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CTP
FEATURES: INFO FROM GAMESPOT PREVIEW
Elliott Chin of GameSpot recently
published a preview
of Call to Power, including an exclusive interview with Cecilia Barajas,
CTP's Director. Here are some excerpts on the latest new information on
the game.
The following excerpts are attributed
to Elliot Chin and GameSpot, unless otherwise noted.
Details
| Combat |
| Military
"States"
Combat has
also been expanded with the inclusion of different military states. When
you are "at war," units operate at their maximum hit points but require
more production maintenance. When your units are standing down, they are
weaker but cost less to maintain. However, it takes several turns to get
them to "at war" status. There is a state in between these two that you
can enter if you suspect conflict will erupt soon. It's called "on alert,"
and although it requires a slightly higher maintenance cost than "stand
down" status, it allows you to move into "at war" status much faster than
if you were at "stand down" status. These new states of military readiness
allow you to launch surprise attacks and really catch enemies off balance.
Battle View
The battle
view is great in that you can watch your forces at work and, perhaps even
more importantly, learn what makes certain units stronger and weaker. active
defense," where your unit (like a Mobile Sam) will defend an intrusion
into its territory even if it's not your turn.
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| Diplomacy |
Diplomacy hasn't really changed,
although there are now more options when dealing with rulers, such as swapping
cities, units, and technologies or telling rival rulers to stop polluting
the environment.
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| Interface Changes |
| Game setup
is the same as in Civilization II: You pick world size and type, choose
your civilization, decide a few world settings, and then jump into a game.
Using the
Interface
Most of the
game's important information is contained in the status window at the bottom
of the screen. These keep you on the main map without pulling you away
to different screens. Now, you can just double-click on the city from the
main map and get a close-up of the city and the surrounding tiles. From
here you can adjust which citizens work where and still be able to view
the rest of the world.
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To build, you
simply click on the production tab at the bottom screen window and set
a build order or a queue.
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There is a new
button at the side of the screen that lets you jump to your units so you
don't have to scroll around the map looking for them.
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Settlers now have
a grid around them that shows the city radius should you choose to settle,
making it easy to place new cities.
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When certain events
occur, like a building being finished or a technology finally researched,
icons will appear at the right of the screen to alert you.
The Go To Command
You can use
the mouse to click anywhere you want to go. A marker shows how many turns
it will take for the unit to arrive at that location. A line also appears
between the unit and the destination. A green line means the unit can move
there with no problem. A red line indicates that the unit can't move through
those tiles. The "go to" [however], is only available in the areas you've
already explored.
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| Managing Workers |
| You must set your civilization's
work hours, wages, and rations. These are adjusted with slide bars. Each
form of government has an ideal setting for these three factors, which
influence your production, gold, and food, respectively.
Long hours, low wages, and low rations
will make your empire more efficient but will make your citizens damn unhappy.
Conversely, short hours, high wages, and lots of food will make your citizens
happy but also lazy. Balancing these three resources will determine just
how successful your empire can be.
With the advent of wages, you no
longer have to set taxes. Instead, the gold you get from the tiles around
your city go straight to your chests. Then, you set wages to determine
how much of that gold goes to your citizens. [You will also be] setting
aside a percentage of your wealth for scientific discovery.
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| New Endgame Information |
| New Technologies
There are many new technologies that
can be researched between 2000-3000 AD that offer a variety of benefits.
For instance, you can build advanced assembly bays (a public work that
boosts production) with the asteroid mining tech, get space bombers with
the discovery of the zero-g industry, and build sea colonies with the sea
colony discovery. There are nearly two dozen new advances that are futuristic
discoveries with all sorts of benefits.
Cecilia on the Pace:
Cecilia Barajas: The end is also
fun because it gets really fast. As the player enters the last stage of
the game, the race is on for victory (and the AI is tough). Rather than
slowing down the pace of the game, we amp it up. The race for space becomes
particularly brutal, because the first players to enter space gain a military
advantage akin to the earlier
discovery of gunpowder.
Space
Space is fast and deadly because
of the nature of the military units and their incredibly high movement
points. These units can move across wide areas in one turn. Moreover, units
like the space bomber can actually bombard unsuspecting land units below.
Peaceful Victory Condition
Worm Hole Probe and to discover sentient
alien life - the scientific victory condition of the game. The new peaceful
win condition is to create first contact - you send a probe through a wormhole
and bring back the plans to create alien DNA. Once you replicate those
plans, you've won.
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| Public Works/City Improvements |
| The settler
[in CTP ]...just builds cities, and tile improvements, now called public
works, are built automatically.
You can set
aside a percentage of your production to public works. After a given amount
of time, the computer will tell you when public works have been completed.
Public Works
are not a per city resource. Instead, the percentage you earmark for public
works is a global setting. A counter on the main interface tells you how
many public works you have left to place anywhere in your empire.
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| Trade
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| Trade has been altered to require less micromanagement.
Instead of building a caravan unit and sending to another city, you now
build a caravan "building." The caravan icon stays in your city and signifies
one trade route, which you can set to any domestic city or a contacted
rival's city. From that point on, trade continues automatically. For each
caravan icon you build, you can support another trade route.
Trading also makes use of the special tile icons spread
throughout the map. In Call to Power, you can control a monopoly of these
tile resources and get even more money from trade. However, beware of pirates
who might raid your trade routes, which are blue lines connecting the two
trade cities. Any enemy ruler can turn his military unit into a pirate
and simply click on your trade route to steal money.
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| Unconventional Units |
| We learned some more about the unconventional
(nonmilitary) units:
Abolitionist
Any city with slaves has a hands-and-chains
icon above it. You can't hide the fact that you are using slaves. Using
an abolitionist, you can move to a slave city and then have the abolitionist
incite a riot. She can also free one slave and convert it into a free citizen
at your closest city.
Cleric
The cleric can also "sell indulgences,"
which raises the happiness of your cities, or "soothsay," which raises
the unhappiness of enemy cities.
Lawyers
Lawyers can sue an enemy unit (destroying
it), and it can see hidden televangelists and corporate branches.
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| Wonders |
| There are no longer the Pyramids, Great Wall, or Hanging
Gardens. Even the Great Library is gone. But, in their places are over
30 new Wonders.
Stonehenge (boosts food production), the Forbidden City
(makes you immune to the machinations of diplomats), the Sphinx (gives
you military readiness bonuses), the East India Company (boosts trade revenues),
Emancipation (ends slavery throughout the world), the Internet (speeds
up research), and the Gaia Controller (reduces worldwide pollution).
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