History VideoGame / EmpireEarth

24th May '17 1:23:13 PM Xtifr
Is there an issue? Send a Message


* 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.


Added DiffLines:

* 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.


Added DiffLines:

* 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
Is there an issue? Send a Message


* 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).

to:

** 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.

to:

* 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.

to:

* 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).

to:

** 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.

to:

* 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.

to:

** 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
Is there an issue? Send a Message


** 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.

to:

* 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.

to:

** 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
Is there an issue? Send a Message


* 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.

to:

* 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.

to:

* 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.

to:

* 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.

to:

** 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).

to:

* 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.
1st Apr '17 9:25:59 AM Chabal2
Is there an issue? Send a Message


* CityOfWeirdos: [[spoiler:When Molotov and Molly go back in time to Volvograd, nobody says anything about Molotov, a cyborg with a half-robot face, or Molly, whose hair is made of cybernetic cables.]]

to:

* CityOfWeirdos: [[spoiler:When Molotov and Molly go back in time to Volvograd, Voronezh, nobody says anything about Molotov, a cyborg with a half-robot face, or Molly, whose hair is made of cybernetic cables.]]
1st Apr '17 9:22:57 AM Chabal2
Is there an issue? Send a Message


* AnachronismStew: Infinite possibilities abound when it comes to having one side on the far end of the technology spectrum attacking another side that is way behind in development.
** 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.
* 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).

to:

* AnachronismStew: Infinite possibilities abound when it comes to having one side on the far end of the technology spectrum attacking another side that is way behind in development.
**
development. Even on the same side, with the same era featuring Creator/GaiusJuliusCaesar and {{UsefulNotes/Charlemagne}} or Napoleon Bonaparte and Otto von Bismarck.
*
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.
* 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.



* BreakOutTheMuseumPiece: Emptying a now-advanced Fortress you garrisoned in a past epoch, and receiving an army of outdated troops with long-dead tech trees, such as swordsmen, archers, cavalry, or even rock-throwing ''[[UpToEleven cavemen]]''.

to:

* BreakOutTheMuseumPiece: BreakOutTheMuseumPiece:
**
Emptying a now-advanced Fortress you garrisoned in a past epoch, and receiving an army of outdated troops with long-dead tech trees, such as swordsmen, archers, cavalry, or even rock-throwing ''[[UpToEleven cavemen]]''.



* CanineCompanion: The Canine Scout unit serves as, well, a scout (it can move through trees).
* CantCatchUp: Some AIs randomly stop trying to go up on the tech tree for no reason. Especialy painful if it's in the early ages before anyone has AntiAir weapons.

to:

* CanineCompanion: CanineCompanion:
**
The Canine Scout unit serves as, well, a scout (it can move through trees).
** In the Roman campaign, one barbarian army uses wolves (called guard dogs) as AttackAnimals.
* CantCatchUp: Some AIs randomly stop trying to go up on the tech tree for no reason. Especialy Especially painful if it's in the early ages before anyone has AntiAir weapons.



* CityOfWeirdos: [[spoiler:When Molotov and Molly go back in time, nobody says anything about Molotov, a cyborg with a half-robot face, or Molly, whose hair is made of cybernetic cables.]]

to:

* CityOfWeirdos: [[spoiler:When Molotov and Molly go back in time, time to Volvograd, nobody says anything about Molotov, a cyborg with a half-robot face, or Molly, whose hair is made of cybernetic cables.]]



* CommieNazis: Novaya Russia seems to combine socialist ideas and nostalgy for Soviet times with ultranationalism, religiousness and expansionism. Note that ideologies which combine leftism with nationalism, such as [[https://en.wikipedia.org/wiki/National_Bolshevism national bolshevism]] are pretty popular in modern Russia.

to:

* CommieNazis: Novaya Russia seems to combine socialist ideas and nostalgy nostalgia for Soviet times with ultranationalism, religiousness and expansionism. Note that ideologies which combine leftism with nationalism, such as [[https://en.wikipedia.org/wiki/National_Bolshevism national bolshevism]] are pretty popular in modern Russia.



* CoolPet: Caesar keeps two tigers (named Romulus and Remus) which he's trained to attack on command.

to:

* CoolPet: Caesar keeps two tigers (named Romulus and Remus) which he's trained to attack on command. Sadly, they're notwhere near as strong as standard units, and can't be healed.



** 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, 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.
* CriticalExistenceFailure: Every Unit and Building will still be standing with just one HP. Planes, ships, and buildings will smoke and catch fire but won't work any worse for it.

to:

** 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, 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.
* CriticalExistenceFailure: Every Unit unit and Building building will still be standing with just one HP. Planes, ships, and buildings will smoke and catch fire but won't work any worse for it.



** During the Greek campaign, Heracles is a chieftain leading his people away from extinction by raiding the vilage that will become Troy. The only references to gods are the TrojanHorse's sudden appearance and Theseus being called up to Olympus (inspiring his people to beat Sparta and Thebes, no mention of the Minotaur).

to:

** During the Greek campaign, Heracles is a chieftain leading his people away from extinction by raiding the vilage village that will become Troy. The only references to gods are the TrojanHorse's sudden appearance and Theseus being called up to Olympus (inspiring his people to beat Sparta and Thebes, no mention of the Minotaur).



* EnemyExchangeProgram: The Priest's job is to convert enemy units that are not near a University. They're fun to use but they start being useless once you get access to gun units from the Renaissance Age and beyond (though they can convert other priests and enemy buildings past this point). The Poseidon cyber uses this on enemy cybers.

to:

* EnemyExchangeProgram: EnemyExchangeProgram:
**
The Priest's job is to convert enemy units that are not near a University. They're fun to use but they start being useless once you get access to gun units from the Renaissance Age and beyond (though they can convert other priests and enemy buildings past this point).
**
The Poseidon cyber uses this on enemy cybers.cybers.
** The Priest Tower civ power gives you a tower that converts incoming enemies (who are unlikely to be near a University).



** Nearly every unit has a superior version it can be upgraded into by going to a better era. Best seen on the Arquebus unit, which goes from arqubus to rifle to laser gun while the citizens start by dragging their loads on the ground before using buckets and finally using wheelbarrows.

to:

** Nearly every unit has a superior version it can be upgraded into by going to a better era. Best seen on the Arquebus unit, which goes from arqubus to rifle to laser gun while the citizens start by dragging their loads on the ground before using buckets and finally using wheelbarrows.wheelbarrows to being turned into cyborgs.



* 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 ElecttronicEye.

to:

* 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 ElecttronicEye.ElectronicEye. And given the way the game works, they could all very well be the same guy.



* SuccessionCrisis: Grigor's sterility caused him to name an advanced AI as his successor, prompting an attempted coup d'état by some high command officers.



* TanksButNoTanks: Not counting the fact that all of the series' factions shared the same units, we have the M18 Hellcat and the Jagdpanther from the second game that resembles a M48 Patton and a SU-85, respectively.

to:

* TanksButNoTanks: TanksButNoTanks:
**
Not counting the fact that all of the series' factions shared the same units, we have the M18 Hellcat and the Jagdpanther from the second game that resembles a M48 Patton and a SU-85, respectively.



** Molotov is faced with the prospect of executing defenseless civilians or being charged with treason and killed. [[spoiler:He defects to the U.S.]]



* YourSizeMayVary: Some units are made impressively huge via triggeres, but for some reason converting or upgrading them turns them back to normal size. One mission in the Asian campaign makes them bigger than ''buildings''.

to:

* YourSizeMayVary: Some units are made impressively huge via triggeres, triggers, but for some reason converting or upgrading them turns them back to normal size. One mission in the Asian campaign makes them bigger than ''buildings''.
4th Feb '17 12:30:26 PM morenohijazo
Is there an issue? Send a Message


* CherryTapping: Hyperions standing just next to water will be targeted by submarines (or underwater and targeted by flyers and ground units), but the torpedoes won't hit. The Hyperion's laser, however, will.



* CommieNazis: Novaya Russia seems to combine socialist ideas and nostalgy for Soviet times with ultranationalism, religiousness and expansionism. Note that ideologies which combine leftism with nationalism, such as [[https://en.wikipedia.org/wiki/National_Bolshevism national bolshevism]] are pretty popular in modern Russia.



* CommieNazis: Novaya Russia seems to combine socialist ideas and nostalgy for Soviet times with ultranationalism, religiousness and expansionism. Note that ideologies which combine leftism with nationalism, such as [[https://en.wikipedia.org/wiki/National_Bolshevism national bolshevism]] are pretty popular in modern Russia.
* TheComputerIsACheatingBastard: Computer players don't follow any resource-gathering rules; they just build units at an arbitrarily fast pace. Also computers don't seem to be bothered by FogOfWar, since they commonly send bomber planes after your sneaky armies with impunity. They also know where your forces are strong and weak, so attempts to save scum after the loss of a base and send the bulk of your forces to said doomed base will result in the AI switching targets to the other one, even if they have no legitimate way of knowing where your forces are.
** Computer players also build walls everywhere [[ArtificialStupidity for some reason]] (though how stupid this is depends on the terrain: on maps with small chunks of forest it leaves gaping holes in their defenses, on those with long tracts of woodland it makes getting to them a slow arduous process.



* CherryTapping: Hyperions standing just next to water will be targeted by submarines (or underwater and targeted by flyers and ground units), but the torpedoes won't hit. The Hyperion's laser, however, will.



* CriticalExistenceFailure: Every Unit and Building will still be standing with just one HP. Planes, ships, and buildings will smoke and catch fire but won't work any worse for it.



* TheComputerIsACheatingBastard: Computer players don't follow any resource-gathering rules; they just build units at an arbitrarily fast pace. Also computers don't seem to be bothered by FogOfWar, since they commonly send bomber planes after your sneaky armies with impunity. They also know where your forces are strong and weak, so attempts to save scum after the loss of a base and send the bulk of your forces to said doomed base will result in the AI switching targets to the other one, even if they have no legitimate way of knowing where your forces are.
** Computer players also build walls everywhere [[ArtificialStupidity for some reason]] (though how stupid this is depends on the terrain: on maps with small chunks of forest it leaves gaping holes in their defenses, on those with long tracts of woodland it makes getting to them a slow arduous process.

to:

* TheComputerIsACheatingBastard: Computer players don't follow any resource-gathering rules; they CriticalExistenceFailure: Every Unit and Building will still be standing with just build units at an arbitrarily fast pace. Also computers don't seem to be bothered by FogOfWar, since they commonly send bomber planes after your sneaky armies with impunity. They also know where your forces are strong one HP. Planes, ships, and weak, so attempts to save scum after the loss of a base and send the bulk of your forces to said doomed base buildings will result in the AI switching targets to the other one, even if they smoke and catch fire but won't work any worse for it.
* CrystalLandscape: Space maps
have no legitimate way crystalline carbon deposits instead of knowing where your forces are.
** Computer players also build walls everywhere [[ArtificialStupidity for some reason]] (though how stupid this is depends on the terrain: on maps with small chunks of forest it leaves gaping holes in their defenses, on those with long tracts of woodland it makes getting to them a slow arduous process.
trees.
2nd Feb '17 11:24:44 PM DastardlyDemolition
Is there an issue? Send a Message


* MeaningfulName: Most of the Cybers. Pandoras are anti-infantry, Minotaurs are anti-tank, Apollo is a flying healer, Poseidon is amphibious ([[NonIndicativeName and converts enemy cybers), Zeus is anti-everything...

to:

* MeaningfulName: Most of the Cybers. Pandoras are anti-infantry, Minotaurs are anti-tank, Apollo is a flying healer, Poseidon is amphibious ([[NonIndicativeName and converts enemy cybers), cybers]]), Zeus is anti-everything...
9th Jan '17 2:11:18 PM Chabal2
Is there an issue? Send a Message


* ActionBomb: Furies are melee cybers that blow up on death (or when ordered), damaging ground units, helicopters, planes, and even space units.



* ExactWords: Yes, the game ''does'' span 500,000 years... it's just that around 490,000 of them happen in the very first era.



* MeaningfulName: Most of the Cybers. Pandoras are anti-infantry, Minotaurs are anti-tank, Zeus is anti-everything...
* MedievalStasis: Citizens are dressed like medieval peasants from the Middle Ages onwards, only changing clothes in the modern era.

to:

* MeaningfulName: Most of the Cybers. Pandoras are anti-infantry, Minotaurs are anti-tank, Apollo is a flying healer, Poseidon is amphibious ([[NonIndicativeName and converts enemy cybers), Zeus is anti-everything...
* MedievalStasis: Citizens are dressed like medieval peasants from the Middle Ages onwards, only changing clothes in once the modern era.era is researched.


Added DiffLines:

* NuclearOption: One civ power in the expansion is a missile base, which fires an (extremely expensive) ICBM at a target, even on another planet. It can easily be countered by having anti-missile batteries everywhere.


Added DiffLines:

* YourSizeMayVary: Some units are made impressively huge via triggeres, but for some reason converting or upgrading them turns them back to normal size. One mission in the Asian campaign makes them bigger than ''buildings''.
31st Dec '16 1:38:47 AM Chabal2
Is there an issue? Send a Message


* SpacePlane: Once you reach the Space Age, the only aircraft that doesn't stop at the cliff is the planetary fighter, whch goes in and out of orbit as it pleases. However, ordering an atmospheric fighter to go to an airport on a different planet will result in it cheerfully flying through space until it reaches its destination.



** SpaceCompression: The Creators had to take several liberties with designing the Campaign maps so you can expect a lot of inaccuracies when the locations are compared to real-life.

to:

** SpaceCompression: The Creators creators had to take several liberties with designing the Campaign campaign maps so you can expect a lot of inaccuracies when the locations are compared to real-life.real-life. Most obvious on space maps.
This list shows the last 10 events of 99. Show all.
http://tvtropes.org/pmwiki/article_history.php?article=VideoGame.EmpireEarth