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A lot of time has passed, few people remember the original, yet RTS still is a populair genre, though nobody likes micromanegment.
One has to figure eventually SOMEONE, if anything an indie developer or a crowdproject like a variant of freeciv must put 1 and 1 together and combines all that made it great in a new jacket?
btw that complain about buggy I read a lot, but I never experienced it.
I played this game since it arrived in 1999, on multiple compluters, from win xp, to me, to win7
and it never crashed even a SINGLE time.
it never bugged even once.
It had certainly plenty imbalance options, and special units of the enemy using your own maglev to rain havoc on you was a pest...
And I also admit that it required more micromanegment than most fast paced RTS games care for, because of the isane high number of city's and units, where the trend seems to be to lower these numbers to make them more causual..
still at the same time we see slowly a revival of RTS on the way... with old titles dusted off, new expantions and titles being made... age of empires 4, warcraft 4, are not as impposible now as they were a decade ago.. on top of the indie rts..
would a call to power like game be easy enough to be done indie? not sure about that one... and like you I don't see a large studio run with it atm..
I still played it a hell of a lot back when it came out, and I do confess to re-installing it from time to time; it had a lot of good twists on the standard Civ template, most of which you've touched on in the OP. I just don't see it as a likely contender for a remake, though. It was always the least of the 3 civ games that were out at the time; AC knocked it into a cocked hat on many levels and Civ 3 was much more popular (despite being a weaker game imo). And the core of the game was itself basically a remake of Civ; it made no attempt to pretend to be anything other than a clone. While games like C&C, MOO, Warcraft, AOE or Doom were not the originators of their genres, they're remade because they came to define those genres. CTP never achieved that kind of status. Most gamers will be able to name Doom or C&C even today. Most will not recognize CTP.
I would like to see some 4X designers revist some of the ideas in it, though. Space, public works, and a complex non-military unit ecosystem were all really good ideas, even if some of them didn't even survive to the game's own sequel.
never experienced a thing like you say,
-border placements, ok never placed attention to that one, if borders expanded properly, and cultural takeovers were done right... but they seemed ok to me..
-never had a single unit freeze or disapear, and i would have noticed.
-on the spacemap I also gridded along, city's at certain intervalls... yes battles there were hard because of the insane large traveling distances (0.1 movement per tile everywhere) but that was just a part of the game.. glitches there? nope, keeping TRACK of everything and entering or leaving space at the right tiles yes, very hard.
*it was possible to move certain land units though the space elivator to space.. like the idiot massive tank... thingy... that can be seen as a bug.... but I saw it as the ultimate reason to get that wonder in the first place.
*trade bugs I admit where sometimes possible, when you traded all goods to one city.. and than traded from that city to a third city, sometiles the thing glitched and you could get 1 supercity with far more than the regulair 4 of 1 type in it.. boosting economy a lot.
more an exploit than a true bug though..
I finishes dosins of games, always ending in the entire world being a massive grid with hundreds of city's all at the same intervals both on the land and space level.... turning the planet in some neat borg-sphere;)
the game did feed that need for order more than any other game;) the perfectly terraformed, maximal number of city's maximal population, every building everywhere, every tile maximal terraformed, world was totaly possible... and very often i let just 1 ai town alive and played along hundres of extra turns to get there;)
alpha centauri had moddable units counting for it, but it;s terrain modding was to complex for my taste, and making "the perfect gridworld" far to much a headache..
also the psi units were to powerfull, just using the native units once you could build them easely beat any regulair unit you could construct, and I found that lame.
Civilization III, sure it is the best civ III game and good in it's own right, but the lack of a spacelevel, the lack of future tech, and the lack of futuretech, and mostly the lack of seacity's (so not perfect griddworld(tm) makes it finish after call to power for me..
so I disagree it was the weakest/worse of the 3 civs out back than.. I absolutely loved it back than and still do. If I had to pick 1 TBS game to play or any strategy game for that matter without the option to ever play an other one it would most certainly be call to power.
thats why I am so sad CtP II was actually weaker than CtP I, and there never was a CtP III as of yet, combining what made it great with more rebalacing and more uniqueness, as well as adding some modern features..
I think that's a little harsh tbh. There were a few big names working on it, and some of the features were actually quite original or better than Civ's approach. But it was very, very consciously a Civ clone for 90% of the gameplay, which is why it's basically forgotten.
a lot of the original team of civ II worked on call to power.
all that was original to civilizations after II, was sid meiers, who actually didn't put any work in the games any more after II.
as such for me call to power is the last REAL civilizations... ald the "sid meiers civilizations" are the rotten clones.
AC never did it for me... for reasons listed :
*overcomplicated tile improvement.
(I find the straight terreform tile option of CtP much more satisfying than the lower/raise elevation thing of Alpha Cantaury, that while improving some tiles ruins others, aside from being way to complex)
*to powerfull psi units -> offsetting the one thing AC has counting for it, customisisable units, just spamming midnworms is OP'd
*no space level (with all the good stuff coming with it)
*no public works, and not only having workers but actually having to REDESIGN workers, even worse!
*no option to create "the perfect griddworld*
I have played plenty hours of Civilization III and call to power.
but only finished a game of 10 of alpha centauri... it just feels like the weakest of them, even though the design your own unit thing is good.
Civ3 was also terrrible,lol.
I like the micromanage, not the workers.
civ3 was the last good civ, just after Call to power.
4 and 5 are terrible.. (even though they have a few ok features)
can't form a defenitive opinium of after earth yet... but it aint in civ III league by far.
1 call to power I
2 civilization III
3 call to power II
4 civilization II
5 Alpha centauri
the rest all follows a long long way below that..
and not a great thing to do thats interesting, how about giving 1000 city's construction orders, and 1000 units, all in stacks of doom.
how about managing wars on two levels, space and land, with options to launch certain units to space, and drop others to earth from certain locations, and even have space bombers bombarding land based city;'s without these city's being able to do a thing against it.
How about terraforming every freaking tile in the game in a type you want it to be... thanks thousands upon thousands of clicks.. how about finetuning every one of those 1000 city's to utilise the tiles and specialists you want it too..
Also, I just remembered that the Apolyton community got their hands on the source code for CtP2, and went and made their own patch and updates for it, an effort that seems to have finished up in 2011. http://apolyton.net/local_links/links/c-source-code-project-303/5288
ah good, I visit the apolying site from time to time, though not every day... good to see they did.
I like intensive micromanegment, but generally not like to much "free chooice" so in a civ game.. being able to place city's at exactly 5 tiles of eachother... in straight rows... making a grid around the world... not caring for land coverage.. because evenrually you'll terraform everything anyway.
not having to worry about age, because eventually you are able to build every building everywhere
and not having to worry about relifion because eventually you can have all relifgions in every city/..
and not having to worry about goverment stats because eventually you can have them all given enough culture income..
are important parts for me to enjoy gameplay...
while in early game I like meddeling micro to get the upper hand.. to be able to create this "perfect borgsphere" kind of world... long LONG after victory has been achieved... is at least as important...
just like I like RPG's better if I can play 1 char that eventually can master all weapons, all armour, everything in the game, and dislike having to pick a class that will only be able to learn certain things...
-> early game huge strategic differences by what you picked, late game universilisation everybody good in everything.. is best..
so for me a good game has tons of micromanegment early in game, like the perfect starting position the right resource control, etc.. giving you the early edge if played right.. while the effect of this becomes ever less important, and the important of just having the bigger realm with more city's and the bigger GDP becomes more important than tactics and such.
http://www.dos486.com/alpha/