Source: Announcement Press Release
MINISTERS & ADVISORS
Players who are
inexperienced in managing an entire civilization may consult their
ministers and advisors who will offer advice and make recommendations.
Source: Announcement Press Release
CITY MAYORS
The enhanced
city management screen
features automated mayors that help administrate the day-to-day
operations of individual cities"
Source: Official Site
DECIDE HOW TO LEAD
New management
features allow you to
control your empire the way that you want. Manage the labor, production
and economic situation in each of your cities, or leave the
micromanagement to ministers and advisors while you concentrate on the
most pressing affairs of your empire.
Source: IGN
Preview
IGN PREVIEW UPDATE
(27 June 2000,
21:16 EST) It's been
six weeks since the first installment, but today IGN
updated their
preview of Call To Power II, and it is paying for itself in
dividends. With so much information to assimilate, we've broken it down
into sub-sections which are but bottom-line excerpts from the extensive
writeup. In each instance, IGN's Stephen Butts reports...
EMPIRE MANAGEMENT SCREEN
"The new game offers a
revamped empire management screen. Here you can see
your city influence spread out as you gain more and more people and put
them to work more efficiently. Rather than placing your citizens on
particular plots, you'll just assign various priorities and the game
will take care of making it happen. The empire management screen also
offers a detailed look at where your money is going. You can set wages
as well as the tax rate for scientific progress and public works. "
SCIENCE MANAGEMENT SCREEN
"The
science
management
screen
offers
data
on
your current research project.
You can come here to see just how much is being spent on your own
projects and, as long as you have the right embassies, you can see what
each of your enemies is working on. Are the wily French about to get
nuclear weapons? You better drop what you're doing and take them out."
ICS SOLVED?
(27 September
2000, 1:10 EST) The
Apolyton forums got a new Actisigner yesterday, actually the Lead
Actisigner, Dave White :)
Here's a post from him on ICS and CTP2
"The problem is a pretty sneaky one
and it seems like no matter what we do to prevent loopholes in the
design, stuff like this crops up in every game. Hopefully we've
considered all the angles for this one and we have it licked. One thing
for certain is that there are a whole lot of you guys out there who
will be trying to take advantage of every flaw and loophole in the game
and just a handfull of us to try and catch them all before we ship that
there's bound to be a couple. I just hope they're minor. =)
As for ICS, I think it would be good
to describe how our City Growth system has changed as that has the
greatest impact on this problem. The government city maximum are still
there and have been reduced considerably but that's just a stop-gap and
not really a solution itself.
Cities in CTP2 have an area of
influence that they control. This area starts very small when a city is
first built and gets larger as the city grows. Newly built cities can
only control the 8 tiles immediately next to the city. The next size up
goes two tiles out from the city and is the same shape as the standard
city influence from CTP1. There are 3 more sizes beyond that so cities
can get quite large.
Another significant change is that
workers are no longer placed directly on the city tiles. All the
resources from the tiles in the city radius are used to calculate what
the city collects. I'll use numbers from the game to try to make this a
bit more understandable.
The first influence level is used for
cities from Size 1 to Size 6. All of the resources available within
those 8 tiles are added up and divided by the number of Workers working
the terrain. The number of Workers is calculated based on the number of
Citizens in the city (based on City Size) not counting those Citizens
that have been assigned as Specialists plus the number of Slaves. This
is just a number used for the calculations, the Workers never actually
have to be placed down. So, if you have only 1 Worker, for a Size 1
City, you will collect one-sixth of the total available resources from
those 8 tiles around the city. 2 Workers collect one-third, etc until
all the resources are being collected with 6 workers.
When a city reaches the next
influence level the same thing happens with the newly controled tiles.
You will continue to collect the maximum resources from the original
influence area, unless there are less than 6 Workers assigned. The
resources from the tile that the city is located on are always
collected regardless of the number of Workers assigned.
The influence areas of different
cities can never overlap. Tiles are claimed on a first come first
served basis and cities can never be built within the influence of
another city.
How will this affect ICS? Well, the
closest you can build two cities to each other is with one tile
seperating them and only the first city built will get the full
resources. Any overlapping tiles of influence will be lost to the
second city and will effect everything that city tries to do.
Additionally as the cities grow and control greater areas of influence
one of the cities will grow around the other further cutting it off
from vital resources. This coupled with the government caps should help
keep ICS from being an issue.
Initial city growth and empire
expansion will always be a critical part of the inital strategies of
the game but a point will be quickly reached where the empire that has
larger cities will far outstrip the production levels and power of
other empires."
Related
forum thread
MORE FORUM POSTS
(27 September 2000, 1:16 EST)
Yeah, it was one of those days...
Dave White on
science and
gold:
"As far as Science and Gold, we've
adjusted the system so that stuff that effects Gold only effects Gold
and stuff that effect Science only effects Science. To help clear up
the issue we've changed the name of the resource that is collected from
the terrain to Commerce. Commerce is the only thing that effects both
Science and Gold. Only after Commerce has been split into Science and
Gold are the Improvement/Wonder/Specialist modifiers added to their
respective resources. Improvements like Bazaars, Banks, and Brokerages
will only effect Gold, they can never increase the Science output.
Likewise only Scientist give additional Science. Merchants give Gold
directly and that's it. We have added a set of Tile Imporvements (like
the Farms and Mines) that do increase Commerce. These Tile Improvements
will effect both Science and Gold.
Hopefully, this change will make the
game a bit more interesting and keep the balance correct between the
different Improvements."
GAMESPOT FIVE-PAGE PREVIEW
(28 October 2000,
18:08 EST) GameSpot
posted probably the biggest of the close-to-release previews for CTPII.
5
Full
pages
and
22
screenshots give a good look on the beta version
of the game.
On Empire Management:
"On the empire
management screen, for example, you can set the daily ration for your
citizens, which affects their overall happiness but also determines the
amount of food that is stored throughout the empire. You can also
select the length of their workday, which predictably affects the
amount of production available across the land."
Source: Apolyton
THE DAVE WHITE SHOW
(29 September
2000, 17:11 EST)
Interesting title, no? Here are some more posts from Dave White, CTP2
Lead Designer
Are the
goverments the same with CTP1?
Yeah, Governments have stayed basically the same. There's the same
numbar and types of Governments with roughly the same functions. Though
there has been some fine tuning to how they each work.
The biggest change you'll see is in the organization and comparison of
goverments. When comparing Governments to decide which is better you
get 9 attributes to compare instead of the 5 from CTP1. I've also tried
to make the attributes more descriptive to give a better indication of
how the Governments effect the various parts of the game.
GAME INFORMATION INDEX