Empire Earth 2 - Crowns
Crowns are a measure of your status in three areas: military, imperial and economic. In multiplayer games, possession of a crown maybe set as a victory condition. But normally and in single player campaigns, earning crowns provides the player with important benefits.
These include a certain power which the player can benefit from for a certain period, and they can renew or select another power in that group as long as they possess a particular crown. That player also a special leader unit which possesses special abilities (one is passive and works continuously, the second needs to be activated) to aid your civilization. The leader from Epoch 1-5 is a foot unit, while epoch 6-10 is a horse mounted unit, and later changes back to a foot unit from epoch 11 and on. It is also actually a pretty powerful fighting unit itself, so it can defend itself quite well if attacked, but it wouldnt be recommended that you use it like some kind of one man army. You can identify your leader unit by looking for the extra large sized unit amongst your army.
In order to get a crown one must first get all four of either the military, economic, and imperial technology. After that if, more than one player has all the technologies for one crown than the winner of the crown is decided by calculating a score based on specific factors as determined by each crown.
MilitaryThe Military Crown is awarded to the player with the strongest military. Gaining this crown grants the player access to a number of advantages and powers. These include the following powers: Air Superiority, Amphibious Warfare Doctrine, Fire Support Doctrine, Infantry Doctrine, Infantry Doctrine, Mobile Warfare Doctrine, Sea Lanes Doctrine, Static Defense Doctrine, Strategic Bombing Doctrine and Vertical Envelopment Doctrine. All of these seem good, so it just depends on what you are doing at the time which one you aught to pick.
In addition the Military Leader for this crown will provide you a unit that possesses special abilities: Rally and High Fervor ability for Epochs 1-5. Fire and Maneuver, and High Morale ability from Epochs 6-10, Diversion and Discipline for Epochs 11-15.
The Military Crown holder is determined by the following criteria.
Military Units Owned
Military Building Owned
Enemy Units Killed
Enemy Buildings Destroyed
Enemy Buildings Captured
Imperial CrownThe Imperial Crown is awarded to the player strongest in Imperialism. Gaining this crown grants the player access to a number of advantages and powers. These include the following powers: Centralization, Drills, Expansionism, Exploration, Fanaticism, Firing Ranges, Missionaries, Piracy, Socialized Medicine, Super Spies and Think Tanks. Now the imperial crowns are far more complex than the other two-crown sets, so here are my thoughts on each of them.
In addition the Imperial Leader for this crown will provide you a unit that possesses special abilities: Mobilization and Customs ability for Epochs 1-5. Fast Tracking and Lecture for Epochs 6-10, Imperialism and Nationalism for Epochs 11-15.
The Imperial Crown holder is determined by the following criteria.
Number of Priest Spies and Medic units Owned
Current Population Level
Economic CrownThe Economic Crown is awarded to the player with the strongest economy. Gaining this crown grants the player access to a number of advantages and powers. These include the following powers: Aviation Expertise, Immigration, Farming, Food Processing, Income Tax, Lumbering, Market Stability, Quarrying, Retooling, Rule the Waves and War Economy. I would say basically the same thing about these crowns as with the military crowns, just that the gather rates increasing ones are good if you notice a shortage of one resource, or if you have a limited number of gathering places for one resource such as with food in Epoch One. In addition, my favorite of these is the War Economy power because this truly helps a lot in late game. Immigration seems ok but I do not know if it is really worth it since the immediate economic boom that some of the economic crowns give you may allow you to just produce more villagers than this would give you. Finally in my humble opinion Market Stability is pretty much useless.
In addition the Economic Leader for this crown will provide you a unit that possesses special abilities: Endeavor and Loyalty ability for Epochs 1-5, Foreign Investment and Prioritization ability for Epochs 6-10, Capitolism and Project Management ability for Epoch 11-15.
The Economic Crown holder is determined by the following criteria.
Economic Buildings Owned
Number of Trade Routes Operating
Amount of Gold Generated Through Trade Routes