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** It's averted with Grigor II himself, as he never actually diverts from the original directive given to him by the first Grigor, the complete subjugation of the Earth under Novaya Russia, he simply takes it to it's logical conclusion and the [[AMillionIsAStatistic results]] inspire rebellion from within.

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** It's averted with Grigor II himself, as he never actually diverts from the original directive given to him by the first Grigor, the complete subjugation of the Earth under Novaya Russia, he Russia. He simply takes it to it's logical conclusion and the [[AMillionIsAStatistic results]] inspire rebellion from within.within his ranks.
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** It's averted with Grigor II as he never actually diverts from the original directive given to him by the first Grigor, the complete subjugation of the Earth under Novaya Russia, he simply takes it to it's logical conclusion.

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** It's averted with Grigor II himself, as he never actually diverts from the original directive given to him by the first Grigor, the complete subjugation of the Earth under Novaya Russia, he simply takes it to it's logical conclusion.conclusion and the [[AMillionIsAStatistic results]] inspire rebellion from within.
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** It's averted with Grigor II as he never actually diverts from the original directive given to him by the first Grigor, the complete subjugation of the Earth under Novaya Russia, he simply takes it to it's logical conclusion.

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* PraetorianGuard: Grigor's Black Robe goons.
* PsychoForHire: Barbarians and Vikings.
--> 'Oo can I kill?

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* %%* PraetorianGuard: Grigor's Black Robe goons.
* PrimitiveClubs: The Prehistoric era's melee unit is a caveman with a wooden club who speaks in grunts.
%%*
PsychoForHire: Barbarians and Vikings.
--> %%--> 'Oo can I kill?
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* 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.

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* SpacePlane: Once you reach the Space Age, the only aircraft that doesn't stop at the cliff is the planetary fighter, whch which 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.
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* HighlySpecificCounterplay: The expansion for the first game introduced the Anti-Missile Battery, a truck whose only purpose was to shoot down nuclear missiles (nuclear bombs require shooting the plane down) which were only available to the Novaya Russia civilization, unless playing with custom civs.
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** The story of how Alexander wept because there was nothing left to conquer is not featured in any authentic historical record (the ancient writers being very much aware that he actually ''didn't'' conquer the whole world and was bitter about it). It is first "cited" in ''Film/DieHard'' instead.
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* PlanetaryCoreManipulation: The final iron-gathering upgrade involves mining the Earth's core somehow (while mining iron in-game still involves a WorkerUnit with a pick).
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Empire Earth III, by contrast, was a commercial flop, and is [[FranchiseKiller widely believed to have been the end of the series]].

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Empire ''Empire Earth III, III'' (2007), by contrast, was a commercial flop, and is [[FranchiseKiller widely believed to have been the end of the series]].
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* TheFamine: During the Egyptian campaign in ''2'', one level has a famine strike, and the people are so desperate for food [[NoPartyLikeADonnerParty they break into pyramids just to eat the mummies]] (despite the fact that there are other, normal sources of food around).

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* TheFamine: During the Egyptian campaign in ''2'', one level has a famine strike, and the people are so desperate for food [[NoPartyLikeADonnerParty they break into pyramids just to eat the mummies]] (despite the fact that there are other, normal sources of food around). It also occurs in the Greek Campaign in vanilla ''Empire Earth'', when Pericles' Athens is cut off from its farms by Sparta and needs to import food from elsewhere, which is symbolized by the city becoming affected by Plague, as in the Calamity that Prophet units can cast, which won't let up until you reach a certain level of Food stockpiles.

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* BombardierMook: Bombers unleash a string of bombs and then return to base to reload, while Fighter/Bombers can attack both air and surface units until they run out of fuel and return to an airport.

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* BombardierMook: BombardierMook:
** In the first game,
Bombers unleash a string of bombs and then return to base to reload, while Fighter/Bombers can attack both air and surface units until they run out of fuel and return to an airport.airport.
** In the second game, Bombers are divided into two categories: Tactical (best against units) and Strategic (best against buildings) and have a limited stock of bombs that drop two at a time, so they can be used for longer bombing runs.
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* BombardierMook: Bombers unleash a string of bombs and then return to base to reload, while Fighter/Bombers can attack both air and surface units until they run out of fuel and return to an airport.
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Frickin' Laser Beams entry amended in accordance with this Trope Repair Shop Thread.


* TheThemeParkVersion: Of [[VideoGame/AgeOfEmpires Age of Empires]]; whereas Age of Empires at least attempted to maintain a semblance of historical accuracy, Empire Earth decided to include more "unusual" ideas, [[MaybeMagicMaybeMundane some fantastical, some mundane, and sometimes a bit of both]]; such as a Euhemeristic interpretation of Greek legends ([[DoingInTheWizard Heracles as a tribal chief who led his people to Greece]]) to some minor fantastical elements (The Trojan Horse as a gift from the gods and Theseus [[AscendToAHigherPlaneOfExistence ascending to Mount Olympus]]) to holy men who wield the ability to summon natural disasters on a whim and a [[TwentyMinutesIntoTheFuture near future]] featuring Star Wars-esque aesthetics mixed with HumongousMecha and FrickinLaserBeams. That's not even going into the alternate history aspect of the German campaign, [[spoiler:which ends with the successful invasion of Britain]].

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* TheThemeParkVersion: Of [[VideoGame/AgeOfEmpires Age of Empires]]; whereas Age of Empires at least attempted to maintain a semblance of historical accuracy, Empire Earth decided to include more "unusual" ideas, [[MaybeMagicMaybeMundane some fantastical, some mundane, and sometimes a bit of both]]; such as a Euhemeristic interpretation of Greek legends ([[DoingInTheWizard Heracles as a tribal chief who led his people to Greece]]) to some minor fantastical elements (The Trojan Horse as a gift from the gods and Theseus [[AscendToAHigherPlaneOfExistence ascending to Mount Olympus]]) to holy men who wield the ability to summon natural disasters on a whim and a [[TwentyMinutesIntoTheFuture near future]] featuring Star Wars-esque aesthetics mixed with HumongousMecha and FrickinLaserBeams.[[EnergyWeapon Frickin' Laser Beams]]. That's not even going into the alternate history aspect of the German campaign, [[spoiler:which ends with the successful invasion of Britain]].
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''Empire Earth 2'' changed the formula in favor of territory management and tech points obtained from universities and temples that are used to upgrade your civilization's military, economy and infrastruture to advance to the next epoch. A year later it received an expansion titled ''Art of Supremacy'' that includes three new campaigns, two African civilizations and some new skirmish/multiplayer options and modes.

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''Empire Earth 2'' II'' changed the formula in favor of territory management and tech points obtained from universities and temples that are used to upgrade your civilization's military, economy and infrastruture to advance to the next epoch. A year later it received an expansion titled ''Art of Supremacy'' that includes three new campaigns, two African civilizations and some new skirmish/multiplayer options and modes.



** In EE1, the AI is very bad at amphibious invasions, often sending a single transport with no backup or attempt to clear the landing zone. On skirmish maps, playing on islands and ringing the island with towers is the key to keeping your base unharmed (in later eras, doing the same with AntiAir guns to prevent helicopter drops).
** EE 2's AI is prone to ZergRush with extra resources, but they never seem to get the importance of having multiple territories (which lets you field more troops, get more resources (especially gold via trade), and most importantly get tech points faster), often gaining new territory one at a time where a human player can grab several territories at once and immediately start teching up. If the map is big enough and with a long ceasefire at the start, it's entirely possible to swamp them with troops five or six epochs ahead ([[HopelessBossFight and if aircraft are among those troops...]]).

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** In EE1, [=EE1=], the AI is very bad at amphibious invasions, often sending a single transport with no backup or attempt to clear the landing zone. On skirmish maps, playing on islands and ringing the island with towers is the key to keeping your base unharmed (in later eras, doing the same with AntiAir guns to prevent helicopter drops).
** EE 2's [=EE2's=] AI is prone to ZergRush with extra resources, but they never seem to get the importance of having multiple territories (which lets you field more troops, get more resources (especially gold via trade), and most importantly get tech points faster), often gaining new territory one at a time where a human player can grab several territories at once and immediately start teching up. If the map is big enough and with a long ceasefire at the start, it's entirely possible to swamp them with troops five or six epochs ahead ([[HopelessBossFight and if aircraft are among those troops...]]).



** The skirmish mode A.I. from ''Empire Earth 2'' [[TheComputerIsACheatingBastard is infamous for heavy cheating]]. It will add resources and units to the enemy team instantly if you do too well. Winning is almost impossible as the AI will constantly try to ZergRush your base with more than 100 units at once, mostly artillery/siege guns, tanks/cavalry and bombers in the later ages.

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** The skirmish mode A.I. from ''Empire Earth 2'' II'' [[TheComputerIsACheatingBastard is infamous for heavy cheating]]. It will add resources and units to the enemy team instantly if you do too well. Winning is almost impossible as the AI will constantly try to ZergRush your base with more than 100 units at once, mostly artillery/siege guns, tanks/cavalry and bombers in the later ages.



%%* [[UsefulNotes/BolivariansWithBMPs All 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}}''.

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%%* [[UsefulNotes/BolivariansWithBMPs All Latin America is Socialist]]: All of the Mesoamerican civilizations in ''Empire Earth 2'' II'' (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}}''.



** EE 2 lets you give units Veteran and Elite training, improving their health and damage. The catch is that if you go up an epoch and they automatically upgrade into that epoch's equivalent, you need to buy the training all over again. Also, unique units can only advance to Elite with a research that's only available in the third/eighth/thirteenth epoch.

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** EE 2 [=EE2=] lets you give units Veteran and Elite training, improving their health and damage. The catch is that if you go up an epoch and they automatically upgrade into that epoch's equivalent, you need to buy the training all over again. Also, unique units can only advance to Elite with a research that's only available in the third/eighth/thirteenth epoch.



** Priests get a serious buff in EE 2, since immunity to conversion is no longer a universally-available condition.

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** Priests get a serious buff in EE 2, [=EE2=], since immunity to conversion is no longer a universally-available condition.



** EE 2 uses this for every unit except cavalry and tanks: a unit of, say, Heavy Infantry will go from maceman to musketeer to assault rifleman, but if converted by a priest of a different epoch will instantly turn into their new owner's epoch-equivalent. Cavalry and tanks, despite being made by the same building, will remain cavalry and tanks of the highest/lowest type, however.

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** EE 2 [=EE2=] uses this for every unit except cavalry and tanks: a unit of, say, Heavy Infantry will go from maceman to musketeer to assault rifleman, but if converted by a priest of a different epoch will instantly turn into their new owner's epoch-equivalent. Cavalry and tanks, despite being made by the same building, will remain cavalry and tanks of the highest/lowest type, however.



* TheFamine: During the Egyptian campaign in the ''2'', one level has a famine strike, and the people are so desperate for food [[NoPartyLikeADonnerParty they break into pyramids just to eat the mummies]] (despite the fact that there are other, normal sources of food around).

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* TheFamine: During the Egyptian campaign in the ''2'', one level has a famine strike, and the people are so desperate for food [[NoPartyLikeADonnerParty they break into pyramids just to eat the mummies]] (despite the fact that there are other, normal sources of food around).



** Accidentally the case in EE 2, where all Heavy Infantry can hit helicopters but Light Infantry can't. Makes sense when those classes wield machine guns and mortars, less so when they wield swords and bows.

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** Accidentally the case in EE 2, [=EE2=], where all Heavy Infantry can hit helicopters but Light Infantry can't. Makes sense when those classes wield machine guns and mortars, less so when they wield swords and bows.



** 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 (such as WW2 Zeroes flying alongside space planes or WW1 machine gunners and cyborgs and minigunners).

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** 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 (such as WW2 [=WW2=] Zeroes flying alongside space planes or WW1 machine gunners and cyborgs and minigunners).



* SplashDamage: For artillery units in all three games and the nuclear weapon in EEII.

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* SplashDamage: For artillery units in all three games and the nuclear weapon in EEII.[=EE2=].

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!!This video game provides examples of:

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!!This video game series provides examples of:


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* HerdingMission: ''Empire Earth II'' has a level where a Maasai tribe is moving its herds to different grazing grounds. The cows follow the workers, so the main danger is not them wandering around but armed conflict (at TwentyMinutesIntoTheFuture levels of technology) with another tribe.
Tabs MOD

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** The second game splits its civilizations by geographic location: East Asian (Japan, Korea, China), Middle Eastern (Egypt, Turkey, Babylon), African (Maasai, Zulu), Mesoamerican (Maya, Inca, Aztec) and European (England, France, Italy, Germany, Greece... and Russia and the USA). Slightly better in that each civilization's buildings and 3 wonders are appropriate to its location (but leads to the equivalent of IdenticalLookingAsians), but the trope is still in play when Russia can build the Parthenon, the Brandenburg Gate and, of all buildings, ''the Pentagon''.

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** The second game splits its civilizations by geographic location: East Asian (Japan, Korea, China), Middle Eastern (Egypt, Turkey, Babylon), African (Maasai, Zulu), Mesoamerican (Maya, Inca, Aztec) and European (England, France, Italy, Germany, Greece... and Russia and the USA). Slightly better in that each civilization's buildings and 3 wonders are appropriate to its location (but leads to the equivalent of IdenticalLookingAsians), location, but the trope is still in play when Russia can build the Parthenon, the Brandenburg Gate and, of all buildings, ''the Pentagon''.
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** In the first Empire Earth, it is actually possible to toggle this off in the Scenario editor, so by saving and re-naming your save game to turn it into a Scenario file, it's possible to disable the cheating AI in both random battles and the campaign.
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* TheCameo: Grigor II from vanilla ''Empire Earth'''s Russian Campaign appears in "The Breaking Point" of the Asian Campaign of ''The Art of Conquest'', at the Novaya Russian base that you trade troops for iron at. He doesn't have a unique name, though, and is just referred to by his editor name of "Command Unit;" that may well be justified, though, given the time travel shenanigans of the Russian Campaign.

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** In EE1, the Ai is very bad at amphibious invasions, often sending a single transport with no backup or attempt to clear the landing zone. On skirmish maps, playing on islands and ringing the island with towers is the key to keeping your base unharmed (in later eras, doing the same with AntiAir guns to prevent helicopter drops).

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** In EE1, the Ai AI is very bad at amphibious invasions, often sending a single transport with no backup or attempt to clear the landing zone. On skirmish maps, playing on islands and ringing the island with towers is the key to keeping your base unharmed (in later eras, doing the same with AntiAir guns to prevent helicopter drops).



** The Sequel's Scout is always accompanied by a dog.

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** The Sequel's sequel's Scout is always accompanied by a dog.



** 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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** 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 the same as 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.



** In the second game, fortresses, towers, and docks can be garrisoned, but it's not permanent and doesn't remove units from the population cap. Instead, each unit inside a defensive building increases its damage, while units in fortresses and docks are healed (and is the only way for ships to heal). City Centers and Warehouses can also be garrisonned, giving extra income whenever resources are returned to the garrisoned building.

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** In the second game, fortresses, towers, and docks can be garrisoned, but it's not permanent and doesn't remove units from the population cap. Instead, each unit inside a defensive building increases its damage, while units in fortresses and docks are healed (and is the only way for ships to heal). City Centers and Warehouses can also be garrisonned, garrisoned, giving extra income whenever resources are returned to the garrisoned building.



** [=EE2=] uses a different mechanic: researching four military, economic or imperialistic upgrades gives you a chance to win the corresponding Crown, giving you a commander with a related power (military units are combat-based, economic units boost resource gathering, imperials boost research and landgrabs).

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** [=EE2=] uses a different mechanic: researching four military, economic or imperialistic upgrades gives you a chance to win the corresponding Crown, giving you a commander leader with a related power (military units are combat-based, economic units boost resource gathering, imperials boost research and landgrabs). Garrisoning the leader in a fortress reduces the power of its passive crown aura but extends it to the entire map.
** Age of Supremacy added a new type of Hero: When a ground unit or helicopter gets thirty kills, it becomes a hero, which lets it form an army with normal units, giving them bonuses to health and damage (bigger ones for those of its class). It can also be used as a Leader when a crown is won.



** 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.

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** 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.obsolete (such as WW2 Zeroes flying alongside space planes or WW1 machine gunners and cyborgs and minigunners).



** The potential for such exists in the second mission of the English Campaign: with only 4-5 units to your name, you are faced with a blockade of horsemen standing in the road. The three knights that joined you a little bit ago recommend that they pull a HeroicSacrifice and distract the enemy soldiers while William rides on to Falaise. You ''could'' do that...or you could throw all of your units at them, use William's Battle Cry to weaken the enemies, and have him heal your other units as they fight so that ''all'' of them can live and join the battle at the end of the level!
** Molotov is faced with the prospect of executing defenseless civilians or being charged with treason and killed. [[spoiler:He defects to the U.S.]] instea.

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** The potential for such exists in the second mission of the English Campaign: with only 4-5 units to your name, you are faced with a blockade of horsemen standing in the road. The three knights that joined you a little bit ago recommend that they pull a HeroicSacrifice and distract the enemy soldiers while William rides on to Falaise. You ''could'' do that... or you could throw all of your units at them, use William's Battle Cry to weaken the enemies, and have him heal your other units as they fight so that ''all'' of them can live and join the battle at the end of the level!
** Molotov is faced with the prospect of executing defenseless civilians or being charged with treason and killed. [[spoiler:He defects to the U.S.]] instea.instead.

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City Of Weirdos is being cut by TRS


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


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

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* AIBreaker: EE 2's AI is prone to ZergRush with extra resources, but they never seem to get the importance of having multiple territories (which lets you field more troops, get more gold, and get tech points faster), often gaining new territory one at a time where a human player can grab several territories at once. If the map is big enough and a long ceasefire at the start, it's entirely possible to swamp them with troops five or six epochs ahead ([[HopelessBossFight and if aircraft are among those troops...]]).
* AIIsACrapshoot: In the Novaya Russia campaign, AI may not be a crapshoot for Novaya Russia, but from the start, Novaya Russia's advances in robotics prove very disastrous for every other country.

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* AIBreaker: AIBreaker:
** In EE1, the Ai is very bad at amphibious invasions, often sending a single transport with no backup or attempt to clear the landing zone. On skirmish maps, playing on islands and ringing the island with towers is the key to keeping your base unharmed (in later eras, doing the same with AntiAir guns to prevent helicopter drops).
**
EE 2's AI is prone to ZergRush with extra resources, but they never seem to get the importance of having multiple territories (which lets you field more troops, get more gold, resources (especially gold via trade), and most importantly get tech points faster), often gaining new territory one at a time where a human player can grab several territories at once. once and immediately start teching up. If the map is big enough and with a long ceasefire at the start, it's entirely possible to swamp them with troops five or six epochs ahead ([[HopelessBossFight and if aircraft are among those troops...]]).
* AIIsACrapshoot: AIIsACrapshoot:
**
In the Novaya Russia campaign, AI may not be a crapshoot for Novaya Russia, but from the start, Novaya Russia's advances in robotics prove very disastrous for every other country.



** Hierakles looks exactly like the Barbarian unit (though with a bronze breastplate). One of Alexander's generals ''is'' a barbarian, down to being able to move through trees.

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** Hierakles looks exactly like the Barbarian unit (though with a bronze breastplate). One of Alexander's generals ''is'' a barbarian, Barbarian unit, down to being able to move through trees.



** The Sequel's Scout is always accompanied by a dog.



* 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).
* 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.

to:

* TheComputerIsACheatingBastard: 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 and arduous process).
* TheComputerShallTauntYou: TheComputerShallTauntYou:
**
In [=EE1=], AI players make threats as soon as you finish building a Wonder. 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.



** The second game splits its civilizations by geographic location: East Asian (Japan, Korea, China), Middle Eastern (Egypt, Turkey, Babylon), African (Maasai, Zulu), Mesoamerican (Maya, Inca, Aztec) and European (England, France, Italy, Greece... and Russia and the USA). Slightly better in that each civilization's buildings and 3 wonders are appropriate to its location (but leads to the equivalent of IdenticalLookingAsians), but the trope is still in play when Russia can build the Parthenon, the Brandenburg Gate and, of all buildings, ''the Pentagon''.

to:

** The second game splits its civilizations by geographic location: East Asian (Japan, Korea, China), Middle Eastern (Egypt, Turkey, Babylon), African (Maasai, Zulu), Mesoamerican (Maya, Inca, Aztec) and European (England, France, Italy, Germany, Greece... and Russia and the USA). Slightly better in that each civilization's buildings and 3 wonders are appropriate to its location (but leads to the equivalent of IdenticalLookingAsians), but the trope is still in play when Russia can build the Parthenon, the Brandenburg Gate and, of all buildings, ''the Pentagon''.



* GarrisonableStructures: Forts are available, but they only serve to reduce your headcount. And for certain structures (especially in the first game) it is wise to do so as garrisoning a certain number of units in them will upgrade the structure. But you won't get the units back after you upgrade said buildings.

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* GarrisonableStructures: GarrisonableStructures:
**
Forts are available, but they only serve to reduce your headcount. And for certain structures (especially in the first game) it is wise to do so as garrisoning a certain number of units in them will upgrade the structure. But you won't get the units back after you upgrade said buildings.buildings.
** In the second game, fortresses, towers, and docks can be garrisoned, but it's not permanent and doesn't remove units from the population cap. Instead, each unit inside a defensive building increases its damage, while units in fortresses and docks are healed (and is the only way for ships to heal). City Centers and Warehouses can also be garrisonned, giving extra income whenever resources are returned to the garrisoned building.



* MegaCorp: The UFAR is run by one, and later the Martian colonies are taken over by mega corps more concerned with profits than the miners' well-being.

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* MegaCorp: MegaCorp:
**
The UFAR is run by one, and later the Martian colonies are taken over by mega corps more concerned with profits than the miners' well-being.well-being.
** The African campaign pits you against the evil Globo Corp. There's also the Delta Corporation, which seems to have similar access to PrivateMilitaryContractors, but because they show no interest in running the country afterwards you ally with them, receiving advanced troops, weapon designs and tech in exchange for Behrinium.



* MisplacedWildlife: One of the tutorials has you fight off tiger attacks in the Mediterranean.

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* MisplacedWildlife: MisplacedWildlife:
**
One of the tutorials has you fight off tiger attacks in the Mediterranean.Mediterranean.
** The Africa campaign has llamas as a harvestable resource.



* MoneyForNothing: Generally averted, you'll need all the resources you can get.

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* MoneyForNothing: MoneyForNothing:
**
Generally averted, averted in the first game, you'll need all the resources you can get.get.
** Much more apparent in the second game, where the ability to passively generate gold between markets and docks as well as a more efficient citizen management system lets you accumulate resources much faster.



* MusclesAreMeaningless: Animals will spawn tiny offspring that slowly grow to their adult size, but have exactly the same stats including health and food provided. Similarly, the male caveman is much bigger than the female but no stronger.

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* MusclesAreMeaningless: Animals will spawn tiny offspring that slowly grow to their adult size, but have exactly the same stats including health and food provided. Similarly, the male caveman worker is much bigger than the female but no stronger.



* 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.

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* NuclearOption: 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.everywhere.
** The second game makes them available to all civs, now leaving radiation damage as well. One widespread mod focuses almost entirely on different types of ICBMs and ways to counter them.



* OneHitPointWonder: In the scenario "Waterloo", If one french soldier makes it to Brussels, the Bourbon Monarchy will panic and surrender to Napoleon, causing Wellington to automatically lose.

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* OneHitPointWonder: In the scenario "Waterloo", If "Waterloo" scenario, if one french French soldier makes it to Brussels, the Bourbon Monarchy monarchy will panic and surrender to Napoleon, causing Wellington to automatically lose.



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

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



** Novaya Russia of the original game may be considered a minor example, especially after Grigor II comes to power; his obvious preference for mechanical, as opposed to organic, troops certainly gives the impression for it.

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** Novaya Russia of the original game may be considered a minor example, especially after Grigor II comes to power; his obvious preference for mechanical, as opposed to organic, troops certainly gives the impression for of it.



** In "The Rise of Athens", Theseus AscendsToAHigherPlaneOfExistence before the final part of the level, defeating both Thebes and Sparta. It is entirely possible to destroy both before he does so, and is in fact easier to do so as they won't send attacks towards your base, can be aggroed one at a time and Theseus provides a big defense aura.

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** In "The Rise of Athens", Theseus AscendsToAHigherPlaneOfExistence before the final part of the level, defeating both Thebes and Sparta. It is entirely possible to destroy both before he does so, and is in fact easier to do so as they won't send attacks towards your base, can be aggroed one at a time and Theseus provides a big defense defensive aura.



** The Maasai campaign features the discovery of a new element that can absorb enormous amounts of kinetic energy and is found in vast quantities in a single African country, allowing said country to become a glabal superpower... are we talking about Kenya or [[ComicBook/BlackPanther Wakanda?]]

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** The Maasai campaign features the discovery of a new element that can absorb enormous amounts of kinetic energy and is found in vast quantities in a single African country, allowing said country to become a glabal global superpower... are we talking about Kenya or [[ComicBook/BlackPanther Wakanda?]]



* SpiritualSuccessor: It's no coincidence that this game is identical to VideoGame/AgeOfEmpires.

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* SpiritualSuccessor: SpiritualSuccessor:
**
It's no coincidence that this game is identical to VideoGame/AgeOfEmpires.



** [=EE2=] takes it in a different direction, dividing troops into infantry, mounted (cavalry/tanks/mechs), and artillery, with each type divided into light and heavy, each effective against two classes of units.

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** [=EE2=] takes it in a different direction, direction (and outright calls it Rock-Paper-Scissors, or RPS for short), dividing troops into infantry, mounted (cavalry/tanks/mechs), and artillery, with each type divided into light and heavy, each effective against two classes of units.



* TakeAThirdOption: The potential for such exists in the second mission of the English Campaign: with only 4-5 units to your name, you are faced with a blockade of horsemen standing in the road. The three knights that joined you a little bit ago recommend that they pull a HeroicSacrifice and distract the enemy soldiers while William rides on to Falaise. You ''could'' do that...or you could throw all of your units at them, use William's Battle Cry to weaken the enemies, and have him heal your other units as they fight so that ''all'' of them can live and join the battle at the end of the level!
** Molotov is faced with the prospect of executing defenseless civilians or being charged with treason and killed. [[spoiler:He defects to the U.S.]]

to:

* TakeAThirdOption: TakeAThirdOption:
**
The potential for such exists in the second mission of the English Campaign: with only 4-5 units to your name, you are faced with a blockade of horsemen standing in the road. The three knights that joined you a little bit ago recommend that they pull a HeroicSacrifice and distract the enemy soldiers while William rides on to Falaise. You ''could'' do that...or you could throw all of your units at them, use William's Battle Cry to weaken the enemies, and have him heal your other units as they fight so that ''all'' of them can live and join the battle at the end of the level!
** Molotov is faced with the prospect of executing defenseless civilians or being charged with treason and killed. [[spoiler:He defects to the U.S.]]]] instea.



* UnusableEnemyEquipment: In the sequel, converting an enemy unit or building turns it into to the new owner's equivalent for that era (a modern priest converting an archer or an ancient priest converting a mortar will get a mortar and archer respectively). The only exception are unique units and units that are only available up to/starting from certain eras, such as medics, rams and horsemen/tanks in which case it the unit becomes the lowest/highest tier version available. Averted in the first game and its expansion, however, since units aren't part of a long class-line like they are in the sequel: if you convert an enemy unit from a later era, it stays that way when you convert it, which can be useful in the campaigns such as converting the one siege weapon that the Trojans have and turning it against them in a level when you otherwise have no access to siege weapons. This can sometimes have amusing results of units that you shouldn't have which are named differently in a campaign level when they're controlled by the enemy have their regular names when you take control of them and it no longer makes sense. This can particularly show up in the first level of the Roman Campaign when your Celtic/Germanic enemies send "Light Spearmen" against you but, if you convert them, they turn into the default unit of "Chinese Infantry".

to:

* UnusableEnemyEquipment: UnusableEnemyEquipment:
** Averted in the first game and its expansion, however, since units aren't part of a long class-line like they are in the sequel: if you convert an enemy unit from a later era, it stays that way when you convert it, which can be useful in the campaigns such as converting the one siege weapon that the Trojans have and turning it against them in a level when you otherwise have no access to siege weapons.
** This can sometimes have amusing results of units that you shouldn't have which are named differently in a campaign level when they're controlled by the enemy have their regular names when you take control of them and it no longer makes sense. This can particularly show up in the first level of the Roman Campaign when your Celtic/Germanic enemies send "Light Spearmen" against you but, if you convert them, they turn into the default unit of "Chinese Infantry".
**
In the sequel, converting an enemy unit or building turns it into to the new owner's equivalent for that era (a modern priest converting an archer or an ancient priest converting a mortar will get a mortar and archer respectively). The only exception are unique units and units that are only available up to/starting from certain eras, such as medics, rams and horsemen/tanks in which case it the unit becomes the lowest/highest tier version available. Averted in the first game and its expansion, however, since units aren't part of a long class-line like they are in the sequel: if you convert an enemy unit from a later era, it stays that way when you convert it, which can be useful in the campaigns such as converting the one siege weapon that the Trojans have and turning it against them in a level when you otherwise have no access to siege weapons. This can sometimes have amusing results of units that you shouldn't have which are named differently in a campaign level when they're controlled by the enemy have their regular names when you take control of them and it no longer makes sense. This can particularly show up in the first level of the Roman Campaign when your Celtic/Germanic enemies send "Light Spearmen" against you but, if you convert them, they turn into the default unit of "Chinese Infantry".
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* UnusableEnemyEquipment: In the sequel, converting an enemy unit or building turns it into to the new owner's equivalent for that era (a modern priest converting an archer or an ancient priest converting a mortar will get a mortar and archer respectively). The only exception are unique units and units that are only available up to/starting from certain eras, such as medics, rams and horsemen/tanks in which case it the unit becomes the lowest/highest tier version available.

to:

* UnusableEnemyEquipment: In the sequel, converting an enemy unit or building turns it into to the new owner's equivalent for that era (a modern priest converting an archer or an ancient priest converting a mortar will get a mortar and archer respectively). The only exception are unique units and units that are only available up to/starting from certain eras, such as medics, rams and horsemen/tanks in which case it the unit becomes the lowest/highest tier version available. Averted in the first game and its expansion, however, since units aren't part of a long class-line like they are in the sequel: if you convert an enemy unit from a later era, it stays that way when you convert it, which can be useful in the campaigns such as converting the one siege weapon that the Trojans have and turning it against them in a level when you otherwise have no access to siege weapons. This can sometimes have amusing results of units that you shouldn't have which are named differently in a campaign level when they're controlled by the enemy have their regular names when you take control of them and it no longer makes sense. This can particularly show up in the first level of the Roman Campaign when your Celtic/Germanic enemies send "Light Spearmen" against you but, if you convert them, they turn into the default unit of "Chinese Infantry".
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* RedplicaBaron: The first game has a German campaign in which four missions allow the players to control Manfred von Richthofen.
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* TheQueensLatin: In the first game, even though the Bronze and Dark Ages are themed on Ancient Greece and Rome, the units speak with English accents.

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* TheQueensLatin: In the first game, even though the Bronze and Dark Ages are themed on Ancient Greece and Rome, the units speak with English accents. The naval units also sound like they're from UsefulNotes/TheGoldenAgeOfPiracy well before the real one started (which in the game would be the Imperial Age).

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* TheQueensLatin: In the first game, even though the Bronze and Dark Ages are themed on Ancient Greece and Rome, the units speak with English accents.



* REsourceGatheringMission:

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* REsourceGatheringMission:ResourceGatheringMission:

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** Units ordered to attack will sometimes run like hell the other way, no matter the difference in power between the two.

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** Units ordered One of the patches in the first game introduced a major pathfinding issue where melee units trying to attack will sometimes an enemy moving in their general direction run like hell ''away from the other way, no matter target'' until the difference in power between last second. This is caused by the two.new pathfinding algorithm trying to anticipate the target's own movement in an attempt to overtake them rather than chasing them. While [[ArtificialBrilliance sound in theory]], this behavior does not take into account situations where the target is moving in the attacker's general direction and thus a direct course would be faster, hence the algorithm [[EpicFail overcompensates and sends the attacker running in the completely wrong direction]].


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* GlassCannon: Howitzers may be slow and fragile, but their shells hit ''extremely hard'' against everything except tanks, from infantry (whom they usually kill in one hit) to structures (which go down in 3-4 hits) to ships (which they sink faster than any other unit in the game), ''and'' they can be healed on the fly by medics.


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** For all their hype and inherent badassitude as HumongousMecha, a small handful of AT guns can make a complete joke out of a numerically superior force of cybers. The only ground cyber that ''doesn't'' take increased damage from an AT gun is the Zeus, which instead gets mauled by [[{{BFG}} Howitzers and Paladin cannons]], built from the same structure as AT guns. What's more, unlike tanks and cybers, AT guns can be repaired on the fly by a medic, massively increasing their combat endurance.
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* BackToTheEarlyInstallment: The final level of the Russian campaign sends the heroes back in time to the first level, but on the opposite side as they're there to stop Grigor Stoyanovich (the campaign's initial hero) before he can turn evil. Unfortunately, his successor also had access to the time machine, and is helping Grigor by bringing in troops from the future, two or three [[TechnologyLevel Technology Levels]] ahead of you. The mission ends without telling you whether the future changed for good or bad.
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* MercyRewarded: If you use a priest to convert Sir John Oldcastle, which counts as capturing him alive, and take him to the Tower of London to face trial and execution, you will be rewarded with Civilization points.

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!!This video-game provides examples of:

to:

\n----
!!This video-game video game provides examples of:
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Useful notes are not tropes


* UsefulNotes/TheTeutonicKnights: Available as a Heavy Mounted unit in Empire Earth II to the German Civilization. The first few levels of German campaign focus on the Teutonic order.

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