| rdfs:comment
| - Unique units were introduced in Empire Earth I as part of Art of Conquest. Only a few civilizations could build them, with others having access to new abilities or buildings. In Empire Earth II, every civilization has 3 unique units, which are available in different epochs.
- A unique unit is one that has no factional equivalents and thus has no unit type. These offer the player the option to employ more unusual strategies, that when successful often tip the balance of the entire game, however doing so successfully requires a great deal of skill, planning and general knowledge. All experimental units are unique.
- Unique Units are a set of special units each nation has. They usually replace standard units (except for the War Elephant units used by the Persians and Indians) and often receive some bonuses over the units they replace, such as improved attack strength, increased hit points or decreased unit cost. And, of course, they also add to the flavor of a nation. In single-player Quick Battle and in Multiplayer Games, unique units can be disabled for all nations by checking the option No Unique Units. All nations will use standard units instead.
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| abstract
| - Unique Units are a set of special units each nation has. They usually replace standard units (except for the War Elephant units used by the Persians and Indians) and often receive some bonuses over the units they replace, such as improved attack strength, increased hit points or decreased unit cost. And, of course, they also add to the flavor of a nation. Unique units often come as a set of upgrades to replace standard units of several ages. The British, for example, use their own set of unique Foot Archers from the Classical Age to the Gunpowder Age, which then upgrade to their unique Gunpowder Infantry and Modern Infantry afterwards:
* Classical Age: Longbowmen (replaces Archers)
* Medieval Age: King's Longbowmen (replaces Crossbowmen)
* Gunpowder Age: King's Yeomanry (replaces Crossbowmen)
* Enlightenment Age: Highlanders (replaces Musketeers)
* Industrial Age: Black Watch (replaces Riflemen) In single-player Quick Battle and in Multiplayer Games, unique units can be disabled for all nations by checking the option No Unique Units. All nations will use standard units instead.
- Unique units were introduced in Empire Earth I as part of Art of Conquest. Only a few civilizations could build them, with others having access to new abilities or buildings. In Empire Earth II, every civilization has 3 unique units, which are available in different epochs.
- A unique unit is one that has no factional equivalents and thus has no unit type. These offer the player the option to employ more unusual strategies, that when successful often tip the balance of the entire game, however doing so successfully requires a great deal of skill, planning and general knowledge. A traditional method is to decimate their AA, and then attack with gunships. Predictable, effective, cost/time efficient, but easy to counter. A more unusual strategy would be the deployment of several UEF engineering stations (the kennel), with the aim of capturing high price enemy units, such as mobile artillery and mobile shield generators. These strategies are unpredictable, and have a high pay off; however very easy to counter if your opponent knows they are coming. All experimental units are unique.
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