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YMMV / Empire Earth

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  • Awesome Music: The main theme in the first game.
  • Crazy Awesome\Creepy Awesome: Grigor II. A super-intelligent, terrifyingly efficent and absolutely ruthless AI and combat robot who leads Russia as the greatest conqueror in history of the world, takes over most part of the Earth in a Curb-Stomp Battle manner, orders genocide of millions without a second thought and has a nice robotic voice. If Molotov had not betrayed him, he would have ruled the world.
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  • Fridge Logic: Aristotle is seen studying plants used to kill rats and ward off disease. That this later allows him to cast the Malaria and Plague powers is somewhat logical, that he also gets the Earthquake and Volcano powers is not.
  • Game-Breaker:
    • The Sniper Rush (investing heavily in expensive snipers early on in a modern age game and using them en masse to instantly kill enemy units in hordes) act like this.
    • Towers are also incredibly powerful and almost unstoppable except for otherwise fragile siege units and massing them can provide an impressive defense.
    • There is no friendly fire in this game. There are, however, nuclear weapons. Say hello to saving your armed forces from direct assault by nuking them, leaving your enemies destroyed and your forces strangely unscathed.
    • Aircraft carriers have a limit on how many aircraft they can produce... but it only applies when the aircraft are onboard. Send them all out, build some more, and it can still carry the old ones, evidently having infinite Hammer Space hulls.
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    • Many units from digital to nano age are strong enough, but the Paladin Cannon, the Colossus Artillery, the Titan Bomber, the Triton Sub and Furies definitely takes the cake, when there's building to destroy or a large group of enemies:
      • The Paladin Cannon and the Colossus artillery are slow siege weapons, but can attack towers from far away, thanks to their good range of respectively 10 and 14 (which means that an unupgraded laser tower can't hit them). Not only that, but the Colossus artillery can also deal splash damage with its bullets, killing most enemies in the range without a flinch. While the downside of not being able to shoot near the enemies may be difficult, an army of these two units can wreck havoc on an enemy.
      • The Titan bomber, unlike the aforementioned two units, is slightly faster, as well as being vulnerable to fighters and anti-air units/buildings. However, its 3300 attack is powerful enough to destroy a capitol and either deal massive damage or kill heroes as well. Not even the anti-air units are safe from it.
      • And then there's the Triton Sub, a nuclear submarine that can only be researched on the final age. While the unit can't defend itself from frigates or other submarines (as well as Sea King), its range is marvelous. Also, the Triton Sub is a nuclear submarine, which can attack land units and buildings from far away (considering its range of 24), helping transports reach their point of docking. Also, their rockets deal area of damage.
      • Furies are not to underestimate either. At first they seem a normal melee unit... Until you realize that it can self-destruct, clearing a group of enemies and damaging buildings (destroying it as well if many furies are there). The downside of self-destruct is that the furies will never return to field, but requiring only 180 of food and iron makes the unit worthy for sacrifice attacks.
        • Boosting a Paladin Cannon, Colossus Artillery, Titan Bomber, Triton Sub and/or Furies on attack and/or range, and spending civ points on their attack, range and/or building time makes them even more destructive than before, turning them to a nightmare to fight. And if boosted on an editor...
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    • Fortresses (not available in the campaign for obvious reasons) allow you to store units inside, which removes them from the population cap and later returned.
    • The first mission of the Roman campaign featuring Caesar lets you recruit a prophet. Unlike other missions where they're available but limited to one or two situational powers, this one has access to 5.
    • Missile bases had no counter whatsoever in the first game, sending unstoppable nukes at any visible enemy at any range, and only available in the editor. The expansion makes them available as a civ power, with the caveat that you now have to pay for the missiles (each of which costs more than a nuclear bomber) and can be countered with a dedicated, relatively cheap land unit. Sea units? Screwed.
  • Good Bad Bugs:
    • Hitting escape during a cinematic sometimes reveals the entire map afterwards.
    • Building four walllengths next to an enemy wall and building a gate incorporates the wall into your own gate. Destroy the gate, and the enemy now has a hole in his wall.
    • Bombards will sometimes react to map lag by forgetting artillery is supposed to fire slowly, and end up emitting a stream of cannonballs, so fast it looks like time lapse photography, and causing what can only be described as a Kill Sat that follows the unfortunate and soon to be very dead target.
    • Copying the campaigns from the original game into the expansion breaks the game in strange and unexpected ways, such as building a radar center in Ancient Greece, Glass Cannon bamboo towers in WWI, Russia sending Zeros in the 21st century, the AI sending Radio Men (weak attack, but has the ability to summon Marines three times) without ever using their ability or even Roman Senators, or simply by giving you access to civ powers unavailable in the original (mind-control towers, nuclear missiles, cliff-climbing infantry...). However, some missions become Unwinnable as you can no longer build a required unit.
    • As the expansion's satellites are considered planes for targeting purposes, they can be shot down by Partisans.
    • If assigning an unit reduced recharge time on 200% by a trigger, and repeat said trigger, it will attack very fast (going from units firing a large amount of bullets or rockets, to towers firing faster, to units attacking faster). However, most of the troops won't be able to fire or attack properly, as they have more than a frame of animation to deal an attack.
    • In EE 2, helicopter can be attacked by heavy infantry (machine guns) but not light infantry (mortars). Against a pre-gunpowder enemy, this still holds true: archers can't hit helicopters, but swordsmen and spearmen can.
  • Ham and Cheese: Some of the voice acting is strangely enjoyable. The French dubbers were clearly enjoying themselves during every line of the French campaign.
  • Narm: The voice acting in the first game is wince-inducing.
  • Narm Charm: Again, the voice acting, particularly the accents, which will veer into So Bad, It's Good territory often enough for some to actually enjoy it.
  • Nightmare Fuel: Gollett (William's jester)'s face is, for all intents and purposes, The Joker's.
  • Sequelitis: Kicked in for the third one.
  • That One Level:
    • The second scenario in the Russian Campaign in the first game. Very few people were able to beat that without using a trick to create a duplicate of the scenario and activating the ability to cheat in it.
    • The second scenario in the Asian campaign is even worse, as you have to complete a long list of highly failable objectives on a tight resource budget while assailed by unlimited enemy reinforcements. At one point your citizens rebel and to make them stop you have to delete part of your military. Saving a region from economic collapse is hard.
  • They Changed It, Now It Sucks!: Empire Earth 2 and 3 which, to no surprise, led to the death of the franchise. To elaborate:
    • Empire Earth 2 attempted to introduce a plethora of content and game mechanics (including a gimmicky minicam). While the end result remained at best well-done, it made gameplay more confusing and complicated.
    • Empire Earth 3 meanwhile tried to streamline the gameplay while expanding on the historical scope...only to wind up a significantly dumbed-down mess (such as removing a lot of what worked in previous entries) that pretty much killed the series.
  • Tough Act to Follow: The very likely reason why the Empire Earth series died off is that they simply didn't know how to improve upon the success of the first game in a good way. That and the probability of heavy competition or the developers simply not caring enough to get essential feedback from the fans.
  • Scrappy Mechanic: In one of the William the Conqueror missions, the battle against Harold Godwinson causes all your units to rush forward into the fray, making micromanaging a nightmare.
  • Uncanny Valley: Zooming in on individual units is disturbing. Those that don't appear to have been beaten with an ugly stick bear permanent grimaces, and then there's the fact that their faces are all flat. And then there's Gollett...
  • What an Idiot!: The Novaya Russia Campaign brings us Grigor Stoyanovich, who having built up his empire, wants to leave a son or a daughter to said empire. However, he just so happens to be sterile, and none of the medical technologies can cure his sterility.
    You'd Expect: Him to just adopt a kid. In the 1990s alone, there were at least 455,000 orphans in Russian Orphanages, and even if the amount of orphans being adopted is larger than the amount of orphans arriving in orphanages at this point, surely there's at least one he'd find to be a worthy heir.
    Instead: He leaves the entire country to a robot named Grigor II.
    Result: The A.I. Is a Crapshoot, and Grigor II begins destroying all nations not under his control, and turns Novaya Russia into a fascist regime. Molotov, someone who had previously had Undying Loyalty towards his homeland, defects and goes back in time.

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