Its not surprising that most discussion of both versions of Call to Power covers only technical issues and criticism of the games shoddiness. The threads that can be found here are all a testament to the lack of effort and play-testing put forth by the games developers; they failed to make a strategy game, period. With any substantive mention of strategy, youll find remarks like Build loads of cities, become theocratic and rush to Ecotopia, Build two Phalanx, a Settler, City Walls, a Granary, a Market Place, a Temple and pump out units and others from the hard-core fans; nothing unorthodox like the approach players have contrived for Civ II. Of course, many of those hard-core fans ***** and moan about the imposed city-limit, the publics general lack of interest for the game, etc.
Civ III, even before release, has a larger fan base than all of its spin-offs combined. Quality, gameplay and customizability, not hype and flare, are all that matter. Nevertheless, if the game turns out to be an overfeatured sequel, its sales will flounder. SMAC, on the other hand, wasn't a success because the game moved too slowly at first, was hard to learn and wasn't very adaptable for scenarios; other than that it was fine.