Patch empire earth: EE2.eu — Empire Earth II

Empire Earth Community

Rediscover Empire Earth with your friends on a good old LAN, or online using the community lobby!

Download Empire Earth

What we do ?

We keep Empire Earth alive, we create content, share experiences, play together and improve the game support!

You can also do the same, join the community discord and contribute to the game. Make suggestions, share your experience, combine your passion with the game, we all have something to do.

Join EE Reborn Discord

We use C++, Python, Java, C# and other magical languages to create new content!

What could be more beautiful than creating our own models and textures ?

Running Empire Earth using DirectX 8 for Windows 98 on a modern system (DirectX 9-12) is possible and easy!

We have created a new installation setup for Empire Earth to easily install the game with compatibility patches on modern systems.

We are a small community and we have everything to benefit by sharing!

New sound effects and high quality music, who would have thought of such a thing?

We have collected all the languages of the game distributed, allowing you to play in 11 different languages!

All Empire Earth data is carefully saved on a storage server and has been mirrored. Allowing the constant functioning of our creations that depend on it.

I am a developer

We are waiting for you! We need more developers than ever to advance the projects of the community!
Changing the behaviour of the game, improving its compatibility, developing new tools, there are so many things to do.

I am a translator

Are you a translator or do you feel capable of being one? Then don’t hesitate to translate the game into new languages!
It is possible to simply translate the text of the game but also to re-double the voices.

I am a content creator

You want to create textures, 3D models? New generation scripts or compose new music and sound effects or anything else ?
Well, we have all the necessary tools to let you shine!

Don’t be afraid to ask your questions on Discord, but here are some answers that can save everyone’s time.

It often happens that there are compatibility issues or problems when trying to play or hosting a game. Don’t be surprised if this happens to you, we can help you on Discord.

Join EE Reborn Discord

Empire Earth: Reborn is a multi-stage project that aims to build a complete modpack. The Discord of the project is the biggest in the Empire Earth community and many creators are on it, no matter who you are or what you want to do you are welcome.

Anyone with an interest in Empire Earth is a member of the community, there are no requirements.

Yes, the original game is unlikely to work, however you can use the Empire Earth community install setup which includes compatibility patches (It is sometimes necessary to try several compatibility options in the setup and reinstall, it is a matter of time)

If you do not have the Empire Earth and The Art of Conquest CD (or Gold Edition) or have not purchased the game digitally : You are not allowed to use the community setup! You can buy the game on GOG and then install the game with the community setup.

Whatever you want to create, explanations here would probably be too long-winded and inappropriate. Ask your questions on the Discord, we will be happy to help you!

ARM is a processor architecture and will probably replace the old one (Intel). Empire Earth was developed to run on Intel architecture. Don’t panic, we tested, Windows 10 and 11 ARM manage to translate the Intel architecture to ARM and make the game work !

This is a very broad topic, here is an article that will help you understand how to host a game on your computer and make it accessible locally, on the internet with your friends or even publicly.

Empire Earth Aeon — Covering Empire Earth & Empires

 

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Thursday, May 26, 2005

Empire Earth II — Patch 1.1
01:05 PST | by the_ruleing_ruler

VUG just released the new Patch 1. 1 for the retail version of Empire Earth II.

The change log is huge, so you better click here to view it.

You can get the US Version of the Patch here.

For other Patch languages (English — UK, German, French,…,…) you may look into this thread.

Tuesday, April 26, 2005

Empire Earth 2 — Patch 1.05
14:04 PST | by the_ruleing_ruler

First Patch availible already for the retail version!

This file updates Empire Earth II 1.0 (original retail version) to version 1.05. Additions in 1.05 are:

Resolution of known multiplayer lobby issues.
Addition of autopatch functionality

You can get the English version of the patch here.

Check out this thread for the other patch language versions and updated mirrors!

Empire Earth 2 Finally Released !
08:04 PST | by the_ruleing_ruler

Finally Empire Earth II is released! Exactly one year after its announcement on the 04/26/2004. Be sure to contact your local retailer for a more detailed release date!

At this point, I want to send congratulations from the Aeon-Team to Maddoc for making such a cool game, and to VUG for their amazing marketing strategy.
Keep up the good work, guys!

I hope that everyone enjoys the game and we could soon meet on the servers to play a match.

Monday, April 25, 2005

Lots Of New Empire Earth 2 Stuff
07:04 PST | by the_ruleing_ruler

In the last days Vivendi Universal Games put up a lot of content, including the Soundtrack,»Behind the Scenes»-Movies, and more on their Official Empire Earth II homepage.

Check the «Downloads» and «Gallery» Sections to access the new content.

Friday, April 8, 2005

Empire Earth II «Goes Gold» !
07:04 PST | by the_ruleing_ruler

I just received the message that Empire Earth II went gold.

Empire Earth II has gone gold and will begin hitting store shelves around the world on Thursday, April 28th. The game carries a suggested retail price of $49.99, with an ESRB «T» for Teen Rating (Blood, Violence).
Please contact your local retailer for availability in your area or pre-order online and score a Bonus DVD packed full of bonus features!

… What basically means that the final version of the game is in the manufactories and is becoming duplicated a dozens of times for the mass-market.

Monday, April 4, 2005

Empire Earth II Multiplayer Demo Released!
07:04 PST | by the_ruleing_ruler

The new Empire Earth II multiplayer demo is officially released since today!

A new age of epic conquest has arrived! In the Empire Earth II Multiplayer Demo you’ll experience three of the game’s fifteen exciting epochs (Renaissance, Imperial, and Enlightenment) as you match wits against players around the globe. Adapt your tactics to manage changing seasons and inclement weather as you lead the German, American, or Korean civilizations to victory.

You can get the demo from the
Sierra FTP

Have fun!

Friday, March 25, 2005

March Newsletter
13:03 PST | by DK

March’s edition of the Empire Earth II newsletter is now online and contains new batch of epoch specific screen shots, unit higlights, and developer diaries. The newsletter can be found here.

Wednesday, March 23, 2005

New EEII FAQ
03:03 PST | by DK

There’s a new Empire Earth II FAQ on the official site which offers answers to pretty much every question you may have about Empire Earth II. Amongst other things, the FAQ makes it clear that the long awaited multiplayer demo probably will be released in early April. You can find the FAQ here.

Monday, March 21, 2005

Computer Games Magazine Interview
03:03 PST | by DK

Computer Games Magazine features a new interview with Mad Doc CEO Ian Davis. Besides providing us with the typical walk through of Empire Earth II’s exciting features, Ian Davis also provides us with several interesting snippets of information — such as the fact that the «Quick Start» feature wasn’t planned from the beginning:

Computer Games — What have been some of the more unexpected things that have cropped up in the development of Empire Earth II since Mad Doc started to work on it?

Ian Davis — Making a game is an interesting process. You assess the situation, you plan, you roll up your sleeves, and then you get in there and start creating. The cool thing is, every once in awhile, something pops up you didnt plan for — and often, its these moments of chance — these in the moment ideas — that provide the greatest moments of clarity. For instance, we didnt go into the making of Empire Earth II with the intent to create the Quick Start games, yet I think its one of the most exciting new features of Empire Earth II.

You can find the entire interview here.

Sunday, March 20, 2005

HeavenGames Empire Earth II Preview
14:03 PST | by DK

HeavenGames features a new 5-paged Empire Earth II preview. The preview naturally goes into detail on all the well-known features and concludes that while some of Empire Earth II’s features might slightly resemble those of Rise of Nations, the gameplay has a distinct and unique feel to it. You can read the preview here.

Saturday, March 19, 2005

The Spartan Clan’s EEIIU Write Up
11:03 PST | by DK

The Spartan Clan’s web site features an Empire Earth II University Write Up by Mokon. The interesting write up can be found here.

Friday, March 18, 2005

GameSpy EEIIU Coverage
11:03 PST | by DK

Our host, GameSpy, features lots of premium coverage of the Empire Earth II University event. The coverage includes two interesting articles dealing respectively with the balancing of Empire Earth II and the diplomacy in the game. Furthermore, is a war story and a «Behind The Scenes» video available. You can find it all here.

Tuesday, March 15, 2005

New Video Developer Diary
13:03 PST | by DK

The official Empire Earth II site has a new video developer diary, this one features Mad Doc’s Lead Level Designer Dan McClure who discusses the matters of scenario design and
What kind of research that went into the game. The diary can be found here.
What kind of research that went into the game

Monday, March 14, 2005

Back From London — Update
11:03 PST | by DK

Am I the only one that hates the fact that English pubs close at 11 pm?

Anyways, as I’ve been in London for a week (yah!), there are few news pieces that has gone unnoticed. Chronologically, first up is the fact that the first advertisements for Empire Earth II began to appear in games-related print magazines world-wide last week, as a part of the so called «Twice» magazine campaign marketed by the slogan «Twice the Power. Twice the Glory.» You can find one of the ads in PDF format here.

Secondly, Worthplaying featured a positive preview (yet another) of Empire Earth II. The preview can be found here. Finally, we soon hope to be able to bring you coverage of the recent Empire Earth 2 University, to which we where able to send one pretty darn lucky delegate courtesy of VUG and Mad Doc. Thanks!

Saturday, March 5, 2005

Empire Earth II ads on GameSpy
05:03 PST | by DK

When visiting our host GameSpy, you may be lucky enough to be treated with a cool Empire Earth II ad!

Tuesday, March 1, 2005

New Poll!
13:03 PST | by DK

We’ve updated our monthly poll with a new question, this time asking our visitors exactly how good they found the Empire Earth II single player demo to be. This naturally also marks the closure of our the latest poll asking the always relevant question: «Do you think Empire Earth 2 will be better than its predecessor?» Out of the 704 registered votes, an impressive 66% thought that this would be the case.

A Message From The Mad Doctor
12:03 PST | by DK

In an admirable move from Mad Doc, CEO Ian Davis has written very, very long post at the official Empire Earth II forums to address the both positive and negative feedback the single player demo has garnered:

Thanks for the feedback on the single player demo, I appreciate your input and suggestions. I have actually read through all of the notes (you guys write a lot!), and wanted to address some of the questions you’ve brought up. We’ve been working hard to create a game in your best interests, and all of this helps Empire Earth II become a better game.

For those of you too lazy to read the full and very interesting post, his message is that the single player demo build is a very, very old one that is severely outdated with regards to balance and optimization. Furthermore, Ian Davis reveals that a multi player demo will be released shortly! You can find the post
here and discuss it in our forum here.

New Empire Earth II Newsletter
12:03 PST | by DK

This new edition of the Empire Earth II newsletter features a stunning total of four video diaries, a developer’s letter on the subject of AI, and naturally the obligatory age-specific screen shots and «units of the month». The newsletter can be found here online.

Monday, February 28, 2005

New Interview with Dr. Ian Davis
01:02 PST | by Matt

The Spartan Clan has posted a new, quite lengthy interview with Mad Doc CEO and founder, Dr. Ian Davis. Here’s an excerpt:

Q: One thing weve been wondering about is what type, if any, of a recorded game system will you have? Could you just explain it a little to us?

A: Its actually quite complicated, but just to give you some idea of whats going on herethink of it as a recording of all the input commands. This allows the game to play itself over, exactly as it played itself through the first time. It does other cool things as well: it allows you to view the game from other peoples perspectives, and it allows you to just jump in at any point (so, if you just played and were thinking, I wonder what wouldve happened if I had done X you can go back to that exact point and try a different tactic).

Q: Another feature your game boasts in the Territory System. Now in terms of importance and effect on the game, do these act more like Rise of Nations Territory System or Age of Mythologies Settlements?

A: Its sort of a mix between the two. The Territories are discrete like in AoM, but you can place your City Centers anywhere in them, and there are far more bonuses associated with them than in AoM. Its different from RoN because its less of a historical note, and more of a goal. You get more for capturing Territories, and the discrete count of how many you have is a yardstick for how well youre doing (and you know who to take out!).

The full interview can be found here. Thanks goes to TSC_Blade for this news.

Saturday, February 26, 2005

New Forum Online
22:02 PST | by Matt

As some of you may remember, several months ago the GameSpy network came under attack by a malicious web script which took advantage of an exploit in the phpBB forum software. Dozens of sites across the GameSpy network were affected, including Empire Earth Aeon. Many of our core forum files were destroyed or otherwise corrupted, and the attacker gained access to our MySQL database. Subsequently, the Aeon forum has been offline ever since.

Today, however, I have some good news. We’ve finally finished setting up our brand new forum, which is online and ready for business. The exploits in the forum software have been corrected and GameSpy has taken extra steps to improve the security of the entire network.

That being said, I would like to welcome you all to join us in our new forum to discuss, among other things, the newly-released Empire Earth 2 demo.

View: Empire Earth Aeon Forum

Friday, February 25, 2005

Empire Earth II Demo Out!
15:02 PST | by DK

Just as I was preparing to post about the upcoming release of a Empire Earth II demo March the 1st, I stumbled upon the news that it already had been released! The single-player demo lets gamers lead one of three civilizations — the Germans, Americans, or Koreans — through three of the game’s 15 epochs, including the Renaissance and Age of Enlightenment. There are two games types to choose from: conquest and territory control. The demo, coming in at 177MB, can be found at these mirrors: FileRush, Worthplaying, 3DGamers, GGMania, ActionTrip.

Wednesday, February 23, 2005

Warcry Preview
11:02 PST | by DK

The Warcry Network has a You can find the preview new preview of Empire Earth II, as with the other previews linked to today, it isn’t worth reading if you’re on the look for new details, however, the sheer enthusiasm the previewer shows for the game brings joy to an Empire Earth fan’s heart:


Combine giant robots, several significant improvements to the genre, and a non-cheating AI, and you have an RTS worth looking at. Now add all these cool little Civ-type features and enough variations and options to make gameplay last hundreds of hours, and you have Empire Earth 2. If youre going to play one RTS this year, play this one.

You can find the preview here.

New Previews
06:02 PST | by DK

Both Games Domain and Computer & Video Games offers previews of Empire Earth II. The previews are only worth a read if you haven’t read any previous previews, as they reveal nothing new. They can be found here and here.

New Official Empire Earth II Site
06:02 PST | by DK

Sierra and Mad Doc has just launched the new Empire Earth II official site. Besides the new looks, the site also features tons of new content; so much, that it take hours to list it. In other words: Check it out!

Friday, February 11, 2005

On Vacation!
15:02 PST | by DK

As I’ll be going to Italy tomorrow, there will most likely not be any news posting made until next sunday (the 20th that is). I’ll naturally update the site when I return!

Wednesday, February 9, 2005

A Batch of News
12:02 PST | by DK

As I haven’t been able to update the news in the last few days, there’s quite a bit of Empire Earth II coverage that has been left unnoted here at the site:
First of all, Worthplaying features five new stunning screen shots, which are some of the best shots of Empir Earth II. Secondly, GameSpot has the second video diary from the hands of Mad Doc CEO Ian Davis. Finally, GameSpy, as promised in their last preview, has a new hands-on preview of the multiplayer aspect of Empire Earth II.

Saturday, February 5, 2005

IGN Preview
05:02 PST | by DK

IGN has yet another hands-on preview of Empire Earth II:


Empire Earth II received a facelift from the original, as one would expect. This is a new engine that allows for better realization of battles and armies. It isn’t going to wow anyone like some of the Age of Empires III or Earth 2160 screens have been, but everything is certainly functional with a good level of detail.

But aside from mere environments, buildings, and units, Empire Earth II has some nice effects. Explosions are pretty and bright, but there are also those with meaning. Weather effects have a drastic effect on how the game plays. While units won’t necessarily stop working (unless they’re aircraft that’s been grounded by storms), they’ll suffer a huge drop in speed and sight radius. This means keeping an eye on the month and time is a good idea. Sending your giant army out only to get caught in a blizzard could be detrimental to their health when they accidentally wander into a fortified base.

Empire Earth II has a lot going for it. There certainly are some things that need to get fixed before everything is running perfectly, but they have a while to finish things up so hopefully that will be enough time. If so, this game could be one that fans of the hardcore RTS genre can get all bubbly about.

Its sort of funny, but admittedly also logical, how the three big gaming networks all preview the game within the same week.

Wednesday, February 2, 2005

Hands-On Preview At GameSpy
09:02 PST | by DK

Our host, GameSpy, has a new hands-on preview of Empire Earth II focusing on the single-player aspect of the game. Previewer Allen Rausch sounds rather overwhelmed by the scale, level of customization, and complexity that Empire Earth II offers, but also notes how great additions Empire Earth II’s «macromanagement» tools, such as the Citizen Manager, are to the game:

The real innovations in Empire Earth II lie in the game’s «macromanagement» tools. The game encourages players to look at their civilizations as organic wholes, rather than as just a collection of units. Rather than shepherding a bunch of peasants from resource to resource, I could use the «citizen manager» interface to just decide which resource my empire needed at the moment and direct my labor force to start producing. The citizen manager is just a specialized cursor that appears when you hover over your resource list on the interface (there’s also one on a separate screens). It lets you know how many citizens are working to extract that resource as well as how many idle peasants you have. A few mouse clicks is all it takes to shift them around. After a few hours of using this, I realized that I would find it hard to go back to the old method of controlling my proles in other RTS games.

He also mentions the War Planner:

The same thing might be said about the new «War Planner» tool. This is just a simplified map of the territory that allows you to give order to separate elements of your army using arrows and waypoints. There are also a series of tools and commands that allow you coordinate your attacks so you can give multiple groups of units orders and have them carried out simultaneously or in a certain sequence. While the unit selection in the game follows a fairly simple «rock, paper, scissors» style of combat supremacy, it’s really the war planning system that will give players a good strategic workout.

The last thing worth mentioning is that we can expect a preview covering the multiplayer aspects of the game in a few days. You can find the preview here.

   

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Empire Earth — Games on DTF

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We continue the journey along the road of nostalgia and remember the strategy that used the mechanics of moving through the eras, but this is not Age of Empires

Introduction

As I said in the Caesar III episode, in the 90s and 00s strategy was at its peak and developers were constantly trying to surprise players with different mechanics and genre mixes. Someone tried to surprise with an unusual plot and staging, as it was in the CnC series. Others — in scale, like Gas Powered Games with their Supreme Commander. Still others went into unusual mechanics and made Perimetr. Sometimes they were placed in some kind of unique setting, such as Rise of Nations: Rise of Legends, which we will talk about sometime later as part of the Nostalgia Gallop series of videos.

Today let’s remember about such mechanics as “transition between eras”. This concept was originally popularized by the Civilizations 4X strategy series. However, this did not stop him from switching to RTS. Naturally, the first thing that comes to mind is Age of Empire, the fourth part of which was recently released regarding the posting of this video on YouTube, but no, we will not talk about this series. And not even about Rise of Nations, which has incorporated even more elements of 4X strategies.

Today let’s remember another game that started and ended on the first part, and the second and third did not develop the idea, but poured it down the toilet. At least according to the author. Empire Earth. Ready clubs, build trebuchets and get into that damn robot, because we’re getting started.

The first part of this series came out in November 2001 from Stainless Steel Studios and was published by Sierra Entertainment. It was a real-time strategy, the main concept of which, as mentioned earlier, is “transition between eras”. In principle, if we talk about the core of the gameplay, there is nothing new and unusual for a modern player. We collect resources, build buildings, hire warriors and go to beat the enemies. All. The game ended when the last building of the opponent turned into dust or a certain number of “wonders of the world” was built, set in the match settings.

In the basic version there were four companies with different historical periods: Ancient Greece, England of the XIV century, Germany during the First World War and Russia of the future. But more interesting was the battle mode, both against AI and in multiplayer. Its main feature was that we didn’t have pre-made and balanced maps. At all. Instead, the game had a random generator. In it, we set the parameters that we want to see. For example, tap maps, starting and ending eras, or the maximum number of units for all factions. It was an interesting idea to play in a different environment and terrain every time.

Subsequently, a year later, the add-on Empire Earth: Art of Conquest was released, which added an era from above and three companies: Roman, Pacific and Asian. Also, two more types of cards tied to space appeared in the map generator. But let’s be honest, they turned out to be, to put it mildly, not very good due to the fact that in fact they were islands, but instead of the sea we had outer space, which can only be overcome in the last, innovative era, which negatively affected the dynamics in general.

Game mechanics

I’m not going to analyze the story of the companies in this video, maybe we’ll go on the stream somehow, if there is a desire, so let’s move on to the gameplay. As in many other games of this genre, for any «sneeze» we need resources. We have five types of them: food, wood, stone, iron and gold. They are extracted from us by workers who, in combination, are also builders. They carry what they get to settlements, town halls, capitols and barns. The amount of storage has no limit.

Metals, cobblestones and wood are the only mining options. Although no, I’m lying, in the case of space maps, the tree is collected from some cacti or so. For some reason, the addon doesn’t want to run for me, so I can’t check. However, the food has already four variations: a kind of pumpkin fields, the supply of which is small and designed mainly for the start of the game, animals that slowly decompose after being killed, which is expressed in a constant decrease in the counter of the available food supply in the body, fish, in case there is water on map, and farms.

A maximum of six workers can be sent to points with gold, stone, iron and pumpkins, ideally close to which it is worth placing settlements so that resources drip immediately after reaching the maximum amount that the gatherer can carry. You can send as many people as you like for wood and animals. Well, only one farmer can work on one field. However, up to eight resource points spawn around one barn center if nothing interferes.

Now let’s talk about the technology tree. It is not presented in the form of a separate window, all development takes place in different buildings. That is, if you need to increase the range of the hospital, then the corresponding bonus is located there. Or teach a priest to capture buildings. And so on. In the same way, units are improved when moving through eras. Just keep in mind that some of the buildings and fighters become obsolete over time. That is, the shooting range of archers is relevant only at a certain stage and it does not develop, and after the transition from bows to guns, any hiring disappears in the building and it simply takes up space.

As in some strategies, units can become stronger in this strategy by increasing their stats. But unlike the same Red Alert, where an individual badge was assigned to a combat unit for killing, here the grade goes to all fighters of the selected type and is carried out for resources. Each upgrade adds one or two points to a certain counter, and their sum cannot exceed tens.

You can also choose global bonuses at the beginning of each game. If you set pre-installed nations in the settings, then the pool will be huge: from Byzantium to New Russia. Each has its own set … and all of them, plus or minus, are useless. The problem is that they are tailored for specific types of units. If you play a full transition in all eras, then the same Rome will practically cease to bring bonuses already by the fifth or sixth. And you can’t override it. If you count on the future, then you may not live to see it.

If you refuse to choose a nation, the game will give you the opportunity to choose these very amplifiers from a huge list. But there are limitations here. One hundred points are given for everything about everything. Bonuses are tied to different types of troops, buildings or capabilities. And each subsequent choice within one category increases the required number of points for the next. For example, having upgraded the armor of a legionnaire, increasing HP will cost more, and so on.

Well, now it’s time to consider the main mechanics of the game — epochs. To switch to a new one, you need to spend a certain amount of resources, as in the same Age of Empire. Yes, in order to open access to this opportunity, it is necessary to improve the settlement to the town hall or the town hall to the capitol. Which, by the way, is more expensive, especially for the first time. To do this, you need to place a certain number of workers in this very building. They only explain about the mechanics of settlement, but not a word about this influence on the development of epochs. At one time I tried all the methods, calculated the dependence on the time spent in the game, the number of employees … I have not yet figured out how.

Well, now let’s move on to the epochs themselves. There are fourteen of them in the basic version and the fifteenth is added to the addon.

  • Prehistory — 2 million years BC e. Stone throwers and warriors with clubs;
  • Stone Age — 25000-20000 BC e. The emergence of the ability to put a dock, which opens up access to both fishing and the transfer of units if there is water on the map;
  • Copper Age — 10000-2500 BC e. Hospitals and archers appear;
  • Bronze Age — 2500 BC e. — 1 n. e. Ancient Greece and Rome. Archers on chariots and elephants, javelin throwers;
  • Dark Ages — the first 1000 years of our era. Crossbowmen appear. Christian Rome and the Early Middle Ages;
  • Middle Ages — XI-XV centuries. Development of siege weapons and shooters;
  • Renaissance — XV-XVI centuries. The first troops with firearms, however, medieval branches of the military are also preserved;
  • The Age of Empires — XVI-XVIII centuries. The golden age of smooth-bore muzzle-loading firearms. Bombards, manual gunners and grenadiers appear. From unique warriors appear «accurate shooters» who can be invisible and kill any enemy infantryman with the first shot;
  • Industrial Age — 19th century. The development of rifled breech-loading firearms, the appearance of balloons that can be used for reconnaissance;
  • World War I — 1900-1939. The appearance of tanks, piston aircraft, armored and submarine fleets;
  • World War II — 1939-1945. Weapons created in the previous era are brought to perfection, atomic bombs appear;
  • Modernity — the end of the XX — the beginning of the XXI century;
  • The information age is approximately the first quarter of the 21st century. Development of cyborgs and laser weapons;
  • The age of nanotechnology — the end of the XXI — the beginning of the XXII century. Future. Second generation cyborgs, laser tanks, the latest nuclear bombers;
  • Space age — the end of the XXII century. Weapon upgrades, space travel, transition from human workers to droids.

Due to the fact that the nations here are conditional, the units are identical for everyone. For example, that Rome, that Byzantium will have legionnaires, and on the battlefields of the times of the First World War, the same maize will clash.

Terminals

Well, now let’s move on to the main minus of the game. And this is not graphics, after all, it came out in 2001. There are more questions about artificial intelligence and route building. The first one is specifically so enhanced by cheats even at an easy level, but quite often behaves stupidly and does not know when to give up already, so you have to rush around the map in search of the last building. Well, control over a large army or large units sometimes delivers specific pain, because they often choose not the most optimal routes and get stuck.

Among other things, there are “wonders of the world” in the game, the construction of which can bring tangible bonuses and . .. problems. The fact is that they are visible to enemies through the fog of war and they are trying to come and destroy these buildings. Naturally, along with your base.

The game also has a scenario editor, which I can’t say much about because of the curvature in this regard and the lack of knowledge on it for this reason.

As mentioned at the very beginning, the game had two continuation parts. They were made by another studio, Mad Doc Software, now better known as Rockstar. And in my opinion they turned out to be much worse in terms of gameplay. In the deuce, unit upgrades for resources disappeared, and the scale was drastically reduced. While in the first part it was possible to build entire cities, where the limit was only the number of resources, and the map could have up to a thousand two hundred units in total, the continuation introduced zoning of the map and a limit on buildings. Now it was impossible, for example, to set up two dozen barracks in order to massively build infantry, making up for losses.

The third failed completely, shrinking the maps to absurdly small size while increasing the size of buildings and units, which caused a bout of claustrophobia when trying to play. Yes, and the number of epochs has decreased significantly. To be precise — three times. THREE TIMES, CARL! After fifteen of the first with the addon and the second game, we got a stubby stub.

At the moment, to be honest, the game has survived worse than Caesar III. Early 3D era graphics, problems with artificial intelligence and the semi-uselessness of nation bonuses in the long run. And even now, when there are re-releases of Age of Empire 2 and 3 with updated graphics, corrected problems and shortcomings and supplemented by companies, the Empire of the Earth still loses against their background. However, if you’re looking for large-scale battles on land, land and sea, or are tired of AoE, then it’s worth giving the game a try. Which, by the way, also runs on modern systems. True addon for some reason every other time, the devil knows why.

And that’s all for now. If you liked the article, support like and on the YouTube channel. Didn’t like it — dislike. Any activity is important. And remember, while the enemy has no air defense, jam him with planes. Multi Paukis.

Patch 1.4 for Empire: TW

Patch 1.4 for Empire: TW — TotalWars

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Created: September 23, 2009
Views: 11058

So, the long-awaited patch that updates Empire: Total War to version 1.4 has been released and is available for download through the Steam game client .
Below is a list of changes and innovations introduced by the patch to the game.

New content:
— Two historical battles: the Battle of Rossbach and the Battle of Fontenoy. Both battles are available for both single player and online play.
— Heavy cavalry can now fire and reload on the move.

Balance changes:
— Global rebalancing of naval battles
— Light Dragoons can now be hired in more advanced barracks. Also, these units are able to conduct linear fire.
— Light Dragoons have been given longer rifles to perform better on the battlefield.
— Changed prices for cavalry to justify the cost of units on the battlefield.
— Increased the price of hiring Jaegers and Ferguson Riflemen

— Improvements to projectile and bullet trajectories
— Rebalance of the third episode of the campaign «Road to Independence»

Corrections:

— Improved squad management and fixed some issues where a squad could not be stopped.
— Fixed a bug where the soldiers on the wall of the fort did not use guns to attack the enemy.
— Fixed a bug where the fort’s guns fired in the wrong direction.
— Fixed a glitch with finding the way to the fort and using ropes.
— Some fixes in the network game.
— Fixed various crashes in the game.
— Improved AI diplomacy
— Many fixes to improve AI behavior when invading other countries.
— Added the function of making alliances in the diplomatic menu.
— Improvements and innovations in counter AI diplomatic proposals.
— AI is better at assessing the benefits of alliances and allowing armies to pass through its territory.
— Fixed a bug where the sound of the wind was not heard in naval battles.
— Fixed a bug where ships didn’t always follow orders.
— Fixed a bug with disembarking a large number of agents from ships.
— Fixed a crash when disembarking a large number of agents from ships.
— Fixed AI behavior when offering technology exchanges.
— Fixed the appearance of reinforcements from unreachable positions.
— Fixed a bug before landing.
— Fixed calculation of armies’ capabilities at the beginning of battles.
— Fixed a bug that appeared when loading a lot of characters (generals, diplomats, etc. ) onto a ship
— Fixed a small bug where the music for certain events continued to play after the end of those events.
— Fixed patch blocking bug.
— Diplomatic improvements to counter offers.

Download patch 1.4 Empire Total War.

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Total War: WARHAMMER

Fantasy? Finally!

Release date: May 24, 2016
We waited, we believed. And our faith was rewarded! The announcement of Total War: WARHAMMER has taken place! The skeptics were put to shame, but the Wahomans rejoiced! The developers have already managed to tell a lot of details. Did you know first? that this will not be one game, but a trilogy flavored with a whole bunch of add-ons and additional paid and free content. Secondly, there will be only 5 + 1 factions (Empire of Sigmar, Greenskins, Dwarves, Vampire Counts and Chaos Warriors + Bretonnia in custom and multiplayer battles), but they promise to make them as elaborate as possible, rich in units and really different from each other in terms of gameplay. Thirdly, the heads of factions are now not just generals who are not a pity to lose in battle. Now these are Legendary Lords (Karl Franz, Grimgor, Thorgrim and Mannfred von Carstein and others), heroes with unique weapons, mounts, gear and a set of quests. They also promise such novelties as flying units, magic, tanks, cannons and muskets … in general, yummy! In general, we are waiting for more information and hope that the game will be a breakthrough in the series.

more about Total War: Warhammer

Total War: Rome 2

and again Antiquity + Marine battles

Output date: September 3, 2013

Announcement Rome II July and it caused a real storm of delight in our community! So people yearned for hand-to-hand combat and legionnaires that the announcement of the sequel was perceived as a real miracle and a «dream come true.» To again lead the legions bound by iron discipline, unshakable Greek hoplites and Macedonian sarissophores into battle, trample enemies with elephants and throw severed heads — is this not happiness! But the new Total War games are also naval battles. And here there will be a lot of fun, because the developers promise active interaction between the ground and naval forces. Mutual shelling between coastal fortifications and warships in the roadstead will give a new degree of freedom to the «strategos» of the ancient world.

More about Total War: Rome II

Napoleon: Total War

when he came to the field

As the name implies, the player will have to try on the cocked hat of the most famous commander of the New Age. The time frame is the end of the 18th beginning of the 19th century. Now one turn on the strategic map has been shortened to two weeks. The game has a cross-cutting story, divided into three campaigns — Italy, the Middle East and Europe. The player’s choice of factions is small: France, the British Empire, the Austrian Empire, the Russian Empire and the Kingdom of Prussia, but the developers vow to compensate for this with a richness of events. After all, now the generals in the game are not abstract figures, but real historical figures, including the great Bonaparte himself. Nine reconstructed battles of this historical era, the introduction of strategic multiplayer into the game, make it one of the most interesting games in the series.

more about Napoleon: Total War

Medieval 2: Total War

Native American Crusade

Release Date: 2006
in 2006 in 2006 in 2006 in the total of three -dimensional MARITIONAL MASE. The fourth game in the series is set in Europe, North Africa and the Middle East. The passage of the campaign is extended in time — from 1080 to 1530 and ends in the Age of Discovery, while Central America with the Aztec Empire becomes available. True, before inventing gunpowder, discovering the New World and starting to sow reasonable, kind, eternal Indians mired in sin, the player will have to bring the cross to the world of Islam (or vice versa), survive the invasion of the Mongols and Timurids and glorify their faction (they are here, as in previous game, twenty-one). Wealthy cities and fortified castles, thousands of battles and expensive, but even more valuable victories — this and much more in the best medieval «war simulator» to date. 95 to 1453 — from the First Crusade to the capture of Constantinople by the Turks. There are twelve faction-states in the game, divided into three groups: Catholics, Orthodox and Muslims, while each faction’s buildings and units reflect its national characteristics. Mercenaries and fortress sieges appeared in the game. The generals here are personalities with unique characteristics, and the warriors participating in the battles are by no means a faceless crowd blindly going to certain death…

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Total War: Attila

barbarian invasion II

Release date: February 17, 2015 walks the beaten track. After all, Attila is essentially a sequel to the «Invasion of the Barbarians» addon for Rome 1. True, this time they did not become modest and called it a «new game». Okay, we won’t argue. A separate game about the invasion of barbarian tribes on the civilizations of the ancient world is wonderful. It should be noted that the developers really did a great job. According to most players, Attila really turned out to be a worthy product that allowed them to plunge into the dark era.

More about Total War: Attila Part 1 and Part 2

Shogun: Total War

Release date: 2000
Japan. In order to become a shogun, the player must unite under his hand the warring clans Shimazu, Mori, Oda, Imagawa, Takeda Hojo and Uesugi. The action of the game begins in 1530. A wooden table with a map unfolded on it, four moves per year — this is how the strategic part of the game looks like. Money here replaces rice. Trade, diplomacy, urban development — everything is subordinated to the main goal: to gather and train a strong army capable of defeating a computer opponent. After all, victory here is obtained not in the silence of the family castle, but on the battlefield, where thousands of armies meet.

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Total War: Shogun 2

Release date: 2011
The seventh game in the series, which was officially announced in the spring of 2010. The game returned to the origins of the series — swords and armor, abandoning gunpowder and cannons. The game is a direct continuation of the first game in the series Shogun: Total War, so loved by many. The developers decided to apply ten years of experience on the new game, adding and improving it, making it exactly the way they wanted it to be from the very beginning, then, ten years ago. We return to feudal-fragmented Japan, the Sengoku Period. Nine rival clans battle each other for dominance over Japanese lands. Each faction has its own unique features and abilities. You can become the head of one of these clans to conquer as many provinces as possible and get the right to be called the Shogun of Japan from the Emperor. The game does not have as much geographical scope as previous projects in the series, but this allows developers to concentrate on details, to show this unique culture and country in all its glory and grandeur. The game really became the most picturesque and exciting in the series.

More about Total War: Shogun 2 and Fall Of The Samurai

Empire: Total War

Release date: 2009
The fifth game in the series was released three years after the previous one. The historical framework, compared with its predecessors, is very narrowed — only from 1700 to 1799. But over these hundred years, the player will have to go through a difficult path of victories and defeats, taking part in the next redistribution of the world — the era of colonial wars. Now the game involves full three continents — Europe, Asia and America, which tear each other, striving for world domination. The game is as close as possible to the realities of the eighteenth century — the lines of units of different nations here do not have striking differences, so tactical art comes to the fore. And here the developers have done the impossible, because the artificial intelligence of huge armies — from soldiers to generals is very high. And now it is difficult to wrest victory from the hands of a computer enemy, fighting only by numbers. The main difference between the «empire» and its predecessors is naval tactical battles.

More about Empire: Total War

Rome: Total War

Release Date: 2004
In 2004, Total War entered the third dimension. Now the strategic map is not a field for chips, but a full-fledged land from a bird’s eye view: with rivers, seas, forests, the change of seasons and detachments walking along the roads. Continuing to roll back on the timeline, the developers have dedicated their new project to the brilliant Roman Republic — from 270 BC to 270 BC. e. (the transformation of Rome into a world power) until 14 AD. e. (death of Octavian Augustus). Leading one of the 21 factions, the player will have to conquer 50 provinces and conquer Rome. Here the economy is in the background — war, war and war! No desire to go through long multi-year campaigns? You can play individual battles — both historical and random.