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Empire Earth Ii





CVG| Information

  developer Mad Doc Software
  publisher Vivendi Universal
  designer Dr Ian Lane Davis , Steven W Nadeau
  engine Gamebryo
  released April 26 2005
  genre RTS
  modes Single Player , Multiplayer
  ratings ESRB : Teen (T)
  platforms PC ( Windows )
  media 2 CDs
  requirements Microsoft Windows 98/Me/2000/XP operating system, NVIDIA GeForce™ 3 or equivalent DirectX 90c-compliant 64 MB 3D video card with hardware T&L and pixel shader support, 15 GHz Intel Pentium 4 processor or equivalent, 256 MB RAM, 15 GB of uncompressed hard disk space for game files, DirectX 90c (included), DirectX-compatible sound card and speakers or headphones, 4X CD-ROM drive, Microsoft compatible mouse and keyboard, Minimum 56K dial-up modem for online play
  input Keyboard , Mouse


''Empire Earth II'', also called '''EE II''', is a Real-time Strategy Computer Game Developed by Mad Doc Software and Published by Vivendi Universal on April 26, 2005 . It is a sequel to the 2001 bestselling game '' Empire Earth '', which was developed by now-defunct Stainless Steel Studios . The game features 15 epochs and 14 different civilizations.

Mad Doc Software released an expansion for EE II, '''''''''', was first released on February 14 , 2006 .


OVERVIEW AND NEW FEATURES

There are some new features in Empire Earth 2:

One of these new features is the Picture-in-Picture window. It's another window within the game interface. This allows the player to take control of his/her game, like building certain units at certain places, or have a building built at a certain place, without having to be looking at those certain areas to do it.

Another notable feature is the Citizen Manager, which tells a citizen what to do if they have no set task. This feature is not new in RTS games in general.

The Diplomacy System allows the player to make tributes to other players and/or declare certain players allies or enemies. This is not considered something new in the RTS genre.

Another new feature in EEII is the War Planner. This is a map of the game that the player can bring up and use it to coordinate attacks in certain places with allies.

Another new feature in EE II is the Crowns System. The new Crown System grants strategic bonuses to players who are first to master an epoch's Military, Economic, or Imperial paths. This grants bonuses to people who prefer a certain way of playing the game. But it comes at a cost; attempting to capture a crown is usually done at the cost of not being able to afford to advance to the next epoch. Earning a crown allows the player to build a unique leader unit with special active and passive powers. Winning a crown also allows the player to choose a special benefit for a specific period of time. For example, players who win the Military Crown in a later epoch may choose "Strategic Bombing Doctrine" as their crown benefit, which bestows bonuses to bomber aircraft for a certain amount of time.

One of the most notable gameplay differences in Empire Earth II is that there is, finally, Weather. Weather changes over time on the map, and affects not only the look of the map (which can be hard to see during blizzards or sandstorms), but also performance of units. For instance, ranged units perform worse in rain or snow than they do in clear weather and siege units fire less accurately on their targets. Outposts can be built to prevent units from losing their status and thus can allow units to perform more effectively.


CAMPAIGNS

Empire Earth II has three single player campaigns - Korean , German and the American .


Korean Campaign

The Korean campaign is about early Korean history, from 2333 BC to 676 AD, and is divided into eight scenarios. The first two scenarios are about the founding of the state of Chosun and the state's struggles. The next two scenarios are about Korea's 1st wars with the Chinese. The next two scenarios are about the Korean civil war and the state of Silla 's decision to ally with China. The next scenario is about Silla's triumph over the other Korean states and the renewed war with China. The last scenario for this campaign is the ''"final"'' war with China.


German Campaign

The German Campaign deals with the years between 1220-1871 in central Europe. The first four scenarios are about the struggles of the famous Teutonic Order and the knights eventual downfall. The next two scenarios are about the rise of Prussia and the Seven Years' War . The next scenario is about the war with Napoleon I Of France . The final scenario is about the war with Denmark , Austria and France and the reunification of Germany under Otto Von Bismarck .


American Campaign

The American Campaign is part-fact and part-fiction. It deals with the years between 1898-2070.
The first scenario is about the 1st years of the Spanish American War in Cuba . The next scenario is about the Meuse-Argonne Offensive in World War I . The next two scenarios are about the war in North Africa and Sicily against the Germans and a fictionalized version of the famous Ardennes Offensive in World War II . The next two scenarios are about spy missions against the Soviet Union during the Cold War . The next scenario is about an attempted coup lead by a disillusioned General called Charles Blackworth against the US government; you are charged with stopping this coup. The last scenario is about the final showdown with Blackworth and his followers in the Amazon Rainforest . When the player wins the last scenario in this campaign, there will be a short film about mankind and the earth. When that film ends, the credits for the game will be shown.


OTHER CAMPAIGNS AND TURNING POINTS

Besides these 3 main campaigns, there's a tutorial campaign, like in Empire Earth, which is about the Aztecs. The first scenario is about the founding of the city of Tenochtitlan . The next scenario is about the Spanish conquest of Mexico , but this time, the Aztecs were able to drive out Hernan Cortes and his Conquistador s. The third scenario is about the Aztec alliance with the United States. The final scenario in this campaign is about the war with the Incas just before World War II.

There are 4 special scenarios in Empire Earth II called turning points. These scenarios can be played from both sides of a battle or war which changed the course of history. These special scenarios consists of 2 parts:
  • Normandy - is about the D-Day invasion. You can play as the Americans and try to repeat the success of Operation Overlord or play as the Germans and try to stop the allied invasion force from breaching the Atlantic Wall .

  • The Three Kingdoms - is about the chaotic period after the end of the Han Dynasty . You can play as the Kingdom Of Wei and recreate their success over the kingdoms of Wu and Shu or play as the Wu and try to conquer the Wei.



GAMES IN SKIRMISH AND MULTIPLAYER

Besides campaigns and special scenarios, there is also a skirmish game where the player can play against a computer player. Unlike campaigns or scenarios, the winning conditions never change. There are eight different game modes in skirmish mode, which can also be played in Multiplayer:

  • Conquest - is a game where in order to win, the player must destroy all your enemies military units and all buildings which can produce units. Teams can play this.

  • Crowns - is where, in order to win, a player must win a specified number of crowns.

  • Crowns, time of possession - here, in order to win, the player must own a specified number of crowns in a specified time period.

  • Territory Control - here, in order to win, the player must control the specified number of territories.

  • King of the Hill - the 1st player to capture the tower (the "King of the Hill") in the center of the map and is able to hold it in a specified amount of time wins.

  • Capitols - in here, the player's 1st city center is his/her capitol and it can't be destroyed. If an enemy player captures the player's capitol, the player must recapture it in a specified amount of time or they are out of the game. In order to win, the player must capture all enemy capitols and be able to hold them in a specified time period.

  • Allied Capitols - this game is almost the same as a Capitols game, except that if an enemy player captures the player's capitol and an allied player recaptures that capitol, it will be given back to you.

  • Regicide - in here you are given a special unit, called a king. You'll lose if your king is killed. The player will win when all the enemy kings are dead.

  • Hot Spots - in here, the player must capture the most Hot Spots (locations) by building a fortress over it in order to win. These Hot Spots are visible to all players. Once a Hot Spot is captured, another one is revealed.



EPOCHS

There are 15 epochs (pronounced as "epic") in the game, each representing a part of history. As the player advances through the epochs, new and improved units and structures become available.

Like the original Empire Earth, the game has 15 epochs. Some of the epochs here are, in fact, exactly the same as the epochs in Empire Earth. But however, unlike the original Empire Earth, EE2 will not allow players to fight in space.

To advance to another epoch, the player needs to research at least 6 of any technologies in the player's current epoch and spend the right amount of tech points.


Stone Age (10,000 BC - 5,000 BC)

City in Empire Earth II]]
The Stone Age represents a period of time when the player takes control of a primitive society. Almost all of the technologies focus on stone-using and hunting-gathering. There are very few different types of units and one's disposal, and most are foot troops. Stone is used as hunting and cutting tools, as well as for war.


Copper Age (5,000 BC - 2,500 BC)

This epoch represents a period in the game when food starts to gather at a higher rate, more units are available, and the farming technology begins to be researched by the player. Copper use is expanded into many different areas of metalwork.


Bronze Age (2,500 BC - 1,000 BC)

At this point, military units like cavalry begin to be used and more technologies concerning religion and military order are researched. Bronze use is widespread.


Iron Age (1,000 BC – 400 AD)

The Iron Age focuses on an era in which the Roman and Hellenic civilizations rose and fell. The player can take command of military units such as Greek hoplites and the Roman legionaries. Iron becomes more wide-spread.


Dark Ages (400 AD – 800 AD)

This age focuses on the era after the Roman Empire fell, and a time where technologies concerning farming are researched further. New military units also appear.


Middle Ages (800 AD – 1300 AD)

This age focuses on the usage of the feudal system and the beginnings in the changes that are happening in warfare. Siege weapons become more developed at this point, and of course, the knights of European nobility appear.


Renaissance (1300 AD – 1500 AD)

Gunpowder is invented during this period, and more technologies concerning the Renaissance are researched.


Imperial Age (1500 AD – 1650 AD)

This age focuses on the expanded usage of gunpowder weapons and the age of Imperialism.


Enlightenment (1650 AD – 1800 AD)


Gunpowder use is further expanded and technologies concerning the advancement of ships are researched.


Industrial Age (1800 AD – 1900 AD)

In this age, gunpowder use is expanded and technologies to better the life are researched.


Modern Age (1900 AD – 1940 AD)

The player, at this point, begins to research the technology needed for the first airplanes, motorized vehicles, machine weapons, and dreadnoughts to appear. Steel also begins to play a big role in production.


Atomic Age (1940 AD – 1980 AD)

In this era, big strides in warfare take place, as the player begins to create the first few atom bombs and airplanes and tanks play a much bigger role in combat.


Digital Age (1980 AD – 2030 AD)

This is time in which more research concerning nuclear technology and information gathering are researched. Modern military units, like the M1A1 Main Battle tank, begin to appear.


Genetic Age (2030 AD – 2130 AD)

During this epoch, more health-related research is done and the first robots that appear as military units begin to appear.


Synthetic Age (2130 AD – 2230 AD)


At this point, more and more military units become androids and robots. Unlike in the original Empire Earth, there is no space-related research that is done.


RESOURCES AND TECHNOLOGIES


Resources

Before buildings and units can be made or created, resources must be gathered. There are two kinds of resources: main resources and '''special resources'''. The main resources are available in all epochs and they are:
  • Food

  • Wood

  • Gold

  • Stone

  • The other group of resources, special resources are available in only some epochs. For example, oil is available only from epoch 10 till the last age, epoch 15. These special resources are:


Available from Epochs 1 to 9:
  • Tin - available until epoch 6.

  • Iron - first available in epoch 4 and is no longer used after epoch 9.

  • Available from 9 to 15:

  • Saltpeter - first available in epoch 7 and is used until epoch 12.

  • Oil - first available in epoch 10.

  • Uranium - first available epoch 13.


In order to collect resources, a citizen (or a band of citizens) are selected, and are left clicked on a resource. The citizens thus begin harvesting it.


Technologies

Like many other games like it, EE II has technologies to improve your civilization. Technologies are divided into 3 groups:

  • Military - benefits mostly to military units.

  • Economic - increases resource gathering rate, decreases cost and building time for units and buildings and decreases tribute tax amount.

  • Imperial - benefits mostly to special units and increases the health of units and buildings.


There are 4 of each for each epoch. Technologies can be researched by spending tech points. To get tech points, garrison an appropriate number of citizens in a university and garrison an appropriate number of priests in a temple. You will research technologies through the main interface (no longer a building) by clicking the Technology Tree button. When you have the right amount of tech points, the tech tree button will light up and you'll choose which technology you'll research (and choose wisely). Note that when the resource is no longer used your citzens will become idle.


UNITS

Like many games, EE II has units. But the units of Empire Earth II are greatly varied indeed. From citizens to robots, there are approximately five hundred different types of units.

Light Infantry:

Light infantry are the lightly armored solders who are armed with bows or, in the later Epochs, explosives. They can capture buildings.

Heavy Infantry:

Heavy infantry are the basic solders. They are armed with hand-to-hand weapons such as swords and spears or, in the later Epochs, firearms. They can capture buildings.

Heavy Infantry Type 2:

During the early Epochs they are heavily armored soldiers with heavy weapons but during the later Epochs they become machine gun units. They capture buildings.

Light Artillery:

These machines are small, anti-troop weapons that are used in sieges. They can also be used to batter down walls and buildings.

Anti-Aircraft:

These machines are the only ground units capable of destroying aircraft. However, they are not able to attack ground troops.

Heavy Artillery:

These are the larger and more cumbersome siege weapons, intended to cause massive damage to bases, rather than to units, a job that is usually left to Light Artillery. Heavy Artillery units are also weak against infantry because it cannot attack units that are in close range. They are:

Light Mounted Units:

Light Mounted units are at first ranged cavalry, but in the later Epochs serve as anti-tank weaponry.

Heavy Mounted Units:

These are the mainstay of any cavalry force. They combine speed and attack with good defence. They are:


Galleys:

Galleys are the earliest warships. Aside from attacking enemy ships, they can also carry land units and transport them like a Cargo Ship.

Galleons:

Galleons are a somewhat changed version of Galleys. Although they have increased firepower, defence, and speed, they cannot carry land units.

Submarines:

Submarines are the modern counterpart of the Galleons, but they still serve the same function: to destroy the heavier ships such as Battleships.

Frigates:

Frigates fire broadside against other ships, and deal with Galleons. They also serve as Naval scouts

Destroyers:

The upgrade of Frigates, Destroyers are the nemesis of Submarines.

Fighting Sails:

Fighting Sails are the biggest ships in the fleet. They can destroy Frigates, but are weak against Galleons and Submarines.

Battleships:

Battleships serve the same function as Fighting Sails but are more powerful. They can also attack air units.

Aircraft Carriers:

Aircraft Carriers are the floating Airports of the game. They can service up to 4 aircraft, including Bombers. The Sea Archer, an upgrade of the Aircraft Carrier, can service 6 aircraft.

Fighters:

These patrol your skies to hunt and shoot down enemy aircraft. They can attack ground targets. but leave those to their bomber counterparts.

Bombers:

These planes deliver heavy payloads from the skies. These planes are very fragile, so they are generally sent with an escort of one or more fighters. And its recommended that the 1st targets bombers should destroy are Anti-Aircraft Guns, if the enemy has any.

Tactical Bombers:

Tactical Bombers combine the speed of the Fighter with the payload of the Bomber, though its bombing power is slightly less than that of a Bomber. It is also more expensive than either a Bomber or a Fighter. Tactical Bombers are especially effective against Sea Units.

Other Units:


Rams are used to attack structures and walls. There are 2 variants, the Light Ram and the Heavy Ram.


Siege Towers can transport units across the battlefield, and have a decent attack against buildings. Infantry garrisoned inside adds to its attacking power. The Siege Tower comes in 2 variants: Light Siege Tower and Heavy Siege Tower.


Medics heal infantry and cavalry units (they cannot heal mechanized units such as HERCS). Medics are trained at the University.


Paratroopers Planes are costly and fragile, but can rapidly deploy infantry units. The infantry units come with the plane when it is built. There are 2 variants, and they deliver different infantry. Paratrooper Planes drop Riflemen and Assault Riflemen while Heavy Paratroopers drop Incendiary Mortars and Bomblet Mortars.


This special helicopter functions like a flying Cargo Ship. It can carry land units and fly them to another destination. Transport Helicopters are built at the Hangar.


Spies perform a variety of tasks besides spying on your enemies. They can sabotage enemy buildings to deactivate them or feed the enemy false information. Spies are trained at the University.


Priests can convert enemy units to join the player's side, and their "Bless" ability enhances the strength of your infantry units. Priests are trained at the Temple. Although they are all called priests, some have given them names, because of their different appearances in 3 differrent epochs, each respectively starting from the 1st epoch: Priest , Monk , Bishop , Missionary , and Pastor .


Hera repairs the complex machinery of other HERCS. In addition, they have a small attack value and like Hades, have activatable powers. Hera is built at the HERC Manufacturing Facility.


A leader is a special unit that is normally larger than any of your land units.

There are 3 types of Leaders:
  • Military

  • Economic

  • Imperial


Each type of leader grants your civilization and/or your army special bonuses. The player is awarded a leader after you had won a crown. A leader also has abilities that can turn the tide of battle. Leaders are created at the City Center. A leader will also evolve as your nation advances to new epochs, giving new powers as well. If a leader is killed in battle, a player must win or retain the appropriate crown for getting a new leader to replace the one that had been killed.


Citizens gather resources to allow buildings to be built and units to be trained. They are weak and can hardly defend themselves, and often require protection. They also build new buildings.


REGIONS

In EE II, each civilization belongs to a particular world region. These regions, along with their special powers are:


Western

Universities have more health, produce more tech points and are harder to capture. When a western civilization captures a city center, temple or university from a non western civilization, the western civilization takes additional tech points.
  • Regional powers:

  • Tribal Customs - all resource gathering, except tech points, is increased.

  • Scientific Freedom - technology research time is reduced.

  • Rapid Deployment - any units garrisoned in any of your fortress can be transported in an instant to any target in your line-of-sight.



Middle Eastern

Trade routes produce more gold, markets are more difficult to destroy and when a Middle Eastern civilization constructs a wonder, tech points are instantly granted.
  • Regional powers:

  • Supreme Effort - construction time is decreased.

  • Lost City - all units and buildings in a selected city center becomes invisible to enemies. Any of your units entering the selected city center's limits also become invisible to enemies.

  • Black Market - the player receives a percentage of all market sales and trade route revenue from a neutral or enemy player.



Far Eastern

The city center grants an extra population capacity, has more health and is harder to capture. Also, you are granted one free and random chosen technology when you advance to a new epoch.
  • Regional powers:

  • Citadel - any fortifications in your territories, except outposts fortresses and coastline fortifications, become immune to damage.

  • Burgeoning Markets - when one of your trade units reaches a market or dock, the player receives an additional amount of each resource, except gold and tech points, that the player is currently collecting.

  • Overtime - all units produced at any of your military buildings are produced more quickly.



Meso-American

Priests can produce tech points more quickly and the player will get some tech points when you convert an enemy. Temples are harder to capture and have more health.
  • Regional powers:

  • Mass conversion - any enemy units in or entering a city center radius owned by you will have a chance of being instantly converted.

  • Favor of the Gods - any building or unit which is the player's that is in an area with one of the player's temples has all incoming damage reduced.

  • Cloning Technology - every time an enemy or neutral unit is converted, an exact duplicate of that unit will appear right next to it.


Each of the regional powers can be activated on the game interface by clicking on a special button. All of the regional powers are timed; once the time is up to use it, it will take a long time for the regional powers to be recharged, so that they can be used again. Each regional power can only be used in a respective group of epochs, such as the regional power of Overtime can only be used by a player using a Far Eastern civilization in epochs 11-15.


CIVILIZATIONS

Like many games before it with the same genre, EE II has civilizations for players to lead to greatness. Each civilization has a unique power, giving it an advantage in a particular field.
Each civilization also has a unique unit, which no other nation can produce.


Western Civilizations

Americans

British

Germans

Greeks

Romans


Middle Eastern

Babylonia ns

Egypt ians

Turks


Far Eastern

China

Japan

Korea


Meso-American

Aztec s

Incas

Mayans

Other Unique Units:


WONDERS

Like its great predecessors, EE II has wonders of the world. Each wonder will give players a special benefit. Wonders are categorized by which region they are found in the real world.
Wonders can only be built by their coresponding regional civilizations, such as for example: the Parthenon can only be built by the western civilizations because its found in Greece.


Western



Middle Eastern

  • Sphinx

  • ---Power: Riddle Of The Sphinx - your buildings become immune to capture.

  • Selimye Mosque

  • ---Power: Sultan s Reward - grants the player additional gold for every enemy unit or building killed or destroyed.

  • Desalinization Plant

  • ---Power: Life to the Desert - citizens gather food faster and population capacity is increased.



Far Eastern

  • Tower of the Moon and Stars

  • ---Power: Farseeing Power - you get the maximum line of sight on all your buildings and you can see what's going on around on all the other player's city centers.

  • Forbidden Palace

  • ---Power: Splendor - none of your resources get captured when one of your buildings get captured. Also, when you capture an enemy building, you receive additional resources.

  • Robotics Factory

  • ---Power: Power of Automation - a randomly generated light and heavy mounted unit appears at the Robotics Factory once every minute the wonder is standing.



Meso-American




INITIAL REACTIONS

Shortly after the game's release, it was generally complimented for its good gameplay and the many options players had to customize the game. But like every game, there were the critics, some of which spoke harshly about Empire Earth II. Criticisms include high system requirements, the revolutionary new features made the game more complicated than many other RTS games and issues with unit pathfinding, modest graphics and a clunky, almost non-existent and complicated mission editor. Some reviews of ''Empire Earth II'' are:


But despite the bad reactions, Empire Earth II has won some awards. For a list of some of them click Here .


EXPANSION PACK

It's expansion pack, ", was released on February 14 , 2006 .

Some new features are:
  • New Civilizations, Units & Wonders - Russia ns, French , plus the Masai and Zulu of the all-new African Region .

  • Custom Civilizations - Make custom civilizations to fit your personal play style.

  • Three New Campaigns - From the Pharaoh s to Napoleon , relive more of mankind’s greatest moments.

  • New Hero Units - Common units rise with experience to become powerful heroes.

  • Persistent Units - Keeps the player's units and the experience they earn in battle across multiple scenarios.



EXTERNAL LINKS


Official Websites



Community/Review Sites



Clan Sites