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* IntimateLotionApplication: The cutscene for the "Sensorium" wonder shows an inhabitant of a dystopian future city entering a VR fantasy world where he's lounging on a beach. The clip ends as an unseen woman asks him to put lotion on her back.
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* Tile improvements, known as Public Works (or [=PWs=]), have to be placed manually by the player - there are no workers to auto-build them for you. Furthermore, [=PWs=] can't be built without PW points, which are generated by allocating a set amount of your civilization's total production aside specifically for that purpose. Aside from the more obvious uses, like improving a tile's production/gold output or building roads, you can use [=PW=] points, along with certain technologies, to [[{{Terraform}} terraform]] landmassees to your liking to get the optimum balance of food, production, and gold output.

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* Tile improvements, known as Public Works (or [=PWs=]), have to be placed manually by the player - there are no workers to auto-build them for you. Furthermore, [=PWs=] can't be built without PW points, which are generated by allocating a set amount of your civilization's total production aside specifically for that purpose. Aside from the more obvious uses, like improving a tile's production/gold output or building roads, you can use [=PW=] points, along with certain technologies, to [[{{Terraform}} terraform]] {{terraform}} landmassees to your liking to get the optimum balance of food, production, and gold output.



* WholePlotReference: The "Nuclear Detente" scenario is the ''Series/StarTrekTheOriginalSeries'' episode [[http://memory-alpha.org/wiki/A_Taste_of_Armageddon_(episode) A Taste of Armageddon]] [[AC:[[InSpace on a planet]]]], complete with names.

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* WholePlotReference: The "Nuclear Detente" scenario is the ''Series/StarTrekTheOriginalSeries'' episode [[http://memory-alpha.org/wiki/A_Taste_of_Armageddon_(episode) A Taste of Armageddon]] [[AC:[[InSpace [[AC:[[JustForFun/InSpace on a planet]]]], complete with names.

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* ArtificialPlague: You can use units to spread plague in enemy cities in the future, and it will spread to anyone trading with them. However, it doesn't actually kill off the population: instead it is designed to cause unpleasant symptoms and hallucinations, causing major unhappiness.


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* SyntheticPlague: You can use units to spread plague in enemy cities in the future, and it will spread to anyone trading with them. However, it doesn't actually kill off the population: instead, it is designed to cause unpleasant symptoms and hallucinations, causing major unhappiness.
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* MatchCut: Used in the opening video each time there's a change of era (for example, a flag flying over a castle gatehouse to the same flag over a 20th-century building; then the building being destroyed by tanks to its ruins surrounded by futuristic tower blocks).
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''Civilization: Call to Power'', released in 1999, is a [[FourX 4X]] [[TurnBasedStrategy turn-based strategy]] spin-off of the ''VideoGame/{{Civilization}}'' series. It is ''technically'' part of the ''Civilization'' series proper, but only [[InNameOnly by way of having "Civilization" in the title]]. It also had a sequel which dropped "Civilization" from the title entirely, ''Call to Power 2''. Compared to ''Civilization II'', then the most recent installment in the ''Civilization'' series, it has quite a few unique gameplay concepts:

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''Civilization: Call to Power'', released in 1999, 1999 by Creator/{{Activision}}, is a [[FourX 4X]] [[TurnBasedStrategy turn-based strategy]] spin-off of the ''VideoGame/{{Civilization}}'' series. It is ''technically'' part of the ''Civilization'' series proper, but only [[InNameOnly by way of having "Civilization" in the title]]. [[note]]After a legal kerfluffle involving Activision, Creator/MicroProse and the owners of the original ''Civilization'' board game, [=MicroProse=] won the rights to the name and Activision [[LicensedGame licensed it from them]].[[/note]] It also had a sequel which dropped "Civilization" from the title entirely, ''Call to Power 2''. Compared to ''Civilization II'', then the most recent installment in the ''Civilization'' series, it has quite a few unique gameplay concepts:

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* CommieLand: You can set one.

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* %%* CommieLand: You can set one.


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* ExtinctAnimalPark: Researching genetic tailoring allows you to build the Dinosaur Park wonder of the world. Building the Park triples the value of trade goods in the host city, representing the massive boon to business and commerce that the park brings. According to the flavor text, the major breakthrough that made it possible came with the invention of the artificial womb in the 22nd century.
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* EyeOfProvidence: The AI Entity is shown in its cutscene as a gigantic pyramid topped by a single, all-seeing eye.

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Climate Change was a unilateral rename, all links to that are being changed to Global Warming


* ClimateChange: Since ''Civilization: Call To Power'' and its sequel continue much further into the future than a normal game in the main ''Civilization'' series, this concept is taken to its logical conclusion. The problem gets much, much worse before ultimately getting better through the use of advanced technology (and, possibly, ecoterrorism). Of course, by that point, the majority of your population will have likely already relocated to undersea cities and/or space - both of which don't suffer from pollution whatsoever - rendering the point somewhat moot.


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* GlobalWarming: Since ''Civilization: Call To Power'' and its sequel continue much further into the future than a normal game in the main ''Civilization'' series, this concept is taken to its logical conclusion. The problem gets much, much worse before ultimately getting better through the use of advanced technology (and, possibly, ecoterrorism). Of course, by that point, the majority of your population will have likely already relocated to undersea cities and/or space - both of which don't suffer from pollution whatsoever - rendering the point somewhat moot.
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* FascistButInefficient: Most of the more repressive governments (Tyranny, Fascism, Comunism) provide production bonuses (or in the case of tyranny, less of a penalty), but they cannot support as many cities and have a reduced economic output. Averted for Technocracy, which has strong bonuses all around (although it's still more production and less economy focused than the more open governments).

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* FascistButInefficient: Most of the more repressive governments (Tyranny, Fascism, Comunism) Communism) provide production bonuses (or in the case of tyranny, less of a penalty), but they cannot support as many cities and have a reduced economic output. Averted for Technocracy, which has strong bonuses all around (although it's still more production and less economy focused than the more open governments).

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Renamed per TRS


* ClimateChange: Since ''Civilization: Call To Power'' and its sequel continue much further into the future than a normal game in the main ''Civilization'' series, this concept is taken to its logical conclusion. The problem gets much, much worse before ultimately getting better through the use of advanced technology (and, possibly, ecoterrorism). Of course, by that point, the majority of your population will have likely already relocated to undersea cities and/or space - both of which don't suffer from pollution whatsoever - rendering the point somewhat moot.



* GlobalWarming: Since ''Civilization: Call To Power'' and its sequel continue much further into the future than a normal game in the main ''Civilization'' series, this concept is taken to its logical conclusion. The problem gets much, much worse before ultimately getting better through the use of advanced technology (and, possibly, ecoterrorism). Of course, by that point, the majority of your population will have likely already relocated to undersea cities and/or space - both of which don't suffer from pollution whatsoever - rendering the point somewhat moot.
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Namespacing Needs Wiki Magic Love, and deleting instances that are not appropriate links


NeedsWikiMagicLove.

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NeedsWikiMagicLove.

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* NewAgeRetroHippie: Subverted. The Diamond Age government Ecotopia uses a lot of hippie, flower-power aesthetics, but they're a society built around violent ecoterrorism and defending the environment by force, up to and including mass destruction through nanotechnology; they're ''not'' about peace and love, man. Likewise, while they have a certain degree of neo-primitivism in their aesthetics, they are actually excellent scientists who use advanced technology to clean up pollution, minimize humanity's ecological footprint and destroy polluters.

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* NewAgeRetroHippie: Subverted. The Diamond Age government Ecotopia uses a lot of hippie, flower-power aesthetics, but they're a society built around violent ecoterrorism and defending the environment by force, up to and including mass destruction through nanotechnology; nanotechnology, so they're ''not'' about peace and love, man. Likewise, while they have a certain degree of neo-primitivism in their aesthetics, they are actually excellent scientists who use advanced technology to clean up pollution, minimize humanity's ecological footprint and destroy polluters.
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* * AIIsACrapshoot: The AI Entity has a 3% chance of revolting against the Civ that build it. Seeing how it rules with absolute authority and removes all dissent...

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* * AIIsACrapshoot: The AI Entity has a 3% chance of revolting against the Civ that build it. Seeing how it rules with absolute authority and removes all dissent...
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* NewAgeRetroHippie: Subverted. The Diamond Age government Ecotopia uses a lot of hippie, flower-power aesthetics, but they're a society built around violent ecoterrorism and defending the environment by force, up to and including mass destruction through nanotechnology; they're ''not'' about peace and love, man. Likewise, while they have a certain degree of neo-primitivism in their aesthetics, they are actually excellent scientists who use advanced technology to clean up pollution, minimize humanity's ecological footprint and destroy polluters.

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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/civilization_call_to_power.png]]



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!!Both games provides examples of:

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!!Both games provides examples of:
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* WholePlotReference: The "Nuclear Detente" scenario is the ''Series/StarTrekTheOriginalSeries'' episode [[http://memory-alpha.org/wiki/A_Taste_of_Armageddon_(episode) A Taste of Armageddon]] [[AC:[[InSpace on a planet]]]], complete with names.

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* WholePlotReference: The "Nuclear Detente" scenario is the ''Series/StarTrekTheOriginalSeries'' episode [[http://memory-alpha.org/wiki/A_Taste_of_Armageddon_(episode) A Taste of Armageddon]] [[AC:[[InSpace on a planet]]]], complete with names.names.
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* GardenOfEden: The Eden Project wonder destroys the three most polluting cities in the world, leaving unspoiled countryside where they stood.
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* GovernmentAgencyOfFiction: The W.I.A. of The Agency wonder. Apparently they watch over and remove any "dissent" against the government, even if you're at home.
-->'''Agent''':We've got our eye on you.
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* * AIIsACrapshoot: The AI Entity has a 3% chance of revolting against the Civ that build it. Seeing how it rules with absolute authority and removes all dissent...


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* IKnowYouKnowIKnow: The ESP Center video dialogue.
* LotusEaterMachine: The Sensorium wonder removes unhappiness from overcrowding and pollution by giving people the vacation they want.


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* PhilosophersStone: It doesn't induce immortality but it does open embassies in every other civ.


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* SpaceElevator: The Star Ladder. It also grants a space city above the host city and free space travel.
* {{Terraform}}: The Eden Project and Eco Ranger units are a weaponized version of this. In the Eden Project movie, an Eco Ranger drives into city, opens up its back, and detonates. In a flash the entire city and everyone in it is gone and in their place is a field of green. In game the Eco Rangers destroy the target city and all improvements within 2 tiles.
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* NonHumanHead: The Televangelist units have TV sets for heads.
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* Combat mechanics is simple bu quite advanced for the genre, with an actually shown, turn-based battle sequence featuring up to 9 units on each side and various combat roles.

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* Combat mechanics is simple bu but quite advanced for the genre, with an actually shown, turn-based battle sequence featuring up to 9 units on each side and with various combat roles.
roles (shock troops, artillery etc.).
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* Pollution plays a major role in the happiness of your citizens; plus, if you don't keep it in check, excessive pollution can cause a variety of global disasters....

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* Pollution plays a major role in the happiness of your citizens; plus, if you don't keep it in check, excessive pollution can cause a variety of global disasters....
disasters...
* Combat mechanics is simple bu quite advanced for the genre, with an actually shown, turn-based battle sequence featuring up to 9 units on each side and various combat roles.
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* ArtificialPlague: You can use units to spread plague in enemy cities in the future, and it will spread to anyone trading with them. However, it doesn't actually kill off the population: instead it is designed to cause unpleasant symptoms and hallucinations, causing major unhappiness.


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* NanoMachines: One of the major developments of the future, and the basis for many wonders.

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