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The truth is that if you are playing this game for nostalgia reasons, then you may be disappointed because the graphics are not great.
Watch a video on YouTube of the gameplay, or look at a few screenshots of the graphics to see if they are a deal breaker for you.
Empire Earth is not a bad game, but it is not nearly as good as the second version, and the third is not nearly as good as the second version.
The point is that if you want this game at the peak of its powers, then try the second version. The naval units form a hierarchy from destroyers to battleships, and take an increasingly large number of game turns to produce as you go up the ladders.
The crucial game squares are cities, where all this production takes place, and since you only start with one, there's a mad scramble to get your production on a good footing right at the start.
The basic game rules are astonishingly simple. Any piece next to a square can attack it simply by trying to move there, and then it either destroys its opponent or is destroyed depending on the balance of power and the levels of damage of the two pieces.
But around this simple idea, Interstel has spun a game with many facets which also has a strange air of realism. First off, there's the adventure element.
The game starts out with you only knowing about nine squares of the planet you're contesting. Install Steam. Your Store. Browse Browse.
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Prospect and mine the rare resource Millennium and secure the highest amount possible. Choose a commander to lead your troops according to your strategy.
Train multiple armies, each with their own strengths and weaknesses. But let's not get carried away. Sure, the researchers for EE must have exhausted the world's supply of Prozac months ago, but the fact remains it's just a damn game.
The influence of AOE is palpable, and diere are even sound effects like mining and building that are exactly the same. However, with this being a beta version, it's likely that the final sound files have yet to be added.
What of the famous epochs then? The epoch system itself actually works in the same way as technology progressed in AOE.
In other words, once you've gathered enough resources and established certain key structures such as barracks and stables, you move onwards to new technology and a truly awesome amount of upgrades.
For example, once you reach into the Atomic Age, towers become 88mm AA guns and docks become naval shipyards. Likewise, special 'hero' units like Napoleon make way for the likes of Baron Richthofen.
Basically, Empire Earth is all about speed. The faster you progress through the epochs the stronger your weapons, beliefs and heroes become, and thus you're more likely to trounce opponents.
We hate to keep going on about it, but the whole framework of the game is virtually a copy of AOE even down to the collection of food, wood, stone, gold and iron resources.
When it comes to the multiplayer game Well, you'll hardly notice the difference. One notable difference though, is the option to call upon metaphysical powers.
With a temple and a powerful priest you can bring forth such spectacles as volcanoes, earthquakes and tornadoes.
Wonders also play a very major part in the spiritual side of the game, with buildings such as the Tower of Babylon and Library of Alexandria helping to reveal the enemy strongholds and to convert enemy civilians.
Although we've been informed that the A1 has yet to be finalised it's nice to see most of the units have a brain. Unit path-finding is good, and military types appear to know their stuff when it comes to battle positions - they even have the good sense to retreat when being pasted.
There are also four different behaviour patterns to choose from including guard mode, patrol mode, aggressive mode and defensive mode.
Our personal favourite is the 'explore' icon that unsurprisingly sets your selected unit wandering off into the wilderness.
So, if you've had enough of manually exploring fog-of-war, you can understand what a stroke of pure genius this particular option is.
Even panicky farmers seem to have lost their usual simple view of life by adopting a brave 'never say die' attitude that keeps them glued to fields in all but the most violent attack.
We only have one problem with the units at this stage of development and that's the way they keep getting lost behind buildings. But, it's a simple problem and should be easy enough to fix.
By far the most striking thing about EE is the whole atmosphere. The music varies depending on the epoch, and along with the graphical changes occurring throughout the game there's a real sense of purpose to the proceedings.
EE also hints at a unique rawness that AOE never managed. The liberal use of blood and the ability to zoom right into the action helps of course, but there's something else there that we can't quite put our finger on