The split colonists have made freefall, and all contact with earth has been severed. When the ship finally arrives at Alpha Centauri, the colonists manage to escape, one faction in each of the seven escape pods, just before the ship explodes. Over the course of the next forty years, the colonists break into seven idealistic factions, each intent on creating a civilization on Alpha Centauri in their image. Along the way, a reactor problem brings the colonists out of hibernation a wink too soon. The United Nations builds a colony space ship to carry the seeds of humanity to Alpha Centauri, a system containing a planet which has been identified as being inhabitable. Sometime in the near future, mankind is on the brink of self-destruction. This is Alpha Centauri, a departure from the series more in name than gameplay. This sequel deals with what happened to the chosen people, launched into space at the conclusion of the first two games. Then Sid Meier, the great game's creator, left Microprose, and created a non-official sequel. The people rejoiced and were happy, especially happy to be provided with an award-winning sequel in Civilization 2. ![]() This began with a VGA slideshow intro of the formation of Earth, the start of the great Civilization. Many thousands of years later, billions since the beginning, humans played through their history. In the chaotic landscape, life formed, evolved and grew. Hydrogen and oxygen combined their molecules condensed from vapor to water, forming the Earth's oceans. Then the globule formed into a molten flaming sphere in space. Replay Value: The strange world can be conquered again and again.įirst the Earth was formless and void, a gravitational globule in the swirling fiery mists of Sol. It might seem like a lofty goal, but then so was getting that single stone age tribe to Alpha Centauri! But players can also drive their faction toward the next phase of human evolution, the Ascent to Transcendence. Victory in Sid Meier's Alpha Centauri can be obtained by defeating all the other factions and being the supreme power on this strange new world. Although ancient monoliths are scattered on the planet, there is no serious threat that acts as a wild card that could quickly swing allegiances or change the balance of power. The terrain on Alpha Centauri includes mountains, oceans and areas of fungus, which need to be removed, but no sentient aliens seem to be present. Instead of roaming barbarian tribes, players face "mind worms" that randomly attack bases and units. The only criticism is that while the world does look different, it isn't overly alien in nature. The graphics and look of Alpha Centauri are quite alien, but the game doesn't seem unlike other Sid Meier titles. It's here that players can more closely monitor resource collection and output to determine if a base is actually using more than it is producing. Bases, which are present instead of cities, are used to gather resources and also to build improvements and units. The units, interface and graphics are reminiscent of Sid Meier's previous games, but this is an example of "if it isn't broken, don't fix it." The system worked fine before and the tweaks have made it better. ![]() Like Civilization, Alpha Centauri is played in turn-based sequences, mainly because there is so much to do. ![]() Instead of these settlers from Earth arriving without incident and setting up a utopia, they break into seven factions, each with a dogma and ideology that is completely incompatible with the others. Sid Meier's Alpha Centauri is an excellent sequel to Civilization and Civilization II with the colonization ship arriving on a strange world far from Earth and without any contact from home. With his latest title, it isn't so much that Sid Meier has done it again, but rather he's done more.
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