many thanks to Blade Runner!!
PCGamer Autumn 2000 (UK version)
Call to Power II (page 38-39, in the magazine)
Those of you with partners are advised to be on your best behaviour for the next few weeks, and start stockpiling those brownie points. Why? Because Activision are putting the finishing touches to Call to Power II -- and we know what that means. It means that from the minute the shiny new CD copies its binary genius on your hard drive, the real world will cease to exist and nothing will matter but the acquisition of a new technology, the building of a Wonder or the vanquishing of an age-old nemesis. The physics of "real-world" time do not apply when you've connected yourself intravenously to a saline drip before starting to play.
Activision underlying philosophy behind the development of CTPII has been to refine rather than rebuild. They've attributed great importance to customer feedback - a commendable attitude - and introduced the changes that were most requested. Producer Doug Pearson explains:
"We've spent the last year refining what we developed in Call to Power. Based on all the feedback we had from Call to Power, the biggest areas of concern were a more intuitive interface, better diplomacy, play balance and game ramping. This is where we've spent the greatest amount of time. Our intention is to raise the bar for all other empire-building games - that's our goal with CTPII. We feel everyone will be happy with the changes we've made to the genre."
As a result very little has been done to the main engine. Instead, a number of tweaks and enhancements have been made to improve the interface and the nuances of how the game plays. For example, a city's influence over the surrounding landscape will now increase as the population grows, and borders between neighbouring states will be clearly defined. Many of the units have been given an overhaul in terms of graphics and animation but, in essence, the game's front-end will be largely the same as its predecessor. Some new victory conditions have been added, such as the science-based victory - this requires specific advances to be researched and special items to be placed at strategic points throughout the map for the victory conditions to be met.
Doug is particularly excited about the way diplomacy is being overhauled.
"Diplomacy has truly made leaps beyond what was available in Call to Power or in other empire-building games," he claims. "You can now really negotiate rather than just having the options of agreeing or disagreeing."
In CTPII it will be possible to make counter-proposals. This leaves unprecedented scope for haggling with advances and gold etc, and to perfect the art of bullying smaller civilisations into submission. For example, if a civilisation request an advance, you'll be able to demand gold or another tasty piece of tech in return. You can also threaten to take over a civilisation's city if they refuse to pay you gold annually - a kind of protection racket - and the chances of success will be increased significantly if you have a decent-sized army currently camped outside the city walls.
But it's not all bribes, threats and niceties. Sooner or later you'll need to get stuck in and fight your way to safety or supremacy. The combat model has been modified by adding a class system to the military units, which should banish those bad memories of your stealth fighter being taken out by a couple of archers. A further pleasing addition to the combat system is the ability to retreat from any engagement which you initiated. If the battle isn't going your way you can back out and regroup before making another assault.
CTP was notable for its unconventional warfare units. In CTPII, this will remain an important aspect of the strategy but few new units can be expected (other than the Emphatic Diplomat - like Deanna Troi of Star Trek fame, we reckon).
"We were very aware of the feedback from user groups to improve the existing units, in terms of balance, abilities, and how to defend against them."
So once again, the emphasis is on tweaking in rather than invention. One such tweak is that all stealth subversive and trade units will be able to see each other - unlike in CTP. This will mean that the presence of just one of these in a city will be sufficient defence against the other players.
Okay. So we've got minor improvements to the graphics and major tweaks to the interface, play balance, diplomacy and combat. Games of this kind have always been more about substance than form - so, providing the tweaks works well, there's every reason to get excited, despite the lack of the licence. Rest assured, we'll bring you the definitive review ass soon as we can.
--------------------------------------------------------
Doug Pearson Producer on CTPII, speaks freely to PCG.
PCG: Why should we be excited about CTPII?
Our intention is to raise the bar for all other empire-building games to follow.
PCG: What's the one feature you're happiest with so far?
I would have to say the diplomacy.
PCG: Which games have been your inspiration?
Civilization, CivilizationII, CivNet, Alpha Centauri, Age Of Empires and Age Of Kings.
PCG: If someone made a musical about your game, how would you feel?
I think I would feel all warm and fuzzy inside.
--------------------------------------------------------
=============
Window texts:
=============
1)
'Lend me your ears, or I'll kill you...'
A lot of time has been spent enhancing the diplomacy in CTPII, so look forward to bullying your foes into submission or negotiating complex exchanges. Can you make the word mightier than the sword?
2)
'Been around the world'
CTPII will include three scenarios in the game - including Alexander The Great, a World War II scenario, and a Détente scenario. There are also plans to release a couple of extra scenarios to the Web at around the time the game is launched.
PCGamer Autumn 2000 (UK version)
Call to Power II (page 38-39, in the magazine)
Those of you with partners are advised to be on your best behaviour for the next few weeks, and start stockpiling those brownie points. Why? Because Activision are putting the finishing touches to Call to Power II -- and we know what that means. It means that from the minute the shiny new CD copies its binary genius on your hard drive, the real world will cease to exist and nothing will matter but the acquisition of a new technology, the building of a Wonder or the vanquishing of an age-old nemesis. The physics of "real-world" time do not apply when you've connected yourself intravenously to a saline drip before starting to play.
Activision underlying philosophy behind the development of CTPII has been to refine rather than rebuild. They've attributed great importance to customer feedback - a commendable attitude - and introduced the changes that were most requested. Producer Doug Pearson explains:
"We've spent the last year refining what we developed in Call to Power. Based on all the feedback we had from Call to Power, the biggest areas of concern were a more intuitive interface, better diplomacy, play balance and game ramping. This is where we've spent the greatest amount of time. Our intention is to raise the bar for all other empire-building games - that's our goal with CTPII. We feel everyone will be happy with the changes we've made to the genre."
As a result very little has been done to the main engine. Instead, a number of tweaks and enhancements have been made to improve the interface and the nuances of how the game plays. For example, a city's influence over the surrounding landscape will now increase as the population grows, and borders between neighbouring states will be clearly defined. Many of the units have been given an overhaul in terms of graphics and animation but, in essence, the game's front-end will be largely the same as its predecessor. Some new victory conditions have been added, such as the science-based victory - this requires specific advances to be researched and special items to be placed at strategic points throughout the map for the victory conditions to be met.
Doug is particularly excited about the way diplomacy is being overhauled.
"Diplomacy has truly made leaps beyond what was available in Call to Power or in other empire-building games," he claims. "You can now really negotiate rather than just having the options of agreeing or disagreeing."
In CTPII it will be possible to make counter-proposals. This leaves unprecedented scope for haggling with advances and gold etc, and to perfect the art of bullying smaller civilisations into submission. For example, if a civilisation request an advance, you'll be able to demand gold or another tasty piece of tech in return. You can also threaten to take over a civilisation's city if they refuse to pay you gold annually - a kind of protection racket - and the chances of success will be increased significantly if you have a decent-sized army currently camped outside the city walls.
But it's not all bribes, threats and niceties. Sooner or later you'll need to get stuck in and fight your way to safety or supremacy. The combat model has been modified by adding a class system to the military units, which should banish those bad memories of your stealth fighter being taken out by a couple of archers. A further pleasing addition to the combat system is the ability to retreat from any engagement which you initiated. If the battle isn't going your way you can back out and regroup before making another assault.
CTP was notable for its unconventional warfare units. In CTPII, this will remain an important aspect of the strategy but few new units can be expected (other than the Emphatic Diplomat - like Deanna Troi of Star Trek fame, we reckon).
"We were very aware of the feedback from user groups to improve the existing units, in terms of balance, abilities, and how to defend against them."
So once again, the emphasis is on tweaking in rather than invention. One such tweak is that all stealth subversive and trade units will be able to see each other - unlike in CTP. This will mean that the presence of just one of these in a city will be sufficient defence against the other players.
Okay. So we've got minor improvements to the graphics and major tweaks to the interface, play balance, diplomacy and combat. Games of this kind have always been more about substance than form - so, providing the tweaks works well, there's every reason to get excited, despite the lack of the licence. Rest assured, we'll bring you the definitive review ass soon as we can.
--------------------------------------------------------
Doug Pearson Producer on CTPII, speaks freely to PCG.
PCG: Why should we be excited about CTPII?
Our intention is to raise the bar for all other empire-building games to follow.
PCG: What's the one feature you're happiest with so far?
I would have to say the diplomacy.
PCG: Which games have been your inspiration?
Civilization, CivilizationII, CivNet, Alpha Centauri, Age Of Empires and Age Of Kings.
PCG: If someone made a musical about your game, how would you feel?
I think I would feel all warm and fuzzy inside.
--------------------------------------------------------
=============
Window texts:
=============
1)
'Lend me your ears, or I'll kill you...'
A lot of time has been spent enhancing the diplomacy in CTPII, so look forward to bullying your foes into submission or negotiating complex exchanges. Can you make the word mightier than the sword?
2)
'Been around the world'
CTPII will include three scenarios in the game - including Alexander The Great, a World War II scenario, and a Détente scenario. There are also plans to release a couple of extra scenarios to the Web at around the time the game is launched.
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