- Release Year: 2003
- Platforms: Windows
- Publisher: ak tronic Software & Services GmbH, Rebellion Developments Ltd., Sierra Entertainment, Inc.
- Developer: Stainless Steel Studios
- Genre: Compilation, Real-time strategy
- Perspective: Top-down
- Game Mode: Online PVP, Single-player
- Gameplay: Base building, Historical Progression, Resource Management, Unit control
- Setting: Historical, Sci-fi
- Average Score: 81/100

Description
Empire Earth: Collection is a compilation of two real-time strategy games set across multiple historical epochs, from the Stone Age to the Space Age. It includes the base game Empire Earth and its expansion, Empire Earth: The Art of Conquest. Players build and manage civilizations, develop technologies, and engage in tactical combat across various eras, offering a deep and immersive strategic experience.
Gameplay Videos
Empire Earth: Collection Patches & Updates
Empire Earth: Collection Mods
Empire Earth: Collection Guides & Walkthroughs
Empire Earth: Collection Reviews & Reception
metacritic.com (81/100): What impresses us the most is the sheer size of it — each epoch feels fleshed out and playable, and every era has its own nuances, so it’s almost like getting 14 games in one.
mobygames.com (84/100): Average score: 84% (based on 2 ratings)
gamefaqs.gamespot.com (79/100): Empire Earth Review: 7.9 / 10
Empire Earth: Collection Cheats & Codes
PC
Select ‘Random Map’ mode, then enable the ‘Cheat Codes’ option at the setup screen. Press [Enter] during gameplay, type one of the following codes, then press [Enter] again to activate the corresponding cheat function.
| Code | Effect |
|---|---|
| all your base are belong to us | 100,000 of all resources |
| boston food sucks | 1000 more food |
| atm | 1000 more gold |
| creatine | 1000 more iron |
| rock&roll | 1000 more rock |
| you said wood | 1000 more wood |
| coffee train | Building of all structures completed |
| display cheat | Display all codes |
| the quotable patella | Free upgrade to lvl.10 for all units (not citizens) |
| asus drivers | Full map |
| my name is methos | Full map and all resources |
| brainstorm | Instant building and research |
| ahhhcool | Lose game |
| the big dig | No resources |
| boston rent | No gold |
| uh, smoke? | No wood |
| slimfast | No food |
| girlyman | No iron |
| mine your own business | No rock |
| headshot | Remove objects from map |
| i have the power | Restore energy to selected Prophet/Hero/Mana user |
| columbus | View fish and animals |
| somebody set up us the bomb | Win game |
| friendly skies | Planes refueled in mid-air |
| bam | Reveal entire map and remove fog of war |
Empire Earth: Collection: Review
An Epic Temporal Odyssey Strained by Ambition
Introduction
Few real-time strategy (RTS) games dare to span 500,000 years of human history. Empire Earth: Collection—comprising 2001’s Empire Earth and its 2002 expansion The Art of Conquest—is one such titan. Developed by Stainless Steel Studios (founded by Age of Empires co-creator Rick Goodman) and bundled into a “Gold Edition” in 2003, this compilation aimed to rival genre giants like Age of Empires while adding sci-fi futurism to its scope. Despite its lofty vision, Empire Earth remains a flawed masterpiece: a game that redefined RTS ambition but buckled under its own weight. This review dissects its legacy, mechanics, and enduring influence on the genre.
Development History & Context
Studio Vision & Technological Constraints
Stainless Steel Studios emerged in 1998 with a clear mission: to refine and expand the RTS formula Rick Goodman helped pioneer. Empire Earth debuted in 2001, leveraging the studio’s proprietary Titan Engine to render 3D units and terrain—a technical leap for its era. However, hardware limitations of the early 2000s strained the game’s scope. With 14 epochs (expanding to 15 in The Art of Conquest), over 200 unit types, and vast maps, performance hiccups were inevitable, especially on period-appropriate Pentium III CPUs.
The RTS Landscape
Empire Earth arrived amid a golden age for RTS titles, competing with Age of Empires II (1999) and Rise of Nations (2003). Its innovation lay in epoch-spanning campaigns and unit customization, allowing players to guide civilizations from the Stone Age to a speculative Nano Age (and beyond, with The Art of Conquest’s Space Age). Yet, its sheer scale alienated casual players, while hardcore strategists praised its depth.
Narrative & Thematic Deep Dive
Campaigns: History Meets Fiction
The game’s four campaigns blend historical authenticity with creative liberties:
1. Greek Campaign: Traces Alexander the Great’s conquests, weaving myth (divine Trojan Horse gifts) with history (Battles of Gaugamela and Issus).
2. English Campaign: Chronicles Anglo-French conflicts from William the Conqueror to Napoleonic Wars, spotlighting Henry V’s Agincourt victory.
3. German Campaign: Divides between World War I (Red Baron aerial combat) and a fictional World War II where Germany invades Britain (Operation Sealion).
4. Russian Campaign: A sci-fi tale of Novaya Russia’s 24th-century cybernetic dictatorship, featuring time-travel paradoxes.
Themes: Power & Progress
Empire Earth explores technological determinism—each epoch unlocks new tools of dominance, from chariots to cyborgs. The hero system (Warriors vs. Strategists) reinforces the tension between brute force and tactical ingenuity, while the expansion’s Space Age questions colonialism’s ethics in extraterrestrial contexts.
Gameplay Mechanics & Systems
Core Loop: Epochs & Resources
- Resources: Harvest food, wood, stone, gold, and (later) iron to fuel expansion.
- Epoch Progression: Advance through ages (e.g., Prehistoric → Industrial → Nano) by researching techs at Town Centers. Each epoch introduces era-specific units (e.g., trebuchets → tanks → laser mechs).
- Civilizations: 21 base-game factions (e.g., Greeks, Zulu) with unique bonuses. The Art of Conquest adds Japan (cyber-ninjas) and Korea (fanatical infantry).
Combat & Innovation
- Morale System: Units fight harder near heroes or structures, but flee when isolated.
- Hero Units: Strategists heal allies; Warriors boost offense.
- Prophet Spells: Temple-built prophets can summon lightning or convert enemies.
- Customization: Players craft civilizations using 100+ attributes (e.g., faster gather rates).
Flaws & Frustrations
- AI Issues: Predictable enemy tactics and aggressive early-game rushes.
- Steep Learning Curve: Managing epochs, resources, and unit counters overwhelms newcomers.
- Balance Problems: Late-game epochs (Digital/Nano Ages) feel unbalanced, with overpowered cyborgs.
World-Building, Art & Sound
Visual Design
The Titan Engine’s 3D landscapes were groundbreaking in 2001, but textures and animations aged poorly. Epochs are distinct—Stone Age huts contrast with Atomic Age factories—though unit models lack Age of Empires II’s charm.
Atmosphere & Soundtrack
- Sound Design: Crunching axes, clashing steel, and robotic whirrs sell the temporal journey.
- Music: Ed Lima’s orchestral score shifts from tribal drums to synth-heavy futurism.
Reception & Legacy
Critical Response
- Base Game: Earned 82% on GameRankings and praise for scope (IGN: “14 games in one”), but critiques targeted dated visuals (GameSpot: “less-than-stellar graphics”).
- Expansion: The Art of Conquest scored lower (66%) due to bugs and minimal innovation.
- Commercial Success: Sold 2 million copies by 2005, spawning sequels (Empire Earth II, III) and a mobile spin-off.
Long-Term Influence
Empire Earth inspired later RTS titles like Rise of Nations (2003) with its epoch system. However, its reputation dimmed as sequels (Empire Earth III, 2007) floundered. Today, niche communities keep it alive via mods (e.g., NeoEE for multiplayer) and digital re-releases (GOG.com).
Conclusion
Empire Earth: Collection is a monument to ambition. Its sprawling timeline, customizable factions, and tactical depth remain unmatched, even as clunky UI and uneven balance mar the experience. For RTS devotees, it’s a fascinating relic—a game that dared to chronicle humanity’s rise from sticks and stones to starships. For others, it’s a reminder that even the mightiest empires have cracks in their foundations.
Final Verdict: A flawed yet essential chapter in RTS history—best enjoyed by historians of the genre.