The AoK editor is superior to the AoM in terms of ease of use. The AoM editor makes map design much more complicated.
The trigger system for Empire Earth simply blows the one for AoM and AoM TT out of the water. The trigger system of the Empire Earth editor has two big advantages, it is a component based system and you can define objects (it also has a lot of conditions and effects that AoM does not have).
In a component based system you can craft effects, objects, conditions and areas independent of the trigger itself. This means that you can use the same effect in multiple triggers without having to remake it, and the same object in multiple effects. In AoM every time you make an effect you have to define time and time again what the effect is effecting. In Empire Earth you create one object and then you can use it time and time again in multiple effects. There is also quite a bit of freedom in how you design object definitions. You could define a single object as follows
Object - Player 1: Gunpowder Infantry
Dynamic: 10 min 50 max
Area: Not in Area 1
HP: Less than 50% HP
Stance: Idle
In the LOS of: Object 9 (another defined Object)
If the effect was to remove this object it would remove 10 to 50 P1 gunpowder units, not in area, with less than 50% HP, that are idle and in the LOS of object 9.
An example of what you can do with this is as follows.
I have a scenario that is actually still in the works for Empire Earth where you control a series of robots with individual abilities. One can freeze other units, one can transform into multiple types of units, another can go into hyper drive where all of its abilities are heightened, one can multiply itself, another can launch attacks like the that space ship carrier in star craft, the last one can rebuild any destroyed robot from its own rubble.
It probably took only about 20 triggers, if not less to create the powers for these units.
[This message has been edited by Intrepid (edited 01-10-2005 @ 03:30 PM).]