As they say, "Great minds think alike". When the original
Civilization came out, everyone praised it and adored it. (Does that
make them all 'great', though? By no means.) So Microprose
twiddled their thumbs for a little while and figured, hey, why not
go with the flow and make a Civ2? And it was made. And it was
loved, cherished and adored again. Many magazines alternated
their 'Game of the Year', 'Game of All Time' and 'Game of All
Universes, All Times, All Ages, Personalities and Income Brackets'
between Civ1 and Civ2. And then Sid Meier left Microprose to form
Firaxis Games. (That's somewhat abridged, but the idea is there).
Firaxis made Sid Meier's Gettysburg, and now, the long-awaited
Alpha Centauri.
In Alpha Centauri, you play the role of those poor sods you shot off
into space in Civ2. After spending X years flying (depending how
cheap you were when you created the spaceship), you land on a
barren landscape infested with weeds, mind worms and other poor
sods like you that their respective governments shot into space in
hopes of finding "a better world". This is where the similarities
with the Civilizations (mostly with Civ2) start - and there are a very
large number of them.
First of all, the other nations are very, very, very similar to those of
Civ2. They ask you almost precisely the same questions, try to
threaten you to give them technology, and when you refuse, they
ask you for a Friendship Treaty. They develop similarly, and act
cool by telling you what their latest unit is that they developed.
They also tell you their armies have thereby become invincible,
and honestly, that's somewhat of a script defect, if they try to scare
you with a (1/1/1) unit - especially if you sport 4/3/2's and higher.
Which brings me to an interesting point, where a major difference
lies between AC and Civ2: units. Not only is there a fairly large
number of them, but you can also modify the units - reducing
armor for firepower, for example - or reducing armor and
firepower for movement speed. The default units cover a very
wide spectrum of capabilities, but it never hurts to be able to make
something of your own.
Building cities (colonies, as they're called) is essential to progress.
Unlike Civ2, terrain is no longer flat, and you can no longer build
just about anywhere - but once you've researched enough
technologies, your Former units (why couldn't they come up with a
more original name?) can terraform the landscape, removing
mountains, creating mountains, leveling the terrain and
performing the everyday boring tasks, such as creating roads,
forests, mines and so forth. You can also switch them to 'automatic'
mode, which I found to be fairly useful, as they create roads
between your colonies, remove the unfriendly Centauran weeds
that inhibit unit movement, create forests, mines, and other
enhancements that increase resource output. Another area where
AC differs from Civ2 is in the type of cities you can build: no longer
are you limited to traditional land-based metropolises, but now
you can build Atlantis-like submerged cities, which, although very
vulnerable to naval weaponry, could benefit the player greatly in
other areas.
But units aren't the only thing you can build in AC (... but you
already knew that.) Buildings (or facilities) represent an integral
part of a prospering city, and also help
production/morale/economy/etc. There are two types of buildings,
and that's where Civ2 roots show again: so-called 'normal'
buildings, and so-called 'wonders' (or 'Secret Projects', as the
game refers to them). Normal buildings build in a relatively short
time, and have immediate effects upon the city they're built in,
such as, for instance, 'increase morale of all units by +1', or allow
a unit to be fully repaired in 1 turn, or allow alien artifacts to be
examined and researched. The Secret Projects are usually more
global - for example, you might build one that acts as a Command
Centre for all of your cities. Or one that increases output of all
resource squares around the city. Or one that increases morale
and decreases the number of drones (more or less chronically
unhappy people) in your cities. Other nations also undertake
Secret Projects, and surprise, surprise, you get a DataLink
message notifying you of that.
The interesting thing is that the enemies do not necessarily include
only the enemy nations. There's also indigenous life on Alpha
Centauri, which, however, seems to solely manifest itself as (a)
earth-bound mind worms and (b) water-bound mind worms.
Sometimes they move from earth to water, as well. But then again,
Civ2 also had indigenous life forms - they had a friendlier name,
though - barbarians. The concept is absolutely identical, with the
slight difference consisting of the fact that mind worms attack
using Psi powers, and they can negatively affect the morale of
units or a populace. They're not excessively hard to kill, though,
and present a clear and present danger only once in a very rare
while. Think of them as of mutated barbarians.
The interface is something one should perhaps mention. It has
been redesigned to look more like a game, unlike Civ2, which had
a standard titlebar, menu bar, etc. The game doesn't use any 3D
hardware, either - nor does it switch resolutions when it starts.
That's to say, whatever your display runs in, that's what the game
will use. A note to LiteStep users: although it doesn't switch into its
own resolution, it doesn't act like a true full-screen app, either - it
goes underneath the wharf, so you lose a few centimeters of
screen space. Not a big problem, but worth noting. (Suggestion:
get 0.24.4 and roll the wharf up during gameplay.) Another glitch,
which I found to be extremely annoying (and having Civ2 at its
origin) is the unit activation 'feature'. What I mean by that is the
action of centering the screen on the unit that has available action
points; it's really annoying, because say, for example, you have
three other units you wish to take care of in that turn. You scroll
the map, click on a unit, give it orders, and boom - the map
recenters on the unit from before. You scroll again, give orders
again, bang - it recenters again. I find that to be quite annoying
and un-intuitive, as when you have an army to take care of, it
becomes rather annoying, to put it mildly.
A neat feature of AC is multiplayer. While Civ2 was originally
single-player-only, a later remake was dubbed Civnet, which
included multiplayer capability. But in a way, playing multiplayer
Civ2 or AC is very much like playing multiplayer SimCity - very
long, tedious and annoying. But from another perspective, it's
quite enjoyable - given the fact that you can even send voice
messages over to the other player, though, in my personal view,
the only place voicecom belongs in these days is in action gaming.
Nevertheless, AC supports it, as well as traditional text-based
communication, for less bandwidth consumption. Rules can be set
before the game, as well - for example, a victory can be
disallowed for conquering all of the enemy nations, but can be
encouraged by other means. A very useful thing is that the game
uses plain vanilla DirectPlay, so if you're using an IP masqueraded
connection, getting multiplayer to work is a snap. Fortunate also is
the possibility to limit the time spent per turn, with the longest
delay at 5 seconds per base / 45 seconds per turn for each player.
That truly is a blessing, given that if 7 players were to compete
(maximum), and turns were taken at leisure, the game would be
pretty much unfinishable by anyone but the most diehard players.
Or players with way too much free time on their hands.
On the last note, I should mention the graphics. That is something
that actually disappointed me considerably - and that made me
seriously suspect Firaxis used the Civ2 engine (or some low-order
derivative of it) for AC. The graphics use an 8-bit color depth (256
colors), with no 3D acceleration required or used. That's not
necessarily bad - Fallout 2 uses a 256-color palette, and the game
is great. But in AC, considering how great a role the terrain plays, I
believe the developers could have at least worked on making it
look less ugly - it's just red. With some red weeds. And some
water. But the main theme is this really red red. And red isn't a
friendly color for the eyes - considering how much time players
will spend glued to their computers battling it out with the AI (or
other players glued to their computers), the red will take its toll on
the eyes. Also, the game still uses squares for unit movement,
which is okay, and for terrain design, which is not. How often do
you see very long stretches of land shaped into a more or less
perfect rectangle and precisely one square wide? And how often
do you see vegetation grow in precise geometric shapes?
Overall, AC is quite good. Many people will see it as a carbon copy
of Civ2, and, in some ways, that is true - but a copy of something
that's great doesn't have to be bad - and that is something AC is
not. People might bash it for lack of originality in certain areas, but
by no means is this a bad game - in fact, it feels just as addictive
as Civ2, and that in itself can't be a bad thing. The neat things that
got improved, such as aqua-based cities, larger variety of units,
unit customizability and a few others make this a great game to
play - even if you have to think of it as of Civ2.5. It's definitely
worth it, and I can't overemphasize that. But a word of warning... if
you hated the original Civilizations, then you will most likely not
think as highly of AC as I did - but even then... I suggest you check
it out and see for yourself.
Highs: Very addictive, new unit types and buildings, high
replay value
Lows: Not -that- original, graphics not exactly the prettiest,
a few annoying "features"
13/20
12/15
25/30
19/20
4/5
10/10