What Civ VI Could Learn From Civilization: Call To Power

I’m not entirely sure what’s going on. I’m playing Civilization: Call to Power, and at some point the world turned from relative Civ familiarity (with shoddier mechanics) into a Twilight Zone where everything is just… wrong. I think things started getting strange when my still ancient-looking capital city of Rome circa 1700AD started being showered with little animations of paper, crippling the city’s production. Sending a spy to investigate, I uncovered that a man in a blue suit (all the rage in 1600s Thailand, apparently) was behind it all – a scummer lawyer catapulting bloody injunctions.

What in Sid’s name is going on?

Civilization: Call to Power and its sequel are baffling, yet also fascinating – they’re the shameful secrets of the esteemed 4X series that Sid Meier and Firaxis had no involvement with, borne of huge ambitions, an inexperienced dev team at Activision, and (fittingly, given the stifling, all-pervasive role of lawyers in the game), a lawsuit.

The best part of a millennium later in my Call To Power game, the political dynamics of the world bear no resemblance to reality; in fact, they don’t even bear a resemblance to the dynamics of any of the other Civilization games. I’m tied up in a endless shadow war with my neighbours; lawyers suing other Civs over who knows what; advertising blimps are beaming discontentment onto rival populations; and once-great cities are turning into barbarian dens of iniquity at the callous click of a spy’s fingers.

Hang on. There was a city there a moment ago, wasn’t there? There was definitely a city there but now it’s been replaced by a forest. Must’ve been that crusty bastard Eco-Ranger (best described as a Hippy Hovercraft – complete with a peace symbol) that was loitering around, capable of returning a city to nature – i.e. decimating it – in an instant…

At the click of a mouse button, I zoom out to orbit, where the most developed nations are building space colonies while the weaker nations are still prodding each other with pikes and the oceans – overflowing due to global warming – are filled with sea cities. It’s chaos, so vast and shambolic that I struggle to immerse myself in that classic Civ fantasy of guiding a nation through history. The surreal history that’s rolled out on my screen is just too far removed from any that I recognise from reality or fiction.

In 1997, the Civilization series was in jeopardy, despite the roaring success of Civilization II the previous year. Spectrum Holobyte, the company that owned Sid Meier and Bill Stealey’s MicroProse since 1993, laid off most of the staff at MicroProse and consolidated the company. Stealey had already sold his share and scarpered in 1994, but this move was the final straw for lead Civ designers Sid Meier, Jeff Briggs and Brian Reynolds. They left and went on to found Firaxis Games.

The Civilization brand remained with MicroProse, though this was called into question by Activision, who in 1997 bought the rights to the Civilization brand from Avalon-Hill, which was responsible for distributing the original Civilization board game outside Europe. Subsequently, Activision and Avalon-Hill sued MicroProse for trademark infringement, so MicroProse went one better by buying out Hartland Trefoil, the original creators of the Civilization board game and true owners of the license. MicroProse successfully counter-sued, leaving Avalon-Hill to pay compensation, and Activision with the rights to create a single game under the Civilization brand (presumably because MicroProse was in dire straits financially, bereft of Sid Meier and co, and had no intention of making another Civ game itself).

That game was Civilization: Call to Power, and having sprung into existence in that environment, it’s no wonder that upon its release in 1999 it turned out a little… odd.

Not that you would necessarily sniff out anything wrong when you first jump into Call to Power. It looks pretty enough, with a deep colour palette compared to the then three-year-old Civilization II, and decent animations. It sounds wonderful too, with a meditative soundtrack spanning from soothing Gregorian beats, to haunting Arabian melodies, onto chilled liquid-y tracks in later eras that have that nostalgic quality of sounding like what everyone in the 90s imagined ‘The Future’ would sound like.

The first notable variable in Call to Power is the lack of workers, who have been replaced by a Public Works tax. You decide what proportion of your empire’s production you want to dedicate to Public Works projects like mines, farms and fishing nets, as well as more tactical structures like watchtowers and airbases later on. It’s a strange feeling in a Civ game to plonk down improvements with your own godly hand instead of ordering a unit to do it; an uncanny touch of the base-building strategy game in something altogether different, but you can see why it’d appeal in the days of non-automated workers, who felt fiddly to have to keep your eye on all the time.

As you progress however, you soon get the feeling that the game is rushing you through the early eras of the world – the ancient, classical and medieval – so that it can show you the crazy shit it has in store later on. ‘Who cares about bloody horses and spearmen and rickety chariots clip-clopping along dirt roads and uncharted lands?’ it seems to say. ‘You’ve seen all that crap before, haven’t you?’. Then when you’re about to say that actually that exploration and steady progress is part of what makes Civ so moreish, it interrupts with a vision of the modern world you’ve never seen before.

The Call to Power timeline goes up to the year 3000, making much of the early game feel hurried and unexceptional where normally it’s the best bit. There’s little in the early eras of Call to Power that’s new or done better than Civ II, and the lack of colourful advisors, city views, throne rooms to gussy up, and interesting diplomacy make it lack the vibrant personality of its siblings. One new feature that does work well, however, is slavery.

Early in the game you get introduced to the slaver unit; unfortunately, my first encounter with the bald, burly bastards was through an animated net being cast over my capital, Rome, and a portion of my population being swept away to work as slaves in distant lands. Aside from stealing population from cities to use as cheap labour, these guys can also enslave enemy units when you win battles, converting them to labour in the nearest city. One of my few noteworthy acts through the early years of my game was to create a villainous slave economy, running on captured barbarian soldiers (just-deserts for tormenting my populace for millennia) and innocent civilians plucked from Thai cities (I have no justification for that one).

I probably should have read the signs by the 1700s, when abolitionists began stealing my slaves and reinstating them as civilians in distant lands, that the good times of free labour for all Rome were coming to an end. The end of slavery came swiftly and brutally, as none other than my good Thai neighbours passed the Emancipation Act, which collapsed my slave economy in an instant, wiping much of my labour force and leaving me to contend with riots across the entire nation.

Despite getting what was coming to me, I respect the slavery system, which presents you with a monumental game-defining gamble of the sort you just don’t see in more recent Civilization games; Civ IV had Slavery as an early civic, though all it did was allow you to sacrifice population for production. In other games in the series, your path towards progress – be it slow or quick – isn’t jeopardised by anything other than a military invasion. In Call to Power, slavery is as close as Civ has ever got to some kind of global economy, where a shift in the status quo can send the whole system into disarray, seriously damaging dominant nations in the old world and making it easier for new, more progressive nations to rise up. It’s a bold mechanic, and one that would be welcome in Civ today.

The modern and near-future world of Call to Power isn’t a pleasant place to be. Where the main series feels celebratory in tone and tries to capture the world in all its eccentricity, Call to Power sardonically sets its sights on western society in all its madness. Even if there is peace on the surface, the world is kept in a state of perpetual misery and instability thanks to the following motley crew of units:

These smug Patrick Bateman types, leaning back in their swivel chairs with their feet on the desk, sliding across landscapes to establish corporate branches at rival cities to siphon their production back to your Civ. Their soulless shouts of “Who needs minimum wage?” makes them instantly dislikeable, and makes me feel like a bastard for using them. But hey, such is the nature of the world in CtP, so I’ve no choice but to play along.

The successors to Corporate Branches are Subneural Ads – those steampunky blimps I mentioned earlier – which beam advertising down onto cities, triggering instant unhappiness, and an animation of a disturbing blabbing sprite-face, presumably touting products that the target city can never obtain.

My favourites are the terrifying TV-headed televangelists, who yell “Prrrrray for Mercy” before gliding through the air – their legs trailing behind them in spectral fashion – and attacking cities with prophecies of biblical armageddon.

Through these and other cynical, oddly anti-establishment units, Call to Power feels like it’s making a (very heavy-handed) statement about the modern western world – “Look at how corrupt and mad we’ve all become”.

Global warming is inevitable in Call to Power. Rival civilizations are more than happy to sign up to eco-pacts (presumably because they sound so PR-friendly), but as soon as oil refineries become an option (i.e. as soon as pollution actually becomes an issue), everyone jumps onboard. Not that this is a game with an environmental conscience, because eventually you can just build underwater cities, negating many of the problems caused by diminishing landmasses.

Just as the callous units and mess of the modern world in Call to Power begin to make me feel despondent, my discovery of Space Flight unlocks a new layer of map over the original one, allowing me to toggle between Earth and Space views. My first thought is that maybe I can enslave some alien species. It’s certainly not beyond the volatile realm of this game’s imagination. ‘Alien Archeology’ is indeed a late-game technology (leading onto the ‘Alien Life Project’ science victory, whereby you send a probe into a wormhole and build an alien life lab to attain Call to Power’s answer to the archaic old Space Race victory). Alas, alien contact is very much the endgame, and my dreams of a second era of free labour for Rome are dashed.

Instead, you can colonise orbit, which increases production and food in cities on Earth, and lets you take units into space, dropping them anywhere in the world. None of it’s really as exciting as it sounds, though you have to respect the ambition in depicting not only a twisted take on human history, but a vision of the future as well – however ill-considered.

Call to Power is fascinating because amidst all the chaos and lack of clear direction and identity, it’s filled with nuggets of ideas that run deeper than anything the main series has offered up in years. More than just making a statement, it’s making a million mini-statements at once, all drowning each other out in a ludicrous Babel of a game that can hardly be called ‘good’, but is kind of brilliant.

Call to Power does away with its siblings’ welcoming personality, dropping the beloved City Views of previous games, cutting down on diplomacy, and slapping in bizarre, low-bit photos of leaders that look nothing like how we imagine (check out old ‘Ramses’ below). Yet none of these things really matter when the world is an eclectic circus of bizarre bureaucracy, absurd units, and strange technologies that seem to have emerged straight out of a teenage Terry Gilliam’s unprocessed nightmares.

Possibly in an attempt to eradicate our memory of Call to Power ever having happened, Activision released Call to Power 2 the following year, stripped of the prestigious ‘Civilization’ in its title. The game was a big improvement technically, with better controls, AI automation, and diplomacy that was actually worth engaging in. It maintained much of the madness of its unloved predecessor – the televangelists and the highly speculative future technologies – while paring back on unnecessary bloat like space colonisation. While it doesn’t have that same bonkers intrigue of the original, it’s certainly a more accomplished game and the best way to experience the strange world of Activision’s imagining. You can buy it at GOG.com, and there’s an excellent unofficial patch at Apolyton.net that sorts out some of its plentiful bugs.

Among its many failings, Call to Power overstretched itself by attempting to create not only an alternative human history, but also a future – two fantasies so vast and complex in themselves that they’re best off being kept separate so that each one can be explored fully. The main Civ series and Alpha Centauri attest to that.

And yet.

And yet, and yet, and yet… there is some spaghetti you can peel off the figurative wall at Activision’s offices circa 1999, and wonder whether there are some ingredients that could be used in the increasingly welcoming and personable Civs of today. Call to Power attempted to dig deeper into the systems and idiosyncrasies of human history; for the most part it failed, but by introducing promising systems like slavery and corporations, it showed that there is plenty left for the series to explore. It’s wonderful that Civilization 6 is set to be prettier, less cluttered and filled with more wonderfully eccentric historic personalities than ever, but there is some wisdom to be found in the shunned Call to Power Civilopedia, and perhaps it’s time for Firaxis to look into it.

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41 Comments

  1. DashingDorm says:

    Oh god, the Eco-ranger. For years (with no success) I’ve been trying to remember which strategy game had the “dude on a bike that bombed cities with forests”. Now it turns out it’s a Civilization game, of all things.
    Also, Call to Power 2 was my first Civ game and my recollection of it was extremely vague. Great article!

  2. Michael says:

    Call to power was actually the first Civ that I played. I remember being surprised by later civilization’s relative normality compared to call to power. I have the dystopian wonder movies of the late game burned into my mind forever.

  3. mrentropy5 says:

    CTP was one of the few “big name” games for BeOS. I played it a lot and enjoyed it, even though I played Civ and Civ II. A lot of it was whacko, but it was a fun whacko.

    I do wish Civilization would be a bit more “forward thinking” when it comes to future stuff.

  4. darkath says:

    Indeed i fondly remember Ctp as being a game with great ideas, even if lacking in attaining a cohesive game with all those ideas.

    Firaxis’s mildness is at it’s worst embodied by Beyond earth which is as shallow in game mechanics as it is in imagination.

    CivVI don’t have to contain underwater cities and eco-rangers, but it would be could if it could take inspiration of the additional layer of gameplay provided by the different agents such as the lawyer, slavers etc. which could be well embedded in the classic CIV5esque mechanics

  5. Premium User Badge

    Nauallis says:

    I’m curious how you’re playing it now – running it from Win7 in compatibility? Using an old machine? Do you have an emulator?

    I missed this one as a teenager because it never was ported to mac, and that’s what my family had, exclusively, until I built my first PC in college.

  6. 2late2die says:

    I kind of agree. CTP and CTP2 weren’t great games, but they had some great ideas in that, and I always wished Sid Meyer’s Civ games would start including some of those.

    Particularly the future stuff. The “future” in Civ games is usually relegated to a few units and some vague techs. I’d love to see the timeline extended by another century or two (maybe extend the standard game length by another 50 or 100 turns) so we get a chance to get not just units, but some buildings and maybe some gameplay mechanics as well.

    For example satellites (something akin to Beyond Earth perhaps), or genetic modification/mutation, or enhanced prosthetics (think Deus Ex), and other stuff like that.

    In fact now that I think about it, it might be an interesting idea to do a DLC to Civ 6 that adds on an extra “future” age, with a bunch of techs, units, buildings, policies, etc. and that brings in some of the mechanics from beyond earth, including maybe underwater cities. That DLC could be stand-alone, in a sense that whatever fixes/updates to the main game it brings, could be downloaded separate for free, and a future DLC won’t require it. That way, those that don’t like the idea don’t need to buy it.

    • tcmJOE says:

      I recall Civ 4 Beyond the Sword had the Next War mod which did add another set of tech advances into the future, though nothing that seemed really out-there in terms of gameplay.

    • klops says:

      Yes, please. And a new Fall from Heaven (if you haven’t tried FfH2 and have CivIV, try it!) too, please. Perhaps in 2020?

      • tcmJOE says:

        All the memories. Mostly of how difficult the campaign was…

  7. Shadow says:

    I have fond memories of Call to Power, and I tend to forget the flaws. Recently I even played CTP2 with the big Apolyton patch, and can’t for the life of me remember why I stopped.

    It might’ve been a mess overall, but if nothing else this mini-series was particularly bold and ambitious, conceptually, while the main Civ saga always shyly stuck to its routine Bronze Age-Information Age timeframe. Most of CTP’s brave ideas were never properly explored in the usual context of a Civ game.

    I realize it’d be a lot of work, but it’d be great to have all those ocean cities, space stations, advanced tile improvements and all sorts of future gameplay mechanics in a competent 4X game which starts in the dawn of technological civilization.

  8. JaggedEdge says:

    Ah yes, the eco ranger. lol.

    Not a bad article, though for me, I think it’s more than just the different types of agents that the Civ series should embrace (franchise units anyone?). Being able to build watchtowers, radar stations,sonar stations, airstrips, etc.at the boundaries of your empire added an extra tactical layer. I played a lot of CTP2 on multiplayer back in the day and had an absolute blast. Huge battles fought over a bunch of radar stations just so my opponent wouldn’t get advance warning of the direction of my main attack force. Good times. Creating multi-unit armies was also good. Far less micromanaging of army movement.

    I also loved the public works approach. Even with automation, I think it surpassed the use of workers.

    It was a pretty buggy game (Apolyton fixed most of that) and diplomacy was substandard. I also agree that on single player it lacked direction and identity. However, it was far superior game for multiplayer, as well as in the way it facilitated conflict on so many different levels.

  9. tonka_92 says:

    I also fondly remember Call to Power as my first “Civ” game, and for years didn’t know it wasn’t truly a civ game at all.

    Those Wonder FMVs were something else

  10. Alistair Hutton says:

    that was loitering around, capable of returning a city to nature – i.e. decimating it – in an instant…

    Bett not let John Walker see that.

  11. Someoldguy says:

    I probably don’t remember the game as well as I think I do, but weren’t some of those wierder things in the expansion rather than the base game? Perhaps I’d already got enough of an advantage by the modern/future era that the more bizarre future stuff made little impression or I adopted a mod that downplayed their eccentricities.

    I long for Civ to introduce the CtP armies. You know, the ones that actually made sense and had units fighting together, requiring the use of combined arms to be effective rather than Civ’s 1 unit at a time in the doomstack queueing up to fight (or now 1 unit per 100 square mile hex.) Civ flirted with a basic version when generals could have 3 units attached, but seem to have run away again.

    I do recall being very impressed with the slaver, which actually managed to represent the ancient world’s attitude to human freedoms better than Civ that resolutely refused to go further than the capture of the occasional settler or worker.

    Looking at the modern world, I’m not entirely convinced that the lawyer spewing blizzards of legal verbiage to wreak havoc on their opponent wasn’t scarily prescient too. Civ seems to have converted espionage into a method where the weak can play catchup to the powerful, rather than the powerful wreaking havoc on the rest. It probably makes for a better game, but it certainly makes it feel like a gamier game… like these new cities vomiting their suburbs all over the continent rather than there being actual terrain between one city and the next. I fear it’s going to make the map look like Megacity One.

    • TheMightyEthan says:

      “like these new cities vomiting their suburbs all over the continent rather than there being actual terrain between one city and the next.”

      I don’t know, that seems pretty accurate to me. I mean, is a thing.

      • TheMightyEthan says:

        Dangit, I meant “urbal sprawl is a thing.”

        • Someoldguy says:

          Is that an add on for the Urbal Space Program game? ;)

          In the 21st century urban sprawl definitely is a thing, but that’s due to the sheer growth of population in the biggest cities. Even so, a map of almost all western nations would still be more than 90% open land. All the core things Civ would have us build – banks, cathedrals, universities etc can be found in a city like Oxford (even a wonder) in a space roughly 10 km x 6 km. The rest is just more houses. Wind time back to 1800 and it would be far more pronounced. Civ 6 looks like having urban sprawl beginning in prehistory.

          • froz says:

            Personally I would treat those “districts” as simply smaller cities and towns. It is equally unrealistic that a country with size of let’s say France would have maybe 3 cities in game. Think of Oxford as a research district of London, or something like that.

          • Someoldguy says:

            That would work if all the cities were not growing to be contiguous and occupy most of the landmass. I admit this is just quibbling about the visual aesthetic, but for me the visual aesthetics are important in allowing me to enjoy a game that is about human development through history. I always avoided playing small world maps for that reason and preferred the older civ versions and large map size where you could be expected to have 30 cities rather than just a handful.

    • Shadow says:

      I think Civ6 is meant to have a shy approach at armies, allowing stacks of three units to move and fight together. Or so I heard.

      May not be an army, but in Civ terms it sounds like a viable tactical unit which leaves room for maneuvering and terrain usage.

  12. TheMightyEthan says:

    “I’m tied up in a endless shadow war with my neighbours; lawyers suing other Civs over who knows what; advertising blimps are beaming discontentment onto rival populations; and once-great cities are turning into barbarian dens of iniquity at the callous click of a spy’s fingers.”

    That sounds amazing…

  13. Abacus says:

    THE TV-HEADED TELEVANGELISTS!

    I have very fond memories watching my dad play Call to Power on the old Gateway PC. In fact most of my dad-and-PC related childhood memories are of him playing a LOT of Civ.

  14. Don Reba says:

    For me, Call To Power and Alpha Centauri were the only fun Civ games. The main series is so bland.

    These smug Patrick Bateman types, leaning back in their swivel chairs with their feet on the desk, sliding across landscapes to establish corporate branches at rival cities to siphon their production back to your Civ. Their soulless shouts of “Who needs minimum wage?” makes them instantly dislikeable, and makes me feel like a bastard for using them.

    Hm. How do you feel about Switzerland? Corporate branches — check. No minimum wage — check.

    • Premium User Badge

      Harlander says:

      “Just go up to the counter and tell them you want to open an account. “With what?” they’ll ask.

      NAZI GOLD! Just like you did!”

  15. Raoul Duke says:

    A lot of that is way too close to home for me to cope with right now, with the prospect of a President Trump (sort of a combination of most of the ‘bad’ unit types in the game).

    Didn’t CTP introduce national borders, one of the biggest things missing from earlier Civ titles?

  16. Moth Bones says:

    Oof. The one in this game sounds basic, but a proper environmental change/global warming (and cooling) mechanic is what I really, really wanted to be added to Civ – the details, both global and local, to be based on the actions of all civs combined with other factors such as seismic activity and changing climate patterns, which with appropriate technologies and resource allocation could be predicted/mitigated/exacerbated.

    The timescale of the game really makes this seem like an obvious and arguably necessary addition. I don’t know if it was too complicated, or the devs thought it would be unpopular, or if they just didn’t have much interest, but such a system must surely have been considered at some point.

    • Shadow says:

      I think Civ6 has an abstract day-night cycle, so doing something similar simulating climate wouldn’t look too crazy in my eyes. From there, approaching pollution and climate change would be a logical next step.

      I think Civ3 had a very basic implementation of global warming, randomly transforming a tile into a desert tile for every nuke dropped or something.

  17. Rufust Firefly says:

    The space and underwater layers were exciting, but there wasn’t a whole lot to do in them. And getting a population of any size into space was difficult since you had to launch every single bit of infrastructure.

    I do miss the general weirdness of the later units, their absence is probably why I never really got into the later Civ games.

  18. kentonio says:

    I always loved the CtP games. It kind of saddens me that the regular series was the one that received the sequels rather than these. As much as I love Civ, it hasn’t felt like a series with that much forward motion over the years, whereas CtP had so many cool ideas that a handful of extra games could have gone a long way to smoothing them out and maybe eventually delivering a really outstanding game.

    Although in truth, I’d probably settle for slavers being added to regular Civ..

    • TheAngriestHobo says:

      As much as I love Civ, it hasn’t felt like a series with that much forward motion over the years

      I think you can chalk that one up to Sid Meier’s rule of thirds (one third of each new game should be carried over from its predecessors, one third modified/improved, one third totally new). It’s been a reliable way of ensuring that releases are consistently popular, but gaming isn’t by nature an industry that rewards caution. Sid’s conservative approach to designing sequels is allowing competitors to outmaneuver the Civilization series by shaking up the genre in new and exciting ways, while Firaxis (to use an oddly appropriate metaphor) continues to fight today’s wars with yesterday’s weapons.

  19. Mogglewump says:

    I always preferred the Test of Time version of Civ 2. Colonising the Moon, Mars and then Jupiter gradually converting every square on the Moon map with hundreds of workers.

  20. Nosada says:

    “I respect the slavery system” – Robert Zak

    It’s true because I read it on the internet.

  21. Chiron says:

    I loved the fantasy version of this and the multi-layers. Being able to actually use Space as an arena is a great idea. Even its late in the game.

    Alas it the Civ formula does feel a little stale and the graphics are the one thing they seem most determined to update the most. 6 looks promising and sounds good in some ways but the way it looks turns me right off.

    • cugel2 says:

      Agree. I have spend very many hours playing every version of civ since civ2 and I’m getting fed up with it. The original idea was absolutely intriguing and I still like civ2 test of time because of the underground, sea and air cities and CtP2 (unfortunately I never had CtP1).
      I find that civ5 is boring with the stupid religion and other stuff that slows down the game making it absolutely impossible to play a “lunchtime” game of an hour (or two). I realize that religion was an important force in history but in a game it is boring.
      With mods you can adjust it somewhat to make it more pleasant to play though I have a tendency to choose OP mods to be able to play it fast which makes it also a bit less interesting.
      The article is right: CtP had lots of intriguing features like the armies that you could build up with in front infantry, in the back cannon and flanking cavalry shown in a great battle window. And then the official civ game goes back to stacks or one unit per tile: hopeless.
      And great ideas for future technology that were interesting.
      Civ6 looks like it is going to be boring again though most likely I’ll buy it out of curiosity and loyalty though that is a bit stupid.

  22. ThePuzzler says:

    I think I played CtP2.

    I liked it for a bit, but then I noticed that most of the buildings were pretty rubbish. Like, you’d build a library or marketplace early on and all it would do was give you a 10% bonus to one stat in that city, where original Civ would have given you +50%.

    So I decided I would build nothing but military units.
    And I won the game on the hardest difficulty before anyone had got out of the dark ages.

    Not very well balanced.

    • Someoldguy says:

      In most games the military rush strategy is an option. With randomised maps and AI nations squabbling among themselves it can go really well – or really badly if they focus on you in time. I don’t recall it being a reliably good choice in CtP 1/2 any more than it was in Civ. CtP was around back when infinite city sleaze was a game winning strategy in Civ games, so it definitely wasn’t any worse than the opposition :)

  23. TrenchFoot says:

    I never have a long save with the new Civ games. This sounds much more interesting.

  24. Notelpats says:

    I never tried the first Call To Power, but I did play A LOT of multiplayer Call To Power 2 with my dad way back when. The Eco-Ranger was my favourite unit. Fun times, fond memories.