History VideoGame / EmpireEarth

27th Jul '17 9:44:34 PM GoodGamer14
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* [[UsefulNotes/BolivariansWithBMPs Bolivarian Latin America Is Socialist]]: All of the Mesoamerican civilizations in Empire Earth 2 (Mayan, Aztec and Inca) become this during the Digital Age with their soldiers looking like revolutionary cubans and using russian weaponry and vehicles similar to modern ''UsefulNotes/{{Venezuela}}''.
27th Jul '17 6:38:01 AM lakingsif
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* ChekhovsTimeTravel: The Russian campaign features a Chinese TimeTravel attempt being foiled. Two missions later, renegades from Novaya Russia ally with the US to go back in time in order to prevent Novaya Russia from becoming the totalitarian nightmare, essentially reliving the first Russian level from the other side. The ending cuts just before we see the effects this has had on the future, (even though the sequel features the same faction, it has no impact on the plot).
16th Jul '17 9:12:18 AM nombretomado
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* EliteMooks: In addition to the Mk. II versions of cybers, the factional unique units (Persian Immortals, Spanish Cavalry, German Infantry, etc.) have the same stats as their equivalent unit's upgrade, one epoch early (so the 1800s British Infantry is a WWI Doughboy, WWI's German Infantry is the same as a WW2 Marine, etc.). However, they're only available in the campaign or the editor.

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* EliteMooks: In addition to the Mk. II versions of cybers, the factional unique units (Persian Immortals, Spanish Cavalry, German Infantry, etc.) have the same stats as their equivalent unit's upgrade, one epoch early (so the 1800s British Infantry is a WWI Doughboy, WWI's German Infantry is the same as a WW2 [=WW2=] Marine, etc.). However, they're only available in the campaign or the editor.



* EyePatchOfPower: The expansion's intro movie showcases warriors during Earth's history, each with a weird right eye: a caveman with a scarred eye, an 18th century ship captain with a bandage, a WW2 tank commander with an eyepatch, and a SpaceMarine with an ElectronicEye. And given the way the game works, they could all very well be the same guy.

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* EyePatchOfPower: The expansion's intro movie showcases warriors during Earth's history, each with a weird right eye: a caveman with a scarred eye, an 18th century ship captain with a bandage, a WW2 [=WW2=] tank commander with an eyepatch, and a SpaceMarine with an ElectronicEye. And given the way the game works, they could all very well be the same guy.
15th Jul '17 5:34:16 PM JackTheRedCreeper
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* AreaOfEffect: The nuclear weapon in the first game.

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* AreaOfEffect: The nuclear weapon in the first game. And general artillery, too (although not as stupidly destructive)
13th Jun '17 10:23:57 PM nombretomado
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** Partisans are meant as a CurbstompCushion defense against air units, being available before anti-air defenses can be built. While this makes sense for WW1 planes (the earliest of which were historically armed with ''darts'' tossed by the low-flying pilot), it makes less sense that they're able to shoot down modern planes afterwards, or even top-of-the-line nuclear bombers. Or, as of the expansion, ''orbiting satellites''.

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** Partisans are meant as a CurbstompCushion defense against air units, being available before anti-air defenses can be built. While this makes sense for WW1 UsefulNotes/WW1 planes (the earliest of which were historically armed with ''darts'' tossed by the low-flying pilot), it makes less sense that they're able to shoot down modern planes afterwards, or even top-of-the-line nuclear bombers. Or, as of the expansion, ''orbiting satellites''.



* RevolversAreJustBetter: WW1, WW2 and Modern heroes use revolvers where other units use rifles or machines guns.

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* RevolversAreJustBetter: WW1, WW2 UsefulNotes/WW1, UsefulNotes/WW2 and Modern heroes use revolvers where other units use rifles or machines guns.
6th Jun '17 10:57:09 PM NightShade96
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** EE2's tutorial has the Aztecs beat back the invading Spanish and survive until at least World War II, at which point they ally with the US against an Axis-aligned fascist Inca nation. The American campaign with the charge of San Juan hill and ends with a RobotWar.

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** EE2's [=EE2=]'s tutorial has the Aztecs beat back the invading Spanish and survive until at least World War II, at which point they ally with the US against an Axis-aligned fascist Inca nation. The American campaign with the charge of San Juan hill and ends with a RobotWar.
24th May '17 1:23:13 PM Xtifr
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* ArmyOfTheAges: When you use the editor to create an army with units from every epoch, or just start in Prehistory or work your way up. Especially evident when playing with computer allies who send troops to protect your wonders and never retreat them.
* AnimalWrongsGroup: One Maasai mission features constant raids on your allies and fishing vessels by Zulu "eco-terrorists". Who have battleships and submarines.


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* ArmyOfTheAges: When you use the editor to create an army with units from every epoch, or just start in Prehistory or work your way up. Especially evident when playing with computer allies who send troops to protect your wonders and never retreat them.


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* EcoTerrorist: One Maasai mission features constant raids on your allies and fishing vessels by Zulu "eco-terrorists". Who have battleships and submarines.
30th Apr '17 2:43:22 PM Chabal2
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* AnimalWrongsGroup: One Maasai mission features constant raids on your allies and fishing vessels by Zulu "eco-terrorists". Who have battleships and submarines.



** Skirmish territories and city names in the second game are assigned names taken from the first civilization to take them over (Roman provinces, American states)...
* ArtisticLicencePhysics: Underwater Hyperions and hover tanks are still targetable by battleships (submarines are immune to battleship attacks).

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** Skirmish territories and city names in the second game are assigned names taken from the first civilization to take them over (Roman provinces, American states)...
states), neither of which match up with each other (building Chicago in New York, etc.)...
* ArtisticLicencePhysics: ArtisticLicensePhysics: Underwater Hyperions and hover tanks are still targetable by battleships (submarines are immune to battleship attacks).



* BaselessMission: The first scenario of the German campaign. One English mission has you rampage around France looting artifacts, while others give you a base and the means to make units but no resources.

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* BaselessMission: BaselessMission:
**
The first scenario of the German campaign. One English mission has you rampage around France looting artifacts, while others give you a base and the means to make units but no resources.resources.
** EE2 has San Juan Hill, in which reinforcements are constantly sent by boat, and the Maasai mission, where you protect your cow herd until you can get to a base and start building.



* SchizoTech: Some units from the [=WW2=] epoch (namely ships, artillery guns, some infantry, and even halftracks) are still used in the modern epoch.

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* SchizoTech: SchizoTech:
**
Some units from the [=WW2=] epoch (namely ships, artillery guns, some infantry, and even halftracks) are still used in the modern epoch.epoch.
** UpToEleven in EE2, where every faction has three unique units that can be built during the first/middle/last five epochs (Stone Age through Middle Ages, Renaissance through World War I, and the modern era onwards). The units start out incredibly advanced (like mail-armored men pushing a mangonel alongside cavemen) and get progressively more obsolete.



** Air units are divided into helicopters and planes and the latter into fighters, bombers, fighter-bombers, and anti-tank planes (see AntiAir above). The sequel removes fighter-bombers and instead has planes that can target air units (fighters), land/sea units (tactical bombers) and buildings (bombers).

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** Air units are divided into helicopters and planes and the latter into fighters, bombers, fighter-bombers, and anti-tank planes (see AntiAir above). The sequel removes fighter-bombers and instead has planes that can target are best against air units (fighters), land/sea units (tactical bombers) and buildings (bombers).



* WaveMotionGun: From the expansion, the [[ExactlyWhatItSaysOnTheTin Devastating Beam of Death]] ability of the space capital ship.

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* WaveMotionGun: From the expansion, the [[ExactlyWhatItSaysOnTheTin Devastating Beam of Death]] ability of the space capital ship.ship, which is the only way they can target units from orbit.



** The second game on the other hand has four basic resource types and two "special resources" which change depending on the age. You won't get iron and uranium the same age, for example.

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** The second game on the other hand has four basic resource types and two "special resources" (tin, iron, saltpeter, oil, and uranium) which change depending on the age. You won't get iron and uranium the same age, for example.
26th Apr '17 10:00:46 PM Chabal2
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** The Cold War ends when the US steals a Soviet stealth bomber and uses it against the Soviets, embarrassing them into admitting deefeat.



* {{Mayincatec}}: Averted: The Maya, Inca and Aztecs are separate civilizations, each with three unique units. The game goes further into AlternateHistory by giving them unique colonial (horsemen and cannon) and modern (medics and artillery)-era units as well.



* RockBeatsLaser: Although AA Missiles are stronger and have a longer firing range, there is a noticeable delay between shooting and hitting the target. AA Guns, on the other hand, hit the target instantly.

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* RockBeatsLaser: RockBeatsLaser:
**
Although AA Missiles are stronger and have a longer firing range, there is a noticeable delay between shooting and hitting the target.target (and have an anoying tendency to hit your own buildings). AA Guns, on the other hand, hit the target instantly.



** EE2 takes it in a different direction, dividing troops types (infantry, cavalry/tanks, and artillery) into light and heavy, each effective against two classes of units.

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** EE2 takes it in a different direction, dividing troops troop types (infantry, cavalry/tanks, into infantry, mounted (cavalry/tanks/mechs), and artillery) artillery, with each type divided into light and heavy, each effective against two classes of units.units.
** Air units are divided into helicopters and planes and the latter into fighters, bombers, fighter-bombers, and anti-tank planes (see AntiAir above). The sequel removes fighter-bombers and instead has planes that can target air units (fighters), land/sea units (tactical bombers) and buildings (bombers).
18th Apr '17 12:13:45 PM Chabal2
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* AlternateHistory: The first game had the German campaign where it was possible to defeat Britain in UsefulNotes/WorldWarTwo. The scenario is actually based on [[https://en.wikipedia.org/wiki/Operation_Sea_Lion Operation Sea Lion]], which of course was never carried out in the real World War II.
* AlwaysChaoticEvil: The barbarians at the beginning of the Roman campaign. You could replace them with orcs without changing much.

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* AlternateHistory: AlternateHistory:
**
The first game had the German campaign where it was possible to defeat Britain in UsefulNotes/WorldWarTwo. The scenario is actually based on [[https://en.wikipedia.org/wiki/Operation_Sea_Lion Operation Sea Lion]], which of course was never carried out in the real World War II.
** EE2's tutorial has the Aztecs beat back the invading Spanish and survive until at least World War II, at which point they ally with the US against an Axis-aligned fascist Inca nation. The American campaign with the charge of San Juan hill and ends with a RobotWar.
* AlwaysChaoticEvil: The barbarians at the beginning of the AOC's Roman campaign. You could replace them with orcs without changing much.their dialogue.



* AntiAir: Air units are divided into planes (which can only be hit by planes, AA guns/turrets, cruisers or the specialized AntiAir units) and balloons, helicopters and flying cybers (which can be hit by the aforementioned units and most ranged ground units). Space units can only be hit by anti-space turrets and other spaceships.

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* AntiAir: AntiAir:
**
Air units are divided into planes (which can only be hit by planes, AA guns/turrets, cruisers or the specialized AntiAir units) and balloons, helicopters and flying cybers (which can be hit by the aforementioned units and most ranged ground units). Space units can only be hit by anti-space turrets and other spaceships.spaceships.
** The Tempest cyber can create an Antimatter Storm, functionally identical to a hurricane except that it moves over all terrain and simultaneously attacks air units.



* ArtisticLicenceGeography: Particularly visible on some campaign maps. The next-to-last English campaign has Britain just to the northwest of Spain (the Channel apparently separates the two countries), while the second Russian mission moves it up just off Scandinavia.

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* ArtisticLicenceGeography: ArtisticLicenceGeography:
**
Particularly visible on some campaign maps. The next-to-last English campaign has Britain just to the northwest of Spain (the Channel apparently separates the two countries), while the second Russian mission moves it up just off Scandinavia.Scandinavia.
** Skirmish territories and city names in the second game are assigned names taken from the first civilization to take them over (Roman provinces, American states)...
* ArtisticLicencePhysics: Underwater Hyperions and hover tanks are still targetable by battleships (submarines are immune to battleship attacks).



* BoringButPractical: Of all AOC's civ powers (basic troops or towers that work like priests, invisible units, ArrowsOnFire, infantry units that move through cliffs and trees, intercontinental ballistic missiles, stealing enemy civ powers...), one of the most useful ones makes citizens build town centers instead of settlements, which vastly accelerates resource gathering, saves thousands in food from not having to populate them, and makes towers harder to kill.



* TheComputerShallTauntYou: In EE1, AI players make threats as soon as you finish building a Wonder. In EE2, they constantly taunt you when attacking or when you advance an epoch. Amusingly, one taunt tells you you should have used cheats... even if you already have cheats active.



** Most units are very good at killing a specific unit type, decent at killing others, and bad at killing their counters (swordsmen have anti-arrow armor to kill archers, archers kill spearmen at range but can't outrun them, and spearmen have anti-sword armor and high damage). Even then it's not entirely crippling: archers are the only units that can fire over walls, which can protect them from all melee attacks.

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** Most units are very good at killing a specific unit type, decent at killing others, and bad at killing their counters (swordsmen have anti-arrow armor to kill archers, archers kill spearmen at range but can't outrun them, and spearmen have anti-sword armor and high damage). Even then it's not entirely crippling: archers and artillery are the only units that can fire over walls, which can protect them from all melee attacks.



* EliteMooks: In addition to the Mk. II versions of cybers, the factional units (Persian Immortals, Spanish Cavalry, German Infantry, etc.) have the same stats as their equivalent unit's upgrade, one epoch early (so the 1800s British Infantry is a WWI Doughboy, WWI's German Infantry is the same as a WW2 Marine, etc.). However, they're only available in the campaign or the editor.

to:

** The third Asian mission requires you to take out heavily fortified island bases, giving you the ability to build missile bases once troops have landed. ... Except the game doesn't care if units landed or just flew over.
* EliteMooks: In addition to the Mk. II versions of cybers, the factional unique units (Persian Immortals, Spanish Cavalry, German Infantry, etc.) have the same stats as their equivalent unit's upgrade, one epoch early (so the 1800s British Infantry is a WWI Doughboy, WWI's German Infantry is the same as a WW2 Marine, etc.). However, they're only available in the campaign or the editor.



* TacticalRockPaperScissors: In early epochs, the classic matchups occur between infantry, cavalry, and archers (with exceptions), though it gets more complicated as the epochs go on, becoming extremely convoluted when robots and lasers are introduced. The same applies to warships, frigates, and galleys (later replaced by submarines).

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* TacticalRockPaperScissors: TacticalRockPaperScissors:
** EE1:
In early epochs, the classic matchups occur between infantry, cavalry, and archers (with exceptions), though it gets more complicated as the epochs go on, becoming extremely convoluted when robots and lasers are introduced. The same applies to warships, frigates, and galleys (later replaced by submarines).submarines).
** EE2 takes it in a different direction, dividing troops types (infantry, cavalry/tanks, and artillery) into light and heavy, each effective against two classes of units.
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