Then you get an Age of Empires clone for about three or four epochs. If you start at the prehistoric epoch, you’ve got a fairly tedious game with cavemen throwing rocks at each other. Although both games have a historical motif slathered over them like icing, Empire Earth eventually turns into a sci-fi battle bot arena with special spell powers like cloaking (Refractive Cloaking), unit shields (Diffraction Shields), mind control (Assimilation), and teleporting (Teleporting). The interface, the subject matter, the unit graphics, the marketing, and even the title seem calculated to say “Hey, if you liked Age of Empires, you’ll like this, too!” Which is probably true. This is hardly surprising considering Rick Goodman was on the design team for both. There is, but in the end, it’s driven primarily by simple economics.ĮE most immediately resembles Ensemble’s Age of Empires. This isn’t to say that there isn’t a lot of tactical variety in the way the units fight. There’s something profoundly disappointing when such a vast game ultimately comes down to herding peasants. The winner is almost invariably the guy who cranks out enough peasants (called citizens here) to gather the most resources and who most efficiently converts them into military units. It’s as if all that other stuff just falls away, betraying Empire Earth as yet another game about resource gathering. And there’s basically one way to play – gather a bunch of resources! Pseudo-Historical Tapestry There are four AI settings for each unit’s behavior. There are eight formations to put your units in. There are 21 civilizations with specific bonuses. There are food, wood, stone, iron, and gold. There is farming, foraging, hunting, fishing, logging, and mining. There are technologies that improve your units’ stats or your civilization’s resource gathering.
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