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Civilization II: CALL TO POWER  
posted by CivPartisan at Sun, 24 February 2008 1:24:03

After Hasbro purchased Microprose, and the Sid Meier team seemed to split up, the end of the Civilization series seemed close at hand. Hasbro realized that the remaining Microprose team's expanded sequel Civilization II: Test of Time (ToT) sold less than expected, although it was received well initially. Players of Civ generally value the strong modding capacity of Civ II, but seemed to be met with an all new engine in ToT and new macro code to learn in order to create modpacks. New mods and scenarios were very slow to enter the net for download and players dropped off almost immediately and returned to playing regular Civ II games. There seemed to be none of the extras promised on the Microprose site at the time and by 2000, an urgent call for a more substantial sequel came to order. By this time Microprose was kaput, and Activision - a well known game god - had already stepped up to the plate and received license to produce another Civ sequel that was called Civilization: Call to Power in March of 1999. But instead of producing Civ III, Activision chose to build on the game's best qualities, attractive game play, and multiplay. Activision built an entirely new game from the ground up, clearly researching the massive Civ II archive of opinions on the net. Unfortunately, I don't believe anyone at Activision ever played any of the previous Sid Meier Civilization games. 

Numerous bugs were reported upon CTP's initial release, almost to the point of classifying CTP as unfinished (9 months later Call To Power II was released if that is any indicator). Playing CTP required learning an entirely new interface, and completely redesigned micromanagement for cities and units, and a patience for a quirky AI that made challenging opposition. By this time, most didn't even try to write a modpack, as it was a game never played to the end.   

It has really taken a long time for players to warm up to CTP. To be fair, CTP didn't get a decent shake down by both players and designers. It has one of the best introduction movies of the entire series, designers pioneered clearer territorial boundaries (later expanded upon in Civ III), excellent graphics and animation that blew ToT out of the water (which raised the bar for visual expectation), 8 fantastic modern music tracks, offered a micromanagement system absent from other civ games (which provided more control of population and production), and finallly, CTP upgraded visuals by adding new movies, units, and a Monument City that acts as much the same way as Civ's throne room. Also, one of the most noticeable features compared to the original Civilization is that the timeline of the game does not end in the 21st century, but rather goes to the far future. There are five epochs in this game: Ancient Age, Renaissance, Modern Age, Genetic Age, and Diamond Age. In the game, space colonization and sea colonization become a reality with appropriate technological advances (available in the Genetic Age).

CTP uses a different approach integrating an xyz coordinate environment that might be a shift in the traditional civ board, but still a civ game you can sink your teeth into. Nowadays, it has evolved to be a better game in my opinion because it is simpler to learn than Civ III or Civ IV.  

System Requirements

  • Pentium 166 or higher (Pentium II- 333 recommended)
  • Windows 95 OSR2/98/98SE or higher
  • 32 MB Ram (32 MB recommended)
  • 16-bit Videp w/ minimum 4 MB video card (1024x768 recommended)
  • 2x CDROM
  • 400 MB Hard Disk space
  • Direct X 6.1
  • 100% compatible Windows sound card
  • 100% compatible Windows modem 
  • 28.8 Modem (Optional Multiplay)
  • More

The game begins around 4000 B.C. starting out with just a single unit and a small locality. You have until 3000 A.D. to achieve your objective. Your goal is to build your civilization into the supreme force, either by defeating every other civilization or by sending a spaceship to Alpha Centauri. There are 41 civilizations to choose from. Apart from conquering all opponents, players can achieve victory by completing the Alien Life Project, which is triggered by the "wormhole sensor" wonder. After a wormhole probe is sent through the wormhole, an alien life lab and a series of upgrades must be built to achieve victory. The third option is to get the highest score by the year 3,000.

A lot of challenges occur throughout the game. Your cities must have access to food, construction and trade resources, and later be improved by irrigation, roads, mines, railroads, and farmland in order to be competitive with other civilizations. Each city only constructs one item at a time - military units, buildings or Wonders of the World (there are 28 of these across the different eras of the game, and only one city can possess each one. Once a wonder is built it cannot be built by anyone else. Also, wonders offer special service or effects). The buildings also have different effects - some improve defenses, while others improve scientific research, trade or food output.

There are over 100 scientific discoveries in the game, and most require "prequisite knowledge" before they can be discovered. Discoveries depends on your scientific output, which must be traded off against financial and military concerns.

Combat can occur any time or anywhere such as in cities, in the ocean or land terrain - forests and mountains offer defensive advantages. Different than the original Civilization, fights aren't always won outright - a unit might survive but be damaged (reducing its movement speed and attacking abilities but only until it is healed). If stacked units are in a square that come under attack, the strongest unit fights - but unless it is a city or Fortress, all units will be lost if the fight is lost. If a city has no defensive units left, it is vulnerable to capture. Special units have the ability to cover all squares as if they were roads (roads provide enhanced movement), others can see submarines, and air units must refuel in a friendly city, etc.

There are up to 6 Civilizations in a single game (including your own), and good diplomatic relations can be crucial. Sometimes you may want to trade knowledge or military resources with a neighbor - or you may want to spy on another nation by building embassies using your Diplomat or Spy unit. Your reputation is affected if you agree to peace treaties and reneg on them. You will also meet barbarians which can act like a civilization if they capture cities but are not a civilization that you can have diplomacy with. Barbarians will likely attempt to destroy you at every opportunity, so a good rule is hunt them down and take them out first.

Note: Civilization: Call to Power save game files and scenarios are not compatible with earlier versions of Civilization/Civ II or Test of Time. Almost no upgrades or utilities exist. If you know of any please contact the webmaster right away. If you have screenshots that are interesting please Contact us!.


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