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Monday, November 15, 2010

Sid Meier's Alpha Centauri

Product Details
Sid Meier's Alpha Centauri

Sid Meier's Alpha Centauri
By Brian Reynolds

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Product Description

Legendary designer Sid Meier presents the next evolution in strategy games, with the addictive gameplay. Explore the alien planet that is your new home and uncover its myriad mysteries. Discover over 75 extraordinary technologies. Build over 60 base upgrades and large scale secret projects for your empire. Conquer your enemies with a war machine that you design from over 32,000 possible unit types. Included with Sid Meier's Alpha Centauri is Alien Crossfire Expansion Pack. It adds seven new playable factions, new technologies, new secret projects, new base facilities, new weapons, armor, special abilities and an expanded storyline.

Product Details

  • Amazon Sales Rank: #7263 in Video Games
  • Brand: Electronic Arts
  • Model: 10509
  • Published on: 1998
  • Released on: 1999-02-09
  • ESRB Rating: Everyone
  • Platforms: Windows 98, Windows Me, Windows 95
  • Format: CD-ROM

Editorial Reviews

Amazon.com Review Fans of earlier Sid Meier games, such as Civilization and Railroad Tycoon, will love Sid Meier's Alpha Centauri, the strategy game where players lead a colony expedition on a new planet. This game employs the same rules and concepts as Civilization, but with a new, slicker interface. Within the game, you can now automate tasks that--in the earlier game--were repetitive and dull. The factions also have a better mix of leaders; three of the seven factions are headed by women. Players begin by assuming leadership of one of seven colony factions, establishing a base on the unexplored world. A balance of priorities is critical: conquering territory, developing technology, and expanding the faction's population are all crucial factors in your survival. If a faction's military output is low, it may be vulnerable to attacks by others or by dangerous mind worms that roam the landscape. On the other hand, building war machines at the expense of scientific research may result in trying to manage a massive but obsolete war machine or a rebellious population. This easy-to-learn and thoroughly absorbing game takes the best features of the original classic and sets them in an exciting new world. --Alyx Dellamonica Amazon.com Product Description Sid Meier presents the next evolution in strategy games. Explore the alien planet that is your new home and uncover its mysteries. Discover over 75 extraordinary technologies. Build over 60 base upgrades. Conquer your enemies with a war machine that you design from over 32,000 possible unit types. GameSpot Review Ever have one of those conversations about those magic games you decided to boot up before dinner, just to get a look at it, and the next thing you knew was 4 a.m. and you were still hungry? Invariably, in such conversations, Sid Meier's Civilization is cited as one of the worst offenders in creating "bleary-eyed next day at work, but boy was it fun" syndrome. Well, be warned: Sid Meier's Alpha Centauri is another one of those games that can make hours pass like minutes, a game that makes you put a cooler full of sandwiches and sodas next to your computer desk so you don't have to get up all weekend. Created by Brian Reynolds and Sid Meier, the team that brought us Civilization II, Alpha Centauri is clearly the spiritual sequel to that game. Civ II ends with you leaving behind the conflicts of Earth to make a new life on Alpha Centauri. This game picks up with a colony ship reaching that system, but it turns out that moving to the stars doesn't change mankind's basic nature. Before the colony ship lands, the crew splits up into seven factions with different priorities for the new world. Each decides to land on its own and try to remake the planet in its own philosophical image. Thus, it turns out that life on the new planet is going to be much like the life man knew on Earth - exploring new territories, setting up colonies, and using diplomacy and war to deal with the other societies. To this effect, gamers will find that Alpha Centauri's gameplay looks and feels much like Civ II's. The map perspective is similar, the command interface is virtually identical, and there are nearly direct corollaries between some of the historical and science fiction elements of each game. Sure, mindworms may take the place of barbarians, and you may create Planetary Datalinks instead of the Great Library, but gameplay will feel instantly familiar to any Civ II player. However, this is true in the same way that Starcraft will feel familiar to any Warcraft II player. While Alpha Centauri shamelessly borrows the elements that made its predecessor magic, the game here is much richer, more sophisticated, and better tailored to individual styles of playing than Civ II. A big concern with moving to a science fiction realm is accessibility. After all, even those of us burdened with a typical American public school education are familiar with the basics of historical civilizations and the progress of technology throughout the centuries. But xenofungus, cyberethics, and polymorphic encryption are new concepts to everyone. To keep from overwhelming you or requiring you to memorize the manual beforehand, Firaxis has created a well-done interactive tutorial which can walk you through each interface window the first time it pops up, and warn you if you're neglecting important game elements. In addition, there's a well-done Datalink help system with detailed information on all the game's controls, technologies, and units. The help system is thorough enough that you may not even need to crack the game's 250-page manual. You should, though, as it includes excellent background information, as well as a number of handy charts. Gameplay is the familiar exploration/discovery/building/conquest model. You'll establish cities, explore the area around it, and build both military and research infrastructures. As in Civ II, you can build farms and roads to make your economy more useful and productive. Be aware, though, that this is an alien planet, and the ecosystem may not react kindly to manipulation. In fact, the planet is in many ways another player to compete with. Handle it properly and it can be an ally, allowing you to tame the dangerous mindworms that roam its surface and use them against your human enemies. Alpha Centauri takes automation to a new height, with features that will be welcome to gamers who don't enjoy management and to anyone who has dozens of units and cities in the latter stages of a game. You can put governors in charge of cities, with a priority to explore, discover, build, or conquer. The governor will then choose which units and improvements to produce (of course, you can jump in at any time and alter the production queue). Similarly, units can be put on autopilot, allowing formers to automatically terraform, scouts to explore on their own, and so on. Those who enjoy micromanagement can leave everything in manual mode and manage every aspect of their society. The game features a very rich technology tree. While almost all technologies are available to all players, the varying strategies used by each faction helps keep everyone from having the identical endgame forces. Particularly cool is the design workshop, which lets you create custom vehicles using available armor, weapon, power, and chassis combinations. The ability to upgrade units (at a cost) keeps you from being saddled with outdated forces. Further, the scenario and map editors, as well as modifiable "rule" text files, will allow you to create a wide variety of custom scenarios. Alpha Centauri's most impressive aspect, though, is the faction AI. The seven factions have very different priorities - economy, religion, peace, environment, knowledge, survivalism, and authoritarianism. These philosophies not only come through in each faction's play styles, but also in how they react to what you do in the game. Warlike behavior won't endear you to the UN, and the Believers aren't thrilled about high technology. Commit atrocities such as nerve stapling to keep your population orderly and nobody will like you. As in real life, though, if you get powerful enough, everyone will want to be your friend. Winning the game can be done in a number of ways. Conquer all the other factions (alone or with allies), win a diplomatic victory by being elected supreme ruler, corner the global energy market to gain economic victory, or go for the gusto and complete the Ascent to Transcendence secret project. (From the description of this, though, it sounds frighteningly like donning your Nikes and going off to ride a comet.)There are few nits to pick with the game. Some minor bugs exist, such as free armor on air vehicles, but many were fixed with the 2.0 patch and more will be zapped in 3.0. Diplomacy can be annoying at times - you may wonder how Sister Miriam can suddenly break your alliance and join with Colonel Santiago to attack you, when just 30 turns back Santiago was eating into Miriam's territory. However, such inexplicable choices do occasionally happen in real life, and overall diplomacy is better handled here than in any prior strategy game. Alpha Centauri's multiplayer support is well done, with simultaneous movement that keeps you from having to sit around while other players make their moves. Particularly nice is built-in voice chat, very handy for gloating to enemies when you take one of their cities. Of course, turn-based strategy games require a fair time commitment, and getting players together for multiplayer sessions can be difficult. Firaxis has a free matchmaking service at www.alphahq.net. The first patch added play-by-email support, so when a game runs long you can save it at the end of a turn and continue it via email at your leisure, and then pick it up again "live" later. Although it may feel a lot like Civ II on the surface, Alpha Centauri is a much more refined game. As has been the case more often than not, Sid Meier's name in the title signifies quality. With its top-notch diplomacy, civilization building, and wargame elements, Alpha Centauri is the new pinnacle of turn-based strategy games. --Denny Atkin --Copyright ©1998 GameSpot Inc. All rights reserved. Reproduction in whole or in part in any form or medium without express written permission of GameSpot is prohibited.

Customer Reviews

Greatest Strategy Game Ever5 For those who have freqented the worlds of Sid Meier before, this purchase should come as second nature: you will not be disappointed. Alpha improves all of the original concepts of Civilization 2 and adds some of its own- such as borders, social engineering and unit design. Territorial borders is a simple improvement that is just plain wonderful. Social engineering takes some getting used to- I was a sceptic -but after a few tries it is a necessity and adds a new standard to the genere. The technologies also will confuse those of us who are not physics and advanced microbiology/genetics majors; however, the general idea will not take long to grasp. Trade is improved and varies in ways that the far surpasses Civ 2. Unit variety is, well. . . amazing. The Graphics in game play are well done and the cinematics that appear throughout are top notch. One slight downer is the diplomatic relations: a few more choices, but not much change overall. When advancing the difficulty setting Alpha still falls into the old trap of just making the computer's units stronger, which can be frustrating. On the other hand, perhaps it is just reducing the advantage the player's units hold in easier settings. A word of warning: this game can be detrimental to one's GPA if not used with caution. Addiction will follow quickly if moderation is not enforced. I recommend having a friend or roommate hide the CD on occasion. Few games will provide as many hours of enjoyment as this one will. More fun for your dollar! Civilization in space? Sounds good!5 And it is! I had always loved Sid Meier's Civilization II, and the idea of playing this game with better graphics and in a science-fiction setting sounded great to me: wouldn't that lead to almost endless possibilities? And Alpha Centauri does not disappoint. The story is based on the following: in the end of Civilization II, a space ship is sent to the Alpha Centauri star system, in order to colonize a new world. But then, the passengers in the ship separate into different ideological groups. Right before the landing on the planet, the ship encounters technical problems and all passengers have to leave it. Of course, what'd you expect, all seven factions are spread equally over the planet and the whole familiar game of colonizing a planet starts all over again. But now in a completely different setting: space. The makers have tried to copy many familiar Civ features to this game: the pirates have become `mind worms': natives of the planet that attack your units now and then. The goody huts are also present, in the form of wrecks from the spaceship that sometimes contain nice stuff. The landscape looks a little different (by the way, it's in 3-D, unlike that of the later game Civ 3) from Earth, the resources have other colours, but in the end it's very easy to recognize. It is again possible to build things like mines, roads, irrigation and much more. Maybe the most important difference considering the terrain options is the fact that you can build sea towns later on in the game. Oh, and cities are now called `bases'! The familiar system of city buildings (now called improvements) and Wonders still exists. Considering the units, there is less variety than in Civilization. But it would be impossible to include as many units as the original has: this game starts in the near-future, after all. The makers have done the following: there are a few basic prototypes (infantry, artillery, fast cars, air jets, ships, etc.) that can be upgraded all the time through the game. This was an excellent idea, as too many weird new units would make the game very confusing. Also, it is now possible to construct your own units with the various upgrades! One unit I mention in particular: the Planet Buster rocket. The name says it all: it is a devastating weapon that blows away entire bases and leaves behind nothing but water squares. So this is a much more powerful weapon even than the infamous nuke missiles from Civ. But this WMD is considered as a crime against humanity (quite logical, eh?) and the use of it will turn all other nations against you. But it can be declared legal at the Planetary Council. As said, there are seven factions, such as the University, the Spartans, the Human Hive, the Peacekeepers, the Believers and so on. Each faction has its own characteristics: the University researches very quickly (therefore it's my favourite side); the Hive (sort of communists) has a very loyal people; the Spartans can sustain armies easily etcetera. Also, during the game you can twist the characteristics of your own faction endlessly. But the different groups also have their own behaviour. For example, the Believers keep demanding all sorts of things from you and often declare war after a refusal. On the other hand, the Peacekeepers and the University are nearly always trustworthy friends. The existence of so many complex factions makes a good diplomacy inevitable, and this is where the game excels. You can talk almost endlessly with your neighbours and use your friendship for many things. For instance, when two neighbours are at war, you can kindly ask them to end these reckless activities. If you have built up a good reputation during the game, there's a good chance that they will stop the war. This is a great aspect of the game: especially on the higher levels it makes you feel like you're a great diplomat! On the other hand, when you're not considered trustworthy (which happens when you start wars against friends too often) they won't even consider listening. The programmed texts are also very funny, especially those in the conversations with the Believers! There is also a Planetary Council in which all nations can vote for a proposed measure. And it's often just as divided as the UN... There are several ways to win the game. Of course, it's possible to kick all six competitors out and conquer the entire planet. That's probably the most challenging and funny option. It is also possible to build the greatest of all wonders: the Ascent to Transcendence. This wonder, believe it or not, creates a new kind of human beings and ends the human era as we know it. A less complicated ways to win, is gathering a lot of bucks and conquer the global market. And finally, the members of the Planetary Council can elect you General Secretary, which makes you the democratically elected ruler of the planet. The presentation of Alpha Centauri is simply great. Notice the nice flap-out box. It also has a very thorough manual and a nice poster of all technologies in the game (at least, in my version). The in-game setting is also very good. The terrific Wonder movies of Civ II (often I built Wonders just to see those clips) are back, now even better and very `informative' about the world you have built. The music is not as prominent: most of the soundtrack consists of dark background music that fits the science fiction setting of the game very well. Well, I could go on for hours about this endlessly complex and fascinating game but it's enough for now. Alpha Centauri is every bit as interesting as its earthly predecessor Civilization and that should be enough to convince every fan of the franchise. But a warning for those new to this kind of game: it's... pretty addictive! Superior game!5 Awesome game from Sid Meier and Brian Reynolds. The division of factions by ideals instead of nationality, the great AI and diplomacy, the complex technology progression with its divisions of Explore, Discover, Build, and Conquer, the thousands of options available, and all the differing levels of management from almost complete automation to micromanagement make this game enthralling. I am not particularly into science fiction and wondered if I would like this game, but they did such a great job with it that it is very fun. There were several things they could have improved, including the tech tree, making more ways to win, and some slight improvements to the factions, especially the religious faction, but it is worth 5 stars nonetheless.

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