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Empire Earth 2.3

Gameplay

This map looks like the original game : Empire Earth. In other words, you play as a nation which evolves over the periods. Empire Earth covers ten eras in total. The player changes era in garnering a number of resources and launching the search for the next era in one of its capitols. Ten eras are Prehistory, Antiquity, the Middle Ages, the Renaissance, the industrial era, World War One, World War Two, the Modern Era, the the Nano Era and Space Era.

So you can develop your skills. For example, the units change with the times. In the Renaissance you will be allow to use gunpowder. Then, the modern era allows you to developp aviation and tanks. In the future, you can go into space and colonize planets.

The land itself is the map of Europe and Asia. Besides there is a space for the solar system. You also have the opportunity to visit all the planets of the solar system and the moon.

You can recolt ressources in different ways harvesting wood, fishing, collecting gold, trading, exploiting asteroids. In short, the development possibilities are numerous.

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Credits

-Gollum[KoMe]
-Fingolfin
-Kitabatake
-HappyTauren
-Kofi_Banan
-Talon the Mage
-General Frank
-Mechanical Man
-Ergius
-Illidan(Evil)X
-NFWar
-ZanMgt
-dioris
-paulH
-BlinkBoy
-Ket
-killst4r
-Em!
-Lord_T

Music:

-Imperator Rome Main Theme : Era 1
-Ben Hur Main Theme : Era 2
-Medieval 2 Total War Main Theme : Era 3
-Cossacks 3 Denmark Theme : Era 4
-Rise of nations High Strunk : Era 5
-Victoria 2 Main Theme : Era 6
-Heart of Iron IV Main Theme : Era 7
-Battlefield IV Remix Main Theme : Era 8
-Stellaris Creation and Beyond : Era 9
-Stellaris To The End of the Galaxy : Era 10

Keywords:
Empire, Earth, Planets, Conquest, Future, Middle Age, Antiquity, Renaissance, World War, Modern
Contents

Empire Earth 2.3 (Map)

Reviews
17:17, 26th Jul 2013 Orcnet: map approved
Level 6
Joined
Dec 9, 2010
Messages
121
Hello there purparisien,

Just got done playtesting your map with a few friends. Overall, I'd say it's pretty good. I do have a list of bug reports for the current version, which I will give you now, along with some other feedback.

Bugs:

1) When aging up, my Caravans and Merchant Ships seem to randomly get misplaced. My Merchant Ships ended up in a tiny stream next to my ally's Market, and my Caravans ended up trapped by my Shipyard. I couldn't move either of them for the rest of the game, had to rebuild.
2) Towers under construction, when aging up, finish immediately, but they take Damage equal to the % construction completion they are at. ie: My ally's tower which was 25% complete had 25% of its max HP when he aged up in the middle of construction.
3) Whenever we built a new Market/Shipyard, all of our trading units, Merchant Ships and Caravans alike, would set that as their new trade point. It was annoying, because our Caravans kept trying to trade to my ally's Shipyard over and over.
4) When switching a Trade unit between Gold/Lumber, there is a slight delay. This is easy to abuse; my ally and I were both able to get Trade units with the Lumber/Gold buff (both of them at the same time). Even though it only traded the first resource in the list, it was still very sloppy. And I believe it leads to this next bug as well (not sure).
5) On occasion, our Trade units would get stuck into giving us massive income rather than the usual amount. For instance, my ally's Merchant Ships usually gave 37 going from one of our Shipyards to the other. One of his ships consistently gave 143 income, however.
6) There is no destroy structure option, and you can't attack your own buildings. This became a problem because of bug #1, and also because...
7) Upon age ups, my Shipyards would randomly move around. It seems to be related to pathing blockers, or perhaps the tiles that you are using. Are you using the Replace Unit function? Anyway, this led to my Shipyards being stuck on dry land, where they were useless, and I couldn't destroy them, except we found a workaround which was...
8) Attacking Ground destroys allied/your own buildings. You can easily Team Kill with this as well.
9) Giving resources via F11 was... glitchy to say the least. One time I gave him 10,000 Gold, and he got only 2,000. Another time I gave him 300, and he seemed to lose income (he claimed that he had not trained anything, but it was lower next time I looked).
10) Not all tooltips are completed, and there are many text errors. ie: Balloons are useful for scooting (sic), 1000 Woods was traded for 500 Gold (the plural of wood is wood, if it is being referred to as a synonym for lumber. Only when we talk about being "in the woods" as in a forest do we says "woods."), and some tooltips seemed complete while others were very non-descriptive.
11) Upon Aging up, your timeline goes to the time period from that age up. This can cause a minor glitch, because I was able to reverse time by Aging up to WWII from the 1950's (I intentionally tried this to see what would happen), and also it leads to timelines that don't match up between allies.
12) The unit Obusier, I noticed, cannot target Ground units, but only Towers. Was this intentional? The tooltip seems to suggest it can target Ground units as well.

Suggestions:

Besides fixing the bugs that I listed, you need a more descriptive Help (F9) menu, that explains how to get resources. I advise making fish more easy to locate (and click - it took me nearly 5 minutes to set up a fleet of fishing ships for those two reasons alone). I also recommend making more units available, and rather than simply changing starting resources via the Player 1 option at the beginning, maybe give a 20% boost to all income as an option to select. The game is also very slow-paced, perhaps make Age ups research more quickly by 30-40%.

Things I liked:

The airplanes needing Fuel was a neat touch. Many of the units have great model files. It's hard to take out a player completely by man-spamming early on. There are a lot of ages, which was cool. The representation of the Solar System was really nice as well (and taking over planets/moons, mining from Asteroids, neat!).

Overall, a fun game, that needs a bit of work. Keep it up, I'll be looking forward to new versions!

-Mech
 
Thanks you, I really appreciate your suggestions.

-Trade seems to be the most annoying thing at the moment. For some strange reasons, sometimes caravans want to go to a shipyard while merchant ships try to join a market. For now, the only way to avoid that is to build up a market/shipyard on the way. I'm currently finding a way to correct this.

-Upkeep explains why you cant give your ally the full ressources. I need it to do the food system with the ages. That can be fix in the next version by one way or another.

-The grammar problems will be corrected too. Same with the other minors bugs you mentioned.

Anyway, I appreciate your support. I'm gonna fix all the issues as fast as I can.
 
Level 5
Joined
Nov 4, 2011
Messages
168
Looking nice map. EE is one my favorite strategy and was my second pc game. :ogre_hurrhurr:
Anyway, at age selection, when I chosen other final age to upgrade instade of Space Age, it became buggy; the age selection always appered until I chosen space age...
And when with camera I always wanted to look other planets and the cosmos, suddenly my warcraft 3 frozen.
 
Level 4
Joined
Jul 31, 2013
Messages
50
Eh-ehrm...
I appreciate this map,really!
It's awesome how you did all this and I love you for that <3
I like the troop tree,I like heroes,I like textures and I even
like how market works!And also it's awesome you put more
"space" in it! Good work bro ^_^
But still,there are sooo many defects...
I'll write them all and please don't get offended XD

-In Prehistory,only four gold ._. do you know how much time requires to
build a goddammit army in Prehistory?
-Age in Age,gold acquired for every returning grows too much.
-What the f*ck is Academy for? I really,really like the history description
of every single upgrade in Academy but you didn't put a description of
WHAT THEY DO!!!
And also,they're not requested to advance in Age.Stupid thing.
-Too few details on the map!I don't care much and if you zoom at
3000-4000 it's not a big deal but it counts as a defect for others.
-When you advance in age,you can choose another hero ._. that's
stupid cause you ALREADY HAVE an hero and that's the hero you
chose before!Really,at Age 10 you should have TEN HEROES!That's
INSANE!

That's all.Don't get offended because I love this map,just fix all the
things I said and it'll be much,much better okay? :) I'm rating three
stars because you have to fix all that. I suppose this can become
a director's cut if you do it right!
 
Level 29
Joined
Apr 6, 2010
Messages
3,139
Stables and Lumber Mills don't upgrade through the ages.
Fishing boats will try to return their cargo to capitals which they can't reach, and sometimes just sit at the fishing spot moving from side to side. I even had one somehow end up on land. Even building a capital at the water's edge so they can return their cargo doesn't help.
Tooltips are sometimes inaccurate (for example, houses should mention they need an upgrade in order to produce workers and can't receive resources).
Upgraded units stop moving, upgraded workers (those gathering wood and those not currently inside a gold mine) stop gathering.
Airfields can't produce planes on other planets.
Capitals don't show how much damage they do.
Food sources should be pingable.
There should be an option to make Farm reseeding automatic. And maybe an upgrade to make trees respawn faster around lumber mills.
Space worker doesn't upgrade.
Non-worker spaceships can't land on planets even with the ability to do so.
Ribauldequin, Gribeauval and Field Gun can't attack buildings.
Transport raft has a building animation with a scaffold.
Pikeman has mana.
Trebuchet has 850 range and doesn't turn to face its target. Unpacked trebuchets don't upgrade (until the Nano era where they turn into oil platforms).
Farm income button does nothing.
No Death Star buildable anywhere.
No aliens, even though I turned them on.
After two Waygates are linked, ground units ordered to go in one will instead walk to the other one (same with sea units). Flying workers and bombers can use it instantly, and it works with space units going from space to Earth.
When on other planets, worker can't build waygates but can build shipyards (which can't be placed anywhere).
Time scoreboard blocks the number of capitals.
Earth takes more than twelve game months to complete a single rotation around the sun.
What does Cartography do?
Bank buttons do nothing except for medium taxes, which cause it to die.
Why can you only (re)build a single capital?
Saturn has no rings.
No space resources?


Planet designs are cool, if somewhat fantastic.
 
Stables and Lumber Mills don't upgrade through the ages.
Fishing boats will try to return their cargo to capitals which they can't reach, and sometimes just sit at the fishing spot moving from side to side. I even had one somehow end up on land. Even building a capital at the water's edge so they can return their cargo doesn't help.
Tooltips are sometimes inaccurate (for example, houses should mention they need an upgrade in order to produce workers and can't receive resources).
Upgraded units stop moving, upgraded workers (those gathering wood and those not currently inside a gold mine) stop gathering.
Airfields can't produce planes on other planets.
Capitals don't show how much damage they do.
Food sources should be pingable.
There should be an option to make Farm reseeding automatic. And maybe an upgrade to make trees respawn faster around lumber mills.
Space worker doesn't upgrade.
Non-worker spaceships can't land on planets even with the ability to do so.
Ribauldequin, Gribeauval and Field Gun can't attack buildings.
Transport raft has a building animation with a scaffold.
Pikeman has mana.
Trebuchet has 850 range and doesn't turn to face its target. Unpacked trebuchets don't upgrade (until the Nano era where they turn into oil platforms).
Farm income button does nothing.
No Death Star buildable anywhere.
No aliens, even though I turned them on.
After two Waygates are linked, ground units ordered to go in one will instead walk to the other one (same with sea units). Flying workers and bombers can use it instantly, and it works with space units going from space to Earth.
When on other planets, worker can't build waygates but can build shipyards (which can't be placed anywhere).
Time scoreboard blocks the number of capitals.
Earth takes more than twelve game months to complete a single rotation around the sun.
What does Cartography do?
Bank buttons do nothing except for medium taxes, which cause it to die.
Why can you only (re)build a single capital?
Saturn has no rings.
No space resources?


Planet designs are cool, if somewhat fantastic.

Fixes

I really appreciate your analyse. I'm working on a substantial update of the map:
-Fishing boats will fish on their spot to avoid this issue
-Tooltips will be reworked
-Airfield will be able to produce planes on other planets
-Capital will display damages
-Boats will be able to ping fishes
-Farm will reseed automatically if enough ressources
-Space worker will updgrade
-Spaceships will be able to land on planets
-These arty units will be able to attack building, but will deal small damages
-Nice pick up for the transport raft, I will edit the model
-Bye the mana of the pikeman
-Trebuchets issue will be fixed
-Farms button will work properly
-Death Star will be buildable after research
-Alien will spawn if enable
-WayGate wont be buildable on space
-Time scoreboard will put down if possible (I try to look if it is possible via the 1.31 update)
-That is nippicking haha ; well how long does it take ? Do I need to slow it down or fast it up ?
-Cartography will disable black mask
-Bank system will be working (Investing in a global network and earn more money)
-Capitals should be captured ; not built
-Planets models are changed
-Space ressources will be added

New Features

-Soundtracks per period
-New models
-A real use for the Gold and the Oil ressources
-A more detailed space
 
Level 29
Joined
Apr 6, 2010
Messages
3,139
Capital: In that case, the buildable one should be replaced with a Settlement or equivalent.
I dunno, Waygate in space could be useful. Just make sure only flyers/spacecraft can use it or instakill/instasplode inappropriate units.
Planets should move faster, based on the Earth finishing a circle in 12 game months (and the Moon 1 game month).

If aliens: Could you have (a mode where) period-appropriate NH units appear (maybe spawning buildings too) and attack towards player-held capitals?

Forgot this one: Tooltip says Springald, unit is called Scorpio.

Do merchant units work with your own trade buildings (as in EE2)? And since gold/oil/uranium will be useful, will there be a way to exchange them in the market?
 
Last edited:
The 1.7 is out. It's a massive improvment:
-Each era has its music theme
-Fishing boats fish on the spot
-Capital displays damages
-Farms reseed automatically if enough ressources
-Space worker updgrade
-Spaceships are able to land on planets
-No more mana of the pikeman
-Trebuchets issue is fixed
-Farms button work properly
-Time scoreboard is put down
-Bank system works
-Planets models are changed
-Merchants work
-Gold has purpose
-new alliance commands
 
Level 6
Joined
May 8, 2014
Messages
172
Great map!It's a Sid Meier's style of work,deserves the highest rank among RISK maps in Hiveworkshop.I've tested it in 1.31.1 single player mode.Here's some bugs I've found so far:
- When I entered Antiquity era,I couldn't build structures anymore despite the building menu and the cursor worked fine.

fb_01.jpg


- The text in the upper right corner of my screenshot still displayed "Prehistory era".
- Quite amount of villagers stopped working when I entered into a new era.
- Setting rally point onto berry bushes didn't make villagers gather food automatically.
 
Level 29
Joined
Apr 6, 2010
Messages
3,139
Yep, going up an era prevents building anything else.

Upgraded workers should be triggered to keep gathering what they were working on.

Workers start with civilian buildings, the switch button needs to be clicked twice to get to the military one.

Several upgrades aren't actually needed to produce the corresponding units.

Farms have less total mana than they need for their ability.

Farm reseeding should happen when the farm is almost out of gold, otherwise the workers just stand there and then it drags in nearby workers.

Sometimes workers around a farm will be teleported to a different location and start harvesting from there.

Grow/Cut trees has a manacost. Cutting trees doesn't get you lumber.

Fishing boats pop in and out of the fishing spot, maybe use the wisp gather instead?

When the fishing spot is used up, the pole marking it remains.

Do fishing spots respawn?

I forgot to check the info, but is there a list of the music used somewhere?
 
Last edited:
Level 29
Joined
Apr 6, 2010
Messages
3,139
Can't-build bug comes back during the Renaissance.

The interrupted worker thing is going to be a major problem when changing eras makes you repeat orders to 60+ units (also, there's sometimes a bug where dragging a box around several workers only selects one of them). Maybe trigger them to continue harvesting, or turn the fishing spots into a Pillaged building.

Fish respawning... If the fishing spot doesn't move, might as well make it contain an infinite amount so it doesn't need to respawn. The model used to right-click them should also be bigger.

Caravans worked at first, but in later ages they patrolled to the building without the floating text appearing to show how much gold was there. For ships it never happened.

Units keep getting lost around the Bosphorus, maybe make it shallow water?
 
Level 6
Joined
May 8, 2014
Messages
172
- The icons of Strengthen Leather Armor and Strengthen Armor Mails do not display properly when they are awaiting for the next era.

fb_02.png

fb_03.png

fb_04.png


- The background music of Renaissance Era and Industrial Era are the same.
- How could we land to a different planet?The spell in my screenshot didn't work.

fb_05.png


- When I cheated "whosyourdaddy" or "warpten" or "greedisgood",I partly lost control of my units.
a) Left clicking a single unit would be mistaken for a frame selecting.
b) Hotkeys would be temporarily disabled until I dismiss that unit.
c) Even game sounds(effects) are disabled automatically,I have to open it manually in option menu.
 
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Level 29
Joined
Apr 6, 2010
Messages
3,139
Nope, filename is still 1.71, and all bugs are still there.

Ships sometimes give trade revenue. Not sure how it's detected, as sometimes the numbers appear on the unit and sometimes they don't depending on whether they pass in front or behind the trade building.

Trade revenue appears to be based on number of trades and not distance traveled.

Trade units give you food, as far as I can tell.

Gold counter doesn't update fast enough, sometimes it goes down correctly, then claims I don't have enough gold no matter what the counter says, and sometimes goes into negative numbers.

Buildings under construction during the era change don't upgrade. They upgrade during the next era though. Units queued for construction during a era change are canceled (don't know if they're refunded).

Scorpios shoot rocks and an arrow very briefly appears as a projectile.
 
Hello, the version 1.73 is out. I've addressed a lot of issues:
-The Market is working well
-The Bank system works properly
-The icons of armors have DISBTN
-Leaving as a headmaster grants freedom to your vassals
-Stage 5 music is playing well
-Ships do proper damages
-Scorpio has correct projectile

I know they are a lot other bugs to fix. I'm still working on it.
 
Level 29
Joined
Apr 6, 2010
Messages
3,139
Thanks.

1.73:

Nope, workers still stop working after upgrading. There's also an annoying selection bug where trying to select multiple workers will automatically select only the first one, be it by dragging or by holding shift and the idle worker button.

The farm upgrade needs rewording, I though it meant more slots for workers on a single farm rather than creating new farming terrain. Is/will there be an equivalent ability for oil and uranium?

Some market spells give gold and the bought resource. Best Deal Ever!

Oil buildings might give uranium, I noticed I had some before I even researched them.

Caravans seem to stop producing after an upgrade to markets, and stop patrolling after they're upgraded.

Can't seem to build spies anywhere.

I like the new fish sign, but they can't be clicked on to send ships there in FoW.

Banks can invest before it's researched.

WW2 shipyard can build vertical walls.

Gold income numbers should be a different color than food income numbers (maybe make food red or green).

Gribeauvals (Gribeauvaux?) and mortars can't attack buildings (might be the case for previous ones).
 
Level 29
Joined
Apr 6, 2010
Messages
3,139
Started at Modern age, all 3 academy upgrades had been researched.

Bomber can't attack cities, this should be in the tooltip.

Some buildings (especially farms and shipyards) have a tendency to teleport somewhere else on upgrading. Most annoying with shipyards, who for whatever reason will flee the coast to occupy a river.

Modern shipyards can build trebuchets, Nano shipyards can build oil platforms.

The Torgue is the only ship that can land on other planets, and can't build waygates (or military buildings) when on the ground.

All spaceships use the Hyperion's tooltip and have no abilities.

The maximum range for two linked waygates is smaller than the greatest distance that can be reached on Earth.

Era name in the upkeep window changes, but not when you mouse over it.

The later era costs seem absurdly high, like extra-decimal high.

Cities should show their attack damage and range.

Maybe put a changelog in the map description.
 
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The version 1.74 is out. If it doesn't fix all the issues, it does fix a lot of them:
-Villagers go back to their tasks after changing era
-Markets work as intended
-Boats have proper weakness and strenghs
-Fishes can be clicked in the fog of war
-Investing need the research
-Villagers can be trained in houses in tier 3
-Buildings no longer odd units (shipyard with trebuchet)
-Bombers can attack towns
-Dahl can join planets
-Waygates work better
-Changelog is in F9

What is left for the next version
-Oil and Uranium use
-More Space units and building
-Give more importance to religion
 
Level 29
Joined
Apr 6, 2010
Messages
3,139
... At the risk of sounding repetitive, some of the old problems are back:

Can't build new buildings after going up an era.
Workers getting wood and gold do indeed keep working. Those on farms and fishing ships, however, still stop working (although the selection bug appears to be gone, so at least it's easier to get them back to work).

Capitals no longer give food? Might be due to the overlap with the religion icon.

Houses take far too long to build.

Why is Trade a prehistory upgrade if you can't build markets or trade ships then?

Weird one with Space Age shipyards: At first I noticed they couldn't build fishing ships, then went to do something else, and when I came back they could make oil platforms. Still not sure what triggered that.

Torgue can't build Way gates anymore.

Sometimes markets trigger the effect, sometimes they don't. Maybe increases the radius at which they detect caravans? Same for docks.

Way gates are harder to select now, when trying to link two I got a "Must select a building" message. I got around that by clicking their icons, but then land units still go from one to the other by walking.

If markets give gold, the window isn't updating to show it.

Some planets can't have anything built on them.

Still no aliens, how do I get them to show up?

Does the upgrade for caravans giving other resources work?

Idea: Have gold/oil/uranium deposits be mineable by workers (in addition to the income), so as to keep up with the other resources which are obtained much faster.
 
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Level 6
Joined
May 8, 2014
Messages
172
I'm used to killing all the villagers at the beginning,avoiding the selecting bug which was also mentioned by cleavinghammer.But it seems that you've removed the initial food supplies of basement.I couldn't train any more villagers since I hadn't built any houses.

There're also some geographic bugs.
- Pekin is in the north of China which I've marked in my screenshot.

fb_02.jpg


- UlanBator is located far north of Yellow River,should be very close to Irkutsk in your map.

fb_03.jpg

 
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