Call to Power II
|
|
This article may require cleanup to meet Wikipedia's quality standards. (Consider using more specific cleanup instructions.) Please help improve this article if you can. The talk page may contain suggestions. (December 2008) |
|
|
This article needs additional citations for verification. Please help improve this article by adding citations to reliable sources. Unsourced material may be challenged and removed. (July 2008) |
| Call to Power II | |
|---|---|
| Developer(s) | Activision |
| Publisher(s) | Activision |
| Designer(s) | David White, Tony Evans, Dan Haggerty, Winnie Lee |
| Platform(s) | Windows |
| Release date(s) | November 2000 |
| Genre(s) | Turn-based strategy game |
| Mode(s) | Single player, multiplayer over TCP/IP, IPX |
| Rating(s) | ESRB: E (Everyone) |
| Media/distribution | CD-ROM |
| System requirements
166 MHz CPU, 64 MB RAM, 320 MB space, DirectX7 compliant video card (for the Windows version) |
|
Call to Power II (CTP2) is a PC turn-based strategy game released by Activision as a sequel to Civilization: Call to Power, which was, in turn, a game similar to the Civilization computer game by Sid Meier. The game could not have "Civilization" in its title because the word is trademarked by the makers of the original Civilization series.[1] In October 2003, Activision released the source code, enabling the Apolyton gaming community to debug, improve, and add new features.
Contents |
[edit] Differences from Civilization: Call to Power
Call to Power II (CTP2) had a number of differences from the previous Civilization: Call to Power (CTP). CTP was criticized for its user interface,[1] which prompted a redesign of the user interface in CTP2.
CTP2 also included several gameplay differences. Maximum army size was increased, some balance adjustments were made to avoid the balance problems from the original CTP, and the economic system in CTP2 was reworked so that controlling good terrain became more profitable. Another difference in CTP2 is that the player can receive bonuses for certain achievements, if they are the first to perform the action (recapturing a city, sailing around the world, etc).
The diplomacy model in CTP2 was improved, with more agreements available for negotiation. Players could, for example, ask the AI controlled civilizations to stop researching some technology, or to reduce their nuclear weapons arsenal.
Space colonization and the space layer were removed from CTP2, along with the "Alien Life Project" victory condition. CITP introduces a new victory condition which requires the player to cover most of the planet's territory with Gaia sensors and build the Gaia controller wonder, winning the game.
[edit] Mods
One significant feature of CTP2 is its support for mods. A large number of game rules are stored in text files, along with many AI scripts. Even more importantly, CTP2 had a fully documented scripting language called SLIC, with a C-like syntax, through which many things about the game could be tweaked. The sole released patch for CTP2 enhanced the functionality of SLIC, allowing creation of mods that change the gameplay significantly. The CTP2 community created many mods, with the primary goals of fixing the AI and balance issues that were in the original game. Later, new gameplay features were incorporated through mods as well. These mods allowed the CTP2 community to enjoy the game much more, as they fixed at least some of the worst problems in CTP2.
[edit] Source code release
After Activision ceased to support CTP2, the Apolyton Civilization Site became the de-facto support center for CTP2, being the only active online community of this game and offering help with technical problems. That site is also largely where the modding efforts for CTP2 occurred.
At one point, the members of the Apolyton site contacted Activision and asked them to release the source code to CTP2. After several months of negotiation, Activision agreed and the source code was released in October 2003 exclusively to the Apolyton Civilization Site.[2] There were limitations to how the source code might be used; for example, no commercial use of anything created with the source base was allowed.
[edit] Source code access
Currently, the source code project is accessible through a Subversion server. Through Apolyton, those wishing to view the source code or wish to modify the code can find the SVN server forum at the Apolyton link below for more information.
[edit] Critical reception
Call to Power II received mixed reviews.[3] Gamespot awarded 7.2 out of 10, highlighting the improved interface, animations and sound, and the game's replay value. Criticisms included the lack of feedback during diplomacy, lack of tactical control during combat, the shift from city micromanagement to army micromanagement, and weak AI.[1]
[edit] References
- ^ a b c Geryk, Bruce (2000-11-20). "Call to Power II for PC Review". GameSpot PC Games p. 1. CNET Networks. http://www.gamespot.com/pc/strategy/calltopower2/review.html?sid=2656251. Retrieved 2007-03-01. "The original design flaws from Civilization: Call to Power haven't been removed from the sequel, and while the sequel is more attractive and functional than its predecessor, it's still effectively the same game. Call to Power II is an interesting take on a classic concept, but as with many reinterpretations of canonical standards, it isn't better than its source material."
- ^ Apolyton CTP2 News Archieve
- ^ "Call to Power II reviews". GameSpot UK. http://uk.gamespot.com/pc/strategy/calltopower2/review.html?mode=web&tag=scoresummary;critic-score. Retrieved 2010-03-30.
[edit] External links
- Latest Call to Power II - Apolyton Edition Playtest (07-Jun-2010)
- Apolyton Civilization Site's CTP2 section
- Call to Power II at MobyGames
- Rereleased on Good Old Games Feb 2010
|
|||||||||||||||||