It is also necessary to harvest resources from the planet. Planting forests or kelp farms and mining minerals are just a few ways to bolster your empire. Dealing with the other factions should not be your only concern. A large percentage of the planet is covered in a red Xenofungus on land and its water equivalent, Sea Fungus, that can cause further problems in developing squares.
Less friendly planet inhabitants include the Mind Worm, a little parasitic carnivore that can burrow into a human brain and devour it. There is also an ocean equivalent to the Mind Worm, the Isle of the Deep, and the airborne cousins, the Locusts of Chiron.
There is a seemingly endless amount of research that can be done to better your faction. Science, military, social and economic discoveries can be made by researching, just to name a few. There are four ways to win Alpha Centauri. If you can win three-fourths of the votes from the other faction leaders to elect you as the Supreme Leader of the planet, you will have won via the diplomatic route.
Economic victory is accomplished by cornering the Global Energy Market. The highest form of victory is the Ascent to Transcendence, the next step in the evolution of humanity. The final way to win is the good old-fashioned Conquest method, by eliminating all other remaining factions.
When you figure the ability to choose the seven different factions, four ways to win, and all the different research paths that can be taken, the replayability of this game is enormous. Unless you have a large monitor, you may have problems making out the fairly compressed grids that become even more difficult to see when they get heavily populated with various units. There are full-motion video sequences that you are shown after a major discovery has been made or if you have annihilated a warring faction.
There is some uninspiring background music and various faction readings that are narrated to you at various points between turns. A very thorough and detailed page manual is included. It would have been nice if it were wire bound so it would stay open to the right page; I was constantly having to bend it backwards and balance my coffee cup on it to keep it open a rather dangerous practice near a computer keyboard, I might add! There is also a large foldout poster of the technology tree that is way too large for your desktop.
Alpha Centauri only strays from the Civilization formula by its set up. Instead of moving from the far past to the present as in the Civilization games, the game moves from the near future to the far future, on another world. This changes technological progress from being the tracing of the past to the present within a historical framework, to essentially discovering brand new forms of technology.
As a gamer you are not certain where new technology will lead, unless you'd like to do a lot of extra reference reading in the help section of the game and manual. Also, since the game is more like playing life rather than retelling a story, you now have greater control over certain things. Most noticeably, you can now use technological advancements to design your own units, combining armor types, propulsion types, weapon types, special abilities, and other such traits.
The units are represented in 3D, which makes them more customizable than the sprites of yore. In addition to this, infrastructure plays a bigger role in the form of terraforming. Alpha Centauri may be habitable, but it is not entirely hospitable. You must clear dangerous fungus, seed forests to remind you of home, plant farms, level or raise terrain, build mines, and construct roads in order to make this planet the garden spot of universal civilization.
There are a few other differences. Cities, or outposts as they are now called, may be built underwater, changing some of the boundaries of the game. There are also secret projects which may be conducted, like genetic experimentation of various types to alter your population for the better.
These projects take the place of Civilizations' "Wonders of the World," but lack the grandeur of those austere structures. The interface has also been improved, being much more comfortable and stylistic than the rather utilitarian interfaces of the Civilization games. Units are now moved via the mouse rather than manually moving them with the keypad. In addition, to ease your micro-management pains, there are now outpost governors, sort of ready made development plans for either discovery, exploration, construction, or conquest.
This helpful AI does an admirable job of managing things in the absence of your expert leadership. Graphically the game is decent, but certainly not spectacular or compelling.
The feel is very similar to that of the Civilization games with the exception terrain elevation and a lot of red earth. The fundamental story is woven into the interactivity and is progressively uncovered as the player finds new advances, assembles new city offices and finishes mystery ventures.
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