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  • Call to Power 2: World War 2 Scenario Readme

    Call to Power 2: World War 2 Scenario Readme

    From Activision’s Call to Power 2 development team, we present the World War 2 Scenario --- An exclusive for the Apolyton web site.


    In this scenario, it is May 10, 1940. German forces are massing on the eastern borders of Belgium, France, and the Netherlands. You may either lead the Invasion of France or defend against it.

    To begin the scenario, start a New Game, click on the Scenario button, and then select the "1940: The Invasion of France" scenario.

    Please check the Scenario Rules in the Great Library for more information about the scenario objectives, new tile improvements, and units, which are made specifically for this scenario.
    ...
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  • Call to Power 2 Manual Part 5

    Call to Power 2 Manual Part 5

    Science

    Why Science?

    History is littered with the unfortunate consequences of nations ill equipped to resist the imperialistic overtures of a more scientifically advanced nation.

    In Call to Power II, all nations, regardless of geography or nationality, have access to the same Technology Tree-a complex web of scientific and cultural advances that builds upon itself, mirroring the complex and nonlinear progression of human achievement throughout the ages.

    By committing a portion of your resources to scientific research, you will gain insight into these advances. Discover an advance and you will immediately reap the benefits of the knowledge it represents. You will be able to build new units, improvements, tile improvements, and wonders. You will have access to new government types. And, most importantly, you will be able to research newer advances, which lead to even greater items to build and employ.

    The key to world domination lies not only in diplomatic prowess, effective government, or even military force, but in the uninterrupted drive to best one’s rivals in the realms of science and culture. You cannot master the arenas of diplomacy, government, or war without the strategic advantages inherent in technological superiority.

    ...
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  • Call to Power 2 Manual Part 4

    Call to Power 2 Manual Part 4

    Government

    At the beginning of Call To Power II, you rule your empire as a tyrant. Your grip on power in your nascent nation is tenuous, and there is a lack of formal government structures. As you progress through the technology tree, you will discover new forms of government, which open your empire to new levels of prosperity and growth.

    Your government type represents a particular ideology. Most of the structures that comprise a government type, be they a strong military, a tight grip on the means of production, a laissez-faire market economy, or a strict religious code of conduct are born of the unique viewpoint native to the particular government type.

    ...
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  • Call to Power 2 Manual Part 3

    Call to Power 2 Manual Part 3

    Advanced City Concepts

    National Manager

    Many great leaders have found that ruling a vast empire can be challenging from a logistical perspective. As you develop more cities over the map, you may find it difficult to keep up with them. The National Manager screen is designed to enable you to help you manage all your cities at once.

    There are two tabs within the National Manager-Resources and Status. From the Resources tab you can view and sort your cities by name, population, happiness, production points, food, gold, science, pollution, and crime rate. From the Status screen you can view and sort by mayor and mayor’s priority, what they’re building, and how many turns to complete the item. From here you can also group cities to manage multiple Build Queues at the same time.

    ...
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  • Call to Power 2 Manual Part 2

    Call to Power 2 Manual Part 2

    Empire Concepts

    Your empire is much more than people you rule. It is a living entity with unique characteristics and needs. For it to prosper you must take care of as many of these needs as possible, including: keeping your people happy, cultivating a thriving economy, and ridding your cities of crime. Because your choices will directly affect the future of your people, your leadership will define the nature and character of your empire.

    As your empire expands, its needs will become increasingly complex. You will find many voices clamoring for their share of finite resources. You will have to weigh the costs and benefits of exploration, growth, expansion, and conquest. This section will allow you to get familiar with the issues you will need to manage. How you manage these things is entirely up to you.

    ...
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  • Call to Power 2 Manual Part 1

    Call to Power 2 Manual Part 1

    Introduction

    Call to Power II is an epic game of strategy and empire building. Nurture a fledgling nation into the most powerful empire in history. How you weigh your desires to explore the world, discover advances, conquer other nations, and maintain peace will mean the difference between victory and defeat.

    Leading an entire nation of people is a Herculean task, and success is not guaranteed. Compelled by duty to your people, you will need to build cities, establish populations, and manage their needs. You will have to master the forces of nature and use land to your advantage without upsetting the delicate balance of the ecology. You must fend off barbarian invasions and engage other nations of all stripes in various arenas-on the battlefield and at the negotiations table. And, perhaps most important, you will shepherd your people through the cultural and scientific advances that will enable your progress through time.

    ...
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  • The Call To Power II End Game

    The Call To Power II End Game

    Designer Diary by Dan Hagerty In Call To Power II, there are no less than four ways in which a player can achieve victory. Perhaps most familiar to fans of Civilization: Call To Power is the Conquest (also known as Bloodlust) Victory, in which you win the game only when you have annihilated every other empire on the map. The second-most familiar victory condition is the High Score Victory, in which the empire with the highest score in AD 2300 (the chronological end of the game) wins. Call To Power II replaces the Alien Life Project Victory from Civilization: Call To Power with a new Sci-Fi Victory, in which players strive to be the first to build a futuristic utopian device known as the Gaia Controller. It also adds an end game focused on diplomacy, called the World Peace Victory, in which players must forge and maintain alliances with every nation on the map. The following is designed to familiarize players with the two new end games in Call To Power II. Diplomatic Victory Call To Power II features the most advanced and sophisticated diplomacy system of any turn-based strategy game to date. Players have the opportunity to request or offer maps, gold, advances and even cities. Players can propose peace treaties as well as military, trade, science and pollution reduction pacts. All players have the opportunity to make counterproposals and even issue forth threats to achieve their aims. All diplomatic actions affect other nations' regard for the player. No less important is other nations' level of trust for the player. It is possible to have a nation highly regard a player and not trust them. The AI will weigh not only your interactions with them, but also your demeanor and actions with the other nations of the world. If one minds his or her manners with the Dutch, for instance, but ruthlessly launches an unprovoked war on the Nicaraguans, not only will the Nicaraguans despise the player, the Dutch will frown on them as well. This will poison the Dutch leader's view of the player and likely affect the Dutch's willingness to enter into future agreements. With this in mind, players must be two-headed about achieving the Diplomatic Victory. One does not want to acquiesce to every petty demand from abroad at the peril of his or her empire's growth. At the same time, players do not want to anger his or her neighbors with a voracious appetite for land and resources. The first step towards World Peace is to stop the violence. At the beginning of the game, there is a hazy state of hostile peace between all nations. With fledgling nations vying for land and mistrustful of any foreign unit they encounter, conflict is looming forever on the horizon. Therefore, players will have to make strides to establish peace, such as giving gifts of gold or proposing a map exchange, before they can sign a peace treaty with others. Not all AI personalities will be interested in peace at first, however. Some are hell-bent on taking over the world. No matter how glad-handed one appears to be, these aggressors may view the player as little more than another speed bump on the road to world domination. In fact, imperialistic AI personalities may only agree to a peace treaty after a player's empire has grown sufficiently large enough to pose a threat to them. Much like the real world, the keys to war and peace, both in preventing and encouraging them, are largely functions of diplomacy. Maintaining peace treaties is the next step. The longer a player maintains a peace treaty with another nation, the more that nation's trust grows. Players should periodically check their regard and trust levels in the main Diplomacy screen. After opening the Diplomacy Manager, players can roll their mouse over the small face icon and find out how that nation regards and trusts them. (It should say something like "They respect us. They are wary of us.") The first sentence indicates regard, whereas the second sentence indicates trust. Once a player has gained the trust of another nation, he or she can propose trade, research or military pacts with the nation. These are mutually beneficial agreements that galvanize the bonds of trust and friendship and, ultimately, set the stage for a level of trust conducive to an alliance. The alliance is the supreme achievement of the Call To Power II diplomacy system, and it is that which players should strive to create with all other nations. Once a player has created an alliance with every other nation, they must maintain it for a specific time. As long as the alliances remain intact, the player achieves victory. Tips for Achieving World Peace: Avoid actions that jeopardize your regard and trust with other nations. These include, but are not limited to: border incursions, unprovoked attacks (attacking a nation's units without having first declared war on them) and piracy. Instead, give gifts of gold, have your diplomats hold receptions, and strive to enter into pacts and treaties with other...
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  • Call to Power 2 MULTIPLAYER README

    Call to Power 2 MULTIPLAYER README

    MULTIPLAYER README

    Last Updated 11/1/00

    Selecting Multiplayer from the Main menu will take you to the Multiplayer Setup screens.

    Please note, Due to the complexity and length of the games, we highly recommend that the maximum number of human players in a game is limited to 4.

    SELECT CONNECTION: Select a communication protocol form the connection Type list box. You must have a connection to the Internet to use the Internet connection type. You must be connected to a LAN (Local Area Network) to use IPX or TCP/TP. Selecting connection type displays information about the protocol in the Description text box. Click NEXT when you have selected a protocol.

    ...
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  • Call to Power 2â„¢ Readme

    Call to Power 2â„¢ Readme

    Call to Power 2â„¢ Readme

    This Readme file contains last minute information regarding Call to Power 2.

    This document contains useful information for Call to Power 2. Please review it carefully for any questions that you may have about the game. If you are looking for further answers, please look at our website at <http://www.activision.com> and .

    Note for Windows® 95 users: In order to view the full Call to Power 2 Help file system, you must have a web browser installed.

    November 1, 2000

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  • Call to Power 2 Manual Part 5
    by Martin Gühmann

    Science

    Why Science?

    History is littered with the unfortunate consequences of nations ill equipped to resist the imperialistic overtures of a more scientifically advanced nation.

    In Call to Power II, all nations, regardless of geography or nationality, have access to the same Technology Tree-a complex web of scientific and cultural advances that builds upon itself, mirroring the complex and nonlinear progression of human achievement throughout the ages.

    By committing a portion of your resources to scientific research, you will gain insight into these advances. Discover an advance and you will immediately reap the benefits of the knowledge it represents. You will be able to build new units, improvements, tile improvements, and wonders. You will have access to new government types. And, most importantly, you will be able to research newer advances, which lead to even greater items to build and employ.

    The key to world domination lies not only in diplomatic prowess, effective government, or even military force, but in the uninterrupted drive to best one’s rivals in the realms of science and culture. You cannot master the arenas of diplomacy, government, or war without the strategic advantages inherent in technological superiority.

    ...
    February 26, 2011, 21:06
  • Call to Power 2 Manual Part 3
    by Martin Gühmann

    Advanced City Concepts

    National Manager

    Many great leaders have found that ruling a vast empire can be challenging from a logistical perspective. As you develop more cities over the map, you may find it difficult to keep up with them. The National Manager screen is designed to enable you to help you manage all your cities at once.

    There are two tabs within the National Manager-Resources and Status. From the Resources tab you can view and sort your cities by name, population, happiness, production points, food, gold, science, pollution, and crime rate. From the Status screen you can view and sort by mayor and mayor’s priority, what they’re building, and how many turns to complete the item. From here you can also group cities to manage multiple Build Queues at the same time.

    ...
    February 26, 2011, 20:13
  • Call to Power 2 Manual Part 4
    by Martin Gühmann

    Government

    At the beginning of Call To Power II, you rule your empire as a tyrant. Your grip on power in your nascent nation is tenuous, and there is a lack of formal government structures. As you progress through the technology tree, you will discover new forms of government, which open your empire to new levels of prosperity and growth.

    Your government type represents a particular ideology. Most of the structures that comprise a government type, be they a strong military, a tight grip on the means of production, a laissez-faire market economy, or a strict religious code of conduct are born of the unique viewpoint native to the particular government type.

    ...
    February 26, 2011, 20:08
  • Call to Power 2 Manual Part 2
    by Martin Gühmann

    Empire Concepts

    Your empire is much more than people you rule. It is a living entity with unique characteristics and needs. For it to prosper you must take care of as many of these needs as possible, including: keeping your people happy, cultivating a thriving economy, and ridding your cities of crime. Because your choices will directly affect the future of your people, your leadership will define the nature and character of your empire.

    As your empire expands, its needs will become increasingly complex. You will find many voices clamoring for their share of finite resources. You will have to weigh the costs and benefits of exploration, growth, expansion, and conquest. This section will allow you to get familiar with the issues you will need to manage. How you manage these things is entirely up to you.

    ...
    February 25, 2011, 19:23
  • Call to Power 2 Manual Part 1
    by Martin Gühmann

    Introduction

    Call to Power II is an epic game of strategy and empire building. Nurture a fledgling nation into the most powerful empire in history. How you weigh your desires to explore the world, discover advances, conquer other nations, and maintain peace will mean the difference between victory and defeat.

    Leading an entire nation of people is a Herculean task, and success is not guaranteed. Compelled by duty to your people, you will need to build cities, establish populations, and manage their needs. You will have to master the forces of nature and use land to your advantage without upsetting the delicate balance of the ecology. You must fend off barbarian invasions and engage other nations of all stripes in various arenas-on the battlefield and at the negotiations table. And, perhaps most important, you will shepherd your people through the cultural and scientific advances that will enable your progress through time.

    ...
    February 25, 2011, 18:58
  • Call to Power 2: World War 2 Scenario Readme
    by Martin Gühmann

    From Activision’s Call to Power 2 development team, we present the World War 2 Scenario --- An exclusive for the Apolyton web site.


    In this scenario, it is May 10, 1940. German forces are massing on the eastern borders of Belgium, France, and the Netherlands. You may either lead the Invasion of France or defend against it.

    To begin the scenario, start a New Game, click on the Scenario button, and then select the "1940: The Invasion of France" scenario.

    Please check the Scenario Rules in the Great Library for more information about the scenario objectives, new tile improvements, and units, which are made specifically for this scenario.
    ...
    February 25, 2011, 18:06
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