Empire Earth

Weighted Options

Weighted options allow you to choose how likely a particular option's value is to be used in game generation. The higher a value is weighted, the more likely the option will be chosen. Think of them like entries in a raffle.

Choose the options you would like to play with! You may generate a single-player game from this page, or download an options file you can use to participate in a MultiWorld.

A list of all games you have generated can be found on the User Content page.


Game Options

Progression Balancing

A system that can move progression earlier, to try and prevent the player from getting stuck and bored early. A lower setting means more getting stuck. A higher setting means less getting stuck.
This is a range option.

Accepted values:
Normal range: 0 - 99

The following values have special meanings, and may fall outside the normal range.
  • 0: Disabled
  • 50: Normal
  • 99: Extreme
0
25
0
0
0
0
0

Accessibility

Set rules for reachability of your items/locations. **Full:** ensure everything can be reached and acquired. **Minimal:** ensure what is needed to reach your goal can be acquired.
25
0
0

Goal

What completes the seed. `reach_epoch` requires wonders_for_victory to be 0, and `wonder_victory` requires it to be 1 or more. That pairing is deliberate — Empire Earth ends the match the moment a wonder victory is achieved, so a seed that allows one without Archipelago recognising it could be cut short with the goal unreachable.
0
25
0

Starting Epoch

The epoch your skirmish starts in. The client sets this on the setup screen for you, and puts it back if you change it: starting later than the seed expects would skip checks that can then never be sent.
25
0
0
0
0
0
0
0
0
0
0
0
0
0
0

Goal Epoch

The epoch you must reach to win. Every epoch up to and including this one becomes an unlock item and a check; anything beyond it is left out of the pool entirely. Pick an early epoch for a short game or Space Age for a full run.
0
0
0
0
0
0
0
0
0
0
0
0
0
25
0

Building Unlocks

Put most building types behind Archipelago items. With this on, a building you have not found the unlock for is missing from its build menu, and `Building: <name>` items are added to the pool. The epoch requirement is unaffected: finding `Building: Siege Factory` in the Copper Age does not let you build one until the Dark Age, because the game checks the epoch separately. This changes the shape of a run considerably — units are produced at buildings, so a locked Stable means no cavalry — and it adds eighteen progression items, so seeds take longer to finish. Capitol is never locked: every match starts with one, and it is what makes citizens. The Farm is not locked either — it has no build-menu entry the client can hold shut. Wonders have their own option. Turning this off and leaving `wonder_unlocks` on leaves `Epoch:` and `Wonder:` as the only progression items in the seed, because a `Building:` item is the only other thing any rule asks for.
0
25
0

Wonder Unlocks

Put wonders behind Archipelago items. A wonder you have not found the `Wonder: <name>` item for is missing from your build menu, exactly as a locked building is. This was part of `building_unlocks` and is its own option because the two do different jobs: a locked building shapes the whole run, while a locked wonder is the reward for finding it. Under a wonder goal that matters more, because the wonder *is* the goal — the item is what you were looking for and raising it is what you do with it, rather than the same wonder paying out twice. Building a wonder never sends a check either way.
0
25
0

Technology Checks

Make researching a technology a check. Adds one check per technology — a hundred of them across the full fourteen epochs, at the Capitol, Temple, University, Hospital and Granary. Nothing about researching changes: the buttons stay exactly where the game puts them, cost the same, and give their usual benefit. Only technologies up to your goal epoch are included, so a short seed gains a handful rather than a hundred.
0
25
0

Map Size

Map size. The client forces this on the skirmish setup screen.
0
0
0
0
0
25
0

Resources

Starting resources and gather rates, as on the setup screen.
0
0
0
25
0
0

Game Variant

Standard or Tournament rules.
0
25
0

Difficulty Level

Computer player difficulty.
25
0
0
0

Game Speed

Simulation speed.
0
0
0
25
0

Game Unit Limit

Population limit, rounded to the nearest 50 the game offers.
This is a range option.

Accepted values:
Normal range: 50 - 1200
0
25
0
0
0
0

Wonders For Victory

Wonders needed for a wonder victory. 0 turns wonder victory off. This is the game's own victory condition and the Archipelago one at the same time, so it has to agree with `goal` — 0 for `reach_epoch`, 1 or more for `wonder_victory`. Building a wonder sends no check. The count is what finishes the seed, and wonders count when construction finishes rather than when the foundation goes down.
This is a range option.

Accepted values:
Normal range: 0 - 6
0
25
0
0
0
0

Reveal Map

Reveal the whole map at the start.
25
0
0

Use Custom Civs

Allow custom civilizations.
25
0
0

Lock Teams

Lock teams for the whole match.
25
0
0

Lock Speed

Lock the game speed for the whole match.
25
0
0

Prevent Match End

Stop Empire Earth from ending the match on its own. A skirmish needs at least one opponent, so a run can be cut short three ways that have nothing to do with your goal: you wipe the AI out, the AI wipes you out, or a wonder victory fires. With this on, the client holds the game's "Victory Allowed" option off, so only Archipelago decides when you are done. The wonder goal still works — the client counts wonders itself. Turn it off if you would rather play with the game's own win and loss conditions live. Your seed survives a match ending either way: checks are already on the server, so you lose the match, not the run.
0
25
0

Opponents

What the client does about the computer players. Empire Earth won't start a skirmish without an opponent, won't let everyone share a team, and won't let you remove one afterwards — they can't be killed, eliminated, starved or switched off. So the only choice is how they behave. `hostile` leaves the game alone. The AI plays normally and can hurt you, but it can't end your run, because `prevent_match_end` holds the victory conditions off separately. The worst it manages is costing you buildings. `allied` holds both sides at allied about half a second into the match, so it never fights you. The catch is that allies share line of sight, so its exploration uncovers your map. Pick it if you'd rather not be attacked than keep the fog.
0
25
0

Map Terrain

What kind of map you intend to play. The seed builds its logic around it. Empire Earth decides some of your build menu from the terrain, and this is the one thing a seed cannot see for itself — map choice is left to you, so you have to tell it. Pick the wrong one and checks in the seed may be impossible to send, which can strand a run. `land_and_water` is the ordinary case. Docks and Naval Yards exist, and so does everything they build — frigates, transports, battleships, galleys, submarines and carriers. `land_only` is a map with no water at all. There is no Dock and no Navy Yard, so no ship of any kind is buildable, and none of them appears in the seed. `space` is a Planets map. It substitutes rather than adds: a Space Dock stands where the Dock would be, a Space Turret where the Naval Yard would, and an Orbital Space Station where the Pharos Lighthouse would. The ships are gone and the Space Dock's own craft take their place. Start a match that matches what you picked. Nothing enforces it, because the client does not choose your map — it only believes you.
0
25
0
0

In-Game Messages

Show Archipelago messages on Empire Earth's own message line. The same one-line display the game uses for things like "Player 'Babylon' is victorious!", prefixed with `--AP--`. This is the only place Archipelago messages appear, so turning it off means you will only see them in the client window. This is the one feature that runs code inside the game rather than only reading and writing its memory. No game file is touched: a page is allocated in the running process and disappears with it. Turn it off if you would rather nothing was injected.
0
25
0

Resource Bundle Size

How much of a resource a single bundle item grants when received.
This is a range option.

Accepted values:
Normal range: 50 - 10000
0
25
0
0
0
0
0
Item & Location Options

Local Items

Forces these items to be in their native world.

Non-local Items

Forces these items to be outside their native world.

Start Inventory

Start with the specified amount of these items. Example: "Bomb: 1"

Start Hints

Start with these item's locations prefilled into the ``!hint`` command.

Start Location Hints

Start with these locations and their item prefilled into the ``!hint`` command.

Excluded Locations

Prevent these locations from having an important item.

Priority Locations

Prevent these locations from having an unimportant item.

Item Links

Share part of your item pool with other players.
This option cannot be modified here. Please edit your .yaml file manually.