Software:Civilization: Call to Power

From HandWiki
Short description: 1999 video game
Civilization: Call to Power
Developer(s)Activision[lower-alpha 1]
Publisher(s)Activision[lower-alpha 2]
Director(s)Cecilia Barajas
Producer(s)Mark Lamia
Designer(s)William Westwater
Programmer(s)Steve Mariotti
Artist(s)Rick Glenn
SeriesCivilization
Platform(s)Windows, Linux, Mac OS, BeOS
ReleaseWindows
Linux
May 15, 1999[2]
Mac OS
BeOS
Genre(s)Turn-based strategy
Mode(s)Single-player, multiplayer

Civilization: Call to Power is a turn-based strategy game developed by Activision for Microsoft Windows as an attempt to capitalize on the success of the Civilization computer games by Sid Meier. It was ported to Linux by Loki Software, as well as BeOS by Wildcard Design, becoming one of the very few commercial games for that operating system.

A sequel, Call to Power II, was released 18 months after the original. The sequel could not have "Civilization" in its title because Activision did not have a license for the "Civilization" name for a second game.[7]

Gameplay

Timeline and epochs

One of the most noticeable differences from the previous Civilization games is that the timeline of the game does not end in the 21st century, but rather goes to the year 3000.

There are five epochs in this game: Ancient Age, Renaissance, Modern Age, Genetic Age, and Diamond Age. Call to Power adds a more thorough space colonization as well as sea colonization, with the appropriate technological advances (available in the Genetic Age).

Terrain features

Similar to Civilization II, the game uses an isometric view, although each tile is actually two separate tiles: the space level on top of a "terrestrial" level (thus, this game has a z-coordinate to represent position). Players can toggle between "Earth view" and "space view". All land and naval units are exclusively terrestrial, although most land units can be launched into space inside a cargo pod by a rail launcher in cities or via a space plane.

Space fighters and space planes can freely travel in space and in the atmosphere. While the SWARM warrior can survive in space as well as the earth, it cannot launch itself into space. There are also some units that exist in space exclusively (i.e. cannot make a re-entry into the atmosphere) such as the Star Cruiser, the Phantom and the Space Bomber.

Space produces no resources, as it is a vast void. However, once a space colony is built, players can build food pods and assembly bays to produce resources for the colony.

"Water tiles" are also divided into several types. After submarines are available, the type of tile in oceans can be seen (e.g. continental shelf, deep sea trench, rift, etc.). Once the technology for sea colonies is discovered, undersea tunnels can be built to link to other sea colonies and dry land. Fisheries and undersea mines can also be built to produce resources.

Pollution

In Call to Power, pollution is produced in meaningful quantities after the Industrial Revolution advance. Cities that produce a lot of pollution will start to produce "dead tiles" within their city radius. Such tiles produce no resources. If pollution is left unchecked, eventually the game will give a warning that global disasters will occur. Disasters include change in climate, ozone deterioration, and global warming. In the case of global warming, the game informs the player that "ice caps have melted" and sea levels have risen. Tiles affected are turned into either coast or shallow water, and cities on tiles that become shallow water or coast are destroyed.

The destruction of the ozone layer causes a large number of land tiles to become dead tiles. If a nation is appropriately technologically advanced, then that nation can repair dead tiles, but only at a significant cost of industrial production. The "Gaia Controller" wonder removes all pollution in the game but can be built only in the Diamond Age.

Pollution is exacerbated by several city facilities such as factories and oil refineries. On the flip side, some facilities such as recycling plants and nuclear reactors will reduce the production of pollution. Additionally, certain events such as space launches and use of nuclear weapons will result in one-time additions of pollution each time that they occur.

An initial setup feature is game play without pollution problems.

Happiness

While playing the game, the happiness level of the citizens must be maintained. If a city is far away from the capital, is overcrowded, polluted, overworked, starved or underpaid, the happiness level will drop with riots and revolts occurring. Cities also experience unhappiness during wartime, especially if they have just been conquered by another empire. Many terrorist units can decrease the happiness of an enemy city. For example, if a city is "infected", it will lose both population and happiness. If the happiness' level goes under 75, then the city is in danger of rioting. If a city riots, it does not produce any work during that turn. If happiness in cities continues to decline, revolution becomes a possibility. If that happens, the city's inhabitants become "barbarians", or change nationality to another country if another country has the Egalitarian Act Wonder. However, if the happiness of a city reaches very high levels, it "celebrates". Some buildings can increase happiness (e.g. temples, cathedrals, body transplants), and wonders can increase happiness (e.g. Immunity Chip, Ramayana).

Wonders

These can be built by any civilization who has acquired the technology to do so. They take a longer time to build than ordinary buildings or units of that age, but have a greater effect, and a cinematic is shown when the player builds one. The wonders usually affect the civilization as a whole (with exceptions, such as Galileo's Telescope which effectively doubles scientific production in the city which it is built), and can only be built by one civilization. As with previous games, wonders can go obsolete with technological advances; if someone researches "Age of Reason", the Stonehenge wonder no longer has any benefits. Generally, wonders of the future have a greater effect than wonders of the past. If a city containing a wonder is taken by another player, then ownership of the wonder and its benefits go to the conqueror.

Victory conditions

Apart from conquering all opponents, players can achieve victory by completing the Alien Life Project, which is triggered by the "wormhole sensor" wonder. After a wormhole probe is sent through the wormhole, an alien life lab and a series of upgrades must be built to achieve victory. A player can also win by converting all enemy cities on the map. The final option is to get the highest score by the year 3,000.

Release

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

A Linux port was announced on January 26, 1999 by Loki Software.[8] Pre-orders were collected by Loki and via GameCellar. The port was set to ship in the week of April 26, but the date was postponed by a week to include bug fixes by Activision.[9] On May 15, Loki announced it had begun shipping. It was distributed in Europe via SUSE by Media Markt and other retailers.[10] It marked the availability of the first major commercial video game for the Linux platform.[11] In January 2000, the game was also released for Macintosh.[12] A BeOS port is also known to exist.

Reception

Reception
Aggregate score
AggregatorScore
GameRankings71%[13]
Review scores
PublicationScore
AllGameStarStarHalf star (Mac)[14]
CGSPStarStar[16]
CGWStarStarStarHalf star[17]
Edge9/10[18]
GameProStarStarHalf star[20]
GameSpot6.7/10[21]
IGN4.8/10 (PC & Mac)[22][23]
Next GenerationStarStar[24]
PC Gamer (US)65%[26]

The PC version received average reviews according to the review aggregation website GameRankings.[13] Next Generation said that the former version was "not without its good points, but in the end it's difficult to enjoy. Gamers hungry for a worthy sequel to Civ II will find it in Sid Meier's Alpha Centauri."[24]

The game was the 16th-best-selling computer game of the first half of 1999.[27] According to PC Data, a firm that tracked sales in the U.S., it sold 293,046 units by September 2000.[28]

The game was a nominee for GameSpot's "Most Disappointing Game of the Year" award, which went to Software:Ultima IX: Ascension.[29]

Notes

  1. Mac OS port developed by Westlake Interactive;[1] Linux port developed by Loki Software.[2] BeOS port developed by Wildcard Design.[3]
  2. Mac OS port published by MacSoft.[1] BeOS port published by Wildcard Design.[3]

References

  1. 1.0 1.1 "Civilization: Call to Power" (in en). February 29, 2000. https://www.macworld.com/article/158220/21civilization.html. 
  2. 2.0 2.1 "Archive". May 15, 1999. http://www.lokigames.com/news/archive.php3?051999. 
  3. 3.0 3.1 3.2 "Wildcard Design News". March 22, 2000. http://www.wcdesign.com/news/. 
  4. Mullen, Michael (April 5, 1999). "Civilization: Call to Power Ships [date mislabeled as "April 27, 2000""]. CBS Interactive. https://www.gamespot.com/articles/civilization-call-to-power-ships/1100-2451509/. 
  5. "PC software new releases". The Daily Telegraph: pp. 6. April 2, 1999. https://www.newspapers.com/image/752401858. "Civilization: Call to Power Out Now" 
  6. "Macintosh Games". http://www.ebworld.com/ebx/categories/homepages/macintosh.asp. 
  7. Geryk, Bruce (November 20, 2000). "Call to Power II Review [date mislabeled as "May 17, 2006""]. CBS Interactive. https://www.gamespot.com/reviews/call-to-power-ii-review/1900-2656251/. 
  8. "Loki To Launch Activision's Civilization: Call To Power for Linux". Berkshire Hathaway. January 26, 1999. http://biz.yahoo.com/bw/990126/ca_loki_en_1.html. 
  9. "Where to Buy Civilization: Call to Power for Linux". TechnologyAdvice. April 26, 1999. https://www.linuxtoday.com/developer/1999042600210NWGM. 
  10. "May 1999 News". http://www.lokigames.com/news/archive.php3?051999. 
  11. Kepley, Travis (May 13, 2010). "A brief history of commercial gaming on Linux (and how it's all about to change)". Red Hat. https://opensource.com/life/10/5/brief-history-commercial-gaming-linux. 
  12. "Civilization: Call to Power". https://gamerinfo.net/game/civilization-call-to-power/. 
  13. 13.0 13.1 "Civilization: Call to Power for PC". CBS Interactive. https://www.gamerankings.com/pc/131222-civilization-call-to-power/index.html. 
  14. Savignano, Lisa Karen. "Civilization: Call to Power (Mac) - Review". All Media Network. http://www.allgame.com/game.php?id=22792&tab=review. 
  15. Cirulis, Martin E. (April 6, 1999). "Civilization: Call to Power (PC)". CNET. http://www.gamecenter.com/Reviews/Item/0,6,0-2635,00.html. 
  16. Chick, Tom (April 27, 1999). "Civilization: Call to Power". Strategy Plus, Inc.. http://www.cdmag.com/articles/019/082/call_to_power_review.html. 
  17. Jones, George (July 1999). "Zero-Sum Game (Civilization: Call to Power Review)". Computer Gaming World (Ziff Davis) (180): 145–46. http://www.cgwmuseum.org/galleries/issues/cgw_180.pdf. Retrieved May 9, 2021. 
  18. Edge staff (April 1999). "Civilization: Call to Power (PC)". Edge (Future Publishing) (70): 84. https://archive.org/details/edgeuk070/page/n75/mode/2up. Retrieved May 9, 2021. 
  19. Grant, Jules (April 18, 1999). "Civilization: Call to Power (PC)". Greedy Productions, Inc.. http://www.elecplay.com/reviews_article.php?article=195. 
  20. Brenesal, Barry (1999). "Civilization: Call to Power Review for PC on GamePro.com". GamePro (IDG Entertainment). http://www.gamepro.com/computer/pc/games/reviews/716.shtml. Retrieved May 9, 2021. 
  21. Broady, Vince (April 16, 1999). "Civilization: Call to Power Review [date mislabeled as "May 1, 2000""]. CBS Interactive. https://www.gamespot.com/reviews/civilization-call-to-power-review/1900-2538412/. 
  22. Ward, Trent C. (April 20, 1999). "Civilization: Call to Power (PC)". Ziff Davis. https://www.ign.com/articles/1999/04/21/civilization-call-to-power-2. 
  23. Chen, Jeffrey (June 7, 2002). "Civilization: Call to Power (Mac)". Ziff Davis. https://www.ign.com/articles/2002/06/07/civilization-call-to-power. 
  24. 24.0 24.1 "Civilization: Call to Power (PC)". Next Generation (Imagine Media) (55): 95. July 1999. https://archive.org/details/NEXT_Generation_55/page/n95/mode/2up. Retrieved May 9, 2021. 
  25. Burns, Enid (July 1999). "Civilization: Call to Power". PC Accelerator (Imagine Media) (11): 85. https://archive.org/details/PCXL11Jul1999/page/n85/mode/2up. Retrieved May 9, 2021. 
  26. McDonald, T. Liam (July 1999). "Civilization: Call to Power". PC Gamer (Imagine Media) 6 (7): 98–99. https://archive.org/details/pcgamer199907/page/n101/mode/2up. Retrieved May 9, 2021. 
  27. IGN staff (August 3, 1999). "And the Winners Are...". Ziff Davis. https://www.ign.com/articles/1999/08/04/and-the-winners-are-3. 
  28. "The Numbers Racket". Computer Gaming World (Ziff Davis) (194): 55. September 2000. http://www.cgwmuseum.org/galleries/issues/cgw_194.pdf. Retrieved May 9, 2021. 
  29. GameSpot staff. "The Best & Worst of 1999 (Most Disappointing Game of the Year)". Ziff Davis. http://www.gamespot.com/features/1999/p5_01.html. 
  • MobyGames is a commercial database website that catalogs information on video games and the people and companies behind them via crowdsourcing. This includes over 300,000 games for hundreds of platforms.[1] Founded in 1999, ownership of the site has changed hands several times. It has been owned by Atari SA since 2022.

Features

Edits and submissions to the site (including screenshots, box art, developer information, game summaries, and more) go through a verification process of fact-checking by volunteer "approvers".[2] This lengthy approval process after submission can range from minutes to days or months.[3] The most commonly used sources are the video game's website, packaging, and credit screens. There is a published standard for game information and copy-editing.[4] A ranking system allows users to earn points for contributing accurate information.[5]

Registered users can rate and review games. Users can create private or public "have" and "want" lists, which can generate a list of games available for trade with other registered users. The site contains an integrated forum. Each listed game can have its own sub-forum.

History

Logo used until March 2014

MobyGames was founded on March 1, 1999, by Jim Leonard and Brian Hirt, and joined by David Berk 18 months later, the three of which had been friends since high school.[6][7] Leonard had the idea of sharing information about computer games with a larger audience. The database began with information about games for IBM PC compatibles, relying on the founders' personal collections. Eventually, the site was opened up to allow general users to contribute information.[5] In a 2003 interview, Berk emphasized MobyGames' dedication to taking video games more seriously than broader society and to preserving games for their important cultural influence.[5]

In mid-2010, MobyGames was purchased by GameFly for an undisclosed amount.[8] This was announced to the community post factum , and the site's interface was given an unpopular redesign.[7] A few major contributors left, refusing to do volunteer work for a commercial website.{{Citation needed|date=June 2025} On December 18, 2013, MobyGames was acquired by Jeremiah Freyholtz, owner of Blue Flame Labs (a San Francisco-based game and web development company) and VGBoxArt (a site for fan-made video game box art).[9] Blue Flame Labs reverted MobyGames' interface to its pre-overhaul look and feel,[10] and for the next eight years, the site was run by Freyholtz and Independent Games Festival organizer Simon Carless.[7]

On November 24, 2021, Atari SA announced a potential deal with Blue Flame Labs to purchase MobyGames for $1.5 million.[11] The purchase was completed on 8 March 2022, with Freyholtz remaining as general manager.[12][13][14] Over the next year, the financial boost given by Atari led to a rework of the site being built from scratch with a new backend codebase, as well as updates improving the mobile and desktop user interface.[1] This was accomplished by investing in full-time development of the site instead of its previously part-time development.[15]

In 2024, MobyGames began offering a paid "Pro" membership option for the site to generate additional revenue.[16] Previously, the site had generated income exclusively through banner ads and (from March 2014 onward) a small number of patrons via the Patreon website.[17]

See also

  • IGDB – game database used by Twitch for its search and discovery functions

References

  1. 1.0 1.1 Sheehan, Gavin (2023-02-22). "Atari Relaunches The Fully Rebuilt & Optimized MobyGames Website". https://bleedingcool.com/games/atari-relaunches-the-fully-rebuilt-optimized-mobygames-website/. 
  2. Litchfield, Ted (2021-11-26). "Zombie company Atari to devour MobyGames". https://www.pcgamer.com/zombie-company-atari-to-devour-mobygames/. 
  3. "MobyGames FAQ: Emails Answered § When will my submission be approved?". Blue Flame Labs. 30 March 2014. http://www.mobygames.com/info/faq7#g1. 
  4. "The MobyGames Standards and Practices". Blue Flame Labs. 6 January 2016. http://www.mobygames.com/info/standards. 
  5. 5.0 5.1 5.2 Miller, Stanley A. (2003-04-22). "People's choice awards honor favorite Web sites". Milwaukee Journal Sentinel. 
  6. "20 Years of MobyGames" (in en). 2019-02-28. https://trixter.oldskool.org/2019/02/28/20-years-of-mobygames/. 
  7. 7.0 7.1 7.2 Plunkett, Luke (2022-03-10). "Atari Buys MobyGames For $1.5 Million". https://kotaku.com/mobygames-retro-credits-database-imdb-atari-freyholtz-b-1848638521. 
  8. "Report: MobyGames Acquired By GameFly Media". Gamasutra. 2011-02-07. https://www.gamedeveloper.com/game-platforms/report-mobygames-acquired-by-gamefly-media. 
  9. Corriea, Alexa Ray (December 31, 2013). "MobyGames purchased from GameFly, improvements planned". http://www.polygon.com/2013/12/31/5261414/mobygames-purchased-from-gamefly-improvements-planned. 
  10. Wawro, Alex (31 December 2013). "Game dev database MobyGames getting some TLC under new owner". Gamasutra. https://www.gamedeveloper.com/business/game-dev-database-mobygames-getting-some-tlc-under-new-owner. 
  11. "Atari invests in Anstream, may buy MobyGames". November 24, 2021. https://www.gamesindustry.biz/articles/2021-11-24-atari-invests-in-anstream-may-buy-mobygames. 
  12. Rousseau, Jeffrey (2022-03-09). "Atari purchases Moby Games". https://www.gamesindustry.biz/atari-purchases-moby-games. 
  13. "Atari Completes MobyGames Acquisition, Details Plans for the Site's Continued Support". March 8, 2022. https://www.atari.com/atari-completes-mobygames-acquisition-details-plans-for-the-sites-continued-support/. 
  14. "Atari has acquired game database MobyGames for $1.5 million" (in en-GB). 2022-03-09. https://www.videogameschronicle.com/news/atari-has-acquired-game-database-mobygames-for-1-5-million/. 
  15. Stanton, Rich (2022-03-10). "Atari buys videogame database MobyGames for $1.5 million". https://www.pcgamer.com/atari-buys-videogame-database-mobygames-for-dollar15-million/. 
  16. Harris, John (2024-03-09). "MobyGames Offering “Pro” Membership". https://setsideb.com/mobygames-offering-pro-membership/. 
  17. "MobyGames on Patreon". http://www.patreon.com/mobygames. 
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