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Sid Meier's Alpha Centauri

aka: Alpha Centauri, SMAC
Moby ID: 4
Windows Specs
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Description official descriptions

After the 20th century, humankind reaches its hand out across the stars. Seeking to escape the overcrowded chaos of Earth, the United Nations builds a single seedship, the UNS Unity, and sends her on a mission towards the Alpha Centauri star system. After a long journey in cryogenic suspension, the Unity reaches Alpha Centauri where the Captain is killed under mysterious circumstances. Suspecting the motives of one another, the officers and the crew split into 7 factions, each lead with a distinct ideology and motives that they seek to build the planet in their image...

Sid Meier's Alpha Centauri is best compared to Civilization II, but features many distinct differences in gameplay and thinking. In Civilization, the objective was to evolve a society from primitive tribes, whereas Alpha Centauri starts with the landing of colony pods on a barren planet with society becoming fractured. Each faction (aka nation) receives it's own share of the Unity's resources and tech base. For the basics, bases produce nutrients, materials and energy. Nutrients are required to feed to population, Materials are used in production and energy represents the commerce effect which can be traded to players diplomatically or spent on improvements. The 7 factions each have their own agenda, which is determined in large part by the Social Engineering. This enables a faction to customize its values, earning a bonus for what it considers important and a penalty for what it doesn't. Social Engineering system are discovered through research, the same as other improvements, such as structures and units.

Research is divided into 4 types of technologies, which form an intertwining tree of dependencies. They are: Conquer (direct military applications), Explore (indirect technologies for units and bases), Build (direct infrastructure application) and Discovery (Science for the sake of science, indirect applications). Because of the separation, factions can focus on what they hope the intended result of their science will be, and can be changed at any time. To explore the planet, units are needed. Any unit can be customized out of known technologies; consisting of a chassis type, reactor, weapon, armor and special abilities. Each of these components has a different expense, with untested technologies having additional overhead (prototype).

Finally, Alpha Centauri is not a desolate star system. There is life on the planet, in the form of alien fungus that litters the ground and strange creatures such as mindworms. Initially hostile to all factions, this form of life holds its own secrets and effects on the world at large.

Spellings

  • 半人马座 - Simplified Chinese spelling

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Credits (Windows version)

148 People (145 developers, 3 thanks) · View all

Reviews

Critics

Average score: 88% (based on 39 ratings)

Players

Average score: 3.9 out of 5 (based on 172 ratings with 16 reviews)

It was the time to step forwards, but...

The Good
SMAC heirs the features that made Civilization a classic, being the most important replayability: a random map makes up for that, and so does adding different factions with unique abilities; personally, mission-based titles aren't in my preferences. Diplomacy, although limited, has very well configured messages to give the feel of talking to a leader with his/her own personality; add to that agendas and aversions, and the Council, too. The gameplay in general is also a strong point: like in Civilization, found cities (bases), terraform, expand at will in a terrain with infinite variations and landscapes. The finest addition to politics is the Social Engineering, with great Role-Playing stile statistics.

Some say the technology tree is confusing due to strange descriptions: I think those add a unique sci-fi flavor: personally, I get more immersed in the futuristic atmosphere when reading "Our scientists discovered Photon-Wave Mechanics" or "Pre-Sentient Algorithms" than reading "Our scientists discovered the Photon Wall armor" or "can now build the Hunter-Seeker project".

The game is also very configurable, and multiple paths to victory enrich the gaming experience. Now, instead of having pre-made units, you can design your own, but shortly becomes evident which are the best combinations for each situation; the possibility is nice, though.

Graphics and sound aren't outstanding, but make their work, and that's enough for a strategy TBS game; it doesn't need more. In general, SMAC is an empire-building game, and that's the feel it gives the player: of being building (or falling with) an empire through time.

The Bad
However, SMAC also heirs bad and annoying features from Civilization. And that's the matter: Civilization is a classic, with no doubt. But it was released in 1991, eight years before SMAC; and that's too much time. Many fans, I included, were disappointed by this game because hardly can be referred to as "evolutive".

First, diplomacy is still limited: instead of constructing your own proposals and counterproposals, the game forces you to take pre-defined options (what can I do when I want to demand or give 457 credits and the computer only allows me the fixed number of 300 or 150?). And diplomacy problems brings treaties and alliances problems: there's no way for a treaty to stand for long: if you're weak, the strong empires crush you; if you're strong, all other factions declare war on you even if they have no chance (apart of slave factions, of course).

Nothing to say about trade: the model is simple to death. "Tired of designing, guys?" is the question.

Developing of cities, also from Civilization, quickly becomes boring and repetitive: except on early stages of the game, it's a matter of "all buildings you can build". I think a model close to MOO1 or perhaps Ascendancy is much better. The "Talent/Drone" model, also, is too simplistic: does not include, for example, the effects of a sudden change of government (apart from varying Police indexes). What if a long-standing Democracy turns to a Fundamentalism in a turn? Will citizens remain so conformist? And so will they if the base is starving to death? And what if an obscure technocratic secret society is turning a base against its Eudaimonic government, or communists/ecologists incite uprising in a Free Market society? How can citizens stand quiet when unit after unit is destroyed in an endless war? Are soldiers mindless androids? Balancing Talents with Drones is enough to maintain peace?

But the worst of all is combat. Perhaps seems combat is not very important in an empire-building game, but is impossible to play a game without messing in several unprovoked wars (even with long-term allies; perhaps they don't know allied victory is possible). The "collateral damage" feature is annoying to say the least: I don't understand why 7 units sit while the 8th. is fighting against 1 attacker, who inflicts damage to all when winning; also, "automatic retreating" of tanks is a bad fix. Why not using a system like MoM? But even worse are the Attack/Defense stats: a battle consists of the attacker firing at the defender while the latter stays hoping its armor deflects all shots. A 12-1-1 Unit attacking a 16-4-1 Unit has all the chances of winning! Ridiculous! To make things even worse, armor values increase more slowly that weapons, making wars a matter of sending 13-1-1s. against 1-6-1s. in a base equipped with Perimeter Defense: outdoor battlefields belong to the one who attacks first. Air combat is still bad: although it's resolved comparing weapon forces, armor doesn't count. Why a land/sea unit cannot enter a square occupied by air unit?

Finally, although the AI is decent (decent, but not excellent), difficulty means more drones and ultra-cheating. The computer seems to know exactly where your units are, even without entering your datalinks or without having the Empath Guild. Do I really have the chances of success presented in the probe team operations window? No, I think. How can the computer discover Unified Field Theory and on the next turn send me a horde of marines equipped with weapon 12? He had only 150 credits to buy!

The Bottom Line
SMAC has almost all good features from Civ, and good new ones, but also has bad features from Civ (I say again: 8 years is enough time to get new and good ideas), and lacks some from Civ that were good.

Finally, even with the weak points, the game is worth a try, specially at reduced price. But i'ts far from being a true masterpiece.

Windows · by Technocrat (193) · 2002

A terrific game with several annoying flaws.

The Good
This is actually my third review of this game, and every time I play it I tend to feel a bit differently about it. My first review was thoroughly negative, the second thoroughly positive and with this one I hope to finally describe the game to the best of my abilities.

So lets begin. What makes Alpha Centauri one of the best games I've ever played?

  • First thing to catch your eye about Alpha Centauri is its interface. Quite possibly the best interface ever created for a game, the huge amount of time spent perfecting the implementation is obvious in first glance. While the interface isn't overly simplistic, it is very simple to understand and control and makes a lot of sense for the beginner. On the other hand, an advanced player will find adequate control over the functions of the game, as well as automation features galore. While the original Civilization's interface isn't bad, Alpha Centauri's is almost perfect.
    Equally important is the visual aspect of the interface - slick design featuring small but very effective enhancements, effects such as pictures rotating about in the lower part of the screen and various other enhancements. These additions to the interface add a lot of realism and atmosphere to the game, and without them it would have probably been a lot more dull.
  • Good graphics. While not mind-boggling, the visual aspect of the game will please any viewer. The landscapes are, unlike most isometric viewpoints, easy to figure out and make a lot of sense as well. Unit displays look reasonably good as well, and the interface is generally very well designed.
  • Alpha Centauri features some of the best movies seen to date, and even if some aren't very interesting it does feature a few masterpieces (the Dream Twister movie comes to mind). The animations add quite a bit to the game. I also find the various historical quotes, as well as the ones from the faction leaders in Alpha Centauri, to be interesting and compelling as they add a lot to the general atmosphere of the game. There are also several in-jokes in the game which add a lot of flavor (the Network Backbone movie is a blunt joke on Microsoft, for example).
  • Alpha Centauri features a decent plot -- yes, an actual plot in a Civilization-style game, and a good one to boot. While not a literary masterpiece, Alpha Centauri's storyline would have made a decent science fiction book I would have enjoyed reading. The way the designers made the threat of the Mind Worms, combined with the several "Interludes from the Book of Planet" and other plot elements meld seamlessly with the game is astonishing, and one possible conclusion of the game (The Song of Planet) is the best I could ask for. What makes Alpha Centauri an amazingly interesting game to play is the endless little hints and pieces that abound throughout the game.

With all these features, Alpha Centauri is without a doubt of one the best games I have ever played (although I still consider Master of Magic to be the best game in this style.

The Bad
Unfortunately, Alpha Centauri is - while being an excellent game - not perfect. It does have some annoying flaws:

  • Diplomacy. Unfortunately, diplomacy has always been the bane of Civilization-style games. I can't remember even a single game of this genre in which the diplomacy was actually worth mentioning. The diplmacy in Alpha Centauri is no exception and is as weak as ever. Other leaders will be your best friends until they become bored, then attack you. So what else is new?
  • Drone Riots will drive you mad. Every few games, towards the end of the game several of your citires which - until the point - were perfectly contect, will "grow" drones all of a sudden and cease to function. There's not much you can do about this really - either change government (which isn't always a good choice), or move more units into the base (which isn't always feasible). This can become really annoying after a while.
  • Terrible music. Admittedly the menu music is actually quite good, but all other pieces are genuinely bad.

I most emphasize, however, that despite these flaws, Alpha Centauri is still a bliss for any Sid Meier fan.

The Bottom Line
The best game in this style since Master of Magic, and definitely another classic in the long line of Sid Meier games.

Windows · by Tomer Gabel (4538) · 2000

It polished me. A masterpiece

The Good
I own a lot to this game and its creators. I learned how to value lesser or different life, the importance of ecology, economy, diplomacy, how to see into future and what the future might bring us. The game designer vision and especially execution is flawless and after years of playing there are still elements and strategies that I've missed, never to be used. The game offers you unlimited possibilities but doesn't burden you with them. You can do whatever you chose to do do play and win the game. INFINITE POSSIBILITIES, A TRUE MASTERPIECE

The Bad
I love everything, even the dated isometric graphics

The Bottom Line
The most complex and rewarding game ever. Dated graphics and extremely high complexity can be a problem now for some gamers.

Windows · by Purcaru Bogdan (1) · 2015

[ View all 16 player reviews ]

Discussion

Subject By Date
Upgrading units manually? Xoleras (66141) Aug 2, 2007

Trivia

1001 Video Games

Sid Meier's Alpha Centauri appears in the book 1001 Video Games You Must Play Before You Die by General Editor Tony Mott.

Cutscenes

Most of the secret project movies contain scenes from the documentary Baraka.You can find information about Baraka at IMDB.

Development

From an interview with designer Brian Reynolds Brian Reynolds with Computer Games Magazine (June 2000):

I always wondered if my degree in Philosophy would ever come in handy for something. My favorite part of this game was developing the characters and factions, and the AI to give them divergent personalities and agendas.

I think a part of broad appeal is merely choosing the right topic, and certainly compared to Civilization II, science-fiction was a lot harder, and gave the game more of an esoteric feel. Everybody knows what the wheel is, everyone knows what mathematics is, but linear mathematics? Particle accelerators?...It's even worse when you get into things you kind of made up.

Plasma bomb

The "planet buster" of the first-generation model, is listed in the game manual as technically called the Mark 714 plasma bomb, a single warhead delivered by a ballistic missile that locks onto its target by the signature of charged particles coming from it. The active kill radius, or the radius in which everything and everyone would be immediately destroyed (as opposed to people killed eventually by the side effects) is listed as 2,000 kilometers -- about 1,240 miles. The yield of the first-generation "planet buster" is said to be equivalent to 296 gigatons of TNT.

Here is what would happen if a bomb one ten-thousandth as powerful as that were detonated in a groundburst upon New York City:

There would be an overpressure of 15 pounds per square inch out to about five miles, or as far as the Receiving Reservoir at Central Park, Manhattan, and even reinforced concrete structures such as skyscrapers would be obliterated. Most water would be vaporized. No one would survive there. The surface of the land in that area would be melted to resemble black glass.

Smaller concrete structures would be destroyed as far as about six miles away.

In a doughnut shape covering the area between seven and nine miles away, all houses and other small buildings would be destroyed. Towards the outside, wreckage would remain.

Windows would be shattered as far out as about sixty miles away, from Scarsdale in the north to Keansburg in the south.

The above information about blast radii is from the HYDESim High Yield Detonation Effects Simulato.

Premise

As people who play Civilization know, at the end, one of the ways to win the game is get the expedition to Alpha Centauri first. So it was no coincidence that Sid's next game is Alpha Centauri.

Reception

As of August 2000, Alpha Centauri was PC Gamer's highest rated game ever with a score of 98%. Prior to the review this honor belonged to Sid Meier's Civilization II which had a score of 97%. In the December 2004 issue of PC Gamer, Alpha Centauri's "highest-rated" title was lowered to a mere tie when Half-Life 2 received a 98%.

Awards

  • Academy of Interactive Arts and Sciences
    • 1999 - Strategy Game of the Year
  • Denver Post
    • 1999 - Best Game of the Year
  • Gamespot
    • 1999 - Turn-based Game of the Year
  • GameStar (Germany)
    • Issue 12/1999 - #44 in the "100 Most Important PC Games of the Nineties" ranking
  • Origin Awards
    • 1999 - Best Computer Strategy Game
  • PC Gamer
    • 1999 - Turn-based Game of the Year,
    • April 2000 - #16 in the "All-Time Top 50 Games Poll"
  • Toronto Sun
    • 1999 - Best Game of the Year

Information also contributed by 88 49, Chris Martin, Indra was here, Kasey Chang, mulayim; PCGamer77 and Zack Green

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Related Sites +

  • Alpha Centauri 2
    single-player and multiplayer resources: game guides, game of the month, modding resources, MP ladder, all patches (official and unofficial), mirror of the AC official site (no longer online), downloads, articles, fan-fiction, fan art, links.
  • aliencrossfire.civ3.de
    German fansite for Alpha Centauri and its add-on; it offers background story, tips & tricks, scenarios, etc.

Identifiers +

  • MobyGames ID: 4
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Contributors to this Entry

Game added by Brian Hirt.

Macintosh added by Corn Popper.

Additional contributors: PCGamer77, Kalirion, Rebound Boy, Technocrat, Shoddyan, CaesarZX, Patrick Bregger, sisko, FatherJack.

Game added March 1, 1999. Last modified March 31, 2024.