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Civilization: Call to Power

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Civilization: Call to Power
Company typeVideo game
IndustryVideo games
PredecessorSid Meier's Civilization (franchise)
Founded1999; 27 years ago (1999)
FounderActivision
SuccessorCall to Power II
Headquarters
United States
Area served
Worldwide
ProductsTurn-based strategy video game
OwnerActivision

Civilization: Call to Power is a turn-based strategy game developed and released by Activision for the Microsoft Windows platform. It was designed to capitalize on the popularity of Sid Meier's Civilization franchise. Versions for Linux were produced by Loki Software, and a port for BeOS was created by Wildcard Design, making it among the rare commercial games available on BeOS.

An 18-month interval after its release saw the launch of its sequel, Call to Power II. Due to licensing constraints, Activision was unable to include the "Civilization" brand in the sequel's title.

Timeline and epochs

In contrast to earlier Civilization titles, this installment extends its chronological scope up to the year 3000. It features five distinct eras: the Ancient Age, Renaissance, Modern Age, Genetic Age, and Diamond Age. Call to Power introduces expanded gameplay elements, including intricate mechanics for both space colonization and sea colonization, which become accessible during the Genetic Age.

Terrain features

The game employs an isometric perspective with dual-layered tiles that represent space above ground terrain, incorporating a z-axis coordinate for positioning. Players can switch between "Earth view" and "space view." Ground and naval units operate on the terrestrial layer, while numerous land units are capable of being deployed into space through cargo pods launched from city rail launchers or space planes.

Units such as space fighters and space planes are able to maneuver freely within both atmospheric and outer space environments. Certain units like the SWARM warrior can survive in either environment but lack self-launch capabilities into space. Unique space-exclusive units include the Star Cruiser, Phantom, and Space Bomber.

Although space itself does not generate resources, once a colony is established in orbit, food pods and assembly bays contribute to resource production for that colony.

Water tiles are classified by types such as continental shelf or deep sea trenches. These distinctions become visible after unlocking submarine technology. Sea colonies permit the construction of underwater tunnels connecting colonies with landmasses. Resource extraction from ocean tiles is facilitated by fisheries and undersea mines.

Pollution

Pollution becomes a critical factor following the acquisition of Industrial Revolution technology. Cities with high pollution levels generate "dead tiles" within their influence radius that produce no resources. If pollution remains uncontrolled, it can lead to global catastrophes including climate change, ozone layer depletion, and global warming. The melting of polar ice caps due to global warming causes sea levels to rise, transforming affected tiles into coastal or shallow water zones—resulting in the destruction of any cities located there.

Damage to the ozone layer results in a proliferation of dead tiles. Advanced technologies enable remediation of dead tiles at considerable industrial expense. The wonder known as the "Gaia Controller," constructible only during the Diamond Age, eradicates all pollution entirely.

Pollution levels increase due to establishments like factories and oil refineries, whereas recycling plants and nuclear reactors help mitigate pollution output. Additionally, events such as space launches and deployment of nuclear weapons cause one-time pollution spikes.

Players have the option to disable pollution effects during initial game configuration.

Happiness

Ensuring the well-being of citizens is a vital aspect of gameplay. Various elements such as the city's remoteness from the capital, excessive population density, environmental pollution, overexertion of workers, hunger, or inadequate wages negatively impact happiness levels, potentially triggering riots and uprisings. Additionally, periods of war and territorial expansion reduce happiness, while terrorist units can further undermine enemy cities by "infecting" them, resulting in declines in both population and morale. When happiness dips below 75, cities face the risk of civil unrest and will cease production for that turn. If dissatisfaction persists, it may lead to revolution, transforming residents into "barbarians" or altering their allegiance if another empire controls the Egalitarian Act Wonder. On the other hand, elevated happiness prompts festive celebrations within cities. Certain structures such as temples and cathedrals, along with wonders like the Immunity Chip and Ramayana, contribute to increasing citizen happiness.

Wonders

Wonders represent exclusive constructions unlocked upon acquiring specific technologies. These require extended construction periods but grant significant benefits across the entire civilization, except for a few like Galileo's Telescope, which enhances only the scientific output of the city where it is built. Technological progress can render some wonders obsolete; for instance, Stonehenge loses its advantages once the Age of Reason is attained. Generally, wonders introduced later in the game provide more powerful effects than those available earlier. When a city containing a wonder is captured, both control and associated benefits transfer to the new ruler.

Victory conditions

Players can secure victory by conquering all rival empires or by completing the Alien Life Project, which begins with constructing the wormhole sensor wonder. This path involves launching a wormhole probe followed by building an alien life laboratory with subsequent upgrades. Alternative routes to triumph include converting every opposing city or achieving the highest score by the year 3000.

Release

Call to Power was launched for Windows by Activision in 1999.

A Linux version was announced in January 1999 by Loki Software, with pre-orders available through Loki and GameCellar. Although initially planned for release in late April, it was postponed by one week to address bugs. Distribution commenced in mid-May 1999, with SUSE managing European distribution through retailers such as Media Markt. This release was among the earliest major commercial video games made available on Linux platforms. A Macintosh edition followed in January 2000. Additionally, a BeOS version was developed.

Reception

The PC edition garnered mixed reviews according to GameRankings' aggregation. Next Generation acknowledged some positive aspects but ultimately found it challenging to enjoy, recommending that players seeking a robust sequel to Civilization II consider Sid Meier's Alpha Centauri instead.

In terms of sales performance, it ranked as the 16th top-selling computer game during the first half of 1999. PC Data reported sales of 293,046 units within the United States by September 2000.

The title was also nominated for GameSpot's "Most Disappointing Game of the Year" award; however, this distinction was awarded to Ultima IX: Ascension.

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