Empire Earth 2 Serial Key

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Martta Borromeo

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Jul 26, 2024, 3:48:31 AM7/26/24
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2. My minimum specs is P4 2.GHz 256MB RAM and a built in 64MB video card of Intel original 845 motherboard...I will be getting a nVidia Riva TNT2 64MB video card in a couple of days..I have played the demo and the performance is okay. What i want to know is that as the game progresses will there be any extra load on the RAM or Processor like in Civ 4? In other words can i play the game easily without any problems? AuthorReplies: Dr Grip
Marine posted 04-11-06 04:30 AM EDT (US) 1 / 6 The map is divided to territories so if a player seized control of a territory means they have got that territory and expanded their empire. Once you have claimed a territory you can build buildings in there quickly. Your pop cap will rise. Building houses in the territories you wn will also rise the pop cap and increase morale to all your units in that territory. To claim a territory you need to build a City Centre anywhere in the territory. If the territory is not next to any territories you have then you will also have to build a fortress. Trespasser
Marine posted 04-15-06 01:47 PM EDT (US) 2 / 6 In addition, when building in your own territory, buildings build at a normal rate, and the "ghost" of the building appears green. However, when attempting to build a building in a territory previously owned by another player, it will take twice as long to build, and the "ghost" if the building appears yellow. If building while the player still occupies the territory, building will take three times longer than normal, and the "ghost" will appear yellow.When you or another player seizes a territory, the game randomly generates a name for the territory based on your civilization. For instance, if you where playing as the United States, and you seized an unclaimed territory, the game would automatically randomly pick the name of a state and use that as the territory name. To change the name of a territory, click on the ground in the territory, and in the options box at the bottom of the screen where you select orders for units, click on the pen and paper icon. A box should pop up, and you can type in the new custom name for your territory.As for your other question, I'm afraid I can't help you. I don't know too much about processers and stuff like that, but as the game progresses, yes, it does seem to slow down computers a bit, especially if you have a lot of units on screen at the same time."Some day, I'll take over the world...or blow it up. Which ever comes first."[This message has been edited by Trespasser (edited 04-15-2006 @ 01:50 PM).] Dr Grip
Marine posted 04-15-06 03:51 PM EDT (US) 3 / 6 Quote:

(In age of empires, it told you that you need to build 2 of the following buildings plus have these resources.)If there is, can you list what you need for each epoch? AuthorReplies: AmbivalentIowa
Marine posted 03-06-02 02:47 PM EDT (US) 1 / 8 It is the same as AoE in that you need to build two buildings and then have the correct resources.If i call myself a hypocrite does that make me one?
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FLAME ON! sapps
Marine posted 03-06-02 03:29 PM EDT (US) 2 / 8 thanks for the information. Do you know where I can get a list of what buildings need to be built in each level in order to advance.Also, does garrisoning units have any impact on Advancing? dirtbiker14
Marine posted 03-06-02 06:12 PM EDT (US) 3 / 8 Just build any 2 military buildings and the button will pop-up. Say you are in Prehistoric. If you want to advance to Stone Age, build 2 barracks (barracks because these are the only military buildings) and the button to adavance will be shown. Same thing for advancing into any other epoch. Just build 2 of any military building. They don't have to be the same building. You could build an arcerhy range and a barracks if you wanted to. Actually, this might work with any 2 buildings, except tower and wall. I'm not sure. If you build 2 buildings, and the button doesn't appear, you are probably at the ending epoch that was selected before the game started. (You will also need the specified amount of resources to advance) For advancing quicker, play in tournament mode since I think the epoch advance is cheaper in resources.*I don't think garrisoning citizens affects advancement.
"Mess with the best, go down like the rest." -dirtbiker14
Twins of DOOM
Marine posted 03-06-02 07:28 PM EDT (US) 4 / 8 you can also build settlements and i'm not sure on this but bringing a settlement to a town center MIGHT count as a buildings...never really looked that closely to check Stealthy Soldier
Marine posted 03-07-02 06:45 AM EDT (US) 5 / 8 Simply build 2 buildings (Exclude granaries, Walls and Towers) Upgrading settlements into Town Centers do not count. Yotek
Marine posted 03-07-02 07:54 AM EDT (US) 6 / 8 Incorrect. Upgrading settlements to TC's DOES count.Yotek The Mad Czech uses the 3rd person singular when speaking of Himself in order to maintain the proper amount of distance and objectivity to discuss how truly brilliant The Mad Czech is. Orangey
Marine posted 03-10-02 00:53 AM EDT (US) 7 / 8 *Clears Throat*Hoses do not count either
ERmm I mean HOUSES.ORANGEY
Proud Member of the LKS Clan
Once know as _AgerZ_Orange Earth King
Marine posted 03-25-02 05:54 AM EDT (US) 8 / 8 you can build economic buildings to advance. but before you go stone you probably have already builded a few barraks. since it takes time to advance in the beginning, maybe 25-35 minutes before you are stone age. join the Empire Earth Kings clan at

Be careful what you wish for. A lot of RTS gamers have been clamoring for a simplified Empire Earth over the past couple of years, finding the first two releases in the series to be a mess of units and eras as incomprehensible as a history textbook after it's been fished out of a blender. So, welcome to Empire Earth III, a shot back at the critics that answers complaints by dumbing the whole game down to utter dreck. While the first two games in the series at least inspired love or hate, this new arrival is so "blah" that it can only elicit a lot of "What the hell happened here?" shrugs.

All of the foppish voice samples don't exactly fit in with the crazed, bloody melee combat. Although it is gratifying to see the jokers bragging about camel farts turned into red smears on the landscape.

Still, the design is more misguided than flat-out awful. Developer Mad Doc Software probably started from a good place, working with the sensible idea that a lot of the messy cross-epoch elements needed to be stripped away for the franchise to truly compete with the likes of its Rise of Nations and Age of Empires rivals. To accomplish this, the designers scrapped the old individual civilization model and moved to a different route where you guide world regions. Instead of picking the British, the Persians, the Americans, or the like for campaign play, you choose a side from Western, Middle Eastern, and Far Eastern empires that encompass basic stereotypes of their cultures. So the Westerners are all about research and expensive, high-quality units. The Easterners deal in huge numbers of infantry. And the Middle Easterners specialize in cavalry and hit-and-run tactics. You can get past these generalities only by playing skirmish mode against the computer or against other human players online and selecting from handfuls of more traditional nations like the US, North Korea, Switzerland, and Russia, and even then these sides don't really differ from the others in their regional blocs.

This concept gets across an imperial theme quite nicely, but it also simplifies things too much. Basically, the standard dozen or so civs typically tricked out with all sorts of varied units and specialties have been swapped out for what amounts to a measly three of them that play a lot like one another anyhow. West and East are structured similarly, with builders constructing traditional Western city centers and Eastern ministries, warehouses, barracks, stables, and so forth. Only the Middle East stands out somewhat, and this is mostly just for portable buildings that can be unpacked without the assistance or any sort of worker unit. You need to get into the future era to notice anything interesting with these sides, as that's when you start seeing ideas like the Middle East's cloaked factory and camouflaged revolutionary guard, and the East's bioengineered units like the supersoldier and hulking mutant. Despite these variances, the styles of play are nearly identical no matter what part of the globe your empire calls home. You need to make accommodations for the blatant specialties noted in the paragraph above (which basically means you need to build cavalry with the Middle Easterners, research a lot of tech with the Westerners, and crank out the infantry with the Easterners), but aside from that this is all about the same old base building, resource gathering, and army rushing.

Much of the new world-domination mode of play feels equally tired. Mad Doc has swiped a page from the Big Huge Studios playbook that the developer used to make Rise of Nations, dropping the typical scripted campaign for a freeform option where you try to conquer the globe. It plays as a cross-genre experiment, with you making moves on a global map in turns and then seeing how they play out in real-time skirmish maps. The only problem is that it's all incredibly bland. Provinces are designated as imperial, economic, military, or research sites based on the amount of each turn-based resource that the region produces (you actually make this formal designation, but there generally isn't much choice since you're given set numbers for each category), but there is nothing to characterize these areas. You don't get to hear that, say, Southern Europe is a great conquest because of its fertile farms and philosophical Greeks; you just see that the province gets good numbers across the board. The only plus is being able to custom-outfit your civilization with various imperial, economy, and commerce world techs like roads and infrastructure, supply lines, and superior intel. You get to directly play most of these techs on provinces, too, which gives you a feeling of actually developing an empire.

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