Stainless Steel Studios has good timing with games. The first *Empire Earth* crossed my laptop as I was settling into my mobilization for Operation Nobel Eagle. I'd come home from long patrols and unwind with a heaping of world domination. I seemed to have an easier time of it than our current Administration.
Now Mad Doc takes over and returns the series as I am mobilizing against the Real Time Strategy genre. I'm sick of retread RTS games whose publishers promise much, but deliver something too safe. With American culture currently awash in remakes and rehashes, it seems nobody can produce anything fresh or innovative anymore.
*Empire Earth II* doesn't change my perception. But it's as solid an RTS as anybody has managed: being streamlined enough for anybody to get the hang of it, but with enough useful details and tweaks to separate the men from the boys. It also looks and sounds good.
Graphics definitely makes demands of my Radeon 9800 AiW and my 1G of Kingston ECC memory: aside from the great-looking explosions, shrapnel, and dust clouds, EEII suffers from horrendous slow down whenever more than a few units or civilizations exist on the screen. Shutting off the good-looking weather and seasonal effects didn't seem to matter. Audio booms deep, loud, and clear over my home theater system. *EEII* one-ups *Rise of Nations* in audio and video.
*Empire Earth II* plays more like *Rise of Nations* than its own predecessors. However, marketers tried to make *RoN* seem like a real-time *Civilization*, when it was really just another *Starcraft* knock-off. *EEII* at least announces up front, "Hey, I'm an RTS".
So *EEII* falls into the Imperial RTS subgenre with Blizzard mechanics. Players select with the left-click and execute unit orders with the right-click, except for special powers and building orders, which are executed and canceled in exactly the opposite way. Players build town halls/ command centers to generate labor units who mine and build everything else.
Newer structures, resources, and limitations help explain why *EEII* plays like *RoN*: just as Big Huge Games borrowed liberally from Stainless Steel Studios for its first RTC, Mad Doc borrows liberally from BHG for *EEII*. For example, MD took the research point idea from *Rise of Nations*, and so Universities and Cathedrals generate points needed to research tech. MD also borrowed the "warehouse" idea from BHG, which allows labor units to deposit resources closer to mining sites. Finally, Mad Doc employs BHG's national borders concept (inspired by *Civ III* and *Alpha Centauri*), but here borders are fixed in pre-generated territories instead of being adjustable culture lines. *RoN* forbids building outside of borders, but borders could be pushed back. *EEII* freezes borders, but actually makes overseas construction a requirement for capturing territories.
And with that the similarities largely end. *RoN* makes a big deal about multiple victory conditions and paths, but it really just boils down to war. In fact, *RoN* is so conquest-oriented that it allows only the most pathetic defenses in order to discourage base camping. Fortresses, for example, helped to establish borders, but no matter how heavily you garrisoned them and upgraded the attack value, they couldn't stop a pack of archers from reducing them to rubble. A good offense is the best defense, and so *RoN* virtually mandated the tank-rush to stand much of a chance of winning under just about any circumstances. Especially at the end, when the final technologies allowed instantaneous unit construction.
*Empire Earth II* almost delivers what *RoN* promised: the opportunity for a meaningful economic, technological, or diplomatic victory. In part because *EEII* defenses and fortifications actually work, allowing the player to sit behind fences, walls, turrets, towers, fortresses, anti-air, and anti-ship guns while he or she gathers resources to win the "Economic Crown" over and over again. There's nothing quite as heartwarming as watching a fortress hurl a massive fireball into an upstart Visigoth and knocking him flat. The catch is, *EEII* limits the number of active fixed defenses in each territory to 7 per type (2 for fortresses). This forces the player to plan more carefully than RTS titles normally require, since these limitations give other players a higher chance to outflank defenses. Defense structures also seem to have lower hit points than in many other RTS games, but they compensate with greater range and firepower. This helps to thwart the infamously ignominious tank-rush.
*EEII* generally thwarts *RoN* with lots of little tweaks. The former abolishes that stupid, traditional 200-unit population cap in favor of a cap distribution system. A maximum cap of 2000 overall units per mission still exists, but it's possible to command up to 1000 units at a time. *EEII* also centralizes the research and unit upgrades in a single UI display instead of requiring the player to hunt down individual buildings. Civilizations are now grouped by regions and both Wonders and super powers are region-specific. In regards to resources, *EEII* allows warehouses to be built almost anywhere they are needed, and warehouses, city centers, refineries, and uranium mines can be garrisoned with citizens to increase gathering efficiency. More unit types seem to exist per era (but less than in the original *EE*). Finally, it features a pause button, complete with hot key, which effectively turns *EEII* into a turn-based game: one can still give orders and scroll around the map while paused.
But tweaks are what *Empire Earth II* amounts to. Nuclear weapons don't set off an Armageddon clock, but don't do much damage either. I find the defense cap arbitrary. I believe more non-military and more civilization-specific units should exist. I also believe more Wonders could exist for each region. And the lack of a power grid or storage building capacity, as found in Westwood Studios games, eliminates some economic and military depth from *EEII*. Worse, the game is unbalanced heavily in favor of air power: instead of tank rushing, I build six to eight airfields and win skirmishes entirely through tactical bomber rushes.
Still, I enjoy *Empire Earth II* more than *Rise of Nations*. Mad Doc still got my money. I guess that's as good a capsule endorsement as any.