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Especially to like is the concept of C:CTP. In the previous Civilizations, the whole idea was to build and manage a civilization "for the ages." But to do that, you did not, basically, manage a
civilization, but a group of cities. Example: when you created a unit in Civ2, that unit always belonged to the city in which it was created. To carry that further, that individual city also had to support the unit.
In C:CTP, the entire civilization supports all the units you build. That's as it should be and it merely illustrates the way this new version has improved on its predecessor. There are
numerous other examples of this concept and they "feel good" in the playing of the game. There are new units, new Wonders of the World, new concepts and a "new" timeline which takes you several
thousand additional years into the future. Some of the new concepts are interesting and intriguing; some of the new units – like the "slaver" and the "televangelist," add an interesting dimension to the game.
But C:CTP feels klunky. The game will announce you've achieved an advance and, while you're trying to decide which one to pursue next, the units are moving beneath on the game
screen. There is no auto-save (which is promised in a patch soon – or already – available). Many of the options available in Civ2, most notably the one not to restart or replace conquored civilizations, are
absent. It does not smoothly center on units as they become active. The manual, most unfortunately, is severely lacking both in detail and in the index. Finally, there is just something about C:CTP that just doesn't feel right. It is like Tevya in "Fiddler On the Roof," who asked himself "how did these traditions get started?" He answered himself by saying, "I don't know, but its a tradition!"
Why aren't we wild about C:CTP? I don't know, but it needs something. Perhaps the patches will fix some of the problems. In the meantime, for all these complaints, I am
happily playing the game. I just wish it had a better feel.
Link to the Activision web site.
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