Unlike many people, I actually got my start in Civilization-type games with the original Call to Power. I had no prejudices of hero worship for Sid, and no prejudices about what a Civ game ought to play like.
For the most part, I loved the game, and I have no idea how many hours I lost to it. My only really first-class annoyance with the game was how the unconventional warfare units are implemented. Real nations can outlaw slavery, the preaching of foreign heresy, the opening of foreign corporate branches without permission, and so forth, and not automatically start a war if they enforce their laws. And just imagine how far a German injunction against production in an English city (or vice versa) would have gotten in the middle of World War II! (And could a nation really collect profits from a corporate branch in an enemy nation in the middle of a war?) I'm not saying I inherently don't think unconventional units belong in a civ game, but the implementation left a sour taste. In any case, in spite of the occasonal annoyance at not being free to simply kill trespassing slavers, I got a huge amount of enjoyment out of the game.
So when I heard that Call to Power II was coming out, I was thrilled. I was hoping for something significantly better than to the original, and I bought it shortly after it came out.
And I stopped playing in the middle of about my second or third game and haven't played it since.
So what happened?
(1) The loss of ability to change what tiles I worked took away one of my key management tools. Worse, I got the distinct impression that it can seriously devalue tile improvements depending on population levels, because the improved tile is only one of several being worked instead of being fully utilized. (I'm not positive I'm right about that, but it's the impression I got.)
(2) My strategies in the original CTP were heavily overloaded toward production (and the growth needed to support that production, of course). But CTP2 uses pollution to put an effective ceiling on how much a city can produce. So if I keep the production slider high so new (or recently captured) cities will be highly productive, I end up with gargantuan numbers of specialists in my core cities to keep their production down enough I don't have pollution problems. The basic concept of the sliders seems like something good, but that kind of limitation transforms them from something fun into a major annoyance - especially since they have to be set on the empire-wide level when the optimal settings for a huge metropolis and a struggling town are completely different.
(3) At the time, I almost always played huge maps. CTP2 cut the number of cities allowable in half from the original CTP in compensation for how much bigger the cities get. But no one told the AI to change its city build patterns to make sure cities can grow to full radius. As a result, when I captured AI cities, I ended up with a significantly higher than optimal city density relative to the land available, and that played havoc with how much territory I could control. I've seen CTP2 fans (among others) complain about the alleged "need" to raze in Civ 3 (I play it on Monarch and Emperor, and you could probably count the number of cities I've razed in my entire year-long career on one hand), but I'll take that over the pain involved in weeding out excess cities in CTP2 any day.
(4) I got the distinct impression that there was some sort of cheating going on (or some kind of very odd rule being followed) for one of the AIs to essentially keep up with me in tech. That might have just been me not knowing the tech system very well, but in a couple games, it looked almost as if there was something deliberately rigged to keep the human from running away with a tech lead.
(5) The straw that finally broke the camel's back came with the new, "improved" diplomacy system. I had been at war with another civ, but was finally getting on good terms with them. That civ was at war with a smaller civ that I had formed an alliance with, and my ally called on me for help. Now here's where as a clear superpower, I SHOULD have been able to tell the other civ, "Hey, I have an alliance with these guys, and if you keep fighting them, I'll be bound by treaty to declare war on you." And if they had the brains of an amoeba, they should have at least given the matter some serious thought. But that little nuance was left out of the diplomacy system! The system gave me just enough tools to obligate me to protect an ally, but not enough to even attempt to provide that protection through diplomatic means! Worse, I was already right around the limit on number of cities from previous conquests, so if I did go to war on behalf of my ally, what would I do with captured cities?!? I was so disgusted with that situation that I walked away from the game, and I never went hack. I've played more of the original CTP since then, but no more CTP2.
Since then, Civ 3 came out, and I fell in love with it. The only really major annoyance I've found (from my pserspective) is that peace treaties don't obligate the loser in a war to respect the current borders until the end of the treaty (i.e. obligate them not to accept culture flips), and that's no more ridiculous than the CTP series' inability to outlaw slavers' operating in your territory. Yes, mutual protection pacts can force me into unwanted wars, but they're easily avoided and of finite duration if I do want one in some unusual case.
But I'm still thinking that with how mature the CTP mods are by now, the game might be worth another look if most of what annoyed me about the game originally has been dealt with adequately. The question is, has it?
Nathan
For the most part, I loved the game, and I have no idea how many hours I lost to it. My only really first-class annoyance with the game was how the unconventional warfare units are implemented. Real nations can outlaw slavery, the preaching of foreign heresy, the opening of foreign corporate branches without permission, and so forth, and not automatically start a war if they enforce their laws. And just imagine how far a German injunction against production in an English city (or vice versa) would have gotten in the middle of World War II! (And could a nation really collect profits from a corporate branch in an enemy nation in the middle of a war?) I'm not saying I inherently don't think unconventional units belong in a civ game, but the implementation left a sour taste. In any case, in spite of the occasonal annoyance at not being free to simply kill trespassing slavers, I got a huge amount of enjoyment out of the game.
So when I heard that Call to Power II was coming out, I was thrilled. I was hoping for something significantly better than to the original, and I bought it shortly after it came out.
And I stopped playing in the middle of about my second or third game and haven't played it since.
So what happened?
(1) The loss of ability to change what tiles I worked took away one of my key management tools. Worse, I got the distinct impression that it can seriously devalue tile improvements depending on population levels, because the improved tile is only one of several being worked instead of being fully utilized. (I'm not positive I'm right about that, but it's the impression I got.)
(2) My strategies in the original CTP were heavily overloaded toward production (and the growth needed to support that production, of course). But CTP2 uses pollution to put an effective ceiling on how much a city can produce. So if I keep the production slider high so new (or recently captured) cities will be highly productive, I end up with gargantuan numbers of specialists in my core cities to keep their production down enough I don't have pollution problems. The basic concept of the sliders seems like something good, but that kind of limitation transforms them from something fun into a major annoyance - especially since they have to be set on the empire-wide level when the optimal settings for a huge metropolis and a struggling town are completely different.
(3) At the time, I almost always played huge maps. CTP2 cut the number of cities allowable in half from the original CTP in compensation for how much bigger the cities get. But no one told the AI to change its city build patterns to make sure cities can grow to full radius. As a result, when I captured AI cities, I ended up with a significantly higher than optimal city density relative to the land available, and that played havoc with how much territory I could control. I've seen CTP2 fans (among others) complain about the alleged "need" to raze in Civ 3 (I play it on Monarch and Emperor, and you could probably count the number of cities I've razed in my entire year-long career on one hand), but I'll take that over the pain involved in weeding out excess cities in CTP2 any day.
(4) I got the distinct impression that there was some sort of cheating going on (or some kind of very odd rule being followed) for one of the AIs to essentially keep up with me in tech. That might have just been me not knowing the tech system very well, but in a couple games, it looked almost as if there was something deliberately rigged to keep the human from running away with a tech lead.
(5) The straw that finally broke the camel's back came with the new, "improved" diplomacy system. I had been at war with another civ, but was finally getting on good terms with them. That civ was at war with a smaller civ that I had formed an alliance with, and my ally called on me for help. Now here's where as a clear superpower, I SHOULD have been able to tell the other civ, "Hey, I have an alliance with these guys, and if you keep fighting them, I'll be bound by treaty to declare war on you." And if they had the brains of an amoeba, they should have at least given the matter some serious thought. But that little nuance was left out of the diplomacy system! The system gave me just enough tools to obligate me to protect an ally, but not enough to even attempt to provide that protection through diplomatic means! Worse, I was already right around the limit on number of cities from previous conquests, so if I did go to war on behalf of my ally, what would I do with captured cities?!? I was so disgusted with that situation that I walked away from the game, and I never went hack. I've played more of the original CTP since then, but no more CTP2.
Since then, Civ 3 came out, and I fell in love with it. The only really major annoyance I've found (from my pserspective) is that peace treaties don't obligate the loser in a war to respect the current borders until the end of the treaty (i.e. obligate them not to accept culture flips), and that's no more ridiculous than the CTP series' inability to outlaw slavers' operating in your territory. Yes, mutual protection pacts can force me into unwanted wars, but they're easily avoided and of finite duration if I do want one in some unusual case.
But I'm still thinking that with how mature the CTP mods are by now, the game might be worth another look if most of what annoyed me about the game originally has been dealt with adequately. The question is, has it?
Nathan
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