Civilization call to power ii download free full version
Call to Power II expands, enhances, redefines and re-balances many of the aspects of gameplay seen in the original. To name just a few of the changes, borders are more clearly defined between nations, city influences grow exponentially over surrounding terrain as populations grow and diplomacy increases as a factor in decisions regarding nations' political and military posturing.
Trade considerations are expanded and a historical timeline regarding a chosen civilization provides perspective of long-range achievement or failure. Unit graphics are enhanced over the original game with new animations added. The AI is designed to recognize more fully the differences between diverse military units and their capabilities, thus creating a higher degree of realism when they meet.
Strategic warfare is more encompassing, allowing for unconventional approaches, with the combat engine tweaked to ensure outcomes based on both numbers and capability. The non-combative player can still concentrate on building an empire rich in law, technology, science and the pursuit of building great wonders of the world.
Military might is a by-product of this type of civilization and will be developed as necessary to protect the population, defend the homeland and expand territories. In response to consumer feedback, Activision's Call to Power II features an improved simplified interface and menu system and puts emphasis on gameplay.
Administration of day-to-day operations can be turned over to automated mayors of the cities with the overall design of the "behind-the-scenes" infrastructure and building menus enhanced and expanded for ease of play. Whether interested in building an empire based on military might or approaching civilization supremacy through the auspices of non-aggressive tactics, Call to Power II provides a vast array of options for those craving world domination.
Do you have the staying power to hold on for years? Only front line troops take damage, and after both long-range lines fire, the front line of the attackers and defenders engage in melee combat. After the first such round, you regroup or rather, the AI does it for you and start over until one side is eliminated. While a retreat option would have been nice not to mention realistic , the new combat system is excellent since it both allows for more depth in the combat and also lets superior technology dominate the less superior.
In Civ2 if you had a rifleman, odds were he could handle a lot of older units without taking too much damage because of the unit vs unit system.
Now, provided your opponent amasses enough forces, you can't rely on technology alone. One advanced unit, say a Machine Gunner isn't likely to defeat five Samurai, because of their superior numbers. One problem that is not really worked through is the issue of aircraft. I believe in bombing my opponents into submission, but I'm sorry to say that this is not possible in Civ:CTP.
I tried my luck with four stealth bombers my air force's pride against five old units and to my horror I got my ass severely kicked. Apparently, the units are no good in melee combat huh? Had I bombarded from a distance, with token melee units in my attack force, I would have survived. Still, why the B2's dove low enough for the musketeers to hit, I'll never understand. The whole issue of aircraft is troubling and must have caused a few grey hairs on the Civ:CTP design team.
In my opinion, airplanes fight on their own battleground much like the sea and dry land are different. While, granted, they do attack units on the ground or on the water, they do so from the air and there are certain ancient units which should not be able to hit an airplane while the airplane will have no problem hitting the unit on the ground. How this is best portrayed in the game I can't say, but my feelings are that units from the pre-modern age should not be able to hit airplanes.
While this could lead to a race to reach airplanes first and then bomb your opponents without being subject to harm, that could be countered by having airplanes be available a bit later or be a bit harder to obtain.
Accompanying a new battle system is a set of units that go beyond the traditional forms of war. Lawyers, slavers, clerics, corporate branches and ecoterrorists are units which take from your opponent or fight in a way that goes beyond the traditional attack vs. A corporate branch can infect an enemy city and gain a certain percentage of its gold, while a slaver can grab citizens and make them work as slaves.
While especially the latter to most, if not all, countries would be considered and act of war, it is not. There are several ways to prey upon your opponent and it does have its advantages. One corporate branch unit is expensive but it can infect many cities and cripple an opponent's economy while benefiting yours. The units are many but they don't all seem too well-balanced.
The slaver is available at the start of the game and the problem is that at this point, the loss of just a single citizen is as devastating as the loss of a city can be later in the game.
The abolitionist is also a problem as she is not available until later in the game and you thus do not have a defence against the slaver besides expelling the unit. Expelling him may sound easy, but he is unfortunately invisible to you unless you move a unit into the square he occupies.
Civ:CTP also moves into new areas for a civ-game -- the bottom of the sea and space. It is now possible to build space colonies in stationary earth orbit and colonies on the bottom of the sea. While I have yet to try a sea colony, I did manage to build a space city in a game played on the beta-version. Building the star ladder wonder I got an automatic city at the top of this wonder.
The problem with this is that the star ladder with accompanying city is available before terrain improvements in space are. So my Memphis was stuck with one worker who could not produce anything and the city was thus frozen until I discovered the tech that allowed me to build food pods and assembly bays up there.
It's not the smartest of design decisions and the Star Ladder ought not to have been made available until space cities in general were. Similarly, the Labyrinth wonder which grants free caravans can also be made available through research Ship Building before Caravans in general are Trade.
Bugs are a part of every game I have played for years and this one is no exception. Problems with the new battle system have, on occasion, resulted in me not having all units acting as defenders. On one occasion I was rushing a phalanx to help the defense of my city one legion but the only unit defending the city was the phalanx and the legion just disappeared when the city was lost.
Reports online speak of other minor bugs and problems with the CD-check. In order to start a new game, the CD must be in the drive and apparently this is failing for some people. Also reported are slowdowns on supposedly lesser PC's, even some at the size of mine see above , but I never had any problems on the three machines I tried the game on.
All in all, the bugs are not too bad, but at a level where I would still expect a patch or upgrade soon. Critical to any game is its balance. It does not matter if you have a great-looking game with splendid graphics and interesting gameplay if it's not well-balanced. Civ:CTP 's balance is questionable at best. While there are a few complaints about other balance problems, the main one seems to be the way the game favors numbers over technology.
While it may be a good thing that a single hi-tech unit can't beat five older units, there must be a line somewhere and it seems that Civ:CTP does not draw it in the right place. There is not enough bonus to having a higher technology unit over older technology and many people do not find this to their liking.
Product Manager Peter Karpas of Activision has been very helpful on Usenet and he has promised to tell us why the team thinks it's not unrealistic for pikemen to kill tanks, but I doubt the reasoning will be all that sound and in touch with the reality of combat. In Civ and Civ2 , the game ended when your spaceship arrived on the distant planet of Alpha Centauri to found a new civilization. Indeed, this is where SMAC picks up, governing this colony.
Civ:CTP has tried to be different from its predecessors and instead of a spaceship, the end game now involves creating something you procure through a very advanced tech at a "special location" I won't say what, as that's a bit of a spoiler.
The fully mouse-driven interface is fairly easy to handle. However, on the slower systems it's very easy to overshoot the mark when building things like roads and farms.
Also, controlling unit movement can be tricky. To select a unit, you have to left-click on it, but to then select a city, you have to right-click elsewhere on the map and then left-click on the city. If you just left-click on the city, you'll send your unit there, which can be a pain. Controlling and "stacking" multiple units in a square is also improved.
Unfortunately, when you put units on a ship, you can see how many more available spaces there are on the ship, but not which units are already there.
This is a major disadvantage for players who like seafaring-centered civilizations. Otherwise, the controls are intuitive and simple to use. You can now set up a queue of building tasks for cities, which is great except that, as with Civ II , a city will go on producing units forever unless you tell it to stop, so you have to stay alert. Other good differences include an extension of the game into space and undersea, the replacement of "city" units like Engineers with a Public Works fund for building roads and farms, and improved graphical control of units.
Available technological improvements and Wonders now reflect more accurately a possible future for Earth, with all the advantages and drawbacks such technology affords. And the AI Entity can and will take over your cities if you give it an opening. One difference I don't like as much is that when your opponents' turns are being processed, the display no longer automatically shifts to show you the movement of their units within sight of your cities or people.
I kept having enemy Clerics and Diplomats show up unexpectedly. However, these are only minor drawbacks, and for the most part the differences between Call to Power and Civilization II are improvements.
What surprised me about Call to Power was how very easy it was to win at that level; in Civ II that was at least a moderate challenge. I think the difficulty levels are now more realistic -- when it says Easy, that's what it is. And boy, do your computer opponents get upset over the littlest things! I mean, just because I had to wipe out the Phoenicians early in the game I haven't played over the Internet, so I don't know how good or bad that experience is, but playing my husband over our LAN was great fun.
The major disadvantage to any of the multiplayer games is inherent in any turn-based game; you have to wait for the other guy to finish. As turns become more complex later in the game, you can end up waiting a long time -- and the more people you have playing, the longer the wait. Otherwise, playing multiplayer is just like playing a regular game, but against one or more human opponents. I love it when a new version of an old favorite takes advantage of the latest technology, but remains recognizably the same.
The Call to Power display is a refined, fancier version of Civilization II's grid; if your computer is fast enough and mine isn't; bummer you can select animated units, trade routes, and trade goods. I particularly like how the Settler yawns and stretches his arms after he finishes his move, like he's just finished a hard day's work. Well, in a sense he has However, while the game itself has finely-rendered graphical detail, the movies are disappointingly grainy.
I have a 19" monitor and it was even worse on such a large screen. With the CD in the drive, you can listen to a selection of music from many countries, from Africa to the British Isles. And yes, the game will run under the above conditions. However, running Call to Power with only the minimum requirements is extremely slow and I recommend turning off most of the special graphical features and, if necessary, reducing the display resolution. The faster your system, the nicer this game will look and the smoother it will play.
The documentation is thorough on all levels -- the reference chart, the manual and the online help files. Between the three of these, you can usually find the solution to any problem.
One drawback is that the manual, though very informative, is not indexed very well. You may simply have to read through the manual to find some answers, such as why you can't terraform the jungle right away or how to make your citizens love you enough to give you a celebration.
Since I prefer to dive right into a game without reading the manual first, this was a drawback for me. It's a big ol' game, but it doesn't take long to install.
I did the maximum install and it took about fifteen or twenty minutes. But the biggest problem I had was that for some reason the game wasn't recognizing the CD in the drive, so of course it failed the copy protection.
That's a fairly unusual problem and not mentioned in the online help files, so if you can't get past the Launch screen without being booted to your desktop, try checking your CD setup. If you hop over to the Activision web site, you'll find all sorts of downloadable campaigns and discussions on customizing Call to Power. In this way they have given armies that have a mixed assault force a big advantage.
This is a good thing. It makes sense that a warrior with and archer behind him will have an advantage of two warriors. Unfortunately while creating this system they ignored the real reason that Civ 2 incorporated an expanded combat system to start with - to avoid unreasonable combat results.
Over and over again I watched as my advanced combat units, a team of three Fusion Tanks for example, lost battles to a well-mixed group of Calvary and Cannons. The situation is much worse than that of the original Civilization when such losses were a random fluke. In Call to Power these ridiculous results happen again and again. It doesn't take long before you realize that your march towards technology really doesn't matter a hill of beans in the long run.
Those cool new units you've been trying to grab hold of really aren't all that much better than the crummy old units you had before. So what's the other problem? Some of the new units are really, really, really irritating and ruin the entire feel of the game. The two worst offenders here are the Lawyer and the Corporate Branch. The lawyer, who is available fairly early in the game, can file an injunction against a city it's standing next to. This power causes your city's production to come to a grinding halt.
Worse still, this isn't a one-time power - the lawyer can keep filing injunctions every turn until he's discovered. The Corporate Branch is even worse. By using his franchise ability, a Corporate Branch forces your city to send a percentage of its production to an enemy. The only way to undo the franchise is to send out one of your own lawyers to sue the city under its control.
Once the computer-controlled players get control over these two units, you can hang up any semblance of a good strategic wargame. Your cities will be stripped of their ability to produce and you'll be caught in an eternal war of paperwork. Oh well. It should be mentioned that there is multiplayer support included as well with CTP2 , and although I did not have a chance to try it, it appears to be similar to the multiplayer experience of the previous versions.
The graphics in CTP2 are much-improved over the previous versions, which only means that they are adequate. Even the videos the opening cinema scene and the small ones that run when you create a new wonder are very low in quality, visually if not content-wise.
Please sir, I want some more.
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