Civilization: Call to Power (with LIFLG installer) - Le Bottin des Jeux Linux

Civilization: Call to Power (with LIFLG installer)

🗃️ Specifications

📰 Title: Civilization: Call to Power (with LIFLG installer) 🕹️ / 🛠️ Type: Game
🗃️ Genre: Strategy 🚦 Status: 10. Unavailable
🏷️ Category: Strategy ➤ Wargame (on map) ➤ Economy ➤ Civilization, Crusader Kings, Europa Universalis, ... 🌍️ Browser-based:
🔖 Tags: Civilization; Strategy; 4X; Action; Exploration; Tactical; Economy; Diplomacy; Trading; Political; Tech tree; Replay Value; Classic; Open World; Fog of War; Competitive; Online Multi; Local Multi; Local Co-op; Co-op; Co-op vs AI; PvP; PvE 📦️ Package Name:
🐣️ Approx. start: 1999-04-05 📦️ Arch:
🐤️ Latest: 1999-04-05 🍥️ On Deb repo:
📍️ Version: Latest : - 📦️ Deb:
🏛️ License type: Commercial 📦️ RPM:
🏛️ License: Commercial 📦️ AppImage:
🏝️ Perspective: Third person 📦️ Snap:
👁️ Visual: 2.5D 📦️ Flatpak/Athenaeum:
⏱️ Pacing: Turn-Based ⚙️ Generic bin.: ✓
👫️ Played: Single & Multi 📄️ Source:
🎖️ This record: 5 stars 📱️ PDA support:
🎖️ Game design: 👫️ Contrib.: Goupil & Louis
🎰️ ID: 10597 🐛️ Created: 2010-08-20
🐜️ Updated: 2021-11-07

📖️ Summary

[fr]: Un jeu de stratégie solo/multi au tour par tour reprenant la suite du jeu Civilization, l'objectif étant de devenir la plus grande civilisation. Le jeu démarre de l'âge de pierre jusqu'en des temps futuristes. Le principe consiste à construire des villes permettant de construire des armées pour éliminer les autres joueurs, les deux autres manières de gagner étant d'avoir le meilleur score en l'an 3000 ou d'être le 1er à compléter le projet sur l'intelligence extraterrestre. [en]: A SP/MP turn-based strategy game that is a sequel to the Civilization game, with the goal of becoming the greatest civilization. The game starts from the Stone Age to futuristic times. The principle is to build cities to build armies to eliminate the other players. The two other ways to win are to have the best score in the year 3000 or to be the first to complete the project on extraterrestrial intelligence.

🎥️ Videos

🕹️ Gameplay [en] / [en] / [fr] : (202xxx), (202xxx), (202xxx),

🕸️ Links

🏡️ Website & videos
[Homepage] [Dev site] [Features/About] [Screenshots 1 2] [Videos t(202xxx) t(202xxx) t(202xxx) r[fr](202xxx) g(202xxx) g(202xxx) g(202xxx) g(202xxx) g(202xxx)] [WIKI] [FAQ] [RSS] [Changelog 1 2 3]

💵 Commercial : (Unavailable)

🍩️ Resources
• Linux Installer For Linux Gamers (LIFLG, require the commercial Windows game) : [Binaries (Mirror, thanks to HOLaRSE)] [Dev site]
• Linux demo : [Lokigames (Linux demo)]
🛠️ Technical informations
[Open Hub] [PCGamingWiki] [MobyGames] [Apolyton (CTP)]

🐘 Social
Devs (Activision [en]) : [Site] [Forums] [twitter] [Facebook] [YouTube] [Interview 1 2]
Port by (Loki Software [fr] [en]) : [Site 1 2] [twitter] [YouTube] [Interview 1 2]
Game : [Blog] [Forums] [twitter] [YouTube] [twitter]

🐝️ Related
[Wikipedia (Civilization: Call to Power) [fr] [en] [de]]
[Wikipedia (Civilization) [fr] [en] [de]]
[The Linux Game Tome] [HOLaRSE [de]] [Identical Software]

📦️ Misc. repositories

🕵️ Reviews
[jeuxvideo.com [fr]] [Inside Mac Games] [Gros Pixels (Civilization & CTP) [fr]]

🐘 Social Networking Update (on Mastodon)

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📕 Description [fr]

Un jeu de stratégie au tour par tour reprenant la suite du jeu Civilization, par le studio Activision (porté sous Linux par le studio Loki Software).

Civilization: Call to Power (CTP1 ou Civ CtP) est un jeu de stratégie solo/multi au tour par tour reprenant la suite du jeu Civilization, l'objectif étant de devenir la plus grande civilisation. Le jeu démarre de l'âge de pierre jusqu'en des temps futuristes. Le principe consiste à construire des villes permettant de construire des armées pour éliminer les autres joueurs, les deux autres manières de gagner étant d'avoir le meilleur score en l'an 3000 ou d'être le 1er à compléter le projet sur l'intelligence extraterrestre.

CTP1 a été élu meilleur jeu de stratégie 1999 par le magazine Gen4.


Différences principales entre Colonization et Civilization (inspiré de la page Wikipedia En) :

Les jeux Colonization et Civilization sont assez semblables en apparence et par leur mécanique au tour par tour, mais diffèrent par leur gameplay.
• Civilization a été développé par Sid Meier and Bruce Shelley en 1991 pour le compte du studio MicroProse. Le joueur est déjà établi sur la carte, son objectif est de développer / forger son empire / sa civilisation en compétition avec 2 à 6 autres civilisations dirigées par l'ordinateur ou d'autres joueurs, en démarrant avec presque rien (1 ou 2 colons) en 4000 avant Jésus Christ, jusqu'en des temps futuristes (en 2100). Le jeu peut être gagné soit en détruisant toutes les autres civilisations, soit en étant la première civilisation à atteindre la planète Alpha Centauri.
• Colonization a été développé par Sid Meier and Brian Reynolds un peu plus tard, en 1994, également pour le compte du studio MicroProse. Il ressemble à Civilization, mais s'en distingue par son gameplay. Dans Colonization, le jeu se déroule Outre-Atlantique en 1492 pour se finir en 1850. Le joueur dirige l'expansion de sa colonie (Française, Anglaise, Néerlandaise ou Espagnole) au service de la couronne, les autres nations étant dirigées par l'ordinateur. A mesure que les colonies deviennent auto-suffisantes, elles se rebellent, et pour gagner le joueur devra déclarer l'indépendance et dans un combat mettre en défaite les forces expéditionnaires Royales. Le joueur voyage avec 2 unités à bord d'un navire vers des terres inconnues, la carte se révèle peu à peu, le nouveau monde est découvert, il rencontre les Indiens, une colonie est fondée, les colons commencent à modifier leur environnement pour améliorer leur productivité, le vaisseau est renvoyé en Europe pour rapporter davantage de colons. Le jeu accorde une part très importante à la production alimentaire, à l'industrie et au commerce de marchandises. Les ressources tirées de la terre sont converties en produits de base et sont utilisées ou vendues.

📕 Description [en]

The return of a classic! Civilization: Call to Power is the latest in the line of the "Civilization" games. Build up your civilization from the dawn of the Stone Age until it reaches for the stars--and beyond.

Through conquest, cooperation, skulduggery and innovation, you can build a civilization for the ages--or land on the scrapheap of history. If you're feeling invincible, you can test your mettle online or over a network against multiple players. For strategy game fans, this is a must-have.

Now Activision's classic is available for Linux from Loki. Ported to Linux 2.x and glibc2, and with its own open-source MPEG player from Loki, Civilization: Call to Power will enthrall you with its graphics and interactive play.



🌍️ Wikipedia :Civilization: Call to Power is a PC Turn-Based strategy game developed by Activision as a successor to the extremely successful Civilization computer games by Sid Meier. It was ported to Linux by Loki Software.

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.

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, albeit 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 typically 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.
Reception

A review by Niko Nirvi in the May 1999 issue of Pelit gave Call to Power a score of 85%, describing it as a successful but overly clinical variant of Civilization II with a number of new features bolted on. He was disappointed by the interface and by an overly conspicuous dodging of the old series' assets: Civilization features inventing the wheel, so in Call to Power stirrups are invented instead. He was impressed by some of the innovations, particularly trade routes, stacked combat, units from future time periods and special units from spies to televangelists that can be used without a formal declaration of war. His biggest complaints were a crucial lack of immersion and an underwhelming diplomacy system. Nirvi had enjoyed the impression of distinct character personalities in Sid Meier's Alpha Centauri, and noted that in Call to Power it makes no difference whether one's facing Spain or the Orange Player. Nirvi summarized by writing that Call to Power will be allowed to hang out at the same bar as the Civs and Alpha Centauri, but will have to buy them drinks.

🔍️ Test [fr]

💡️ Commentaires généraux:
Les distributeurs TuxGames / LGP ayant fermés leurs portes, ce jeu n'est plus disponible à la vente.
Il sort donc de la comptabilisation des jeux Linux. Néanmoins nous conservons cette fiche dans l'alternative où il serait ré-édité en version Linux (Gog.com ?).