
Advancement is Necessary for Survival |
Prepare to serve up worldwide conquest on an epic scale once again with Empire Earth 2, the sequel to Gamespy.com's 2001 "PC Game of the Year." Become the greatest conqueror of all time by creating, building and forging the grandest of all empires as you progress through 15 epochs that span more than 10,000 years of history. Introducing new units, powers and leaders through 3 expansive campaigns, Empire Earth 2 will once again set the standard for real-time strategy games with the latest technology and features that expand both the single-player and multiplayer experience. |
Game Features: |
• Battle for the Ages – Relive more than 10,000 years of history as you lead one of 14 different civilizations spanning 3 distinct campaigns that feature all-new units, powers and leaders under your control. • Advanced Opposition – Challenge an all-new reactive and dynamic artificial intelligence system that will adapt to your every move and test the limits of your strategic warfare knowledge. • Enhanced Environmental Realism – Adapt to ever-changing weather conditions and constantly revolving seasons that will impact your civilization’s growth and necessitate new tactical initiatives. • Revolutionary Multiplayer – Engage your opponents over a LAN or the internet within nine types of games featuring improved tournament support, multiplayer co-operative scenarios and all-new features including a new reward system for demonstrating superior military, economic, and empire-expanding strategies and a tactical planning map to coordinate efforts with your team. • Improved Management Systems – Simplify your resource management with an advanced Picture-in-Picture (PIP) system that will allow you to maintain distinct control over various regions of your civilization in real-time. That, along with the all-new citizen manager system and revamped research system, will alleviate the need to micro-manage your civilization during the heat of battle. |
Information List: |
General RTS Background • Currently scheduled for an early 2005 release • Like EE, EE2 shall have unique leaders, at least 14 different civilizations, and cover all of human history and more! • Unlike EE, EE2's Civilizations will be from 4 different culture sets: Far East, Middle East, Native American, and Western/European. Each will have special distinctions along with art sets. • Each Civilization shall have a few of their own special units along with culture units. Three unique military units for each civ. • Some known civs include: German, English, American, Greek, Babylonian, Incan, Turkish, and Aztec. • Each civ. will have their own brand of music and architecture (could be just culture specific though). • Civ. Example: Turks can build walls cheaper and faster. • EE2 will have 3 broad campaigns: Early/Ancient Korean History (1-5 Ages Probably), German History (Medieval), and a modern American campaign. Estimated more than 30 missions total. • EE2 shall have weather/seasons that actually affects gameplay. Normal expected weather includes snow and rain which would lower visibility for units along with movement. Climates include "arid, tropical, and temperate". Each climate gets their own special "severe" storm": dust storm, monsoon, and blizzard respectively. These terrible storms will kill visibility, ground air support, confuse artillery, and possibly destroy/kill machinery/people. • Victory can be achieved many ways, ie. First to Gain a Certain Crown or Holds the Crown for X Time • Resources will change over time as well as the UI interface. • Support for 10 players including multiplayer. Territories • EE2 uses territories, think Ron/Civ cities with borders or Medieval Total War/Europa Universalis provinces. It is the key and core base of EE2. • Players who own a territory has control over its resources, even if not gathered from. • Control adjacent territories by building a city center. Take control of non-adjacent territories by building both a city center and a fortress. • Unsure: Only enemies may enter/attack your territory or peaceful players may enter if granted military/civilian access. • Players who own a territory are given a boost in resource gathering, defense against enemies, ability to build cities in owned territory, and to develop technology. • The number of territories is set before a game. • Your population cap. increases with the # of territories you own. Population increase per territory can also be set before game. • Can only build 1 temple and university per territory. Unknown exactly what they do though, are related to research. Units & Buildings • Each civ. gets 3 unique military units. • Warning Towers/Outpost can forecast the weather, a possible sabotage "fake weather" by enemies might be included, but uncertain now. • Some/All/Most/Few? Units will have diverse abilities besides just attacking like the Spy. • Spies are invisible but can be revealed by enemy spies and possibly by other means. Spy functions include: "Infiltrate enemy territory, contaminate resources (poisoning any civilians who are nearby the resources), decontaminate your own resources, sabotage enemy buildings (stopping production of anything new, except possibly already queued objects), gather intelligence, and disable enemy outposts." • More than 370 units and 320 buildings • There's culture units (4 cultures), civilization specific units, and probably a game basic pool of units. • The maps can be changed by constructing bridges (which can be destoryed) along with roads to give faster land movement. Unknown how they're made though. • Leaders still remain in the game, but unknown in what form or function. Leaders can also be gained through "Crowns" and can keep leaders even if you lose the Crown. Crowns • EE2 rewards players that are excelling in three categories: Military, Economic, Imperial Supremecy. • Military Crown calculated using most kills, most destroyed buildings, # of units trained, and techs researched. • Economic Crown calculated with resources. • Imperial crown calculated with # of terroritories, walls, and other. • Crowns grant special leaders, civ/ability bonuses, and one-time powers. • Crowns only last so long before the game checks again to see who reigns supreme in each category. • Leader Examples: "The military leader gives you quicker build times and bonuses to attacks. The economic leader can infiltrate enemy camps and steal resources. The imperial leader can steal building bonuses from the enemy." - IGN July Preview • - Economic Example: Immigration which gives extra civilians at different times. • Military Example: Strategic Bombing Doctrine which gives bombers 20% more health/damage dealing. • Leaders given for a Crown remain until they die, losing a Crown does not mean losing an already existing leader. Diplomacy • EE2's Diplomacy is much richer and has more depth than most, if not all RTS games up to date. Think CivIII. No more, "Anyone want to trade 400 gold for 400 iron? No No, I wanted the gold, not the iron, give it back! What? You traitor, I'll kill you good!" • Players can ask/demand for many things besides resources. These include land/territory access, peace offerings, alliance offerings, resource gathering permission/rights, trade territories, and possibly granting LOS for units/buildings. • Agreements may also have a time limit, can limit LOS to just units or buildings, and other. • Resource gathering rights can also include a tax/tithe so owner of territory gets X percent of resource gathered by other player. Can also grant full permission for all resources or only for certain resources, maybe even point to mine and say, "You can have only that one", who knows. • Players can set certain diplomacy rules before a game such as teams/alliances, team LOS, land passage, and others. Citizen Manager • Citizen manager is an extra new tool to manage your workers more efficiently. Ian Davis, head of Mad Doc, explains it best himself: Quote: Our Citizen Manager Screen shows all the resources, how many citizens are currently gathering each type, how much free space there is at each type, and all your idle citizens. Switching them around is as easy as left clicking citizens up from “Gold” and right clicking them down on “Iron”. The unit AI then gets the citizens to the nearest specified resource via the smartest route. War Planner Map • A popup additional layer map/screen that allows you to visually coordinate battle plans with your allies. • Can use to order your troops in one terroritory to attack another. • Might be possible to use this tool to give the AI orders such as bombing. Again I will let Ian explain it in his own words: Quote: You can place down arrows, X’s, circles, and text, and then send it off to your ally for him to look at. Think of those WWII maps, that show all the troop movements for each division in a huge offensive – that’s what players get to do, and it adds a whole new element of easy coordination of attacks. Picture in Picture (PiP) PiP is another tool made to make gameplay easier and funner. It's a small screen located at bottom left part of the screen and holds 6 camera positions including locations or specific units. PiP will also automatically switch to important events like an attack and can be hold to play like a slideshow through the 6 cameras. AI One of the biggest grips about Empire Earth and RTS games in general is the computer AI since many players do not wish to play online. Mad Doc has assured its fans that the computer AI will not cheat and use nonexistant resources or any such bonuses. The AI will not automatically know where you are, will do some diplomacy, and respond to an ally's war plans. Misc. • Support up to 10 players (have to wait and see this one), co-op scenarios, and supported ladder play. • Here's a quote from one of the developers from the Official Sierra Forums: Quote: A slider that acts as a global "build time" coefficient so you can speed up or slow down unit production. We'll, of course, have our favorite settings as presets, too, for this slider and all the others I'm mentioning. A slider for global "build cost" modifer that will let you adjust the economic impact. A slider for a global damage coefficient. This can be used to make battles last longer or be really fast. (This one is possible, but not definite!) A slider for global unit movement speed. This one will have a smaller range in it, and it's possible it could get locked instead as physics engines need to be tuned, but I'm playing with it these days, and we'll decide soon. bron |
Systeemeisen |
• 1,5Ghz processor |
• 256Mb geheugen |
• 64Mb grafische kaart |
Demo (177Mb) |
Gamershell |
Spielerij.net |
3D Gamers |
Worthplaying |
Sierra |
Links |
Officiële site |
Mad Doc Software |
Filmpjes op IGN |
Preview (5/12/04) op Gamespy |
Preview (5/12/04) op IGN |
Eindelijk dus een opvolger voor Empire Earth, imho een van de briljantere spellen van de laatste paar jaar. Het is gemaakt door Mad Doc Software, welke ook Age Of Conquest heeft gemaakt (wat ik niet de meest geweldige expansion pack ooit vind).
Ik ben wel heel blij dat ze proberen om veel gameplay-elementen te verbeteren, en ze hebben ook goed naar concurrenten gekeken (bijv. Rise Of Nations).
Ik kan niet wacht tot hij uitkomt!
Systeemspecs zijn nog onbekend, maar zullen waarschijnlijk nog redelijk meevallen
Dit is mijn eerste grote game-topicstart, dus be gentle
[ Voor 9% gewijzigd door anandus op 26-02-2005 09:43 ]
"Always remember to quick save" - Sun Tzu