Released in the late 1990's, Sid Meier's Alpha Centauri, now resting only inches away from the abandonware bin, cannot even hope to compete with newer strategy games in terms of graphics, though the ingenious and well-thought out storyline, which is told through futuristic 'historical accounts' and quotes coupled with the ever-present pop-up notifications of newly researched or, in some cases, stolen technologies, still has something to offer for the 'modern' gamer. An intensely cerebral, and strangely addictive title, Alpha Centauri casts you as the leader of your choice of one of eight separate factions, all with their own unique abilities and all desperately trying to lay claim to the newfound planet of Alpha Centauri. Play starts simply, a single base, (your headquarters, which, as with all your future bases in Alpha Centauri, supports a custom name,) a single scouting unit, supplied to protect your HQ from falling victim to Alpha Centauri's vicious native life forms, the Mindworms, and a single technological upgrade that differs between factions. From there, game play elevates to steadily higher levels of strategy, from signing and breaking treaties or truces, to forming Pacts of Brotherhood (or Sisterhood) with other faction members, you soon find yourself wrapped up in the storyline. Technological breakthroughs lead to better units and a steadily more refined means of pulling minerals, nutrients, and energy resources out of Alpha Centauri's surface or even from space itself. Learn to guide your researchers, change your social structure, or even complete secret projects before your rivals to provide yourself with the ability to build superior units and influence, manipulate, or even conquer your fellow faction leaders. But the gameplay goes deeper than just second-guessing the easy-to-predict, if not primitive A.I. Of the game; in Alpha Centauri, one must learn not only to tame his/her rivals, friends, and Pact Brothers, but also the planet itself. A primitive neural network held together by the rampantly growing clusters of Xenofungus, Voice, as it is called, contacts you in event-triggered interludes, growing steadily more wary (and dangerous) as it studies the human race and it's seemingly inherent need to destroy the ecosystem of planets they colonize. As time passes in the game, Alpha Centauri's natural defenses are steadily increased, the Mindworms, evolve into both aquatic and airborne monsters, allowing 'Planet' to hit you (and the other factions) with a three-pronged attack of increasingly more numerous (and deadly) specimens. In the spirit of Human tenacity and the need to tame this new planet, terraforming has also been built into the game, allowing you to build steadily better terrain modifications that can cut down the movement costs of your units, feed your bases, provide cover for your troops, or even pull water from an otherwise ungenerous sky. Alpha Centauri is by no means a graphically superior game; rather the opposite, actually. The maps, units, even buildings give a rough illusion of three dimensionality, but in truth, the entire game, much like other, older strategy titles, such as 'StarCraft,' is composed of the harsh, two dimensional graphics we have come to expect from classic games. That's not to say that Alpha Centauri's two dimensional graphics are not good. Sid meier s alpha centauri free download. Sid Meier's Alien Crossfire demo. Download this expansion pack for Sid Meier's popular strategy and war game Alpha Centauri. Sep 23, 2007 I have found fully functioning games for free on the net. I have found old games like Steel Panthers free. Does anyone here know where I can Alien Crossfire? It's art is very well done, and it's smoothness carries a sort of dignity and artistic quality that is lacking in the polygon-rich environs of today's strategy games. A lot of Alpha Centauri's sounds are stock- that is to say, common, cheap, and obvious. The sound used for weapons fire is the same sound I've heard countless times in several dozen other applications, such as car commercials, and low-budget films. But it does have an extensive library of ambient beats, simple little files that play in the background, giving the game an eerie, alien feel that changes as the gameplay progresses, picking up during 'high stress situations,' and slowing during calm sessions of planning, plotting, and research. Featuring multiplayer and map-creation functions, Alpha Centauri's capabilites don't end at the singleplayer level. Play online with your friends, (that is, if you know anyone who still plays this game,) or make new maps to be tamed, not just by your faction, but by the seven other computer controlled factions as well. All things considered, Alpha Centauri's gameplay and storyline more than make up for it's inferiorities in graphics and A.I. I definitely recommend this title, that is, if you're willing to spend time fully immersed in an ocean of hard-core strategy that has the wonderful capacity to be utterly different everytime it is played; if not, it's still worth a try, who knows, maybe you'll end up enjoying it as much as I do. I'm sure if you've been looking at this game you've probably also played the Civilization series. This game has a similar blueprint to Civilation, but at the same time is quite different. It starts off as your average civ-building game with the five crashed faction colonies setting up separately. As one of the faction leaders, you have particular bonuses. You start off with a town, a couple technologies, and you're off and running trying to build up your tech tree, economy, military, and lots of cities. Instead of barbarians though, you're fighting worm-like lifeforms with 'psionic' attack abilities that can bypass your normal defenses. In time you can learn to defend better against them and even harness these capabilities yourself, which makes an intriguing extra layer to the combat here. These worms also figure into somewhat of an overarching storyline as well, as told through various dream sequences your faction leader has throughout. One great thing about this game is how you can create your entirely own units. For example, if you don't like the design vehicle unit with the antimatter weapons and speed upgrade, you can run to the prototyope shop and swap those out with psionic weapons and the ability to paradrop (so long as you have the right technologies). Plus, not only can you upgrade the weapons and armor on just about any unit you've already built, but you can swap it out for different bonus abilities (such as paradrop), though all for a price. This leaves you with the ability to have the upgrade and alter all the units at your desposal to your needs, rather than on regular Civ games where you might get stuck with a useless cavalry unit because you can't upgrade it into a tank. The best part may be how immersive it is. Alpha Centauri boasts leaders with unique personalities that shape how you interact with one another. Whenever you research a technology, it features original quotes by these leaders (and occasionally by other less important figures) that can be funny, enlightening, and possibly even mind-boggling. Add to that a veritable storyline that has different outcomes based on the methods you use to beat the game and it is probably the most creative and fully-realized fictional universe put into a strategy setting. Having replayed it recently the only drawback I can find with this game is the AI. While not necessarily bad, once I got used to the game mechanics again the AI is just a bit too easy even on the highest difficulty setting. I don't know if thats because the AI hasn't aged well, or I just played this game so much that I know it inside and out, not to mention help from all the other strategy games I've had practice with in the intervening years. Long story short: this is the most memorable Civilization game, and probably even strategy game altogether, I have ever played. Definitely worth a look if you can find it for a decent price. Let us first dispense with the tedious details that pull this game down from perfection: The AI can be erratic at times, and faction leader personalities are not always followed. It is a surreal experience to hear Lady Deirdre of the Gaians boast that she now has access to Planet Buster missiles, or to try, and fail, to persuade Pravin Lal into a peaceful cessation of hostilities. Planet, while a characterful actor in its own right, can occasionally become tedious, and one wonders why it would feel the need to attack a faction that has, over the cause of the game, produced exactly zero points of ecological damage, and which relies exclusively on hybrid Chiron/Terran forests for resources, using mind worms in numbers far greater than my own. The game also tends to grow repetitive, rewarding only the player on a full-scale war heading or the one walling him- or herself onto an island, there to spend all his or her time researching rare and rewarding technologies and building bigger, better bases. There are also not enough automation options for Former units, thus disallowing a player, such as myself, who solely contructs forests, from automating it, instead forcing us to manually input each and every order. 'Move here - remove fungus - flatten terrain - plant forest - build road - construct sensor array/bunker/what have you' is not the ideal way to spend an entertaining afternoon. The game also has an astonishingly punishing learning curve, leading this player to discount the game as boring for a full year before discovering how engrossing it actually is. Let us then move over onto the positive qualities which Alpha Centauri, does, indeed, possess - the most obvious being the addictive quality inherent in the concept. The game induces that condition colloquially reknowned as 'Just One More Turn Syndrome', where, upon giving oneself the eponymous admonishment, one tends to spend the entire evening and night playing instead. And, of course, upon recognizing this, one inevitably thinks 'This is it. I will turn this computer off now. Just after I finish this one turn' - and discovers that it is now 10 o'clock in the morning, and you have missed classes or work today. The game also features very deep and rewarding gameplay - having owned it for several years, this player still occasionally experiences new discoveries. Faction diplomacy offers more options than you will ever use, and all you will ever desire, if only the other players would accept your offers. Factions are well-designed and realistically portrayed for the most part, ignoring the contrivance of seven markedly distinct and dissimilar philosophies amongst the seven most influential individuals aboard the UNS Unity as being under artistic license. The backstory inbetween the game's release date and Planetfall is incredibly detailed, if difficult to track down, most of the in-game references being mere clues. This, in turn, brings us to the subject of one of the primary virtues of Sid Meier's Alpha Centauri - the quotes. The game is figuratively speaking jam-packed with small blurbs, whether quoted from an actual, historical source, a fictional historical source or one of the faction leaders themselves in one of their numerous books. These are for the most part insightful, often thought-provoking and always appropriate to the technology, base facility or secret project in question, from the silly-sounding but forebodingly double-edged limerick and snippet of nursery rhyme used to introduce the 'Cyborg Factory' or the 'Dream Twister' Secret Projects, respectively, to the profound and inspiring pieces of rhetoric introducing the 'Human Genome Project'. However, one of the best aspects of Sid Meier's Alpha Centauri is the way it takes logical and predictable future technological developments, adds some reasonable extrapolated ones, and puts in just a touch of mysticism - sufficient to spice it up a bit, but insufficient to radically alter the vision of the future. Alpha Centauri's finest side was, and remains, its up-to-date actuality and apartisan exploration of the different aspects of human ideology, ambition and aspiration. A true classic, worth the purchase even to play through it only once and hear all the clips. 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! My opinion of this game is basically this: wow. I am confident in saying this is my favorite game of all time. When I started playing this game, I thought it was a war game and only thought of it as that. Even though I was TERRIBLY wrong, you can still treat Alpha Centauri simply as a war game and be 100% satisfied with it. However, it's so, so, so much more. I've been playing it for over a year now, and I'm still learning new features and aspects of the game that I never noticed. I like how if you are a beginner, you can set base production to 'governor' and that will direct production according to your current priorities if you don't really know what you're doing yet. Also, there are multiple ways of achieving victory, not just conquest like most games. These include: conquest (conquer everyone), diplomatic (get elected supreme leader), cooperative (destroy enemies and share victory with allies), economic (monopolize the planet's economy) and transcendence (begin the next stage of human evolution). There may be one or two I forgot about, but as you can see it's more than simply a war game. However, like in reality, you will need to maintain a military to defend yourself against more aggressive factions. I love how the game lets you customize certain things. Your government isn't limited to despotism, monarchy, democracy, etc. You get to choose how your government works on many different levels, such as values, economics, etc. Also, you get to design your own units. Want a swarm of fighters to intercept enemy aircraft without a huge support cost? Want a few units equipped with nerve gas that you can paradrop into your enemies terrirory just in case things get desperate? You got that too. There are so many combinations you can create, it gives the game more depth than most. I suppose the biggest negative factors are 1)it's complexity and 2)it's similarity to the Civilation series. However, these are minor as 1)there are ways of simplifying gameplay and once you understand it's complexity, you only get that much more out of the game and 2)even though it is similar to Civilization, there are also many differences and I think this game is far superior to any of the civilization games. I could go on and on about the game, but I highly recommend you at least download the demo and give it a chance. I am comfortable saying if you give it a fair chance to win you over, your time will not be a waste. I have played many types of Civilization type games - from the original Civilization to the current Civilization III and everything in between. But I keep getting drawn back to the fantastic Alpha Centauri by Sid Meier and company. Although sort of a sequel to Meier's highly popular Civilization II, it is just different enough to be easily the best civilization type computer game currently available. From it's highly interesting beginning at the start of the colonization of a totally Alien world, you can take your choice of factions to total Transcendence - going beyond humanity and almost becoming a god. There are more different ways to play this game then there is space to review it. Do you want to try you luck as the Scientist and research your way to the top? Or do you want to have Peace with the Peacekeepers? Or do you want to conquer the world with a religious fervor? These are just a couple of the great factions available during game play. The interface is one of the better ones available, and allows you to choose from many options which will help you when saving and playing the game. Turning on and off the sound, the secret project movies, and custom tailoring the game to what you want it to display is fairly easy. There's even an 'Auto-Save' feature which is a nice touch if you need to break away form your game quickly. There are still many people that play and use this game online, and the online interface is just as easy to use as the rest of the game. The science fiction setting gives a totally new way to look at a colonization game. Although some fans of sims might find the units and their names a little strange, you can and you will get into designing your own military might quickly. The unit design feature is a nice touch - it allows you to create a unit with exactly the type of weapons, armor and abilities you want to use in your next encounter with your neighbors. Meeting with your neighbors has never been more challenging - the AI for this game is fairly intuitive and you will find yourself wondering how the computer knows to make each faction react the way it does. Do you want to trade with your neighbors or just conquer them? The richness and vast number of choices to make may seem overwhelming to someone totally new to colonization games, but the depth of what is available will keep you coming back for more. It's unfortunate that the expansion disc, 'Alien Crossfire', seems to be unavailable. But even without that expansion disc, what other computer games have spawned a role playing game? Steve Jackson Games recently published a GURPS version of Alpha Centauri, and that alone should give players a warning that this game will have you hooked quickly. My only dream is that both discs will be released as a single package someday. Still one of my most played discs. One of my very highest recommendations. Civilization II was the first turn-based stategy game I ever played. Heck, it was the first strategy game I ever played period. And it was amazing. Take control of a civilization and guide from the dark ages all the way to the launch of a space ship to an alien world. The only way you can possibly describe a game that attempts to simulate all of history is EPIC. Civilization II was greatly loved, and with good reason. It was quite possibly the most addictive strategy game ever when it was released. So when people heard about a sequel to what many considered the greatest game of all time. Alpha Centauri. In my opinion, this IS the greatest computer strategy game ever, to say nothing of the greatest turn-based computer strategy game ever. There is just so much to love. First, this game is amazingly engineered. It had VERY low system requirements when it came out, and runs fantastically on a modern machine. The interface is brilliant. The graphics are clean and detailed. The background sounds are perfect. When a technology comes up, you get a voice reading about it, when you build a wonder, you get a cool movie to watch. And there are so many ways to play within each game. You can micro-manage everything, telling your formers exactly what to do, telling every city exactly what to build, designing your own unit types. Or you can set formers, cities, and units to be completely automatic. And of course each leader you can choose has distinct advantages and disadvantages, lending themselves to different playstyles. It would take quite a while to master every faction and playstyle in this game. And I haven't even gone into the multi-player, the senarios, and the fact that almost EVERYTHING in the rules of the game is customizable. I believe there are about seven or eight ways to win! But of course the the harder ways take longer and give a higher score. In conclusion I will say this. This would be a great game if it were merely civilization in space. But what makes it the best of all time for me is the story. There is a sci-fi storyline to this game, and when interacting with other faction leaders you almost feel like you're watching a historical epic with you as one of the main characters (at least that's how I felt the first time I played). I once even found myself daydreaming about conversations I was having with different faction leaders. Maybe I had just gone a little too long without sleep, maybe I was just playing a little too much, or maybe.this is the greatest strategy game ever made. Now to get back to reading the prologue I downloaded off of the offical website and download some wallpaper. I've played all the Civ games so far and SMAC, and I must say I find SMAC to be the best-of-breed. Sure, it's just Civ in space, but the game play is so much better and the options so much more limitless. Is it any wonder they decided to add elements in Civ IV that came pretty much straight from SMAC (like customizable governments and different classes of specialists - above and beyond the typical entertainer/taxman/scientist). Sure, the alien tech is hard to get at first, but once you get the feel of it it's second nature. The terraforming options are great and the ability to produce sea colonies is also awesome. Need more energy? Raise the terrain to hills to get more sunlight on a solar colector. You can remodel terrain until your heart is content. I hated the fact in Civ III and IV that you lost full control of air units. I'm much happier with old Civ II and SMAC ability to fly the air units however you want, including suicide missions to get that pesky colony pod JUST out of range to stimey your oponent. The customizable technology in units is also awesome, though it can be daunting at first, if it perplexes you, you can turn on auto prototyping and it's done for you. I also still think SMAC offers the best of the CIV/SMAC interfaces in terms of informative, ease-of-use, and power to get done what you need. I guess I just didn't enjoy the way Civ III seemed to get 'dumbed-down.' The micro-management is part of the game, sure, it can be annoying at times, but SMAC offers enough automation to help. The possibilities are simply endless with SMAC. Fans of turn-based strategy games usually simply go by Sid Meier's name--nearly everything that has his name on it is a highly enjoyable product. Sid Meier's Alpha Centauri (SMAC) is no exception. Unlike many games, it works at two levels. You can enjoy it as a macro-level management game, where you are concerned with fighting and diplomacy. You can play it as a micro-level game, where you decide how your cities will develop. And, of course, you can play it as both. Many features allow you to overlook things you may not care about, such as building units or constructing buildings. There are governors and automatic programs that do that for you. The game also features factions--differing organizations with vastly different goals. This is what makes the game different from the Civ series. The game is also surprisingly balanced. Certainly, some factions seem to be better than others, but it all depends on how the game progresses. Become too powerful too quickly, and you'll have to fend off even those players who would otherwise be your ally. Sit back, and you'll be too weak to win the game. I've won with Miriam (by general concensus the 'hardest' faction to play as) and lost as Skye (the easiest). There are also four (!) ways to win, giving you, as a player, much more flexibility. Well, there are a few, but not enough to cover such an engrossing game. First off--the game is *ugly*. Your eyes will hurt after playing for a while. But you get used to it. Secondly, the factions are, perhaps, a bit too aggressive. Pact brothers suddely get mad and declare war for no particular reason. Opposing ideologies can trigger unreasonable anger in other players. It is unrealistic that a relatively weak faction will declare war on the strongest faction in the game simply because you're a police state and he's a democracy. The aforementioned governors--which automatically build up your cities--can also get irritating as well. Usually they do a fairly adequate job, but at times they want to produce sea units en masse for no particular reason. Occasionally, they decide that *every* city in your empire needs a Covert Ops Center, so everyone starts building one. Usually, though, it does pretty much what I would do; it just gets irritating to have to stop the game and relist all of the cities' build queues. There are a few other minor irritances--the game has a not-so-subtle bent against capitalism, and preach to you about 'eco-damage'--but these are minor compared to how much you'll enjoy the game. A sequel was made, Alien Crossfire. It is recommended as well, though it has its own problems. I am a huge fan of Sid Meier's products, and I enjoy AC very much. This game is largely Civ2 in space, with a couple of distinct changes that greatly improve the game play. First, the planet Chiron (or 'Planet,' as it is called) is much more of a character in the game than Earth is in Civ and Civ2. Your increased industrial development may result in environmental damage. Where Civ and Civ2 punish haphazard development with pollution, Planet strikes back. Xenofungus, the ubiquitous red-pink substance that covers much of Planet's surface, will wipe out your environmental improvements. Also, global warming may cause the oceans to rise, wiping out your coastal cities. In Civ and Civ2, your only responses to pollution are to build certain city improvements and use your settlers to eliminate pollution. In AC, you may build improvements, or you may also change your society's philosophy to 'Green' to be more in tune with Planet. Also, you may change your geographic improvements from Mines and Solar Collectors to the more eco-friendly Forest, or you may plant more Fungus. Second, choices of various Social Engineering choices are more varied in AC, allowing for greater variety of societies. Third, the production queue and Governor function automate some of the more tedious aspects of the game. And the graphics for the units, the cities (each faction's cities look different), the Design Shop, and Planet's characteristics are a big stride over Civ and Civ2. That being said, AC leaves something to be desired. Despite the changes and the multiple paths to victory, the game still gets a bit dull in the latter third when you've pulled away from your rivals. Resource management becomes paramount, and communication and interaction less so. There is a plot device in the prologue (the murder of the mission commander on the Unity) that goes nowhere in the game. It's also doubtful that some of the factions would be so aggressive militarily so early in the game: you've just landed on a new hostile planet, and you want to go to war over 50 energy credits? The AI also periodically places your initial units in a position where you have no chance whatsoever to survive 50 turns, let alone win the game, so rebooting is an occasional necessity. Unlike Civ2, the progression of the knowledge tree is a bit haphazard (but that's to be expected of a game predicting future technological advances). The factions are very balanced, as demonstrated by the other reviews saying 'I always win with X faction...' The movies for the Secret Projects and cut-scenes are wonderful, and the music and sound effects are first-rate (although there should be much more variety in the combat sounds -- there are two). If you like turn-based strategy resource-allocation games (and you know if you do or not), buy this game. If you want an action-strategy game, get something from Blizzard. Can't really add any more to what hjonkers stated in his review. Especially when you consider how old it is, when it was created, and what is possible now, this game is great, entertaining, and a means to actually also learn. Can be somewhat tedious / slow at times, but for what you get back out of it, this game is very enjoyable. It is not a fast paced game, it is not going to be anything similar to what so many games are these days - instead, it will be a slower paced, thinking person's type game. It forces you to balance all of the various aspects, given your faction's strengths and weaknesses, and actually lead your people to victory. Just wish that it would be updated! Just imagine what this game could be like, given all that has been done in the past 10 years in AI and software development. Please Sid, update! This game rocks, and could be even more betterer!:).
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