Worsen Earth II
Empire Earth II is the continuation of Empire Earth.
In this second opus, you recall the history of the humanity of prehistory to the future, the goal being always to destroy its enemies. The play comprises 12 civilizations having each one their advantages and of the single units according to the advance of civilization.
The basic principle is the same one: to pile up resources to arrive at the victory.
Change compared to Earth Empire
One of advanced most visible is the creation of the territories. The chart is divided in territories which the player can re-elect with his own way. The number of buildings per territory is limited (two ports for example). This restriction obliges the player to conquer many territories to find the essential resources with the development of civilization.
Graphics were improved considerably (reflections of the clouds on water, shades of the units…). One can however regret the zoom which placed us at height of the characters and offered a very interesting subjective sight. The weather and the seasons make their appearance, the weather can vary during the play and according to the seasons (clouds in summer and snow in winter). Intense events weather can appear (typhoon or blizzard) what slows down and weakens the units.
Principles of the economic system
Basic principles
One observes the appearance of fruit tree allowing to produce food in an unlimited way, while allowing the use of many citizens for the harvest of the fruits.
One finds certain traditional resources, such wood, the stone, gold, the food and of the special resources which are the tin, iron, the Salpêtre, the Pétrole and the Uranium.
On the level of the traditional resources, one will notice that the sites of extraction have an unlimited production. Wood is not an unlimited resource, but the fact that each tree is worth 1400 units of wood largely compensates for this fact. Obviously the sites of fishings are not unlimited. In this second opus, fishing has a less important place, because it there few sites, and that the development of the sites of fishings will be more expensive and will be less profitable, that farms or exploitation of fruit tree.
The special resources are resolved gradually, according to advance technological. And it is not advised to invest many resources in the collection of the first special resources, because if technological advance is fast, stocks of these resources would become useless.
Additional economic principles
Important innovation, one can establish commercial lines between its own markets. Moreover these trade route pays as much as those between various nations, in the condition which the markets are sufficiently distant. Moreover, there is an advantage with that, if the borders are sufficiently defended, trade route will not be attacked. And if the player played in last mode surviving, it will be able to have roads of trade all along its part. To connect its markets by roads will make it possible to increase the incomes significantly, by increase the speed of the caravans.
At the technological level, one does not spend any more resources to increase in the ages, because henceforth one uses points of technologies, which one can produce in three manners. The first, by putting three citizens in garrison in a university. The second, by putting two priests in garrison in a temple. The third, is only available for Western civilizations. When they built the Porte of Brandebourg, for five killed units, they generate a point of technology. It is also necessary to develop a minimum of six technologies per age to be able to reach the following. But it is very useful to develop all technologies, that will be able to bring a considerable no-claims bonus, and to help to gain crowns.
Rewards and no-claims bonus
Important asset, the player can gain crowns which are three and which make it possible to have temporarily a no-claims bonus. The three crowns are:
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the economic crown: who can bring a no-claims bonus on the collecting of the resources, or a fall of the cost of the units, or a contribution of citizens free. To gain it, it is necessary to have many economic buildings, much citizens, to have and collect many resources, and to seek economic technologies.
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the imperial crown: it gives many no-claims bonus, points of faster research, units faster, piracy, an increase in the range of shooting. It also allows while one has it to gain nonadjacent territories with his, simply by establishing a Town hall, whereas differently, a fortress would have to be built (in opinion of player, it is the least interesting, even if it can be useful). To gain it, it is necessary to have many roads, many buildings, much of resources and territory, to have many roads, and to make imperial technologies (which are interesting in general).
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the military crown: it gives no-claims bonus to certain classes of units which will have more life, and will inflict more damage, the no-claims bonus is to be chosen according to the style of the player. It is gained, if many enemies are killed, if there is a large army, and if many military technologies are sought, also the military buildings count.
All the crowns last only 300 seconds, after this time, the crown is given concerned.
The wonders are not any more but three, and according to the real geographical membership of played civilizations.
They can bring important no-claims bonus, like gaining a point of technique for a killed enemy. Or to allow to transport instantaneously and without danger a certain number of units put in garrison in a fortress.
Military principles
The ages are 15, but Empire earth 2 is less futuristic. Thus at age 15, the units employed are improvements of the armed forces of today (however one can nevertheless note the presence of laser beams).
One can note the presence of spies, who will be able to sabotage in a temporary way the enemy buildings, to poison the enemy forces (while having poisoned a stock of resources beforehand). One can also obtain information on the enemy, which can be interesting, if the chart is not revealed. The spies are furtive and can be located only by the fortresses, the outposts, and the spies.
The artillery take a place definitely more important, in the last ages, better combination is artillery-cavalry. Although this unit is vulnerable to the air raids. The infantry, has in the first ages a prevalent role which it will lose in the future ages.
The player can miser on massive air means, it is always possible to make Hélicoptère S, the hunters of the types interceptors and bombers are always present, although the models of hunter bomber disappeared. The atomic bomber is inevitably found, which equipped with an impressive power is quite as able to destroy important armed formations, or to destroy many buildings. It has the plane of parachutist, who in addition to a high cost, contains as of his manufacture, of many units of infantry, that it will be able to release on the enemy territory. After the troops are released, it disappears.
Navy perhaps quite as important, but the player rather tends to forsake it, obviously in battles between islands, it will have a leading role.
With the appearance of the territories, the number of defense will be limited by territory. One will be able to put 2 anti-ship fortresses, 7 outposts, 6 batteries and 6 air anti batteries. The fortresses are large buildings having many points of life, and being equipped with an important firepower. The effective units against them are the bombers and the artillery. There are the outposts which are frightening against the infantry and the armoured tanks. Only aviation and the artillery come easily to end. They can also locate the spies and cut down the helicopters. The player can build in an important way of the walls, the doors are created in a space of walls. Also on the level of the pylons which will appear one will be able to build turns against resources, and thus the number is limited to 6 per territory.
One will be able to also build silos of missiles, which will make it possible to launch strike strategic. It is an effective help, if the player is rather defensive, because while remaining cut off, there can strike the vital places of the enemy. An offensive player, can also make use of it for touching vital points of enemy defense. Or to strike the enemy army if it is cut off, and motionless. Utility, if you know that your ally, soon will betray you, you can draw from the missiles on its units, resulting radiations will kill its units, has share that, the only means of killing out of the units allied and of drawing and of destroying a bridge, which is not with one of our allies. Because one can destroy his own bridges and those of the enemy or a neutral player. The fall of the bridge will result in the death of the units which crosses it and radiations mortals.
There are many units of combat, however prefer the units of shooting, which will have a better output with the combat.
It is also possible to improve its units while passing them veterans then elites. What improves their life and their power.
At the end of the parts, there is a summary which will provide the economic and military data. One will be able to thus have the numerical results of the engagements, and the reports/ratios killed units/lost units, which makes hot in the middle when one made a success of a ratio of 19 against a player in normal mode. There is also the report/ratio value of the killed units/value of the lost units.
Tactics
Before very that a player is offensive or defensive, one needs a great number of territory. What it is always necessary to avoid, it is to have a territory with oneself entirely encircled by territories of other players. Because in the event of war, it will fall quickly. Also, when the engagements begin, it is intelligent to have its territories stuck the ones to the others, so as to obtain best possible resistance.
For an offensive tactic, the player must concentrate his troops against a slightly protected enemy territory, in order to be able to quickly submit territories to the enemy, and to thus bring it to the defeat. When one is at age 15 it perhaps very useful to use the silos of missiles to strike the neuralgic points of the enemy, however, one needs a great number of it to ensure an effective raid quickly. Because the attacked player will try to rebuild his defenses or its buildings of productions, and will not inevitably see débouler on him your army, which should enable you to gain several territories, that it will be enough to hold.
For a defensive tactic, One can cut off oneself behind heavy fortifications, best being to control all the chart in width to be able to ensure an optimal resistance, and also, to put walls between his frontier territories, and the “back country”, in the possibility where an attack would bore defenses. And one can use the spies, to locate the targets which one will be able to destroy, either by adopting an offensive technique, or while launching ballistic shootings atomic, which would eliminate the enemy main forces. And to complete either to complete it with missiles, or to complete it with an air raid, or quite simply an attack on the ground.
One can imagine many combinations of units, in the first ages, before the discovery of the armoured tanks, the formation archers (or better), ace what will reproach piquiers will be an interesting combination to destroy the enemy army. However, it will be necessary all the same to have a few units of cavalry would be this only to continue the enemy, or to be used as scout. The use of weapons of seat is recommended if there would be enemy fortifications. The infantry, will be able quickly to take the control of the enemy buildings, although it is slower than their simple destruction, the attacker will have infrastructures ready to help the offensive forces.
In the later ages, one can always use massive trainings of infantry, but the strategy artillery and cavalry are then advised, even if with the appearance of the helicopter a few units of infantries prove to be useful to reduce them to nothing. Even if at these times, the player will be able to use air means. However, it is necessary to avoid using too many air means, except for defense. Because the enemy will quickly have made build anti-aircraft defenses. However a bombardment occasional before the attack on the ground or maritime is a good strategy. In this play, which privileges the massive attacks, the commandos groups inevitably are not very much used, however, they can give evil to a wide player. Because if it is attacked in many points by small formations of artillery and cavalry, it will spend time with all to eliminate them, and even some will be able to be withdrawn after having caused many damage and will join the principal army, which will be able to then launch a massive attack, on enemy defenses.
There is also the possibility of carrying out a Blitzkrieg, while bombarding pitilessly during a short period and one launching a massive raid then.
It there with the strategy “overlord” which to be carried out well will require 2 maritime frontages, the enemies will be opposite. At this time, it will be necessary to have many units to make a success of the attack. An air raid on coastal defenses and the enemy fleet, in same time to make so that the planes of parachutists or the large planes of parachutists pass to avoid losses vis-a-vis the DCA. Troops of infantry will be behind the enemy lines and will occupy the unfavourable player, then, it is necessary to launch the unloading, initially of the warships to occupy possible maritime defenses and the remainder of the enemy fleet. Transport will have to accost quickly and release an important formation of artillery and cavalry to destroy unfavourable defenses quickly. A few units of infantry will be able to accompany the shock troops. Also in the second time, a little later, it will be necessary to unload reinforcements and citizens to build a base at the enemy, and it will be enough to insert enemy defenses until its total destruction. According to the technological age some shootings of missiles can help the offensive.
To counter my tactic “overlord” which is well, but not infallible, although excellent even against the ordis in very difficult, I will propose some councils to you. On the coasts, to concentrate the anti-ship batteries, to put in a way close to the anti-aircraft guns. Slightly further placing outposts out of reach sea but which will have to be able to draw on possible attackers which would be caught some with defenses. Behind the outposts, put a decorated wall of doors and turns. To protect the town hall with 2 fortresses and to the back put production sites of units. Also, envisage groups of combat ready to reinforce the device. Envisage air patrols and helicopters. And to keep groups of cavalry and armoured tanks ready to reject the enemy with the sea. Also envisage warships, with that you will resist an unloading “overlord” (of course if the enemy use of the hundreds of units, defenses will crack, except if you have a large army), of course you will be able to launch a massive raid starting from your positions, even an unloading “overlord”.
There is a generally appreciated tactic of the players, but which can proceed only in particular and adapted charts. A player all while maintaining his defenses with one comes up of iron, will be able to shoot at the enemy with nuclear warheads, and to use the Western no-claims bonus of fast deployment, or quite simply either helicopters of transport, or planes of parachutists to reach the enemy in the back. Capture a town hall, and attack the enemy of the interior of his base, which will weaken it enormously and a simple attack will complete it. (all at least it goes against ordis in very difficult mode).
Special capacities
The special capacities are capacities which allow during one moment, to activate a no-claims bonus, each no-claims bonus changes according to the time and civilizations:
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- regional Capacities of Occident:
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Surproduction (times 1 to 5) the speed of collection of all the resources (except point of technology) is increased
- scientific Ferveur (times 6 to 10) the cost and the time search of all technology is reduced
- fast Déploiement (times 11 to 15) the units which are placed in a fortress can be téléporter does not import or on the chart provided that this place is in the field of view
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- regional Capacities of the Middle East:
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supreme Effort (times 1 to 5) the speed of construction of the buildings is doubled
- Cité lost (times 6 to 10) Any units or buildings being within the limits of the town hall selected become invisible with the eyes of the enemy units
- Black-market (times 11 to 15) the player receives a percentage of all the trading incomes generated by the Markets and trade route of a neutral or enemy player
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- regional Capacities of the Far East:
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Citadelle (times 1 to 5) All the buildings defensive (Walls, turns, doors, palisade) being in the territory of the player is indestructible
- economic Expansion (times 6 to 10) As soon as a commercial unit of the player arrives in a Market or Dock, it receives resources currently collected in no-claims bonus (except gold and not of technology)
- industrial Ferveur (times 11 to 15) the speed of construction of the units produced in the barracks, stables, workshop, airport, hangar or dock is accelerated
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- regional Capacities of South America:
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Conversion of mass (times 1 to 5) Any unit enemy which enters the sphere of activity of a town hall of the player is likely to be converted instantaneously
- Faveur of the gods (times 6 to 10) the units and terrestrial buildings of the players have reduced damage if they are in a territory or is a temple
- Clonage (times 11 to 15) As soon as an enemy or neutral unit is converted, his clone appears with dimensions.
Editor of chart
Indeed, there is an editor of chart, to create an interesting chart, is extremely long, especially if a large chart is made. But the play has recorded charts which it is possible to modify. Some with passages relatively easy and possibilities of attack, which make require large armies of defense, can be transformed into true fortresses, to which they can be good to add secret exits, because it is nothing more irritating to find itself at the time of a multijoueurs part with a badly protected base, whereas one created a splendid fortified town. The secrete ways are recommended must be rather broad, but also dissimulated, so that a player does not have it way not at the beginning of part. The Council, if you want to test your chart on the defensive level, to play against computers in very difficult mode. That will inform you, if your secrete ways are well placed. And for the players, they should be dissimulated skilfully, it will perhaps take you several hours to succeed in finding the good combination, but in the event of battle that is worth the blow of it.
Conclusion
Worsen earth 2 is an excellent strategy game. One will be able to regret certain innovations of the 1, like the robotized farm, the submarines. Space combat, and the cybers will miss, even if they find substitutes, who are powerful but not with their height. One will regret the system of aircraft carrier manufacturer them even their hunter, they lose all their utility. The heroes, are always there and very powerful. The prophets will be regretted.
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