Thread Tools
Old October 20, 2000, 22:41   #1
joseph1944
Guest
 
Posts: n/a
Magazine Story
The Nov 2000 issue of "Computer Games Magazine" has a two page article on CTP2. It confirms that cities can be four squards in each direction.

There is also a three page interview with Bruce Shelley.

------------------
 
Old October 21, 2000, 05:37   #2
red_jon
NationStates
King
 
red_jon's Avatar
 
Local Time: 08:55
Local Date: October 31, 2010
Join Date: Oct 2000
Location: Uni of Wales Swansea
Posts: 1,262
That sounds great!

I've always thought that cities should expand from a 1 by 1 tile.
red_jon is offline  
Old October 22, 2000, 06:33   #3
ZENMASTER
Settler
 
Local Time: 08:55
Local Date: October 31, 2010
Join Date: Oct 2000
Location: rosh haayin,ISRAEL
Posts: 26
i really dont understand does this mean we will have cities that are larger then just one tile??


------------------
WHAT IS LIFE AND WHERE DOES IT COME FROM?
GOI-FONG-TZA ZENMASTER
ZENMASTER is offline  
Old October 22, 2000, 09:28   #4
Tilemacho
Prince
 
Local Time: 08:55
Local Date: October 31, 2010
Join Date: Nov 1999
Location: Heraklion, Crete , Greece
Posts: 418
I guess it means that each city has 4 levels of expanding. The city begins with the one tile the city icon is on and the 8 surrounding tiles. The next level is the one well known from other civ games and there must be 2 more: one with 3 tiles (like the vision range of spy in CTP1) and the biggest with 4 tiles toward each direction!
That means:
Level 1: 9 tiles
Level 2: 21 tiles
Level 3: 37 tiles
Level 4: 64 tiles !!!!!!!!!
If this is true then it will have a great impact in the strategy of the game. It means that either you choose to built many cities (like we did in every civ game until now) and have an advantage in the early stage of the game but a disadvantage later or you choose the opposite. Remember that you are not able to rearrange which city takes advantage of a tile (the first city keeps it unless you destroy it of course...).Also remember that every tile in the radius of a city is being used from the beginning!
Hmm.......
Tilemacho is offline  
Old October 22, 2000, 10:38   #5
Bartemans
Chieftain
 
Local Time: 08:55
Local Date: October 31, 2010
Join Date: Oct 2000
Location: Deventer, Overijssel, Netherlands
Posts: 37
Hello,

I would LOVE it!!!

In any Civ game I planned my cities well. On strategic places (to make a canal city) and on good places. Now this situation would even be more important. I would love it, it's almost a new dimension in a game.

However, What is the view of the city? Vision 4 from the beginning, or vision 4 when on level 4?

Another issue: GRASSLAND. It always seemed to me that I never had grassland nearby (in CTPI). My capital is in a forrest, with a river crossing and a few goods.
BUT NEVER near grassland, or the sea. How is this inb CTPII?

Bye,
Bartemans
http://home.hccnet.nl/stolte.1
Bartemans is offline  
Old October 22, 2000, 15:06   #6
red_jon
NationStates
King
 
red_jon's Avatar
 
Local Time: 08:55
Local Date: October 31, 2010
Join Date: Oct 2000
Location: Uni of Wales Swansea
Posts: 1,262
Then, with city expansion, cities could merge and become one extra-large city!

This would give a greater feel of 'overcrowding' and 'lack of space' in the future ages, like the original talks about.

------------------
...And if the British Commonwealth and its people live for a thousand years, man will still say "this was their finest hour"- Winston Churchill.
red_jon is offline  
Old October 24, 2000, 14:19   #7
slamp
King
 
slamp's Avatar
 
Local Time: 09:55
Local Date: October 31, 2010
Join Date: Sep 1999
Location: Cannes, France
Posts: 1,336
I red the same on a french magazine (Joystick #119 october). They wrote that cities will grow not only in circle but dependind on relief and influence of other cities
slamp is offline  
Old October 24, 2000, 15:01   #8
Bartemans
Chieftain
 
Local Time: 08:55
Local Date: October 31, 2010
Join Date: Oct 2000
Location: Deventer, Overijssel, Netherlands
Posts: 37
Hello,

I do not agree with the post directly above, that cities do grow, based on their territory. I think it should be more of a zone-of-control idea, with the ability to exploit the territory.

So: ONLY circular growth, regardless of terrain!

Bye,

Bartemans
http://home.hccnet.nl/stolte.1

Bartemans is offline  
Old October 25, 2000, 21:25   #9
joseph1944
Guest
 
Posts: n/a
The new screeshots no. 4 and 5 clearly show the new cities bountries. In no.4 picture the City of Pompeii was first. The city of Harniki was later. Remember Activision told us a month ago that the first city would control all tiles first, and a second city would only get what is left over. Screenshot no. 5 shows the city full expansion. Tile no. 4 from the city center looks to be 5 tiles, no. 3 f/C.C. 7 tiles, no. 2, 1 & 2, 9 tiles each. So it look like 51 tiles in all. That is still a very large City. It also tell us the player, that we need to start our cities that are located next to a rival civ. first, we get the territory, they don't.

------------------
 
Old October 26, 2000, 16:42   #10
DanQ
Guest
 
Posts: n/a
Here is the full text of the write-up (heartfelt thanks goes out to joseph1944):

[Title]: Rewriting History (Activision again tries to out Civilization Civilization with Call to Power 2)
[By]: Tom Chick


'PREFACE'
"In the beginning, Sid said, "Let there be Civilization" And there was, and it was good. Then Civilization begat Civilization II, which was also good. After a due time had passed, Civilization II begat CivNet, Test of Time, and Call to Power, and lo, they were...well...adequate, at best. Despite its
shortcomings, Civilization: Call to Power easily became last year's best-selling turn-based strategy game.

Activision is quick to point out that the game beat all its competition by selling just under 300,000 copies (it squeaked past Firaxis "Alpha Centauri
by 12,000 copies). This nay be more a testament to name recognition and Activision's marketing prowess than any true excellence on the part of the original game, bit it's a great reason to develop a sequel.


CALL TO DIPLOMACY
Also, consider it an opportunity to benefit from some 20/20 hindsight. Among Call to Power's problems were superficial diplomacy, unbalanced gameplay mechanics and an awkward interface. Each of these elements is being heavily reworked for the sequel. The changes to diplomacy are the most striking, not only because they're so different from the underdeveloped system in Call to Power, but also because they offer an unprecedented amount of interaction with other player. Senior producer Parker Davis calls their model for diplomacy a "discourse paradigm," which is just a way of saying there's a lot of back and forth.

This is a virtual diplomat's dream-when you receive a message, you can modify the terms of an offer and send it back as a counteroffer. You can also select a tone to give your to give your message a bit of color or some extra weigh. The messages are built with a step-by-step wizard that lets you make detailed compound demands and offers. You can make specific threats to
attack certain cities. You can threaten to amass troops on another nation's borders. You can demand regular tributes on money. You can ask for cutbacks
in piracy or legal actions by marauding lawyers. You can exchange maps or call for nuclear, biological, or conventional arms reductions.

"Alpha Centauri brought diplomacy to a new level," admits Davis, "and we want to take that even further... I don't think that's ever been done, where you have these back and forth negotiations or the breadth of options that we have."


CALL TO SLAVERY AND STUFF
Call to Power's unconventional warfare was one of its strongest points, but it was also its undoing. As you uncovered new technologies on the tech tree, you learned alternatives to direct combat: slavery, religious conversion, legal action, corporate branches and sub-neural advertising. These were insidious ways to bring another player's empire down, and they were hard to combat if you were behind on the tech tree. This meant you had to hit a few particular technologies to defend yourself, and it robbed Call to Power of a lot of choice and strategy.

In Call to Power 2, the basics of unconventional warfare are the same, but Davis hopes to fix the balance by altering the stealth aspects. This will
make it easier to track down unconventional units and kill them, although this is considered an act of war. You can also send diplomatic messages to the offending player insisting that he stop. Ideally, you'll want to build the same kind of unit to counter the other player without necessarily escalating the situation, but if this isn't an option, you won't be
completely vulnerable.

Another problem with the original title's balance was the way combat was implemented. The first game shipped with some very strange unit data the made it easy for the infamous "phalanx sinks a battleship" results to occur. Enterprising players were able to restore a little sense into the game by tweaking some of the values in the unit data files, But Davis says the team is aware of the problem and plans to avoid it in Call to Power 2. Also, combat will be more flexible by allowing the attacker the option to retreat if he doesn't like the way a battle is going.


CALL TO A BETTER INTERFACE
Finally, the new interface will be drastically different. Although Call to Power 2 includes a wide range of elements and factors to control on any given
turn, the detail seems easier to manage this time around. Screens are crosslinked nine ways to Sunday, with multiple ways to reach any given piece of information quickly. Advisor screens show all the stats you need to act on their advice, as well as connections to related screens. For instance, the trade advisor offers recommendations for trade routes with a list to manage your existing routes and set up new ones. A government screen lets you compare the exact effects of changing to a new form of government before you make the switch.

On the city management screen, you no longer place workers around a city on the resource squares. Instead, a city has an area of influence that is
automatically harvested. As a city grows until it eventually reaches four squares in ever direction.

"What you end up having is a patchwork of cities with different sizes and shapes of influence," Davis says. "It starts to look a real collection of different cities and villages and municipalities
that grow organically much the way real cities do, but they're confined by one another."

You can tweak a city's production by assigning specialists: farmers, entertainers, laborers, merchants, and scientists. Mayors can be
given a general priority and then assigned to develop individual cities so they'll build units and structures as if the AI were playing them.


CALL TO ORDER OF BATTLE
The interface for managing units is also a new. Up to twelve units can be organized into an army, which you then control as a single unit. These armies can even be named to make them easier to keep track of. When a unit is given a destination that takes more than on turn to reach, it will of course, automatically follow its route from turn to turn; but the twist in
Call to Power 2 is that units with stored movement orders won't moved until the end of your turn. This means you can react to events that happen during
your turn by changing movement orders.

There are also some intriguing minor additions, like Feats of Wonder. If you accomplish a Feat-such as being the first to circumnavigate the globe,
discovering the highest peak, or founding a new world-your civilization will get a temporary bonus. The concept of political borders, which worked beautifully in Alpha Centauri, is now being introduced in Call to Power 2.

Of course, there will also be a few new units (like an urban planner who settles new cities with basic impovements already built) and some new terrain
improvements (such as mall outlets and drelling rigs). The outer space region has been discarded in favor of a greater emphasis on underwater areas. You can also expect a less catastrophic model for pollution, streamlined trade, self-contained scenarios, and more turns before a full game ends. In
short, the mandate seems to be bigger, better, faster, more.

Among the other changes in Call to Power 2 is a shorter title. The original game was Civilization: Call to Power. When asked what happened to the original name, Davis thinks for a moment, almost as if he was wondering where he left it.

"Uhh, the Civilization license was not available to us. That's probably as much as I can say about that," he replies.

Activision licensed the Civilization tredemark from Avalon Hill, who had created a board game with the name long before Sid Meier started tapping out the code for his masterpiece. But when Avalon Hill was acquired by MicroPorse, who published Sid Meier's Civilization, lawsuits followed.

Davis is too tactful to explain that they gave up the license in a legal settlement with MicroProse before the first game was even released. Activision was allowed to use the magic word in the first Call to Power title, but after that, exclusive rights to "Civilization" reverted to MicroPorse. Hence the plain vanilla Call to Power 2.

But if all goes well, there'll be no doubt in players' mind that this is a Civilization game.


[Bottom of page right]

The goods
Genre: Turn-based Strategy
Publisher: Activision
Release date: Christmas 2000

Top right of page. Three screenshots. A large picture of a trireme receiving orders. A small picture of the stealth fighter and bomber. And
last a small picture of a solder (pikeman) patrolling Indonesia.


----------------
Dan; Apolyton CS
 
Old October 26, 2000, 19:06   #11
MarkG
Guest
 
Posts: n/a
argh!

reading through the article it reminded me of something.....

this! http://www.cdmag.com/articles/029/087/ctp2_preview.html

2 months old info ladies and gentlemen....
 
Old October 26, 2000, 19:11   #12
DanQ
Guest
 
Posts: n/a
Article modified accordingly.

----------------
Dan; Apolyton CS
 
 

Bookmarks

Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 04:55.


Design by Vjacheslav Trushkin, color scheme by ColorizeIt!.
Powered by vBulletin® Version 3.8.2
Copyright ©2000 - 2010, Jelsoft Enterprises Ltd.
Apolyton Civilization Site | Copyright © The Apolyton Team