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Empire Earth - Review
System: PC
Shop: Buy It Cheap · Get The Guide

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With the emphasis on combined arms attacks, unit formations become an important tool -placing a wall of spearmen to protect you archers significantly improves their chances against swordsmen.  It appears at first that Empire Earth provides help to players in this regard by allowing them to assign formations to groups of units.  Unfortunately, formations are used to specify the general layout of troops at the end of a movement order.  While moving, the units head to their destination at a variety of speeds and resemble a mob more than a military formation.  This leads to two problems.  The first is that if the units are attacked along their route they are completely spread out and especially vulnerable if attacked by a unit type with the advantage.  Second, if ordered into combat, a large formation may arrive piecemeal, allowing the enemy to survive the assault, or at the least have adequate time to respond to it.

In addition to military units, players also have access to priests and prophets which are created by building temples.  Priests have the ability to convert enemy units.  Once converted, the unit comes under control of the player owning the priest.  Prophets are powerful units which have the ability to summon calamities onto opposing players.  These include plagues to kill off enemy units and earthquakes and firestorms to damage and destroy structures.  Players can protect themselves from enemy priests by constructing universities and from prophets by building temples.  Each of these create conversion or calamity free zones around the structures.  Prophets are an interesting addition to the ancient ages, when units of mass destruction just did not exist.  However, they seem oddly out of place in the modern ages, where players can drop an atom bomb and then follow it up with a divine volcano.

Empire Earth makes use of 3D graphics that give the game a nice look.  Most maps feature rolling terrain and translucent seas, and the unit animations look nice.  The game's camera can be zoomed in (rotation is not supported), but players will rarely use this feature.  It is too hard to control the often large amounts of units at your disposal in a game of Empire Earth when the camera is zoomed in.  Also, the units do not look very good at the highest zoom level; they appear blocky and the textures used for the units' features look downright odd.  Another disappointing thing about the unit graphics is that there is no difference in look between the various civilizations in the game.  The 21 different civilizations in the game have various unique bonuses, but all share the same set of structure and unit graphics.  The only visual difference between the civilizations is the highlight color used to distinguish unit ownership.  Not all of the civilization bonuses are applicable to all eras, so players should choose a civilization from the era in which they will be playing the game.

Speaking of civilization bonuses, the game does allow players to customize the civilizations by spending points on bonuses in a wide variety of categories including combat, production costs, and citizen efficiency.  To keep any player from gaining too strong an edge in any particular category, each bonus selected causes the cost of other upgrades in the same category to rise.  This ability to create custom civilizations is a nice feature that allows players to tweak their civilization to fit their strategy or style of play.

Empire Earth is not an easy game, nor is it a game for those new to computer strategy gaming.  The AI is a very tough opponent and plays the game very well, providing players with some stiff competition in the random map games.  It is also not a short game.  Resource gathering is a slow process further hampered by a six citizen per resource site limit.  While in theory it is possible to play the game from prehistory through the future, the slow resource gathering rate, high cost to advance between the ages, and lack of any kind of market or resource trading mechanism make it easy to spend over an hour within a single age.  It is unlikely that many players will want to try this for other reasons, though.  The early ages are not very interesting when compared to other strategy games available, there is definitely a sense of "been there, done that."  It is in the middle to late ages that the game truly becomes interesting.  The number of unit types available increases in these stages and opens up a much larger set of strategic options.

In The End, This Game Hath Been Rated: 85%. This is not a game for those new to strategy games - the challenge and complexity make Empire Earth too much to digest for these players and it may easily prove to be frustrating to them.  Strategy veterans will not be too impressed with the game's ancient ages, but will appreciate the game's challenge and variety of units in the later ages.  Most players will probably prefer to play the random map games under tournament rules, since the pace of resource gathering and advancement under the normal rules may prove to be too slow for them.  The tournament rules option provided by the game increases the resource gathering rate and reduces the cost to advance to the next age, providing for a faster and more aggressive game.

System Requirements:  266 MHz Pentium II CPU; 32 MB RAM; 4 MB Video RAM; 4x CD-ROM; 450 MB Hard Drive Space; Mouse.



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