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Windows 95 / 98 / Me - ELSPA Minimum Age: 3
- Media: Video Game
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To begin the game you select an empire to rule. Each available empire has a famous leader, for example, England has Winston Churchill and Rome has Julius Caesar. You then have 6,300 years to build your empire and dominate the world. By building cities, organising trade, monitoring your defences and commanding your crusading army, you have to suppress your opponents while continuing your own growth. As time passes, the face of your empire changes, as do the units available to you.
The user interface is quite frightening to newcomers to the game. It does take some time to get to grips with the various menus and work through all the options available, although it has been greatly improved from earlier versions. As your empire grows, controlling all your cities becomes increasingly time consuming, but Call to Power II does offer you a helping hand, using AI to control some of the more mundane aspects of your empire.
You have to decide how to run your empire to best effect: will being a tyrannical leader backfire on you, or will your policies of appeasement lead to an escalation in problems? Call to Power II needs serious time and dedication if you are to get the maximum enjoyment from it. While the user interface has been improved, the graphics are not really anything to shout about by modern standards. Fans of the turn-based strategy will love Call to Power II, as will Civilization fanatics, but it might too much for less enthusiastic gamers. --Chris Hall
Product Description
Call to Power 2 improves the classic Civilization gameplay where players choose a nation, then have 6,300 years to build it into the greatest on Earth. New to this version are a revamped diplomacy system, additional military units, improved Artificial Intelligence, and better unit balancing. For example, the diplomacy menu allows for more in-depth negotiations, including counter-offers. The game retains many of the basic elements of Civilization II such as a tile-based isometric map and the technology tree. It also features elements from Call to Power, such as empire-centric management, and the lack of spacecraft building. Players set aside money for terrain advancements and workers compensation, plus they determine the length of the workweek and the amount of food rations. Players can choose to trade with or attack other nations, while computer-controlled nations counter-move based on your strengths and weaknesses.
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