Civilization: Call to Power
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Civilization:Call to Power | |
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Developer(s) | Activision |
Publisher(s) | Activision |
Release date(s) | March 1999 |
Genre | Turn-based strategy game |
Mode(s) | Single player, multiplayer over TCP/IP, IPX, PBEM, Hotseat |
Rating(s) | ESRB: E (Everyone) |
Platform(s) | PC, Macintosh, Linux |
Civilization: Call to Power is a PC turn-based strategy game released by Activision as an improved successor to the extremely successful Civilization computer game by Sid Meier, competing with Civilization II.
A sequel, Call to Power II, was released 18 months after the original. The game could not have "Civilization" in its title due to copyright reasons.
Contents |
Timeline and epochs
Apart from the isometric view, 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).
Terrain features
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Similar to Civilization II, the game uses an isometric view, although each tile is actually two separate tiles: the space level on top of a "terrestial" level (thus, this game has a z-oordinate to represent position). Players can toggle between "Earth view" and "space view". All land and naval units are exclusively terrestrial, although most land units can be launched into space inside a cargo pod by a rail launcher in cities or via a space plane.
Space fighters and space planes can freely travel in space and in the atmosphere. While the SWARM warrior can survive in space as well as the earth, it cannot launch itself into space. There are also some units that exist in space exclusively (i.e. cannot make a re-entry into the atmosphere).
Space produces no resources, as it is a vast void. However, once a space colony is built, players can build food pods and assembly bays to produce resources for the colony.
"Water tiles" are also divided into several types. After submarines are available, the type of tile in oceans can be seen (e.g. continental shelf, deep sea trench, rift, etc). Once the technology for sea colonies is discovered, undersea tunnels can be built to link to other sea colonies and dry land. Fisheries and undersea mines can also be built to produce resources.
Pollution
If pollution is left unchecked, eventually the game will give a warning that global disasters will occur. One of them is global warming. The game informs the player that "ice caps have melted" and sea levels have risen. Tiles affected are turned into either coast or shallow water, and cities on such tiles are destroyed.
Another effect is the destruction of the ozone layer. When this occurs, a massive amount of land will turn into "dead tiles", which produce no resources.
Victory conditions
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.