As they say, "Great minds think alike". When the original 
Civilization came out, everyone praised it and adored it. (Does that 
make them all 'great', though? By no means.) So Microprose 
twiddled their thumbs for a little while and figured, hey, why not 
go with the flow and make a Civ2? And it was made. And it was 
loved, cherished and adored again. Many magazines alternated 
their 'Game of the Year', 'Game of All Time' and 'Game of All 
Universes, All Times, All Ages, Personalities and Income Brackets' 
between Civ1 and Civ2. And then Sid Meier left Microprose to form 
Firaxis Games. (That's somewhat abridged, but the idea is there). 
Firaxis made Sid Meier's Gettysburg, and now, the long-awaited 
Alpha Centauri.
In Alpha Centauri, you play the role of those poor sods you shot off 
into space in Civ2. After spending X years flying (depending how 
cheap you were when you created the spaceship), you land on a 
barren landscape infested with weeds, mind worms and other poor 
sods like you that their respective governments shot into space in 
hopes of finding "a better world". This is where the similarities 
with the Civilizations (mostly with Civ2) start - and there are a very 
large number of them.
First of all, the other nations are very, very, very similar to those of 
Civ2. They ask you almost precisely the same questions, try to 
threaten you to give them technology, and when you refuse, they 
ask you for a Friendship Treaty. They develop similarly, and act 
cool by telling you what their latest unit is that they developed. 
They also tell you their armies have thereby become invincible, 
and honestly, that's somewhat of a script defect, if they try to scare 
you with a (1/1/1) unit - especially if you sport 4/3/2's and higher. 
Which brings me to an interesting point, where a major difference 
lies between AC and Civ2: units. Not only is there a fairly large 
number of them, but you can also modify the units - reducing 
armor for firepower, for example - or reducing armor and 
firepower for movement speed. The default units cover a very 
wide spectrum of capabilities, but it never hurts to be able to make 
something of your own.
Building cities (colonies, as they're called) is essential to progress. 
Unlike Civ2, terrain is no longer flat, and you can no longer build 
just about anywhere - but once you've researched enough 
technologies, your Former units (why couldn't they come up with a 
more original name?) can terraform the landscape, removing 
mountains, creating mountains, leveling the terrain and 
performing the everyday boring tasks, such as creating roads, 
forests, mines and so forth. You can also switch them to 'automatic' 
mode, which I found to be fairly useful, as they create roads 
between your colonies, remove the unfriendly Centauran weeds 
that inhibit unit movement, create forests, mines, and other 
enhancements that increase resource output. Another area where 
AC differs from Civ2 is in the type of cities you can build: no longer 
are you limited to traditional land-based metropolises, but now 
you can build Atlantis-like submerged cities, which, although very 
vulnerable to naval weaponry, could benefit the player greatly in 
other areas.
But units aren't the only thing you can build in AC (... but you 
already knew that.) Buildings (or facilities) represent an integral 
part of a prospering city, and also help 
production/morale/economy/etc. There are two types of buildings, 
and that's where Civ2 roots show again: so-called 'normal' 
buildings, and so-called 'wonders' (or 'Secret Projects', as the 
game refers to them). Normal buildings build in a relatively short 
time, and have immediate effects upon the city they're built in, 
such as, for instance, 'increase morale of all units by +1', or allow 
a unit to be fully repaired in 1 turn, or allow alien artifacts to be 
examined and researched. The Secret Projects are usually more 
global - for example, you might build one that acts as a Command 
Centre for all of your cities. Or one that increases output of all 
resource squares around the city. Or one that increases morale 
and decreases the number of drones (more or less chronically 
unhappy people) in your cities. Other nations also undertake 
Secret Projects, and surprise, surprise, you get a DataLink 
message notifying you of that.
The interesting thing is that the enemies do not necessarily include 
only the enemy nations. There's also indigenous life on Alpha 
Centauri, which, however, seems to solely manifest itself as (a) 
earth-bound mind worms and (b) water-bound mind worms. 
Sometimes they move from earth to water, as well. But then again, 
Civ2 also had indigenous life forms - they had a friendlier name, 
though - barbarians. The concept is absolutely identical, with the 
slight difference consisting of the fact that mind worms attack 
using Psi powers, and they can negatively affect the morale of 
units or a populace. They're not excessively hard to kill, though, 
and present a clear and present danger only once in a very rare 
while. Think of them as of mutated barbarians.
The interface is something one should perhaps mention. It has 
been redesigned to look more like a game, unlike Civ2, which had 
a standard titlebar, menu bar, etc. The game doesn't use any 3D 
hardware, either - nor does it switch resolutions when it starts. 
That's to say, whatever your display runs in, that's what the game 
will use. A note to LiteStep users: although it doesn't switch into its 
own resolution, it doesn't act like a true full-screen app, either - it 
goes underneath the wharf, so you lose a few centimeters of 
screen space. Not a big problem, but worth noting. (Suggestion: 
get 0.24.4 and roll the wharf up during gameplay.) Another glitch, 
which I found to be extremely annoying (and having Civ2 at its 
origin) is the unit activation 'feature'. What I mean by that is the 
action of centering the screen on the unit that has available action 
points; it's really annoying, because say, for example, you have 
three other units you wish to take care of in that turn. You scroll 
the map, click on a unit, give it orders, and boom - the map 
recenters on the unit from before. You scroll again, give orders 
again, bang - it recenters again. I find that to be quite annoying 
and un-intuitive, as when you have an army to take care of, it 
becomes rather annoying, to put it mildly.
A neat feature of AC is multiplayer. While Civ2 was originally 
single-player-only, a later remake was dubbed Civnet, which 
included multiplayer capability. But in a way, playing multiplayer 
Civ2 or AC is very much like playing multiplayer SimCity - very 
long, tedious and annoying. But from another perspective, it's 
quite enjoyable - given the fact that you can even send voice 
messages over to the other player, though, in my personal view, 
the only place voicecom belongs in these days is in action gaming. 
Nevertheless, AC supports it, as well as traditional text-based 
communication, for less bandwidth consumption. Rules can be set 
before the game, as well - for example, a victory can be 
disallowed for conquering all of the enemy nations, but can be 
encouraged by other means. A very useful thing is that the game 
uses plain vanilla DirectPlay, so if you're using an IP masqueraded 
connection, getting multiplayer to work is a snap. Fortunate also is 
the possibility to limit the time spent per turn, with the longest 
delay at 5 seconds per base / 45 seconds per turn for each player. 
That truly is a blessing, given that if 7 players were to compete 
(maximum), and turns were taken at leisure, the game would be 
pretty much unfinishable by anyone but the most diehard players. 
Or players with way too much free time on their hands.
On the last note, I should mention the graphics. That is something 
that actually disappointed me considerably - and that made me 
seriously suspect Firaxis used the Civ2 engine (or some low-order 
derivative of it) for AC. The graphics use an 8-bit color depth (256 
colors), with no 3D acceleration required or used. That's not 
necessarily bad - Fallout 2 uses a 256-color palette, and the game 
is great. But in AC, considering how great a role the terrain plays, I 
believe the developers could have at least worked on making it 
look less ugly - it's just red. With some red weeds. And some 
water. But the main theme is this really red red. And red isn't a 
friendly color for the eyes - considering how much time players 
will spend glued to their computers battling it out with the AI (or 
other players glued to their computers), the red will take its toll on 
the eyes. Also, the game still uses squares for unit movement, 
which is okay, and for terrain design, which is not. How often do 
you see very long stretches of land shaped into a more or less 
perfect rectangle and precisely one square wide? And how often 
do you see vegetation grow in precise geometric shapes?
Overall, AC is quite good. Many people will see it as a carbon copy 
of Civ2, and, in some ways, that is true - but a copy of something 
that's great doesn't have to be bad - and that is something AC is 
not. People might bash it for lack of originality in certain areas, but 
by no means is this a bad game - in fact, it feels just as addictive 
as Civ2, and that in itself can't be a bad thing. The neat things that 
got improved, such as aqua-based cities, larger variety of units, 
unit customizability and a few others make this a great game to 
play - even if you have to think of it as of Civ2.5. It's definitely 
worth it, and I can't overemphasize that. But a word of warning... if 
you hated the original Civilizations, then you will most likely not 
think as highly of AC as I did - but even then... I suggest you check 
it out and see for yourself.
Highs: Very addictive, new unit types and buildings, high 
replay value
Lows: Not -that- original, graphics not exactly the prettiest, 
a few annoying "features"

13/20
12/15
25/30
19/20
4/5
10/10