When Sid Meier left to create Firaxis, a long shadow of doubt was
cast on the entire Civilization franchise singly crafted by his team
at Microprose. These doubts were put aside when two supposedly
unrelated titles were released; Alpha Centauri and Civilization:
Call to Power. Brian Reynolds crafted the former with direction
from Sid Meier while Activision developed the latter drawing
inspiration from Avalon Hill's board game, Advanced Civilization.
Alpha Centauri was critically acclaimed, although it was not the
smash hit that everyone had hoped it would turn out to be and it
definitely did not soar to the heights that the original Civilization
game went to. Many criticisms aimed at this futuristic Civ title
stated it was just plain too futuristic, especially with the
technological advancement trees. So one would think that Call to
Power would be an instant hit since it mirrored the original scope
of Civilization and beyond. Sadly, many condemned Activision's
more sophisticated brand of Civilization for having a needlessly
complicated interface. Call to Power II (CTP2) picks up where the
original Call to Power leaves off.
This is not to say that the Call to Power franchise does not deserve
any respect. There is a cult following for this franchise and the
release of a Linux version of the original Call to Power is a
testament to its cult status. CTP2 aims to break beyond this cult
mould however, by vastly improving the interface. This time around, the layout and menus
are logical without bogging the user down in too much
micromanaging details. Details abound throughout but it is
fortunately not like the ill-fated Star Wars Rebellion, where
"gameplay" turned out to be as interesting as working an Excel
spreadsheet. One of the notable features I appreciated was the
radial style menu on the screen. It was small, unobtrusive and
whenever a crisis arrived, the area of your civilization that needs
fixing automatically flashes. This is but one of many smart cues
Activision manages to insert into the game to help beginners but
also Civilization know-it-alls because underneath the guise of
Civilization, CTP2 is really a slightly different game.
One notable distinction CTP2 gives is the fact that you don't need
to micromanage each city's growth (albeit you could). There is an
option to delegate mayors to each city. Mayors can in turn be set
to correspond to a specific profile such as: production, growth,
offence, and so on. This essentially imbues the game with a friendly AI assistant to help
you out, much like what Alpha Centauri aimed to do. Unlike the
traditional Civilization game, you don't need to use your settlers to
irrigate or enhance the nearby lands for consumption. These are
done automatically as part of a 'public works' feature but actually
if you use the mayor AI, these are done automatically. Another
feature I particularly liked about the mayoral AI is the fact that I
could inject items I wanted to be built into specific cities without
the AI overriding my selections because of its
inflexible adherence to the profile I selected for it. CTP2's AI, in
this area, seems to be much more agreeable than the more
obstinate automation in Alpha Centauri. One of the trademarks of
the Call to Power franchise that carries over into CTP2 is the
unique set of units that the game lets you build. These include
units like the lawyer, abolitionist and televangelist. If we think of
these units in an offensive sense then we'll immediately know
what they are used for (there is also a great library that can tell
you just in case you don't). Abolitionists are able to free slaves if
the opposing civilization is reliant on slavery. Some of these units
can incite riots or stop production. These are more economical
and in some cases, subversive ways to attack another nation
instead of the usual warrior, hoplite (read: phalanx), or knight.
This is unique to this franchise alone as arguably, no one before
ever thought of integrating a lawyer into a Civilization game.
There is a more traditional AI help through advice buttons but I
found they usually clamoured for war, often suggesting I build
more armies to go on the offensive. CTP2 carries a more
comprehendible technology tree than Alpha Centauri did. For
one, it includes the usual advancements in writing, law, or
political ideologies. CTP2 also lets you select a specific
technology ahead of time as a goal. Throughout your research
advancements during the game, you will be notified as to which
technologies are essential to achieving your specified goal. For
example, you might want to gain communism as one of your
ultimate goals whereby you can easily gear your research towards
achieving it (but then again who really wants to achieve total
communism). The advancements are fairly standard and you will
be able to identify with them just as people could easily deduce
the technology trees of Age of Empires. CTP2 offers a variety of
wonders that one can make and these are different from the
original ten ancient wonders. You can still build the Great
Pyramid of course but CTP2 also lets you build things like the
Gutenberg Bible, London Stock Exchange, Hagia Sophia. Thus,
they aren't like the usual Civ-type wonders like the Hanging
Gardens of Babylon. One thing that would amuse trivia buffs or
classicists is the wonder, Aristotle's Lyceum; a rather odd choice
since I thought Plato's Academy is much more popular and
pervasive (for those who don't know, Aristotle only opened the
Lyceum because when Plato died he decided to give the head
post at the Academy to his nephew instead of Aristotle). Overall,
CTP2 shapes up to be a great game if not for a few serious flaws
that ultimately reveal themselves because of its strong ties to the
original Call to Power.
The first great flaw I found in the game was the immense difficulty
needed in order to win the game especially at a late age. This
game ends at AD 2300, which arguably is pretty long but not many
of us like to kill all our opponents with cavemen in 4000 BC.
However, when you do get along in the game, conflict eventually denigrates into
an attempt to "out-attrition" the opposing side. The problem being
with the huge defences one can erect and the colossal economic
leverage one has late in the game. For example, in one game,
the Americans had harnessed two continents full of cities with
populace ranging from 20-30. Every inch of this landscape was
well developed and what's more, they were slowly gobbling up
another empire spread out on a chain of islands. So after I traded
for a few maps, I began to wonder how am I ever going to defeat
this massive empire without taking a whole millennium to do it.
One would immediately think of using the lawyer or abolitionist or
televangelist characters as a sort of secret atomic weapon to bring
down the behemoth. Unfortunately these work more like the
weapons in papers, rock and scissors. Once you use abolitionists
to start freeing up slave labor, the other player will simply stop
using slaved labor altogether. Conversely, you may be able to
protect yourself from slave labor but that doesn't make it
impossible for the other player to land slave drivers near your city
and steal your citizens away. Thus, these special units really
just reduce the conflict into a tit for tat contest. With the huge
technology tree in this game, you'll ultimately think it's just wiser
to wait for a technological edge hoping you can do something like
the atomic bomb did for Hiroshima and Nagasaki. Sadly, the more
you wait, the less likely one single attack will make the other
civilizations reel and even if you did harness such a technology,
the special units will negate this advantage since you will have to
spend your time worrying about them instead.
Compounded to this frustration is the fact that
army movement is slow. Many times, your units will not execute smart
pathfinding to get to their desired locations and in large games,
you'll often find that some units you neglected before just sit dumb
in an area until you realize you have them again. CTP2 lets you
group military units together to form a cohesive army. This works
like the board game Risk, in that it lets you double up your
offensive capabilities. Even with this grouping however, I found it
was much more useful to spread an army apart and move them
around separately so as not to leave the broad side of my empire
undefended. The main feature missing from CTP2 that Alpha
Centauri possessed was the function to automate certain units. In
Alpha Centauri, these units pick the best path to a destination
going through a certain number of cities (for a more efficient
march) so they can reach their destination. Such a feature
is sorely missed in CTP2.
One reason this is important is simply because some units are just
plain too slow. Since you cannot manually control where roads
are going to be built, a lot of times your units will only move one
square at a time; especially units built with a low-tech civilization.
Thus, it makes it tedious to move ten units that move one square
each simultaneously throughout the whole map.
This is extremely irritating especially for the long haul trips naval
units have to make. I'm not compelled to use the slaver unit if it
takes me thirty odd turns to just get to the vicinity of an enemy city.
For the computer AI, these tedious tasks are no great feat but for
the human players, it is a little more difficult to swallow. The
slowness of some units is connected to another feature missing
from CTP2. Technology renders wonders obsolete but in AD 1800
with submarine power, I still had access to build and use hoplite
infantry (cluttering up the menus no less). The other CTP2
computer AI players had no qualms in using archers as their
scouting units (mainly because they don't tire of the fact that the
archer moves one square at a time) even though they were driving
tanks around my backyard. However, I wish I had the option to
automatically upgrade my knights to British imperial style cavalry
or 19th century infantry to 20th century
machine gunners. If they couldn't do that, I wish they would just
force me to disband these useless units, instead of making me look
through a list of my armies and manually disbanding them. Again,
this is another option where Alpha Centauri was a success par
excellence.
Finally, CTP2 features an impressive amount of diplomatic stances
and approaches that make diplomacy a formidable force in the
game itself. There is one quirk about the system though. If you
tell a computer player to withdraw troops or vice versa, it must be
done manually. Human players may be lawful enough to abide by
these requests but AI players, whether they agree or not, act as if
such a request was never made. Thus, you'll often have many
foreign troops wandering around within the frontiers of your
civilization (and let me reassure you, they are not trade or
diplomatic units) with impunity almost. It also makes a frontier
border defence strategy totally unworkable.
Ultimately these flaws are really rooted in the concept of CTP2
itself. It was drawn up from the original Call to Power and when
the game is put to stress, the uglier elements of the predecessor
show up in CTP2: inadequate control for army units, lack of
automation for army units, special units not really having a real
impact in the game, etc. I guess many readers of this review will
forgive these problems and will ask, whether this game has that
"just one more turn before I sleep" feeling that all Civ gamers have
experienced. I have to say, yes, but provide the caveat emptor
that this feeling stops after your empire has grown sufficient in
size. Once all the civilizations settle down, similar to actual history, you'll stagnate
into petty wars over little islands with no hope of dislodging any
great power in your game from the landscape; at least not within
any reasonable timeframe. That is precisely the moment when
you'll start clicking end turn endlessly (no pun intended), hoping
research will bring you something like an atomic bomb so you can
fell your opponents in one giant swoop. Therefore, CTP2 is a good
Civ game, not revolutionary but more evolutionary, although even
at that it seems to pale against the more refined Alpha Centauri.
CTP2 has its charms and if Alpha Centauri alienated you, CTP2 is
worthy of any Civ gamer' s time. It doesn't capitalize on the
uniqueness of its franchise and
ultimately, the ugly parts of it rear its head usually after AD 1700.
All in all, Activision's progress from the original Call to Power to
CTP2 is promising. It will definitely be interesting to see how this
franchise will stack up to the official sequel, Civilization III.
Hopefully CTP3 will
prove the old adage that the third time's the charm.
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