history-sid-meier-s-civilization-partia-3-alpha-centauri-i-civilization-iii-1
History of the Sid Meier’s Civilization series. Party 3: Alpha Centauri and Civilization III
– What do you think that your game is addicted? Does this bother you?
-No, but what else to do people? What they will read some
A stupid book or watch a movie? Yes, abandon, games – Great lesson.
After leaving Microprose Sid with his comrades founded Firaxis Games in 1996, where they decided to develop only those games that they themselves would like to do. No mandatory contracts from the authorities, small budgets, idiotic decisions. Only creative freedom in the framework of reasonable.
The first swallows were two Wargams about the Civil War in the United States: Sid Meier’s GettySburg! and Sid Meier’s Antietam! Published the whole thing EA, Without interfering in the development. (Marvelous!)
Both games turned out to be excellent, deep, with high marks and sales.
Sid Meier’s Alpha Centauri
The next important milestone in history Civilization And the newly formed company became Sid Meier’s Alpha Centauri . Brian again became a leading game designer, Meyer instructed him again, and Jeffrey Briggs again performed the composer.
At first, they tried to make the project “civilization in space”, which, of course, is noticeable. However, Brine realized that this approach does not allow to make the game cheerful and interesting. Then he turned to science fiction, thanks to her, the game began to play with new colors, gave her a distinctive feature, as it once was with Colonization .
So, let’s summarize … It took us (a lot) of time to accept the science fiction elements of the game, but as soon as we did it, it did Alpha Centauri with a good game
Brian Reynolds
So in the game there were factions, plot, ENT, technology of the future, the planet itself and its history. Screenwriter EA Michael Eli wrote three novels on the game and Journey to Centauri (journey to centaur), the background of the main actions of the strategy consisting of 35 episodes.
The whole creation went on the principle of “made a prototype, played, discussed, made changes and new ideas”, repeat several times. Brine is a supporter that the team should constantly play a prototype to improve it. According to him, this is how the game was made.
When the strategy has reached the best stage, its demo versions were sent to players to receive feedback and promote. Thanks to this, several new mechanics, an improved interface, processed balance, rules, AI got into the game.
Thanks to demo versions, we were able to improve the interface of the game, add a couple of new functions and correct several glitches found by users of demo versions, which somehow slipped away from our testing process. What is most important, the design of the game itself was still “in the game” during a demo process – we could improve some rules, correct the game balance and improve artificial intelligence, and all this is based on the reviews that we received from the Internet. Despite the fact that we did not plan it in this way, the demo release really turned out to be an excellent addition to our design repertoire
Brian Reynolds
To some extent, the project became a substitute Civilization Due to legal difficulties. The Sid Meier’s brand itself migrated to the new studio only because Sid himself had all the rights to it.
In the meantime Sid Meier’s Alpha Centauri It comes out on February 9, 1999 under the publishing house EA.
The main plot of the game tells how humanity gradually studies a new planet, survives, studies technology and fights each other. The main of the problems are local mushrooms that are breaking with the help of dispute, making the local living creatures of the invisible, preventing the colonies from developing and striking human nervous system.
First, humanity destroys harmful vegetation, and later collects and explores. The study leads to the fact that from worms living on mushrooms, a good psi weapon is obtained. Later it turns out that the whole cosmic body is a dilapidated world-ulya, who wants to destroy uninvited guests, if they do not stop building, destroying mushrooms and do not leave these places.
Option with a flight to another cosmic body is impossible. Therefore, in order to save all people, one of the factions is building a secret project that connects the consciousness of people with the planet. Such a move puts humanity on the next stage of evolution, making them almost deities.
The game ends with credits, which indicates that this is not the end for our species, but only part of its long, unknown path ..
Alfa Centaurus departs a little from some principles Civilization, Something is cheating, but something complements.
The idea of a strategy is that this is an official continuation of Civilization II. After a scientific victory, the ship of the colonists goes to Alpha Centaur for the settlement and resettlement of people.
You, as a leader, need to explore and master a new planet, where there is a hostile flora and fauna, new types of resources and other colonists with a different vision for the future of mankind.
There are eight of all such clans:
Each with its leader and starting technologies.
This time the party does not begin with a detachment of a settler and warrior, but already from a finished city, where the detachments of a scout and colonists are already. This immediately shows a new approach to the game design. Simplify some things and deepen others. For the most part, this was done because of new rules, units, unfamiliar words, technologies, dangerous inhabitants of the planet. If the strategy followed the path of preserving all the old ideas, then we would not only not have received a new experience, but the project itself would be too … stuffy. (Although this did not help much, as in my way.)
The city in the old fashioned way processes resources around, creates units, builds buildings and projects. The units of units created can be modally changed when the new technologies are opened. We are fighting, cultivating lands near the city, exploring water and earthly expanses. Now, during the study of the planet, the player will face the very worms that interfere with the prosperity of mankind. Mushrooms interfere with movement and do not allow to change the ground in any way.
In addition to the earth, you can build up water spaces. To process some resources that increase efficiency, and even build new colonies.
When managing a colony, as before, it is worth taking into account the growth of the population, the production of resources and the construction of buildings. Gold was replaced by energy, food and production remained in place. Citizens have certain areas of activity, as in Colonization. The colony can be translated into a certain development mode.
Other clans create many problems. If you are strongly behind research and the military unit, then the conflict is inevitable. Even on medium complexity, bots give a light. During negotiations, leaders can directly or indirectly ask for something or threaten new types of military equipment. Diplomacy was inherently crossed from the Civilization II, converted to the subject of the game, and deepened a little.
The political systems system https://spinsofglory.co.uk/ evolved. Instead of a simple choice of the type of government, a new system consisting of four points came:
Each item has its own direction, its advantages and disadvantages. Thus, you can create a unique state.
The graphics obviously became better. The new game engine is impressive. Three -dimensional elements and visual effects more. General stylization to science fiction immerses the game at the atmosphere.
There is nothing especially to say about music and sounds. She’s just good. There are no memorable soundtracks and interesting sound solutions. There are more voice acting. When studying the new technology, a quote from one of the great figures of the past, related to the discovery is voiced. In the future, this will become one of the small chips of the series.
Speaking of research. There are four directions in the strategy:
The main problem of the game is its interface. He is too overloaded and inconvenient.
You have to get used to it. The movement and action of units is controlled through the right mouse button, which opens the menu consisting of a substitution. This is very non -intendive and at first confuses. So confuses that I am confused in the structure of this section.
After the release Alpha Centauri I received positive reviews. Many critics and publications showed respect for Brine, Sida and their heritage in the face of past games. Strategies were exhibited 9/10, Gamerankings rated the game by 92%, Metacritic – by 89%, however, it is quite difficult to trust these sites.
Magazine Next Generation I examined the version of the game for PC, evaluating it for five out of five stars, and stated that “Sid Meyer creates another masterpiece in this game, which at first glance looks too familiar”.
Other publications gave the project the title of game of the year and ensured the victory for the 1998 E3 show Award in the nomination “Best step -by -step strategy”.
A well-developed story, a delightful scientific and fiction world, a fully implemented script and a high-quality gaming process will undoubtedly like
Game Revolution magazine
Despite all this, by September 2000, about 280 thousand copies of the game were sold. Very little for the next masterpiece of Sid Meyer and the team approved by him. I found this explanation, which a little later.
In the meantime, back in 1999, where after the release of the main game, Firaxis releases Alien Crossfire . Added seven new fractions, five human, two alien. New buildings, new technologies, new units, new features of combat detachments, victory for aliens, where flotillas are called up when building a lighthouse to destroy humanity.
There were no ports on the console and reprints of the game and, it seems, will never be.
Buy Sid Meier; S Alpha Centauri today you can in a digital store GOG.
Sid Meier’s Alpha Centauri… good strategy, probably. It is very difficult for me to admit this, but I do not recommend playing it. She has a very high entry threshold. Even constant tips do not help to get used to the game well. Launching it again and again, I understood every time less and less. The factions behave very aggressively even on low difficulties, the interface is overloaded, a huge number of combat units and their modular design confuses. Add to this the lack of full learning and get an inhospitable game. I believe that this is why sales of the game were very low.
With all this, the strategy is extremely interesting, surprises with mechanics, lorus, atmosphere. But I couldn’t understand why I had no desire to return to the game. The answer is simple: she does not have enough time to immerse the player into a stream state. Everything develops too fast and incomprehensible. Not having time to understand one thing, she throws the second, third, and then you are declared war on one or two of the clan, and you lose.
If you are ready to spend a lot of time on it and the tests are not afraid of you, then Alpha Centauri will suit you. GOG version of the game is quite normally launched and works for modern OS.
Sid Meier’s Civilization … Call to Power?
And now it’s time to tell you about what was happening with the brand “Civilization”.
Sid, having left Microprose, took with him the rights to “Sid Meier’s”. The company left Civilization, But the right to the board game “Civilization” expired. That is why add -ons for Civilization II And Civilization II: Test of Time do not have a “Sid Meier’s” post. Suddenly appeared Activision, which did not sit still, and acquired a license from Avalon Hill, Wanting to fuck money from an eminent series.
In 1997, a lawsuit began. Activision And Avalon Hill filed a lawsuit against Microprose Due to copyright violations. The latter turned out to be not a finger and bought Hartland Trefoil, The desktop developers themselves Civilization. Then they filed a counterclaim for violations of rights to a trading sign and unfair business.
The court ruled the preservation of rights to Civilization u Microprose, A Activision a license was issued for the publication of one game.
After that, both companies made their variations of the great strategy. Test of Time from Microprose, about which I already wrote in the last issue, and Civilization: Call to Power under the publishing house Activision.
About development Call to Power Little is known. All we know that Activision Sid invited to create a game. True, he refused, but the developer team did not desperate and still finished the project. Also an interesting fact is that Mark Lamia, the future leader, acted as the producer and game designer of the game Treyarch.
The strategy was published in April 1999.
I see a lot about her, I see no reason.To. it is not a canonical part of the series.
In short, this is simply a carrier Civilization II. The same formula, the same idea, the same units, the same types of victory, the same gameplay of study, construction, war. From a noticeably new one: management and several new buildings for cities. Feedback with the player is not enough, the party itself seems too long and boring. Historicity, which at least a little, but still was in Civilization, broken. (For example, the Romans can create samurai.)
The strategy is not bad, it still works well, it has full training, and there are differences from Civilization It is enough in it. So I still advise you to play it, but better in her sequel. All the same, only work was carried out on errors.
Sid Meier’s Civilization III
Meanwhile, about the development of a full -fledged third Civilization There could be no speech. Microprose After criticism Test of Time did not dare to do anything. However, transfer rights Firaxis I did not want. Still, it was not possible for them. Hasbro was a maternal company and did not think much about the future of the series when their subsidiary Microprose Nothing but losses did not bring.
In 2001 Hasbro It becomes part Infogrames. The publisher, wanting to build a huge game empire, wanted to just have a profit, but at least he realized that without Sid and his team Civilization III impossible.
So Firaxis She took up a full -fledged continuation. Here, having studied the materials, I found inconsistency, t.To. Civilization III began to be done almost immediately after the exit of the addition to Alpha Centauri. And at that time Hasbro was still an independent company.
Most likely, at about this moment, negotiations began on acquisition, which were very good. Infogrames I was completely sure of the deal that I proposed Firaxis work. These are only my speculations on the information I have studied, no more.
Be that as it may, the creation of the third part went without problems. Jeffrey Briggs became a hemdester, taking the newcomer to the newcomer Soren Jonesen, t.To. Brine went freely swimming his studio, where he would create Rise of Nations . Sid did not go anywhere with his help and instructions.
It was quite exciting. We were stiff deadlines, and it was necessary to find a replacement for almost the entire backbone of the developer team. I was in a unique position. Sid and Bruce Shelly led the creation of the first Civilization, Brian and I – the second. I knew the best in the company how it works
Jeffrey Briggs
The main emphasis was on the implementation of new ways of victory in the party and the next removal of balance. In an interview and in the book, SID repeatedly speaks of the approach of three -thirds when creating each new part, starting with the third. At the same time, one third of the last game remains unchanged, the second third is processed, and the third adds new elements.
The strategy is released on October 30, 2001, three years after the second part. This is the shortest period of time between the main parts of the series.
It is difficult to talk about the third civilization. Despite the previously mentioned approach of three -thirds, it is not very different from the past parts. It sounds logical, but the fourth, fifth and sixth parts are still unique in their own way, which can not be said about the third.
Gameplain everything is approximately in its place. It all starts with the setting of the map, the choice of the nation, of which there are 32, the difficulties of bots and barbarians. The choice from female and male disappeared. The maximum number of players in one batch eight. Returned portraits of rulers in 3D!
Each nation still has its own set of technologies at the start, unique combat unit and general orientation. For example, the Persians have increased production and science, receiving a small buff for them. Such a system still does not limit the choice of victories and helps to choose a convenient country for itself.
The beginning of the party, its course and the end have not changed much again. We also still base the city with the help of settlers, we process the cells around it with workers, build buildings, create troops, study territories, study new technologies, monitor the growth of science, gold, mood.
The case is in details that change the usual Civilization.
Firstly, cities. There were full -fledged boundaries that make it completely to feel the scale of your and foreign countries. They can still be violated, but if desired, you can demand from the ruler to withdraw the troops. The processed territories of cities remained the same. The settlements themselves now do not resist the capture if they do not have military.
The boundaries grow using a new culture parameter. The higher it is, the faster the territory is expanded. Under successful circumstances, having a high culture, you can peacefully capture other people’s cities close to your border. Residents of a neighboring country are impressed by your culture that they want to be part of your country. The parameter increases with the help of temples, cathedrals and wonders of the world. Thus, the miracles of the world, having a bonus before a certain era or technology, do not become just an old building in the city, but a full -fledged cultural property.
Caravans trafficking were covered, letting players directly negotiate with other rulers to exchange resources for other resources or gold. True, for this it is necessary to connect the cities with roads or build a harbor in them. Cataclysms appeared, mainly eruptions in volcanoes, destroying settlements and units. Resources in the person of horses, iron, nitrate and oil became strategic. Without them, you cannot create certain military units.
Advisers, unfortunately, ceased to represent the real council with disputes, support and characters. Each of them now, as in the first part, simply informs about the current situation and gives recommendations. However, we must pay tribute. Each of them and their “window” is very informative, short and understandable. Especially the section of diplomacy where you can see all international relations.
Warriors still have parameters of attack, protection and movement. The levels of detachments have not disappeared. Now, after the “Hero” level, the detachment is transformed into the army with the commander as the leader. Three of any united units with general health are represented, but a separate attack.
The warhead has undergone the least changes, which was very disappointed for me. Taking this opportunity, I want to admit. I do not like the first three civilizations because of the fighting. On the one hand, no one forcibly makes you fight. Make a small army to protect cities, territories, and everything will be fine. On the other hand, the bots are simply wild, even on low difficulties, they make a huge army, which gives a light. You should relax a bit, they will declare war on you and capture a couple of cities. The content of the army is not cheap, while it is necessary to allocate gold for the study and maintenance of buildings in cities. Where did the bots get such income – a mystery.
Well, let! Then it’s time to fight well! Here are just a system of battle of the random detachments. Even the weaker unit in the game has a chance to destroy the tank. Когда два юнита начинают сражения, то их атака, защита и бонус ландшафта складываются в числа вероятности, у кого числа выше, у того и выше шанс победить. But you may not be very lucky, and you will destroy several units with a high attack on one unit with average protection.
And I’m not lying. A situation happened to me when an enemy archer calmly destroyed my speaker and captured the city. Then I took three archers to recapture the city where the enemy speaker was already standing. And all my archers died from him.
After that I did not see the point of fighting. Why should I spend time, gold and production on an adventure that may not burn out? I can make a large army that will easily lose due to chance. The military unit for me became the thing because I cannot enjoy completely old parts. Yes, so they also violate the main ideas of Sid’s gamedes: “The player should know the risks and be able to reduce them” and “The game should not hide any information from the player”. The strategy does not help to reduce these very risks and does not give a full, intelligible response on the warhead, giving all the work for accident. May fans of the series be forgiven for this opinion.
In any case, war is not the only way to win. In the third part, six variations of the final victory appeared:
Cultural dominance. The total amount of culture reached above the standard threshold or in one city more than 20 thousand cultural points.
Diplomatic victory. After the construction of the UN building, its general secretary is selected. Having become them, you win.
Scientific victory. Build all ten parts of a spacecraft and send a mission to Alpha Centaur.
In the new millennium, the game does not cease to delight with tradition, giving a new graphics, an updated interface and amazing music.
The game is incredibly comfortable. All its control and interface is as close as possible to modern parts of the series. Everything is intuitively clear and clearly shown, at a subconscious level, the player understands the main controls. At the same time, it turned out to get rid of Alpha Centauri.
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