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DarthVeda's Call to Power 2 Review

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  • DarthVeda's Call to Power 2 Review



    Hey civilization fans, four months ago I told you I would not buy Call to Power . Two months ago I could still be found heckling the game on the Apolyton Civilization Site forums. Two weeks ago I announced I would buy the game in lieu of a review. Time has an interesting effect on everyone and everything. The same seems to be true of Call to Power II.

    When Activision left us civer's with what seemed like Call to Power version 5000 last year, for all the patching effort, many gamers still felt cheated of their money. Many felt that they had bought a good game that showed promise. I made little room for ambiguity about where I stood on the issue. I hated Civilization: Call to Power, and I expected to hate Call to Power II. I was offended that they had even announced the game.


    How could I be more wrong? Everything I loathed, antagonized, and downright was nasty about in Civilization: Call to Power was fixed-A Miracle! And it's not even Christmas yet...

    We'll start from the top on this one... the installation. Ah, yes, there's nothing quite like the smell of a freshly unpacked game that has arrived from the scalpers at Electronic's Boutique. I sat down at my "ghetto machine" and let the install process work its little heart out. I was flattered when it asked me if I wanted to run CtP2 in a high or a low system requirement situation, not something I expected. I said high, seeing as the "requirement" for the game was a Pentium 166. (Hindsight being what it is, I would call this reasonable as long as you have a tremendous amount of memory to back it up). The installation screen was fairly reminiscent of Civilization: Call to Power, with artist sketches and music (not the insane bongo solo of the original though). The similarities did not stop there... it managed to crash my ghetto PC after it had finished.

    A reboot and a harsh word later, I was running Call to Power II. The intro movie is nice, but in no way eye-popping. The first thing I did once the game was up and running was look for the scenarios... for the sake of my sanity I found them... Call to Power II had passed the first test. I'll discuss more on the scenarios later. I figured it was time to start my first game of Call to Power II.

    Actually... no, being the control freak I am I couldn't help but click on the ever tempting button labeled "controls." I can exercise my Machiavellian power trip even outside the game... Muahahahahaahahaha! Excuse me... uh, the button gave me options to re-map the controls were very nice, though I decided to opt with the default.

    I set it up, which was a fairly simple procedure. Huge map, four civilizations (though I could have done eight, but I dare not overextend my ghetto machine), beginner mode, me as the great Stalin of the Russians, and a partridge in a pear tree. Well, maybe not the tree...

    I got into the game and I said (in a Neo-esque way from a certain movie) "woah." The interface is so smooth and so slick I wanted to have kittens... er, maybe not. But I certainly was impressed! It took me a scant minute or two to get the hang of it and I was off and running. All the menus flow so nicely together and the drag and drop units... hohoho Merry Christmas... it's very exciting! The best was yet to come... I could cancel unit orders! Party!

    When I had finished partying (yes, "sweet sorrow" as Bill Shakes once said... or was that parting... oh well), I realized I still had a game to play. This game is a ravishing success where it's predecessor fell flat on its face-The Curse of the One More Click. Yes, that sinking feeling you get when you realize that the pizza delivery has been standing at the front porch for an hour, that the sun has come up ten times while you sat in front of your computer, or that your offspring have been taken by Child Services because you could not manage to drag yourself away from the game. This is called "fun."

    Even when I was bored to tears from the lack of action a huge map with just three civs (the Americans had fallen prey to the Barbarians) from the years 800 BC to around 1200 AD, I just kept clicking away. Moscow needed that new fishery and I had almost finished building the Hagia Sophia, which would solve my unhappiness problems... (ok, I was on beginner, there basically was no such thing as unhappiness on that difficulty).

    With all this great power at my finger tips and the game seeming to be so clean, there couldn't be anything wrong with it, right? Wrong. For one, you can't name cities when you settle them, nothing major, but what if I want to name St. Petersburg "Pollution Lackey of the World"? (note from MarkG: there is a "AutoRenameCities" setting in userprofile.txt) That brings up and interesting point: Pollution. If you are a perfectionist that has any inkling to build a super-industrial city, turn it off, or you will pay through your nose in Public Works cleaning up pollution. I should also mention that the art is around 85% similar with the first installation of Call to Power. Another beef I had was that some "wonders" proved to be a monumental punishment to build (namely the Eden Project, the Nanite Defuser, and the Globesat). Also, it's hard to determine just how much a tile improvement will cost the player. Thankfully, none of these in any way impede gameplay if the right options are selected.

    However, I can't let go of the fact that I could get size 20+ cities on but a single farm. In fact, farming didn't seem to do anything really useful in the game. I surrounded a size 50 city with Hydroponic Farms and a similar sized city with little farming still managed to match its rate of growth. All farming seems to do is keep the city's growth from stalling or allow players to have a city in the desert. The expanding city radius only seems to make ICS (Infinite City Sleaze), a tactic where the player only produces settlers in an expansion explosion, a whole lot easier (though I did not take advantage of it at the time).

    OK, but enough with the nastiness and on with the game. The trade system was slicker than the first and I for once was actually encouraged to trade on a massive scale. I haven't traded like that since, oh I'd say the days of Colonization. Which, for those who do not know, was the game that introduced me to the Civilization series. The trade system could use some more breadth and depth to it, but it's the best I've seen yet.

    This brings me to my next topic, the ever-enigmatic tech tree. This was obviously something that Activision did not spend a lot of time improving from Civilization: Call to Power. Why, even two thirds of the advances are the same. I was not impressed in the least with the tech tree and the lack of improvement or advancement in this area of the game.

    I should give the AI some high marks, because even on beginner it was giving me a fair run for my money... (although by late in the game it was clear I was the alpha and the omega). For those of you who don't speak h4x0r (or is that Greek?), that means I was really powerful. The AI I went to war with (out of sheer boredom) had an annoying tendency to beef up their cities with really awful units backed up by some artillery that terrorized my panzer armies. They did manage to almost out-do me and capture a colony city on a continent I hadn't realize was so close to the front. I managed to win the game through a science victory because I didn't much feel like taking on AI players that had massive navies including (and I almost wet myself when I saw them build one because its unheard of in civ-type games) carriers!

    With the game won, I instinctively moved onto the scenarios. Scenarios... the final frontier. Sometimes clichés just hurt. Anyway I spent a little time with each one and managed to lose rather quickly in the Japanese Feudal RPG scenario. Just looking at what some of these scenarios have to offer my creative brain made me repeat the phrase "wondrous potential" like a maniacal scientist from an Alien™ movie. Now the engine may have a lot to offer in terms of potential, but actually making something of its scenario editor is something else entirely. I guess it is a skill I shall have to work on in the coming months.

    Now that I've gone and given a great review of Call to Power II, you readers may be asking yourself, "why such the low Value score?" For all it's glamour and glory, Call to Power II still stinks of its predecessor. For all it's goodness I can't help but think like the whole game is a sham, something the original, what I had spent my hard-earned dollars on, should have been. I felt like all I had in my hands was a big, gigantic, expensive, patch when I opened the box, and the feeling has not left me since. The game shares so much in common with the original, but is so much better, I just can't help but ask, "so why didn't they just delay the first till they got it right." Some blame marketing, I blame the almighty dollar. Call to Power II is without any doubt, merely the correction of the glaring mistakes of the first and put in new packaging.

    So in final, Call to Power II manages to be a great game. I don't doubt that I may very well finally put my copy of Civ2 to rest (once I finish my last scenario)(Note from MarkG: hihihihihihi, you have been converted! ). Is it better than Civ2 in all respects? Sort of. Does it raise the bar for all other civilization-type games? Hardly; the game barely rates better than par. Like a Ford Pinto with $50,000 worth of modification effort put in, you just have to ask: "why?" Why on Earth would Activision put so much work into a game that was so hated, so despised, by so many civilization fans that it almost made the FBI's Most Wanted list?

    The almighty dollar prevails once again. The first time around they managed to steal a good deal of money with a half-baked game. The second time they took their mutant and made a real game. I might as well end this discussion with a simple and easy to understand statement:

    Call to Power II: Good
    Acitivision: Bad

    Any Questions? (Muahahahahaha! Suffer the wrath of my clichés one last time!)

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    • JDI_Falcon's Call to Power 2 Review
      by JDI_Falcon

      First things first:
      I have a Cyrix 300 (225mhz) with 64mb of ram and a Voodoo 3 2000. One of the major complaints after the original CTP release was how slow it ran even on extremely powerfull machines, well with CTP 2 there is no such problem. Even on my weak Cyrix computer the time between turns is short, the unit movement smooth and the sound is clear and unchoppy. This is also on a decent resolution of 1280 X 1024.

      Now the review:
      OK, now I absolutely hated CTP. I bought it and within days had sold it again on EBay for something like twenty-five dollars. And one of the reasons I hated it so much was because of its sloppy, hard to decipher interface. This has been 100% remedied in CTP 2. The interface is clean cut, everything is easy to find and I had no trouble figuring out what button went with what option, etc.

      As far as diplomacy and warfare improvements go, I don't see much. Part of the fun of Civ 2 was getting that attitude from the AI when in negotiations with them. In Civ 2 you really wanted to beat down the Mongols after a sneak attack or something. In CTP 2 you don't get the feeling that your opponent is a living breathing enemy (not that you should but it should seem like something more than just programmed responses).

      Warfare is the same as CTP, the stacked unit method and such, but the "Army Manager" and "Unit Manager" make keeping track of specific armies far easier than in CTP. I never played CTP in very great detail but the government systems in CTP 2 are excellent and a side by side comparison to each other at the "Empire Manager" really makes it easy to decide which one you want to run your empire. The wonder cut scenes are interesting and the music decent but they don't compare to! Civ 2.

      The AI is from what I can see at least a small amount improved. I played my first game at Beginner level in order to get the feel of the game, and I still found myself having mild trouble capturing some English and American cities, but after a few hours it was obvious that I was by far the most powerful civ in the game. But from what I can tell, the harder difficulty levels should prove to be near impossible.

      From this point, I didn't see much that showed a great improvement over CTP and I was disappointed. However, when I played later and later into the game, I started getting into it, my empire started to take shape and I actually started to have fun again. There was that "just one more turn" feeling again, but I wouldn't say it was a strong as Civ 2's. I found myself actually wanting to build up massive armies and take out the next English city rather then just quitting and putting CTP 2 back on the shelf for years to come. I cannot put my finger on it but CTP 2 has something that CTP did not that actually makes you want to play the game, and take it from me, I have been playing Civ 2 since 96 and have purchased ever single addon. This is a good game, its no Civ 3, but its still a lot of fun, and I would recommend it to any die hard Civer. However, try to get it at a lower price, like on EBay ! or something, cus its a tad expensive for something that still uses 65-70% of the original game art and programming.

      Rating for a new comer to Genre:
      Graphics: 9
      Gameplay: 8
      Interface: 9
      Multiplayer: 7
      Sound: 8
      Overall: 8.9

      Rating for a player of CTP 1 (Improvements Over CTP):
      Graphics: 8
      Gameplay: 9
      Interface: 10!
      Multiplayer: 5
      Sound: 7
      Overall: 8

      ...
      January 18, 2011, 18:50
    • Tilemacho's Call to Power 2 Review
      by Tilemacho

      OK here you can find my thoughts during my first CTP2 game. I have a celeron 400 with 192 RAM and Voodoo 3000 16 RAM. I bought 128 RAM during the game so I compared 64 to 192 RAM: 64: Load= 32 sec next turn= 25 sec at turn 407 (year 1732) 192: Load= 25 sec next turn= 22 sec ... The huge difference was after playing for 5 hours continuously. With 64 RAM loading a game took about 2 min and next turn 1 min15 sec, whereas after I upgraded there was no difference at all no matter how long I played. The game didn't crash at all although I didn't try any scenario or the cheat options.

      ...
      January 18, 2011, 18:29
    • Call to Power 2 Previews and Reviews
      by MarkG

      As we did with Civ2:MGE and CTP1, we are happy to present you with a preview of the latest civilization game, Call to Power II. Beyond that, we present you with reviews from actual players of the game, as well as links to the entry of CTP2 in the Apolyton Links&Products Directory(where more player reviews can be found) and to the previews and reviews of CTP2 in various gaming sites.

      Three Years Review

      After three year of Call to Power 2, Locutus reviews what was happening in the last three years about mod making and the source code release. Read.

      Player Reviews

      Christoph Nahr's Review

      Originally posted on the comp.sys.ibm.pc.games.strategic newsgroup. Quote: " Too many flaws for a classic but a good game still, and could be great if it's properly patched." Read.

      Tilemacho's Review

      Review after the first game. "Once again I felt that "one more turn feeling" which to say the trough had missed since Civ2!" Read.

      JDI_Falcon's Review

      Quote: "I cannot put my finger on it but CTP 2 has something that CTP did not that actually makes you want to play the game" Read.

      DarthVeda's Review

      CTP1 Hater turns into a CTP2 Lover. "I don't doubt that I may very well finally put my copy of Civ2 to rest" Read.

      Apolyton Preview, Part 2: CTP2 Previewed, The Real Thing

      Coming very soon, no release date though... Or won't ever.

      Apolyton Preview, Part 1: Daily Impressions

      Day One

      Mark's first day with ctp2: Installation, System Requirements, Difficulty Levels, Screen Resolutions, Moving Units, Right-click Menus, Great Library, Diplomacy Impressions, Great Autosave, 32 Civs, No Crash. Read.

      Day Two

      Second day for Mark: Explanations, Replies, No Crash, No Crash, No Crash, Manual in electronic format, Army Management, Units stats, Music, Radar Map buttons, Append to Multiple Build Queues, Retreat Button, Comparing Governments, Not yet 32 civs. Read.

      Day Three

      Explanations, Replies, Yes 32 Civs, New Way For Resource Gathering, AIPopCheat, Too Many Screens, Borders and Trespassing, 1280x1024 With "Clear" Map, ICS still there or not, CTRL+S CTRL+L Read.

      Day Four

      Text files, Trade Routes, Commerce Tile Improvements, Scientific Victory, Screens and LDL Files, Alexander's Way To Victory Read.

      Day Five

      Map/Scenario Editing, Why He Hates You, Mayors Do Tiles, Control Panel Totally Gone, Threats Work, Advices In Unit Manager, Flanking Units Read.

      Day Six

      The Impossible Medium Game, Reply to Ralf, Reply to Slingshot Read.

      Day Seven

      Editor Documentation, Editor Experiences, Map Sizes/World Map, Diplomacy: The Friendly Side, Diplomacy: The Ugly Side, Diplomacy: Treaties Read.

      ...
      January 18, 2011, 17:25
    • Call to Power 2 Preview: Day 7
      by MarkG


      Saving a map

      Saving a scenario. CTP2 takes care of all needed directories and files under the /scenarios folder

      Loading my just-made scenario!

      The Score formula

      After Day 6, the final Day 7...

      Editor Documentation
      There is currently no readme for the map/editor. It seems that there wont be anything "in the box" as well. Activision is working on it though:

      Dave White wrote on a mail replying to me about it
      We're working on some extensive documentation for SLIC, the scenario editor and the save game files. Once they're all done we'll make them available on-line.

      ...
      January 17, 2011, 18:11
    • Call to Power 2 Preview: Day 6
      by MarkG


      My diplomatic efforts finally show results

      Science related screens

      Select, cut and....

      Paste!

      Two days since Day 5, so Day 6, posted on Day 7. Real life came knocking my door....
      Just a small comment on deity and two lengthy replies to posts with lots of questions

      The Impossible Medium Game I've put aside my first game(although i want to end it to see well, how it ends ) and started a new one on impossible(deity) level so far I've survived... That's what I was saying. The deity game turned out to be a prince(medium) one. Somehow I put the wrong setting... And I was wondering why I do so well Anyway, on my second game on medium, the game seemed much easier. BUT the next game which was a really deity one, sees impossible after the first turns. More "research" is needed....

      ...
      January 17, 2011, 17:42
    • Call to Power 2 Preview: Day 5
      by MarkG


      A battle with more modern units(from one side at least)

      Battle view when you attack from the sea. What is missing? My ship...

      Now I have some excuse for war....

      Threats work some other times...

      The Unit Manager screen also provides advice on where you need more units. On the bottom left my favorite choice for the radar map: no geographical or other info and just the borders

      Bye bye Germans

      Day 5. Spent most of my time playing instead of keeping notes like yesterday.

      Map/Scenario Editing
      Ralf asked about creating maps and scenarios. I've tried the editor a bit today. Cut/copy/paste works nicely. The major difference is that maps and scenarios are distinct. Maps are saved in and loaded from another folder. Also, when you save a scenario, you also set the scenario folder and the scenario name. All the appropriate files are created under /scenarios(where the official scenarios are as well). This means that the scenario you just saved is ready to be tested right away(in ctp1 you had to find the file, create the folders and the text files, move the file, etc etc)

      ...
      January 17, 2011, 17:07
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