can get this power up for 12 Empire Points.
Target Jammer II: 11 Empire Points will buy this for you, making enemies even less accurate. This increases the chance of them only hitting with glancing blows.
Target Jammer III: To get Target Jammer III, spend 19 Empire Points for the lowest possible enemy accuracy.
Accuracy II: For 11 Empire Points you can make your units even more accurate. This increases the chance of getting critical hits.
Accuracy III: 17 Empire Points will buy Accuracy III, maxing out friendly accuracy.
Evasion II: For 12 Empire Points you can get Evasion II, which makes enemy attacks even less likely to hit.
Evasion III: 20 Empire Points buys the maximum Evasion level.
EMP II: 11 Empire Points can purchase EMP II, which makes the EMP more effective.
EMP III: For the maximum EMP effectiveness you can spend 15 Empire Points to get EMP III.
Poison Gas II: Spend 15 Empire Points on Poison Gas II to get attacks that deal 10 damage each time.
Poison Gas III: Poison Gas II1 costs 21 Empire Points for 15 damage per attack.
Economy
Getting Coins
Cheats
'cheat' at the game. Empire Points allow you to skip quests, level up quicker, and generally make the game much easier.
Campaign Mastery
Survival Mode
Expansion Guide