Empire Earth is a strategy game of monumental proportion. Beginning with a timid band of hapless troglodytes, players must lead these people through 500,000 years of civilization and development. 14 historical epochs are the setting for research, construction, diplomacy, and warfare. Players must strengthen their nations by gaining territory, recruiting great leaders, forming (and breaking) alliances, and making use of new technologies. Empire Earth begins in an era before mankind's earliest memories and moves through history to a future which is still beyond our horizon, all in real-time.
Empire Earth was initially conceived and developed by Rick Goodman, who was a lead designer of the critically acclaimed and popularly successful Age of Empires. Expanding on ideas introduced in that title, Empire Earth blends real-time strategy and unit development with strong elements of deep, encompassing, empire building. The game's timeline stretches from the prehistoric discovery of fire to a futuristic 23rd century full of advanced technologies. The game is easily playable right out of the box using pre-generated nations and units, or the player may customize nearly all relevant faction information and statistics to suit personal tastes and style of play.
~ T.J. Deci, All Game Guide
Roots & Influences
Empire Earth was designed by Rick Goodman, lead designer of Age of Empires.
~ Michael L. House, All Game Guide
Review: Overall
As a rule, the history of humanity's time on Earth is usually summed up by the development of mankind's tools and weapons. Since games about armaments tend to fare better than games about hardware, it is little wonder that Empire Earth charts the 500,000+ history of man by advancements in military might. The title is ambitious in scope, rife with innovative ideas and, while not flawless, is a genuinely fun addition to the ever-growing lineup of RTS games.
Empire Earth follows mankind through 14 epochs, from the Prehistoric Age to the futuristic Nano Age, each made distinctive by weapon and building designs. Four single player campaigns, individual scenarios, and multiplayer skirmishes portray some of the greatest struggles throughout history such as the Trojan War and World War I. Historic personages are also introduced, including notables like Alexander the Great, Napoleon Bonaparte, and even Manfred von Richthofen , otherwise known as the Red Baron.
Lead designer Rick Goodman mostly sticks to the same formula he used in his smash hit Age of Empires. It takes a strong home front economy and an even stronger military force to create the greatest empire of all time. The grand scale of the game is astonishing, and the progression from rock throwing to flame throwing is handled nicely. The reliance on basic materials remains a constant, but production means improve as well; peasants go from dragging items on the ground to using poles and finally incorporating wheelbarrows. Such a large breadth of time and evolution means that only the epic battles and greatest conflicts are featured, however.
Just as new ideas lead to improvements in weapons and technology, Empire Earth uses several new design ideas to improve on the state of RTS games. Civilization points earned after completing objectives can be used to buy specific improvements for buildings, peasants, or military units. Everything from swordsmen to cyberbots can be built faster, stronger, and cheaper, giving players unheard of customization opportunities for their society.
Additional building improvements can be researched and individual unit types will specialize for a modest cost of gold, wood, iron, or stone. Players cannot rely on one unit type, as it is still a highly developed game of rock-scissors-paper, or, in this case, spear vs. sword vs. arrow (and their later incarnations). Still, commanders can shape their strategies around key weapon types using these advancements, giving even more depth and variation to the solid design.
While Empire Earth may be an offshoot (if not spiritual successor) of Age of Empires, it doesn't have the meticulously clean and crisp graphics of that series. The polygons comprising the host of tanks, ships, planes, and people are somewhat blocky even at the best resolution and even worse when viewed close up. After a while, the flat-faced characters develop their own charm, but it is an acquired taste.
Movement animations are fairly good. Planes tumble from the sky convincingly and ships sink realistically. Ship battles look better than air and land battles, as the multi-tiered water makes for neat submarine and torpedo effects. The camera, unfortunately, fails to take full advantage of the polygon playing field. While it does a fine job of scrolling in for intimate cut-scenes, there is no swivel command, which would have been helpful in locating hidden units behind trees or buildings. Also, the polygon count adds up quickly in multiplayer games with high populations, resulting in major slowdown for lower end computers.
Continuity through the ages requires not only cohesive graphics, but sounds as well. Even though the clanging of swords is exchanged later for the clanking of tank treads, the sounds are uniformly superior to most other RTS games. The background music is also decent without being distracting, although after a few hours of play, the looping may start to grate on some players' nerves. The only real blemish is the voice acting. Often cheesy English lines are read with even worse foreign accents that fail to stay consistent, sometimes changing in mid-paragraph.
Despite minor quibbles with graphics and voicing, Empire Earth is a fun game for seasoned gamers. Expect stiff opposition early on, as the scenarios are very challenging and well designed. Those who polish off the campaigns and human opponents will enjoy the sophisticated editor used to make countless encounters including personalized cut-scenes.
Although not the prettiest game in the genre, Empire Earth's expansive timeline of conflict is unmatched. While it would have been nice to see more of the economic aspect of war, it is exciting to help a tribe of troglodytes fight through 500,000 years to become a nano-tech nation. Empire Earth is literally a game for the ages.
~ Christopher Allen, All Game Guide
Review: Enjoyment
While the game is mostly military in nature, the battles are exciting, more so if at sea. Customization reaches a new high with civilization points, tech research, and unit improvements.
~ Christopher Allen, All Game Guide
Review: Graphics
Graphics are a tad blocky, but unit movement animations look decent, especially the death spirals of airplanes and ships sliding to a watery grave.
~ Christopher Allen, All Game Guide
Review: Sound
Barring the questionable voice acting, the sounds are consistently accurate and reflective of the proper time period.
~ Christopher Allen, All Game Guide
Review: Replay Value
Multiplayer fights and long campaigns will occupy gamers for quite a while. Those with a creative urge can recreate scenarios from history, complete with cut-scenes and event triggers.
~ Christopher Allen, All Game Guide
Review: Documentation
The huge manual includes a wealth of information about not only the game, but also the history of the world and some notable names from the past. In game tutorials help newcomers learn the ropes.
~ Christopher Allen, All Game Guide
Production Credits
Company 1: Stainless Steel Studios; Lead Programmer: Scott Marison; Programmer: Chad Dawson, Dan Higgins, Keith Patella, Bob Scott, Greg Seegert, Shawn Shoemaker, Brian Stephens, Michael Tatro, Charlie Cleveland, Dan Johnson; Lead Artist: Steve Ashley; Artist: Josh Buck, Jeff Carroll, Jason Childress, Eric Dannerhoj, Cory Strader, Ben Smith; Game Design: Rick "Mr. Grinch" Goodman, Jon "Blood Donor" Alenson; Lead Multiplayer Game Design: Richard "Methos" Bishop; Multiplayer Game Design: Mike "Younggunz" Enchino, Damon "Stratus" Gauthier, Ryan "Age Of Egos" Geiler, Nate "Redline" Jacques, Sunny "Crexis" Sihota, Ben "Ranger" Wilson; Lead Single Player Game Design: Christopher "Eggman" Theriault; Single Player Game Design: Gordon "The Old Campaigner" Farrell, Jason "The Rasher" Dillman, Tim "Yogurt" Mitchell, Ben Schneider, Gj Snyder Iii, Stephen "Lobby" Ryan; Producer: James Hsieh, Jon Payne; Sound Designer: Scott Haraldsen; Documentation Specialist: Stefan B. Arnold; Director of Recruiting and Operations: Dara-Lynn C. Pelechatz; Operations: Brian Zuzelo, Katherine Kelly; Music: Steve Maitland, Ed Lima; Voice Actor: Nikolle Doolan, David J. Fielding, Jeremy Gottlieb, Ken Letendre, Frank Mitchell, Doug Weeks; Multiplayer Strike Team: Rick "Mrfixit" Andrews, Willy "Willy" Annand, Tim "Grand Pooba" Campbell, Teresa "Dana Ri" Cardwell, Che "Poisonberry" Chang, Paul "187" Clayton, Mathieu "Lightning_cn" Couillard, Keith "Iketh" Downes, Jon "Jonny Quest" Ebbert, Daniel "Major Eloff" Eloff, Gaspard "Elfanor" Gilot, Magnus H. "Loko" Haslebo, Kevin "Dhamon" Hoeschele, Eric "Vg Messiah" Holmberg-Weidler, Kristine "Nanogirl" Ishii, Christ "Janman" Janson, Ronnie "Jinx" Jenkins, Esben "Blackgrail" Johannsen, Jacoib "High" Lendeldt, James "Thump" Mecham, Alan "Vasago" Michaud, Sean "Zip" Morris, Brian "Kleitus" Noonan, Robert Geoff "Malachi" Price, Mike "Fallofrome" Rudolph, Yalina "Anne" See, Greg "Shaf" Shaffer, Randy "Stalin" Solberg, Andrew "Kaban" Temlyakov, Jeff "Gutter Rat" Wehnes, Lila "Theta" Yee, Miguel "Maynard" Bombach, Dustyn Brown, Andrew "Frustration" Chen; Web Master: David Head; Morale Committee Chair-Dog: Renko; Company 2: Sierra Studios; Executive Producer: Richard Robinson; Producer, Sierra.Com: Ross Perez; Associate Producer, Sierra.Com: Ron Daniels; Engineering Manager, Sierra.Com: Mike Nicolino; Technical Engineer, Sierra.Com: Bill Dewey; Public Relations Director: Genevieve Ostergard; Public Relations Manager: Adam Kahn; Public Relations Associate Manager: Annie Eckles; International Public Relations: Stephane Vallet; Director of Marketing: Craig Davidson; Brand Manager: Charles Grover Holtzclaw; Associate Brand Manager: Adam Fossa; International Brand Marketing: Cedric Marechal, Claudia Kuehl; Cambridge Lead Tester: Dave "Wiggler" Collins, David "Stinkubus" Fielding; Cambridge Assistant Lead Tester: Tom "Player" Murray; Cambridge Tester: Danah "Phoenix" Alexander, John "Jod" Cataldo, Austin "Waaaagh!!!" Habershaw, Eric "Capt. Nipples" Krasnauskas, Blaine "Schism" Loder, Dan "Valence" Mcclure, John "Jatrix" Shubert; Bellevue Director of Quality Assurance: Gary "Koros" Stevens; Bellevue Lead Tester: Chad "Omega Red" Martin; Bellevue Senior Tester: Jim "Shadow Fu" Gentle; Bellevue Tester: Abhishake "Harley" Behl, Darren "Boldarm" Cannon, Ken "Sunshine" Eaton, Jason "Buttertaco" Furler, Darren "Darrenthecruel" Park, Lester "Mr. Wags" Stocker, Brian "Il Palazzo" Wilkinson; Company 3: Impressions Games; Quality Assurance Manager: Greg Sheppard; Lead Tester: Clay Heaton; Assistant Lead Tester: Blair Evans; Tester: Rudolf Carlstein, Juan Martinez, Albert Meranda, John Mcauley, Jesse Nunes, Mark West; Company 4: Vivendi Universal Interactive Publishing; Localization: Bartolomeo Dibebbedetto, Pearse Finegan, Ivan Mccloskey, James Mcmanus, Damien Monaghan, Joan Murphy, Boris Rabel, Bill Sweeney, David Whelan
The game requires players to collect resources to construct buildings, produce citizens, and conquer opposing civilizations.[4][5]Empire Earth spans 500,000 years of world history, which is divided into 14 epochs, beginning with the prehistoric age, and ending with the nano age.[6]
An expansion pack was developed by Mad Doc Software called Empire Earth: The Art of Conquest, which was released on September 17, 2002. It added new features such as a special power for each civilization, and a new 15th epoch, entitled the Space Age, which focuses on the colonization of space planets.[7]
Empire Earth is similar to the Age of Empires series in that it is a history-based real-time strategy game. Empire Earth uses 3D graphics instead of sprites like Age of Empires II, the comparable game at the time.[2] The game itself contains many unique and innovative features, including a well implemented "morale" system, which directly affects individual units statistics. It also incorporates a "hero" system. Heroes can be built at the town centre or capital. There are two types of heroes, Strategist heroes who heal surrounding units and can demoralize enemy units while Warrior heroes give morale to surrounding units and have a greater attack power. Finally, the player has the option of creating their own civilization with unique bonuses. Empire Earth has a map editor included.
Epochs are the ages a player passes through in Empire Earth. Each of these epochs represents an age within history. In Empire Earth, the last two ages (Digital and Nano Ages) are set into the moderate future. In the Art of Conquest, a third future age, the Space Age, is available. It deals with space colonization. Each epoch brings new technologies and units. Epoch advancement requires additional buildings to be built and the costs of advancing increases as more epochs are attained, although the ability to gather the required resources greatly increases as well. With new epochs, some new units are available at the cost of having to abandon the ability to produce old units, though any old units still alive are kept. The epochs in Empire Earth are the Prehistoric Age, the Stone Age, the Copper Age, the Bronze age, the Dark Age, the Middle Ages, the Renaissance, the Imperial age, the Industrial age, the Atomic World War I age, the Atomic World War II Age, the Atomic Modern Age, the Digital Age and the Nano Age. An extra epoch, the Space Age, is available in Empire Earth: The Art of Conquest.[8]
In-game screenshot of Empire Earth.
Several different units are available in each epoch, each being produced in a different building. Some units such as infantry are available in every epoch and can be created at the Barracks. Other units such as archers are available from the Stone age to the Renaissance and are created at Archery Ranges. Horsemen are available from the Copper Age to the Industrial Age and are created at Stables. Siege weapons are produced at Siege Factories such as catapults, they are available from the Bronze Age to the Dark Ages then are later replaced by the trebuchet in the Middle Ages and ending their use in the Imperial age, when cannons emergedand are available then on. In the Atomic Age-WW1 epoch some new buildings are made available to the player, such as Airports, Tank Factories and Naval Yards where certain planes, tanks and submarines, etc can be produced. In the Digital age Cyber Factories and Laboratories are available and can produce many types of mechs, which are known as Cybers in Empire Earth.[9]
Like many real-time strategy games, there are technologies available to improve a player's civilization. Technologies to improve farming can be researched at the granary. Health related technologies can be researched at a hospital. Technologies researched at the hospital improve the hit points, speed, and attack of a civilization's citizens, a hospital's healing rate and range, or the population capacity. Education upgrades are found in the university, which can protect units from being converted. Economic upgrades are found in the town center or capitol. These upgrades will increase the rate at which resources are gathered.[10]
After the Prehistoric Age, units such as naval units can be built. Shown here are; Galley (left middle), Frigate (lower middle), Battleship (top) and Cruiser (upper middle) which are the main ships until galleys are replaced by submarines in the Modern age. Cruisers are available from the Industrial Age.
Empire Earth has 21 civilizations,[11] (with two additional ones in The Art of Conquest). Civilizations are predetermined in scenarios , but chosen by the player shortly after the beginning of random map games. Each civilization has several bonuses such as increased speed or decreased cost for a type of unit. Any civilization can be played in any epoch but will only be powerful in ages that use units that it has bonuses for. In scenarios, the player receives "civ points" for completing various tasks. The following are the available civilizations, grouped into their recommended epochs. With the exception of the futuristic Novaya Russia and Rebel Forces, all civilizations in Empire Earth are based upon history. From the Prehistoric to Dark Ages, the civilizations are Ancient Greece, Assyrian Empire, Babylon, Byzantine Rome, Carthage, and the Kingdom of Israel. From the Middle Ages to the Industrial Age Austria, England, Franks, Kingdom of Italy, Ottoman Empire, and Spain are available. From the Atomic Age to Modern times France, Germany, Great Britain, Italy, Russia, and the United States are playable, and from Digital Age to Space Age China, Novaya Russia, and Rebel Forces are playable. Japan and Korea are added in the Art of Conquest expansion and belong in the "Digital Age to Space Age" group.
Multiplayer consists of Local area network and Internet play. Players log in as a certain name profile, and search for, or create, a game that concerns several other players. The game is a basic war between all sides, unless diplomacy is involved. Advancement within Multiplayer comes about most easily when the player populates town centres. 5 citizens per centre, and one centre per age. Patches of the game are unlikely because the developer of the game Stainless Steel Studios is no longer in operation.[12][13] The multiplayer servers were permanently shut down by Activision on November 3, 2008,[14] making players only be able to play through Local area network.[15][16]
Campaigns
Like many other real-time strategy games, Empire Earth has single-player campaigns. However, unlike some games, each scenario has a story to tell and the player takes part in that story. Apart from the Russian campaign, the mission, "Operation Sealion" in the German campaign, and possibly the first four scenarios in the Greek campaign, all of the battles in the campaigns have actually occurred.
Learning campaign
The first campaign in Empire Earth is the Learning campaign. This campaign is where players are taught how to play Empire Earth. This campaign is available in both the original game and The Art of Conquest. This campaign is not required to be played in order and is divided into two parts. The first part is about the rise of Phoenicia. The second part is about the rise of the Byzantine Empire.
Greek campaign
The first real campaign focuses on Ancient Greece. The opening five scenarios (of eight scenarios total) focus on the rise of Greece. The story tells of the early Helladic people from Anatoly, the Trojan War, the rise of Athens by unifying Attica and the first years of the Peloponnesian War. There are some fictional elements as well (such as the Trojan horse being given to the Ithacans by the gods). The second part is about the life of Alexander the Great. The sixth scenario is about Alexander's ascension to the Macedonian throne and de facto control of Greece by crushing the revolt of Thebes, Athens and Sparta. The following scenario is about the Battle of the Granicus, Battle of Issus and the siege of Tyre. The final scenario is the Battle of Gaugamela, the capture of Babylon and the battle for the Persian Gates, a mountain pass which beyond lies Persepolis, the ceremonial capital of Persia. The campaign ends when Alexander and his army enters Persepolis and Alexander manages to escape an assassination attempt while visiting the tomb of Xerxes I of Persia.
In the German campaign, the first four scenarios take place during World War I, and feature the Red Baron. The player follows Richthofen through his early days of flight and the development of his "Flying Circus." The first mission involves directing Richthofen and his pilot, Count Holck, to safety after their aircraft is shot down over Poland in 1914, but in subsequent missions, Richthofen is a minor character. In the next three missions, the player protects shipments of war materials into Germany, directs German forces at the Battle of Verdun, and directs the Kaiserschlacht at the Battle of the Somme. The second part, consisting of three scenarios, deals with Nazi Germany and the first years of World War II in Europe. The first scenario introduces the Blitzkrieg, in which the player has to conquer Poland, Scandinavia, and France. The next mission deals with the German U-boat and naval blockade of Great Britain and the Battle of Britain, which features the Bismark facing off against the Home Fleet. In the final scenario, the never-attempted Operation Sealion, the player leads German forces in an invasion of Great Britain, under the famous Field Marshal Erwin Rommel, ultimately annexing the United Kingdom to the Greater German Reich, also thwarting a suprise attack by the US 5th Fleet (led by the Enterprise carrier) in the process.
Russian campaign
In the Russian campaign, the player leads Novaya Russia, a reconstruction of the Russian Federation. The game begins in 2018, with the Russian political dissident Grigor Stoyanovich heading up a full-sized civil war from Volgograd, followed by a seizure of power in the Kremlin. The second scenario is about Europe's unsuccessful attempt to free Novaya Russia's oppressed population. In the third scenario the now-old Grigor appoints his robotic bodyguard as his successor, crushes a coup in Moscow with help from loyalist forces and finally succumbs to heart problems. Under Grigor II, Novaya Russia continues its conquest of the world by invading and subjugating China, narrowly averting a time paradox. In the penultimate scenario, during an attempted invasion of the United States in 2098, General Sergei Molotov finally realizes that Grigor II became mad with power and deserts. Cooperating with U.S. agent Molly Ryan, he re-enacts the Chinese plan, building a time machine and returning to 2018 in order to set things right. They arrived just a few minutes late, as Grigor already left Voronezh. In addition, Grigor II realized their plans and took the time machine, fortifying Volgograd with a sizeable detachment of cybernetic forces. A massive battle ensued, ending in the technologically horribly outmatched Molotov and Ryan destroying Grigor II and assassinating Grigor (who proved to be unreasonable due to knowledge of Novaya Russia's military might). The campaign ends with an unanswered question:
“
I can feel the tug of the time vortex...pulling me...back. But what future will I return to? One that is better, or worse?
Empire Earth was announced by Stainless Steel Studios on March 31, 2000, with an intended release date of the early half of 2001.[18] When first interviewed about the game, Rick Goodman and Stefan Arnold commented about the progress and layout of the game on December 12, 2000. They mentioned many aspects of the game, including the use of heroes, unit upgrades, the availability of civilizations, economic build up, and polishing of the final product.[19]
On January 18, 2001, Stainless Steel Studios added Damon "Stratus" Gauthier to work on the multiplayer aspect of the game.[20] He was a veteran of several StarCraft tournaments, and was meant to balance the multiplayer of the game. Empire Earth also made appearances at E3 2000 and E3 2001 about its progress, and a beta test and movie for it were released in early August 2001.[21]
Empire Earth averaged an 82% according to Game Rankings,[22] and earned GameSpy's 2001 "PC Game of the Year " award.[23] It was rated 8.5/10 by IGN, who commented "Anyone who's familiar with Age of Empires is going to hit the ground running in Empire Earth. With a few additions and some small changes the economic model and interface is pretty much exactly like that in AoE2."[24]GameSpot was not as impressed, giving it 7.9/10, saying "Empire Earth is best reserved for hard-core real-time strategy players who won't mind the game's less-than-stellar graphics and sound but will instead relish the ability to relive 14 different epochs of human warfare.".[2]Game Informer was disappointed and gave it a 6.25/10, saying "Empire Earth couldn't walk the walk like it talked the talk. Although no one patch can fix either of the aforementioned items, the latter will certainly see some type of quick adjustment in the near future."[25]
Empire Earth sold over 1 million units.[26]Empire Earth was re-released as Empire Earth Gold Edition on May 6, 2003. It contains both the original game and the expansion pack, manuals, and technology trees for both games, hotkey reference and the official strategy guide.
Legacy
Empire Earth spawned several sequels, and eventually an entire pack for Empire Earth, Empire Earth: The Art of Conquest was released in May 2002, and a sequel, Empire Earth II, was released in 2005. Empires: Dawn of the Modern World was considered to be a "spiritual sequel" to Empire Earth, since it was also made by Stainless Steel Studios and released between Empire Earth and Empire Earth II.[27] A cell phone version of Empire Earth, Empire Earth Mobile, was released in 2005. Another sequel, Empire Earth III was released November 6, 2007.[28]