Civilization:
Call to Power
Reviewed
by: Doug Reed, send
e-mail
Published
by: Activision, go
to the web site
Requires: Win
95/98, P-133, 32 MB RAM, 320 MB hard drive space (+80 MB for
swap space), 16-bit high color video card, 4x CDROM, sound
card
MSRP: US$34.99
If
you read the box for Civilization: Call to Power
(CCTP) you will seen the proclamation that this is
the newest version of Civilization, the popular all-time
classic strategy game originally designed by Sid
Meier. Don't let appearances fool you however, CCTP
is related to the original Civilization (and its
sequel, Civ II) primarily by name only. CCTP is almost
an entirely new beast and the brainchild of Activision,
which gained access to the name after a court battle
which saw Microprose (publisher of Civ and Civ II)
and Avalon Hill (publisher of board games using the
Civ name) each claiming that one or the other of
the three parties was infringing on the copyright.
The lawsuits were settled with the agreement that
Microprose has the rights to the name but would license
it to Activision. I wanted to get that out in the
open because if you are expecting a "new" version
of the original Civ or Civ II, you will be in for
quite a surprise. CCTP borrows several elements from
Civ/Civ II, but adds new ones and mixes the whole
thing up to produce an entirely new experience.
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CCTP
is a hog of hard drive real estate, eating up some 320
MB of hard
drive space. With that all that real estate
comes some pretty looking graphics, easily the best of this
genre of turn-based strategy games (also called 4 X games,
for eXpand, eXplore, eXploit, and eXterminate). If you have
sufficient hardware, the game defaults to a 1024x768 mode,
although I found the resulting units to be pretty tiny on
my 15-inch monitor and reset it to 800x600 instead. Unfortunately,
the game requires that you exit the game and restart it in
order for the new mode to work (which is a little odd - most
games allow you to switching graphics modes "on-the-fly").
Playing the tutorial is highly recommended, especially
for veteran Civ/Civ II players. Why? Because CCTP employs
some very different concepts in comparison, and simply jumping
right in will quickly put you over your head. Strategies
I have employed in Civ/Civ II don't appear to work very well
in this game, which came as quite a shock to me.
Some
of the more interesting innovations include more control
over trade
routes and caravans, including the visual display
of trade routes. You can even set units to raid trade routes,
which adds an entirely new dimension to combat with an adversary.
Another new dimension is the use of production units for "public
works" instead of delegating settler units to building
farms, mines, & roads. This is a nice touch, since the
terrain does not end up littered with units trying to improve
your empire. There are a slew of previously unheard-of units,
including (but not limited too) the lawyer, cleric, ecoterrorist,
bioterrorist, the corporate branch, and televangelist - all
of which offer new options for bringing opposing empires
to their knees.
One bug
did crop up however - when one of my cities was "converted" by
a cleric (which means that it gives 20% of its gold/turn
to an enemy player) I was unable to convert it back. Another
bug came in the way the game displays information on the
map - roads had an odd way of "disappearing" from
the map if not in site by one of your units. Once a unit
came into site of the particular map point, the road "reappears".
What makes this a pain is when you are trying to build a
road between two distant cities - I was designating projects
to build roads but no roads were appearing, so then I would
try again, and again, and suddenly I had networks of roads
running everywhere! I also noticed an unusual bug where sometimes
the graphics in the game seemed to waver - kind of like looking
through the heat coming off the asphalt roads in the summer,
if you know what I mean. An odd & disconcerting effect,
however the game did not crash during all of my testing.
The interface does take a little getting used too, mainly
because although well conceived it can be hard to locate
the appropriate command some times. It takes about an hour
to get used too, then you actually get to where you can appreciate
some of the new elements the designers have added.
Selection of race is an area where things could have gotten
interesting - you can choose from any one of dozens of ancient
civilization, including my beloved Scots. Unfortunately,
these race names are cosmetic only - there are no benefits
(or detractions) for choosing one over another. Sadly, the
enemy opponents are also bland, lacking much of the charisma
of previous versions of Civ/Civ II and none of the distinctive,
unique qualities that made each of the factions in Sid Meier's
Alpha Centauri (SMAC) different. Many elements have been
grafted onto the game from the original Civ/Civ II - including
the Wonders of the World. Most of the units and technologies
are the same, although the technology tree is much broader
than in Civ/Civ II (but not as much fun - gain a new technology
and there is very little in the way of celebration). City
micromanagement in the game is similar to that of Civ II,
but does not even approach the degree of automation that
can be achieved with SMAC. That is not necessarily a bad
thing (it didn't bother me when playing Civ II), but once
you've played SMAC you get a little spoiled! Combat has been
totally redone, allowing stacked units and de-emphasizing
technology, thereby allowing (for example) a group of pikemen
to defeat a single tank by virtue of their numbers.
CCTP is difficult to win even on the easier levels; this
seems to be primarily achieved by giving advantages to computer
opponents as well as placement. In the first game I played,
I found that I was placed on a small oasis between the ocean
and a huge desert - while my opponents were all located in
the grasslands! Needless to say, the growth of my cities
lagged seriously behind that of my opponents, and it made
the game much tougher to win. The design of the random maps
does seem more 'realistic' than Civ or Civ II - while I didn't
really appreciate being stuck in the desert, I liked the
fact that it was such a prominent feature on the world I
was playing on. The only really detractions to CCTP are the
inability to design your own units, the lack of distinction
between the various races, and the awful soundtrack that
comes with the game - while interesting at first, it rapidly
becomes very annoying.
I'd
like to say that CCTP is a wonderful game deserving of
everyone's attention.
However, while the game adds a lot
of new units, new Wonders, and an expanded technology tree
it ultimately comes off seeming shallow and lacking in depth.
The new units and visual trade routes do add some interesting
innovations to warfare in 4x games, an innovation that I
can only hope future 4x games will incorporate. The game
is hampered by the fact that computer opponents are bland
and lacking in character, not just in comparison to opponents
in SMAC but even to those in the original Civ & Civ II.
This is an egregious sin, because the interaction with the
computer opponents and their different personalities is what
makes Civ, Civ II and SMAC something special.
The graphics
in CCTP are gorgeous, that is to be certain - but 4x games
are about gameplay, not graphics. If conquering
Earth sounds like more fun than conquering Alpha Centauri,
this is the game for you. I am not totally against buying
CCTP as there are some strong points and strategy twists
that I liked and I wouldn't hesitate to recommend it to
someone new to the genre of turn-based strategy games. But
as for me, well I'm still a SMACer (and my wife is beginning
to think I always will be).
Letters
to the Editor are welcome and occasionally abused in public.
Send e-mail to: whine@kickstartnews.com
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