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Civilization: Call to Power

 
Games: Civilization: Call to Power

Game Description

Civilization: Call to Power is a follow-on title to its highly successful predecessors, Civilization and Civilization II. The game approaches history on a very large scale, covering 7,000 years from approximately 4,000 BC to 3,000 AD. In this turn-based strategy world-builder, the player leads his or her civilization to power using nearly all aspects of global history from mankind's earliest technology to futuristic advances.

New features in Civilization: Call to Power include the capability to build both undersea and orbital space-based contingents and expand military might to wage unconventional warfare by using economics, propaganda, biological and religious aspects of war. The player can also choose from a vast array of historically based tactics and strategies from the beginning of the human experience.

The game contains more than 65 detailed units, an arsenal of weaponry ranging from civilization's earliest crude tools of war to those honed with space-age capabilities and a vast technology tree with more than 90 advances. New units, buildings, technologies, Wonders of the World, diplomacy, trade options and more complement the basic resource management techniques needed to forge strong civilizations from primitive roots.

Civilization: Call to Power supports multi-player interaction on both the Internet and local area networks. Winning can be accomplished in three separate ways based on player customization: bloodlust (capturing every foreign city on the map), alien life project (synthesizing an alien being through advances in technology) or high score (surviving until the year 3,000 AD). Other player customizable options include random or historical maps, forty-one historical civilizations from which to choose, world size (small, regular, huge or gigantic), world shape, special rules (pollution, barbarian threat, etc.), world terrain features (proportionate levels of oceans, lands, mountains, humidity, temperatures, resource seeding) and up to eight opponents.

Gameplay relies on a simple point-and-click interface with on-screen help and a comprehensive in-game tutorial is available (recommended). Multiple resolutions are supported as well as custom choices to optimize game speed. All units are fully animated with Windows 32-bit drivers for the CD-ROM drive, sound cards, video card and input devices is highly recommended.
~ Michael L. House, All Game Guide

Roots & Influences

Civilization: Call to Power is influenced heavily by its empire-building predecessors, Sid Meier's Civilization and Sid Meier's Civilization II.
~ Michael L. House, All Game Guide

Production Credits

Director: Cecilia Barajas; Producer: Mark Lamia; Lead Designer: William Westwater; Lead Programmer: Steve Mariotti; Art Director: Rick Glenn; Associate Producer: Stephanie O'Malley, Jeff Matsushita; Programming: Linus Chen, Ian Lane Davis, Michael H. Douglas, Ryan Higa, Justin Lloyd, Richard Myers, Karl Meissner, Joe Rumsey, Eric Schmidt; Art: Franz Boehm, James Mayeda, Jody McMurrian, Stanley Woo; Design: James Farley, Jason Feffer, Winnie Lee, Brad Santos; Play Balancer: Chad Bordwell, Bryant Bustamante, Eric Grossman, John Harris, Scott Kramarich; Additional Production Support: Daiva Venckus; Additional Programming: Mason Deming, Brian Hawkins, Johnathan Kranc, Gordon Moyes, Philip Spagnolli; Additional Art: Eni Oken, Steve Pak, Silvio Poretta; Vice President of Production: Scott Lahman; Company 1: Viewpoint Datalabs; Producer: Stephen Skinner; Lead Modeler: Sean Curtis; Production: Darin Hakes, Erin Killackey; Modeler: Richard Agren, Bryan Allen, Matthew Barlow, Angel Brandner, Ryan Bird, Jeff Bott, Tom Guthrie, John Griffin, Wayne Hammer, Doug McBride, Takao Miyazawa, Jaime Olsen, Jared Trulock; Company 2: Creat Studios; Executive Producer: Daniel Prousline, Anton Petrov; Intro Movie Director: Vladimir Aleksandrov; Intro Movie Artist: Dmitriy Astahov, Sergey Boginskiy, Vladimir Chernish, Yura Chernish, Natasha Kholiavko, Avenir Sniatkov; Wonder Movies Project Leader: Natasha Kholiavko; Wonder Movies Artist: Dimitriy Astahov, Andrey Kalukin; Sound Engineering: Brian Bright, Michael Schwartz; Wonder Movies Sound Effects: Bill Black, Big Fat Kitty Productions; Wonder Movies Sound Editing: Bill Black, Big Fat Kitty Productions; Wonder Movies Voiceover Direction: Bill Black, Big Fat Kitty Productions; Unit and Movie Voiceovers: Arthur Berggren, Jackson Daniels, Morgan Hyde, Simon Isaacson, Steve Kramer, Sean Larkin, Abe Lasser, Qi Li, Bob Marx, Sarah R. Miller, Beth Pembroke, Doug Stone; Introduction and Wonders Movies Composer: Carey Chico; Track 1 Tribal Drums Composer: Michael Harriton; Track 1 Tribal Drums: Walter Rodriguez; Track 2 Gregorian Spirits Composer: Mark Morgan; Track 3 Celtic Winter Composer: Michael Harriton; Track 3 Celtic Winter Vocals: Krysia Kocjan-Haber; Track 3 Celtic Winter Celtic Fiddle: Cait Ni hAodh; Track 3 Celtic Winter Mandolin: Cait Ni hAodh; Track 3 Celtic Winter Bodhran: Cait Ni hAodh; Track 3 Celtic Winter Uilleann Pipes: Padruig Mac Dhabhoc; Track 4 Asia Minor Composer: Mark Morgan; Track 5 Electric Varanasi Composer: Michael Harriton; Track 5 Electric Varanasi Vocals: Lisa Harriton; Track 5 Electric Varanasi Drum Programming: Steven Harriton; Track 6 Arabian Nights Composer: Michael Harriton; Track 6 Arabian Nights Vocals: Mehra Ban; Track 7 Congo Melody Composer: Michael Harriton; Track 7 Congo Melody Vocals: John Kintaudi; Track 7 Congo Melody Soukous Guitar: Michael Harriton; Track 8 The Void Composer: Michael Harriton; World Music and Atmospheric Samples: Spectrasonics, Ilio; Ramayana Performance Footage of Nanik Venten: Sophalie Shapiro, John Bishop; Lead Production Tester: Douglas Jacobs, Lee Brisken, James Coriston, Tim McClarren, Ricardo Moreno, Ian Stevens, Jon Virtes; Quality Assurance Project Lead: Marietta Pashayan; Localization Project Lead: Eric Baudoin; Quality Assurance Senior Project Lead: Curtis Shenton; Database Manager: John Park; Floor Lead: Juan Valdes; Localization Floor Lead: Tony Evans; Network Lab Lead: Chris Keim; Compatibility Team Lead: John Fritts; Tester: Gene Bahng, Paul Baker, Neil Barizo, Denise Barrett, Michael Brady, Chris Campbell, Patrick Crawford, Stanley Chao, Damien Fischer, Jonnie Fitzgerald, Jay Franke, Luke Grannis, Indra Gunawan, Dan Hagerty, Sean Hendon, Tim Howard, Todd Komesu, Anthony Korotko, Eric Lee, Peter Muravez, Edward Murphy, Gilbert Neurenheim, Sam Nouriani, Jennifer Oneal, Chad Siedhoff, Chuck Stevenson, Ilya Tchak, Nadine Theuzillot, Daniel Whittier; Localization Tester: Enrique Garcia, Adam Hartsfield, Tod Hostetler, John Kellog, Cris Lee, Jeff McLean, Alex Sarkissian, James Vasquez; Absolute Quality Test Team: Jesse Smith, Paul Stone, Arthurlina Clarke, Jason Davis, Graham Boyanich; Producer Technology Services: Adam Goldberg; Programmer Network API: Dan Kegel; Programmer Net Shell Library: Christian Grunca; Associate Producer Net Shell Library: Rick Baumgartner; Programmer Installer: Ben Siron; Localization Manager: Nathalie Dove, Natascha Conrad; International Publishing Manager: Sandi Isaacs; International Publishing Coordinator: Heather Maxwell; Senior Product Manager United States: Peter Karpas; Associate Product Manager United States: John Heinecke; Product Manager United Kingdom: Chris Lewis; Product Manager France: Guillaume Lairan; Product Manager Germany: Andreas Stock; Product Manager Australia: Paul Butcher; Creative Services Manager Europe: Lucy Morgan; Webmaster: David Vonderhaar; Public Relations United States: Jamey Gottlieb; Public Relations United Kingdom: James Beaven; Public Relations Europe: Sarah Ricchiuti; Public Relations Germany: Markus Wilding; Public Relations Australia: Margaret Lawson; Documentation Writer: Belinda M. Van Sickle; Production Artist: Belinda M. Van Sickle; Writer: Margie Stohl; Documentation Manager: Mike Rivera; Director of Creative Services: Denise Walsh; Creative Director: Ron Gould; Associate Creative Director: Veronica Milito; Copywriter: Lori Ellison; Senior Designer: Erik Jensen; Production Manager: Ron Graening; Senior Production Artist: Cindy Whitlock; Traffic Manager: Christine Pavlina; Asset Manager: Teresa Landgraff; Legal: Larry Goldberg, Thaine Lyman, Elliot Brown, Irell, Manella; War Room Play Balancer: Ted Hamui, Walter Lothian, Jorge Maldonado, Mike Malone, Eddy Marek, Tom Mix, David Pfeifer, Scott Takano, Mark Van Lommel; External Test Coordinator: Emily Moher; External Tester and Visionary: Joseph Bott, Dave Budd, John Burg, Russell H. Davidson, Jose Ferreira, Neil Fradkin, Gary Gray, Michael Gross, James T. Halley, Eugene Hamai, Panayoti Haritatos, Scott S. Harlow, Tom Hepner, Jeff Hexter, Kevin Hoekman, Marc Hrossowyc, Bassam Islam, Scott Kasai, Yong Kim, Eddie Klaynberg, Dan Kramer, Richard Kurnadi, Scott Kurzweil, Craig Lewis, Robert Lim, William Liu, Eric Lo, Robert Mackey, David Miller, Fernando Mladineo, Matthew Monaco, Robert Myers, Calvin Oliveria, Chris Otto, Darrel Pantalone, John-Gardner Pewthers, Ray Pico, George Politis, Carolann Quinn, Jeff Rizzo, Laura Ross, Eddie Sarphie, Kunal Shah, Winston Shu, John Silva, Woody Smith, Ryan Smolar, Paul Spielbauer, Theresa Spielbauer, Ron Stedman, Mark Stickney, Jeffrey Sylvan, Harlan Thompson, Joshua Tacey, Ihimu Ukpo, Catherine Vargas, Andrew Webster, Alan Wexelblat, David Wilson, Jason Yeh, Lee Zane, Dimitri Zelepuhin, Eric Zolnowski; Monument Screen Concept Design Winner: Paul Davidson, William A. Fex, Matt Hawkins, William Porter, Isaac Sanderson, David Lupi Sher
~ Michael L. House, All Game Guide
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Wikipedia: Civilization: Call to Power
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Civilization:Call to Power
Civilization:Call to Power
North American box art
Developer(s) Activision
Publisher(s) Activision
Platform(s) BeOS, Linux (Alpha/PowerPC/SPARC/x86), Mac OS, Windows
Release date(s) March 1999
Genre(s) Turn-based strategy game
Mode(s) Single player, multiplayer over TCP/IP, IPX, PBEM, hotseat
Rating(s) ESRB: E (Everyone)
Media CD-ROM
System requirements 133 MHz CPU, 32 MB RAM, 400 MB HDD, DirectX 7 compliant graphics card (for the Windows version)
Input methods mouse, keyboard

Civilization: Call to Power (CivCTP) is a PC turn-based strategy game developed by Activision as a successor to the extremely successful Civilization computer game by Sid Meier. It was ported to Linux by Loki Software.

A sequel, Call to Power II, was released 18 months after the original. The game could not have "Civilization" in its title because Activision did not have a license for the "Civilization" name for a second game.[1]

Contents

Timeline and epochs

One of the most noticeable differences from the original Civilization is that the timeline of the game does not end in the 21st century, but rather goes to the year 3000.

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

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 "terrestrial" level (thus, this game has a z-coordinate 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) such as the Star Cruiser, the Phantom and the Space Bomber.

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

Civilization: Call to Power Screenshot

In Civilization: Call to Power, pollution is produced in meaningful quantities after the Industrial Revolution advance. Cities that produce a lot of pollution will start to produce "dead tiles" within their city radius. Such tiles produce no resources. If pollution is left unchecked, eventually the game will give a warning that global disasters will occur. Disasters include change in climate, ozone deterioration, and global warming. In the case of 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 tiles that become shallow water or coast are destroyed.

The destruction of the ozone layer causes a large number of land tiles to become dead tiles. If a nation is appropriately technologically advanced, then that nation can repair dead tiles, albeit at a significant cost of industrial production. The "Gaia Controller" wonder removes all pollution in the game but can be built only in the Diamond Age.

Pollution is exacerbated by several city facilities such as factories and oil refineries. On the flip side, some facilities such as recycling plants and nuclear reactors will reduce the production of pollution. Additionally, certain events such as space launches and use of nuclear weapons will result in one-time additions of pollution each time that they occur.

Happiness

While playing the game, the happiness level of the citizens must be maintained. If a city is far away from the capital, is overcrowded, polluted, overworked, starved or underpaid, the happiness level will drop. Cities also experience unhappiness during wartime, especially if they have just been conquered by another empire. Many terrorist units can decrease the happiness of an enemy city. For example, if a city is "infected", it will lose both population and happiness. If the happiness' level goes under 75, then the city is in danger of rioting. If a city riots, it does not produce any work during that turn. If happiness in cities continues to decline, revolution becomes a possibility. If that happens, the city's inhabitants become "Barbarians", or change nationality to another country if another country has the Egalitarian Act Wonder. However, if the happiness of a city reaches very high levels, it "celebrates." Some buildings can increase happiness (e.g. temples, cathedrals, body transplants), and wonders can increase happiness (e.g. Immunity Chip, Ramayana).

Wonders

These can be built by any civilization who has acquired the technology to do so. They typically take a longer time to build than ordinary buildings or units of that age, but have a greater effect. The wonders usually affect the civilization as a whole (with exceptions, such as Galileo's Telescope which effectively doubles scientific production in the city which it is built), and can only be built by one civilization. Wonders can go obsolete with technological advances. For example, if someone researches "Age of Reason", the Stonehenge wonder no longer has any benefits. After a wonder is built by the player, a cinematic is shown. Generally, wonders of the future have a greater effect than wonders of the past. If a city containing a wonder is taken by another player, then ownership of the wonder and its benefits go to the conqueror.

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. You can also win by converting all enemy cities on the map. The final option is to get the highest score by the year 3,000.

Reception

A review by Niko Nirvi in the May 1999 issue of Pelit gave Call to Power a score of 85%, describing it as a successful but overly clinical variant of Civilization II with a number of new features bolted on. He was disappointed by the interface and by an overly conspicuous dodging of the old series' assets: Civilization features inventing the wheel, so in Call to Power stirrups are invented instead. He was impressed by some of the innovations, particularly trade routes, stacked combat, units from future time periods and special units from spies to televangelists that can be used without a formal declaration of war. His biggest complaints were a crucial lack of immersion and an underwhelming diplomacy system. Nirvi had enjoyed the impression of distinct character personalities in Sid Meier's Alpha Centauri, and noted that in Call to Power it makes no difference whether one's facing Spain or orange. Nirvi summarized by writing that Call to Power will be allowed to hang out at the same bar as Civs and Alpha Centauri, but will have to buy them drinks.

References

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