Empire Earth III builds upon the success of Empire Earth II and redefines RTS games with a truly global approach to world domination.
Empire Earth III is a real-time strategy (RTS) videogame that places the entire globe at the touch of the fingertips making the earth a canvas for the strategy mind. Gamers will build and command an enduring global empire with the goal of World Domination. Empire Earth III is one of the few strategy games that offers players the scale and scope to take an empire from the ancient world to the far future.
The Western Era represents power through technology and knowledge. Well armored, exquisitely trained Western troops fight from a position of strength, easily eclipsing the power of similarly numbered Far Eastern or Middle Eastern forces. Additionally, advanced building techniques allow western buildings to withstand even the most powerful onslaughts that would reduce other buildings to rubble. Western field guns, artillery, tanks, and naval dreadnoughts are second to none in the world. The West maintains Aerial superiority as well.
This strength, however, comes at a cost. The West must fight with quality, for they can't afford to produce quantity. A Western army can be bested by the sheer numbers of the Far East, or the unorthodox tactics of the Middle East. A wise commander will deploy Western troops to capitalize on powerful hero units, employing their devastating attacks, while supporting their army with a strong economy.
Western Empires also have more technological options, and will often specialize an existing unit rather than produce an entirely new unit. In the Future, the West relies heavily on robotic and autonomous weapons.
- Powerful units
- Devastating special abilities and hero units
- Durable defensive structures
- Expensive units
- Smaller army sizes
- Vulnerable builders needed to construct buildings
Short Swordsman - Ancient Western Infantry
Summary: A melee infantryman armed with a short sword. A versatile unit that can torch buildings for light siege.
Good/Bad Against: Basic Infantry and Anti-Heavy Cavalry/Shock Cavalry and Field Weapons
Special Ability: Can Torch buildings, which burns buildings down over time and serves as light siege.
Chieroballista - Medieval Western Field Gun
Summary: Small and very maneuverable, it fires large bolts at a large distance.
Good/Bad Against: Basic Infantry and Anti-Cavalry/Shock Cavalry and Raiders
Dragoon - Colonial Western Heavy Cavalry
Summary: A horse mounted gunman wearing a steel cuirass and carrying a large-caliber carbine gun.
Good/Bad Against: Basic Infantry/ Anti-Cavalry
Steam Frigate - Colonial Western Small Ship
Summary: A seam ship with auxiliary sails and powerful, medium-range broadside guns. The ship can gain the use of depth charges to destroy submarines, and it has a large transport capacity.
Good/Bad Against: Large Ships/Small Ships
Special Ability: Can Use Depth Charges against Submarines and Transport Units across bodies of water.
Tri-Ped HERC - Future Western HERC
Summary: A large, autonomous robot that uses its third leg for support while firing. Armed with a rail gun for attacking mobile units and an earthquake gun for leveling buildings.
Good/Bad Against: Mobile Units and Buildings/Tanks
Future Western Barracks
Summary: Produces a variety of Future infantry units for the Western Faction.
Colonial Western City Center
Summary: The seat of government and the center for producing builders, researching combat actions, and generating technology points. It also provides a small amount of raw materials and wealth.
Summary: A large earthquake is created underneath the building, causing massive damage as lava spews forth from the earth through deep cracks.
Submarine Launched Cruise Missile
Summary: The SLCM allows a Submarine to attack targets deep inland.
Summary: The HERC will siphon electrical energy from the atmosphere and redirect this electricity doing a high amount of damage.
Empire Earth III, rated "T" for Teen, is scheduled for launch in North America on Nov. 6, 2007.
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