Empire Earth II
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Empire Earth II | |
---|---|
Developer(s) | Mad Doc Software |
Publisher(s) | Vivendi Universal |
Designer(s) | Dr. Ian Lane Davis , Steven W. Nadeau |
Engine | Gamebryo |
Release date(s) | April 26, 2005 |
Genre(s) | RTS |
Mode(s) | Single player, Multiplayer |
Rating(s) | ESRB: Teen (T) |
Platform(s) | PC (Windows) |
Media | 2 CDs |
System requirements | Microsoft Windows 98/Me/2000/XP operating system, NVIDIA GeForce™ 3 or equivalent DirectX 9.0c-compliant 64 MB 3D video card with hardware T&L and pixel shader support, 1.5 GHz Intel Pentium 4 processor or equivalent, 256 MB RAM, 1.5 GB of uncompressed hard disk space for game files, DirectX 9.0c (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 EE2, 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 the now-defunct Stainless Steel Studios. The game features 15 epochs and 14 different civilizations.
Mad Doc Software released an expansion for EE2, Empire Earth II: The Art of Supremacy, on February 14, 2006.
[edit] Overview and New Features
Empire Earth II has a number of new gameplay features:
- The Picture-in-Picture window, another smaller window within the game interface, allows the player to control activities such as unit and building construction within an area not focused in the main window.
- The Citizen Manager, which can be configured to tell a citizen what to do if they have no set task.
- The Diplomacy System allows the player to make tributes and manage alliances and wars with other players.
- The War Planner, a map of the game that the player can display and use to coordinate attacks with allies.
- The Crown System, which 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 comes at with a price -- 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 gives the player 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 may in a later epoch choose "Strategic Bombing Doctrine" as their crown benefit, which bestows bonuses to bomber aircraft for a certain amount of time.
- Weather, which 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 the performance of units. For example, 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.
[edit] Campaigns
Empire Earth II has three single player campaigns - Korean, German and American.and the turning points
[edit] 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 first 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.
[edit] 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 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.
[edit] 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 first 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; the player is 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.
[edit] Other Campaigns and Turning Points
Besides the three main campaigns, there is a tutorial campaign 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, which ends with the Aztecs driving out Hernan Cortes and his Conquistadors. The third scenario is about an Aztec alliance with the United States. The final scenario in this campaign is about a war with the Incas, which occurs just before World War II.
There are four special scenarios in Empire Earth II called turning points. These scenarios can be played from either side of a battle or war which changed the course of history:
- Normandy - takes place during the D-Day invasion. The player 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 - recreates the chaotic period after the end of the Han Dynasty. The player 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.
[edit] Games in Skirmish and Multiplayer
Besides campaigns and special scenarios, there is also a skirmish mode 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 - To win, the player must destroy all his/her enemies' military units and all buildings which can produce units. This can also be played in teams.
- Crowns - To win, a player must win a specified number of crowns.
- Crowns, time of possession - To win, the player must own a specified number of crowns for a specified time period.
- Territory Control - To win, the player must control the specified number of territories.
- King of the Hill - the first 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 - each player's first city center is his/her capitol, which 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. To win, the player must capture all enemy capitols and be able to hold them for a specified time period.
- Allied Capitols - identical to 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 its original owner.
- Regicide - each player is given a special unit, called a king, and will lose if their king is killed. The player will win when all the enemy kings are dead.
- Hot Spots - the player must capture the most Hot Spots (locations) to win. These Hot Spots are visible to all players, and can be captured by building fortresses over them. As each Hot Spot is captured, another one is revealed.
[edit] 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. Some of the epochs in EE2 are identical to their counterparts in the original Empire Earth -- one exception is that EE2 does not allow players to expand their empires into space.
To advance to another epoch, the player needs to research at least six of the available technologies in his/her current epoch and spend an amount of tech points.
[edit] Stone Age (10,000 BC - 5,000 BC)
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 at one's disposal, and most are foot troops. Stone is used as hunting and cutting tools, as well as for war.
[edit] Copper Age (5,001 BC - 2,500 BC)
This epoch represents a period in the game when food is gathered at a higher rate, more units are available, and farming technology is available to the player. Copper use is expanded into many different areas of metalwork. More troops are available.
[edit] Bronze Age (2,500 BC - 1,000 BC)
At this point, military units such as cavalry begin to be used and more technologies concerning religion and military order are available. Bronze use is widespread.
[edit] Iron Age (1,001 BC – 400 AD)
The Iron Age focuses on the 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 widespread.
[edit] Dark Ages (401 AD – 800 AD)
This age focuses on the era after the Roman Empire fell, and a time where farming technologies becomes more advanced. New military units also appear.
[edit] Middle Ages (801 AD – 1300 AD)
This age focuses on the usage of the feudal system and the beginnings of change in warfare. Siege weapons become more developed at this point, and the knights of European nobility appear.
[edit] Renaissance (1301 AD – 1500 AD)
Gunpowder is invented during this period, and more technologies concerning the Renaissance are available.
[edit] Imperial Age (1501 AD – 1650 AD)
This age focuses on the expanded usage of gunpowder weapons and the age of Imperialism.
[edit] Enlightenment (1651 AD – 1800 AD)
Gunpowder use is further expanded and technologies concerning the advancement of ships are available.
[edit] Industrial Age (1801 AD – 1900 AD)
In this age, gunpowder use is expanded and technologies to better the life are available.
[edit] Modern Age (1901 AD – 1940 AD)
The technologies needed to create the first airplanes, motorized vehicles, machine weapons, and dreadnoughts are available. Steel also begins to play a big role in production. World War I took place.
[edit] Atomic Age (1941 AD – 1980 AD)
In this era, big strides in warfare take place, as airplanes and tanks play a much bigger role in combat and the first atom bombs can be created. World War Two takes place during the Atomic Age.
[edit] Digital Age (1981 AD – 2030 AD)
This is time in which more research concerning nuclear technology and information gathering is available. Modern military units, like the M1A1 Main Battle tank, can be produced.
[edit] Genetic Age (2031 AD – 2130 AD)
During this epoch, advanced health-related research is available and the first military robots are used in warfare.
[edit] Synthetic Age (2131 AD – 2230 AD)
At this point, more of the military consists of androids and robots. Unlike the original Empire Earth, there is no space-related research available.
[edit] Resources and Technologies
[edit] 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:
The 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) is selected, and are directed to a resource. The citizens thus begin harvesting it.
[edit] Technologies
EE2 has technologies to improve each player's civilization. Technologies are divided into 3 groups:
- Military - provides 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 - provides benefits mostly to special units and increases the health of units and buildings.
There are four of each technology for each epoch. Technologies can be researched by spending tech points. To get tech points, an appropriate number of citizens must be garrisoned in a university and an appropriate number of priests must be garrisoned in a temple. Technologies are researched through the main interface (no longer a building) by clicking the Technology Tree button. When the correct amount of tech points are available, the tech tree button will light up and the new technology to research can be chosen. Note that when the resource is no longer used, the garrisoned units will become idle.
[edit] Units
EE2 has a large assortment of greatly varied units. From citizens to robots, there are approximately five hundred different types of units.
Light Infantry:
Light infantry are the lightly armored soldiers who are armed with bows or, in the later Epochs, explosives. They can capture buildings.
- Bow Man
- Composite Bow Man
- Crossbowman
- Grenade Pistoleer
- Grenadier
- Mortar
- Incendiary Mortar
- Bomblet Mortar
Heavy Infantry:
Heavy infantry are the basic soldiers. 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. During the later Epochs, they become machine gun units. They can 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.
- Stone Thrower
- Scorpion
- Ballista
- Culverin
- Field Gun
- Field Artillery
- Mobile Rocket Launcher
- Fusion Caster
Anti-Aircraft:
These machines are the only ground units capable of destroying aircraft. However, they are not able to attack ground troops.
- AA Half Track
- Stinger HMMWV
- Paladin Point Defense
- The Hades HERC (Herculean Fighting Machine) is primarily used as an AA weapon, but can utilise electronic warfare as well.
Heavy Artillery:
These are larger and more cumbersome siege weapons, intended to cause massive damage to bases, rather than to units. Heavy Artillery units are also weak against infantry because they 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.
- Mounted Slinger,
- Mounted Skirmisher,
- Horse Archer,
- Carabineer,
- Dragoon,
- Gun Tank,
- Tank Destroyer,
- RPG Striker, and
- Disruptor Medium Tank.
- The Artemis Light HERC, Missile Helicopter and Heavy Missile Helicopter also count as Light Mounted Units, but are slightly different -- the Artemis is a HERC and the latter two are air units.
Heavy Mounted Units:
These are the mainstay of any cavalry force. They combine speed and attack with good defence. They are:
- Mounted Infantry
- Armored Cavalry
- Medieval Cavalry
- Lancer
- Imperial Lancer
- Machine Gun Tank
- Assault Tank
- Main Battle Tank
- Myrmidon Heavy Tank
The Minotaur Heavy HERC, Gun Helicopter and Heavy Gun Helicopter are also categorized as Heavy Mounted Units, but, as with their Light Mounted counterparts, are HERCs and air units as well.
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, serving the same function: to destroy heavier ships such as Battleships.
Frigates:
Frigates fire broadsides 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 the player's skies to hunt and shoot down enemy aircraft. They can attack ground targets.
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. It is recommended that the first targets bombers should destroy are Anti-Aircraft Guns, if the enemy has any.
- Twin Engine Bomber
- Quad Engine Bomber
- Jet Engine Bomber
- Stealth Bomber
- Orbital Bomber
- The Nuclear Bomber is a specialised bomber that delivers a nuclear payload.
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:
- Ram:
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 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.
Paratrooper Planes are costly and fragile, but can rapidly deploy infantry units, which 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.
- Spy:
Spies perform a variety of tasks besides spying on 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 the player's 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. Starting respectively from the first epoch, they are: Priest, Monk, Bishop, Missionary, and Pastor.
Hera repairs the complex machinery of other HERCS. In addition, these units 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 other land unit.
There are 3 types of Leaders:
- Military
- Economic
- Imperial
Each type of leader grants a civilization and/or an army special bonus. The player is awarded a leader after he/she wins 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 its 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.
[edit] Regions
In EE2, each civilization belongs to a particular world region. These regions, along with their special powers are:
[edit] 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 the player's fortresses can be transported in an instant to any target in his/her line-of-sight.
[edit] 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 that player's 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.
[edit] Far Eastern
The city center grants an extra population capacity, has more health and is harder to capture. Also, the player is granted one free and random chosen technology when he/she advances to a new epoch.
- Regional powers:
- Citadel - any fortifications in the player's territories, except outposts, fortresses and coastline fortifications, become immune to damage.
- Burgeoning Markets - when one of the player's trade units reaches a market or dock, he/she receives an additional amount of each resource, except gold and tech points, that he/she is currently collecting.
- Overtime - all units produced at any of the player's military buildings are produced more quickly.
[edit] Meso-American
Priests can produce tech points more quickly and the player will get some tech points when he/she converts 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 the player will have a chance of being instantly converted.
- Favor of the Gods - any of the player's buildings or units that shares an area with his/her 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 to use again. Each regional power can only be used in a respective group of epochs. For example, the regional power of Overtime can only be used by a player using a Far Eastern civilization in epochs 11-15.
[edit] Civilizations
Like many games before it with the same genre, EE2 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 is a more powerful version of a given unit type. The Greek Hopolite, for instance, is a more effective heavy infantry.
[edit] Western Civilizations
- Attribute: Free Enterprise - with this power, all trade routes yield more gold than usual. Furthermore, Fighters and many kinds of Bombers can inflict more damage.
- Units: Frontiersman, Minuteman, M18 Hellcat
- Attribute: Trading Companies - warships inflict more damage.
- Units: Druid, Light Horse, MI6 Agent
- Attribute: Synthetic Materials - all units require less special resources and heavy infantry units have more health.
- Units: Barbarian, Teutonic Knight, Jagdpanther Tank
- Attribute: Socratic Method - universities cost less and light infantry units have more health.
- Units: Hoplite, Byzantine Lancer, Partisan
- Attribute: Art of War - barracks, workshops and factories cost less and heavy infantry units inflict more damage.
- Units: Legionnaire, Mercenary, Arditi
[edit] Middle Eastern
- Attribute: Rule of Law - spies recover their power faster and light infantry units inflict more damage.
- Units: Assyrian Bow Man, Mameluke, Desert Fighter
- Attribute: Monuments - wonders cost less and light mounted units have more health.
- Units: Royal Elephant, Bedouin, EIFV
- Attribute: Fortifications - walls, gates and towers cost less and palisades and palisade gates have more health.
- Units: Spahi, Janissary, Trench Gunner
[edit] Far Eastern
- Attribute: Governors - city centers cost less and heavy infantry units have more health.
- Units: Dragon Archer, Dragon Song, Type 96
- Attribute: Bushido Code - barracks, stables and manufacturing plants cost less and fighters and tactical bombers inflict more damage.
- Units: Samurai, Ninja, Zero Fighter
- Attribute: Cultural Independence - units take longer to convert and heavy mounted units inflict more damage.
- Units: Hwarang, Hwacha, Mortar Team
[edit] Meso-American
- Attribute: Pathfinding - unit speed is not affected by weather and light artillery inflicts more damage
- Units: AtlAtl Thrower, Jaguar Knight, Jungle Healer
- Attribute: Cities of Gold - gold is mined faster and light infantry have more health.
- Units: Bola Thrower, Eagle Warrior, Thunder Gun
- Attribute: Power of Myth - priests have more health and recover their power faster and spies have more health.
- Units: Quetzal Warrior, Hornet Thrower, Sunray
Other Unique Units:
[edit] Wonders
Like its predecessor, EE2 has wonders of the world, each of which will give players a special benefit. Wonders are categorized by the region they are found in the real world, and can only be built by their coresponding regional civilizations. For example, the Parthenon can only be built by the western civilizations, because it is found in Greece.
[edit] Western
- The Parthenon
- Power: Colonial Conquest - territory claiming requirements are reduced to a barracks and a workshop/factory. Available in Epochs 1 to 15.
- Brandenburg Gate
- Power: Spoils of War - for every five units killed, the player earns one tech point. Available in Epochs 6 to 15.
- The Pentagon
[edit] Middle Eastern
- Sphinx
- Power: Riddle of the Sphinx - the player's buildings become immune to capture. Available in epochs 1 to 15.
- Selimye Mosque
- Desalinization Plant
- Power: Life to the Desert - citizens gather food faster and population capacity is increased. Available in Epochs 11 to 15.
[edit] Far Eastern
- Tower of the Moon and Stars
- Power: Farseeing Power - the player gets the maximum line of sight on all of his/her buildings and he/she can see the area around all of the other players' city centers. Available in Epochs 1 to 15.
- Forbidden Palace
- Power: Splendor - none of the player's resources get captured when one of his/her buildings get captured. Also, when the player captures an enemy building, he/she will receive additional resources. Available in Epochs 6 to 15
- 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. Available in Epochs 11 to 15
[edit] Meso-American
- Temple of the Great Jaguar
- Power: Art of War - all enemy players' houses provide the same morale and fervor bonus to the player's invading troops as to the enemy's defending troops. Available in Epochs 1 to 15.
- Great Pyramid of Tenochtitlan
- Power: Proselytize - whenever a unit gets successfully converted, there's a chance that nearby units will also be instantly converted. Available in Epochs 6 to 15.
- Solar Power Station
- Power: Energy Efficiency - building and repair costs are reduced. Available in Epochs 11 to 15.
[edit] 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. Criticisms of the game include high system requirements, issues with unit pathfinding, modest graphics, a clunky, complicated, almost non-existent mission editor, and the increased complexity caused by the new game features.
Reviews of Empire Earth II:
- IGN - Score: 8.9/10
- GameSpot - Score: 8.0/10
- GameSpy - Score: 4/5
- 3D Avenue - Score:90/100
A list of awards won by Empire Earth II is available at the Mad Doc Software page.
[edit] Expansion Pack
An expansion pack, " The Art of Supremacy", was released on February 14, 2006.
Some new features are:
- New Civilizations, Units & Wonders - Russians, French, plus the Masai and Zulu of the all-new African region.
- Custom Civilizations - Make custom civilizations to fit each player's personal play style.
- Three New Campaigns - From the Pharaohs 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.
[edit] External links
- Official Websites
- Official Empire Earth II site
- Empire Earth II at Mad Doc Software
- Empire Earth II at Sierra Entertainment
- Community/Review Sites
- Empire Earth II Heaven
- Empire Earth II at IGN
- Empire Earth II at GameSpot
- Empire Earth II at GameFAQS.com
- Empire Earth II at MobyGames
- Clan Sites
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