Civ Remastered

Which previous civ would you want remastered with Civ VII graphics and minor gameplay updates?

  • Civ 1

    Votes: 13 7.1%
  • Civ 2

    Votes: 18 9.9%
  • Civ 3

    Votes: 18 9.9%
  • Civ 4

    Votes: 104 57.1%
  • Civ 4 Colonization

    Votes: 20 11.0%
  • Civ Revolution

    Votes: 4 2.2%
  • Civ 5

    Votes: 46 25.3%
  • Civ Revolution 2

    Votes: 1 0.5%
  • Civ 6

    Votes: 11 6.0%
  • SMAC

    Votes: 40 22.0%
  • Civ 5 Beyond Earth

    Votes: 15 8.2%
  • None

    Votes: 13 7.1%

  • Total voters
    182
I would remaster 2 and 4 since I think a proper 2 remaster that's anything other than "in the spirit of 2" would be too rudimentary.

When it comes to remasters, there are these outsourcing firms that have don't have the art direction skills to do it right. See: Advanced Wars for Switch. I'd take Civ 2, update the UI and audio, and then redo all the sprites with good art direction as high rez painted style sprites (maybe modify the art style slightly over time if you're ambitious). Animated sprites. Nevertheless, 2D. Then just port in Civ 2 itself with minimum QoL adjustments, maybe AI. Then give as full as possible scenario/popular mod/feature pack. The motherlode. Anything that doesn't add or require new art.

Then, if an art asset gussie up on 4 with minimal changes and additions to gameplay or content, featuring the full expansion set, scenarios and popular mods (Ryse and Fall) is packaged with the 2 remaster I described and both look good, I think they could price at $70.

You'd be paying for completeness and prettiness, maybe some multiplayer facilitation. That might not seem worth $70, but if they properly redo the art with a qualified art direction team and full overhaul, I think it would be. I think it would be very popular too, for content creators too.

Imagine pretty little hundreds of animated civ 2 sprites fighting over territory, little nukes flying.
It wouldn't "kill" anything. Old Civ2 wherever you get it and however you make it run would still be there.
But, other than to make available in retail and playable on Modern computers - something GoG and Steam do commonly, but inexplicably has not been done with a classic like Civ2, it doesn't seem the majority of posters on the Civ2 sub-forums here on CivFanatics, at least - certainly not on the Scenario League - wants, or needs, that.
 
But, other than to make available in retail and playable on Modern computers - something GoG and Steam do commonly, but inexplicably has not been done with a classic like Civ2, it doesn't seem the majority of posters on the Civ2 sub-forums here on CivFanatics, at least - certainly not on the Scenario League - wants, or needs, that.
Civ2 is perfectly playable on a modern Win11 PC. But it would be great if it was sold in stores again.
 
But, other than to make available in retail and playable on Modern computers - something GoG and Steam do commonly, but inexplicably has not been done with a classic like Civ2, it doesn't seem the majority of posters on the Civ2 sub-forums here on CivFanatics, at least - certainly not on the Scenario League - wants, or needs, that.
I think putting a bunch of Civ2 content in a single package, adding a built-in mod interface accessible to casual audiences, creating high resolution animated art that could layer on top of the base engine, adding built-in multiplayer networking features including matchmaking, and selling it on modern platforms would do amazing things for Civ2 without harming the existing Civ2 community.
 
Civ2 is perfectly playable on a modern Win11 PC. But it would be great if it was sold in stores again.

THIS is the hassle grognards keep missing

If it’s a one click steam purchase it’ll get traction and be worth doing

If you have to jump through sketchy CD key nonsense it’s not.

I think putting a bunch of Civ2 content in a single package, adding a built-in mod interface accessible to casual audiences, creating high resolution animated art that could layer on top of the base engine, adding built-in multiplayer networking features including matchmaking, and selling it on modern platforms would do amazing things for Civ2 without harming the existing Civ2 community.

This might sell. Having to do feels just shy of piracy sketchy CD key stuff won’t
 
But, other than to make available in retail and playable on Modern computers - something GoG and Steam do commonly, but inexplicably has not been done with a classic like Civ2, it doesn't seem the majority of posters on the Civ2 sub-forums here on CivFanatics, at least - certainly not on the Scenario League - wants, or needs, that.
They might not want that but other players might want it, as shown in this topic. But as I said, I don't think Firaxis wants that. They are committed with Civ7 and the wish to sell it more, as well as the choices they have made for the entire series since at least Civ5.
 
It's funny how I was talking about a remaster/remake of Civ1 & Civ2 and soon after discovered this thread, already started, when I posted.

So, I voted for Civ1 & Civ2 ! IMO Civ3 has still pretty much nice graphics, and cannot it be played on Steam ? As to Civ4, sure it could use better less ugly graphics, but the mechanics here are kinda out of the menu of Firaxis IMO.
Civ3 is the earliest game available on Steam. I rebought Civ3 (and Civ4) on Steam after Microsoft stopped supporting the SecureROM copy protection scheme used on their CDs in Windows 7. The only "issue" playing Civ3 on modern Windows versions is the hard limit on its screen resolution. Just before I boot it, I manually set my laptop screen to a coarser resolution so the game will run. I restore it after exiting the game.

If graphics are the motivation for a remaster, then yes, I would probably pay for a Civ3 (or Civ4) remaster.
I agree with your sentiment (and others) that Firaxis is going in a different direction with their current and future Civ games.
I doubt they could make the potential return on investment make sense for recasting the old mechanics in a higher resolution / prettier backgrounds.
 
I think putting a bunch of Civ2 content in a single package, adding a built-in mod interface accessible to casual audiences, creating high resolution animated art that could layer on top of the base engine, adding built-in multiplayer networking features including matchmaking, and selling it on modern platforms would do amazing things for Civ2 without harming the existing Civ2 community.
You forgot to replace the most antediluvian feature of Civ 2: There is only one movement sound for all kind of units, a simple clack, clack sound. Of course this sound can be replaced by one different sound, per example the infantry marching sound of the barracks, but moving jetplanes with the sound of marching infantry is not fitting, too. Even in ToTPP an enmovement trigger in lua is missing.

the-truth-jpg.682885
 
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The code base for Civ II is massively old. Just getting that code to compile on new development environments can take a month or two. Still, it would be uncertain if it would run correctly due to changes, and all you get is an outdated 32-bit application while the world has moved to 64-bit... It is quite a challenge. What would be projected sales? 50000? 100000? I can't imagine it would sell that many copies...

The best would be if they open sourced it.
 
You forgot to replace the most antediluvian feature of Civ 2: There is only one movement sound for all kind of units, a simple clack, clack sound. Of course this sound can be replaced by one different sound, per example the infantry marching sound of the barracks, but moving jetplanes with the sound of marching infantry is not fitting, too. Even in ToTPP an enmovement trigger in lua is missing.

the-truth-jpg.682885
Actually, in ToT, you can select a .wav file by name for each unit with a feature near the bottom of the rules.txt files (though planes and jets crashing and sputtering remain the same, yes, but can be replaced, wholesale by overwriting the files of the same name), and the sounds for building improvements can just be overwritten by a file of the same name.
 
Actually, in ToT, you can select a .wav file by name for each unit with a feature near the bottom of the rules.txt files
These are the sounds for units in a battle, but not for a movement without a battle. For normal movement there is the Movpiece.wav (clack, clack) in the Sound folder. This file can be overwritten, but results in only one different sound for all kind of units during normal movement.
Spoiler :


Battlesounds.jpg

 
These are the sounds for units in a battle, but not for a movement without a battle. For normal movement there is the Movpiece.wav (clack, clack) in the Sound folder. This file can be overwritten, but results in only one different sound for all kind of units during normal movement.
I have not heard any clamour on the Civ2 subforums for a, "move without battle," sound file. In fact, that sounds like it would get very tedious, quickly, in the context of Civ2.
 
I have not heard any clamour on the Civ2 subforums for a, "move without battle," sound file. In fact, that sounds like it would get very tedious, quickly, in the context of Civ2.
It was discussed at several locations in the Civ 2 forums at CFC, per example here in the ToTPP thread by Prof.Garfield (Chapter of that post: Addition: Sound file swapping. E.g. changing the movement sound when different units are active).
 
The code base for Civ II is massively old. Just getting that code to compile on new development environments can take a month or two. Still, it would be uncertain if it would run correctly due to changes, and all you get is an outdated 32-bit application while the world has moved to 64-bit... It is quite a challenge. What would be projected sales? 50000? 100000? I can't imagine it would sell that many copies...

The best would be if they open sourced it.
They can't just build a custom DoS machine? It ran on a 486. Surely you could put an entire virtual machine inside of a 64-bit application. The value of doing this would be that you could apply as-is mods even if the file is 30 years old.
 
You forgot to replace the most antediluvian feature of Civ 2: There is only one movement sound for all kind of units, a simple clack, clack sound. Of course this sound can be replaced by one different sound, per example the infantry marching sound of the barracks, but moving jetplanes with the sound of marching infantry is not fitting, too. Even in ToTPP an enmovement trigger in lua is missing.
You build a custom DoS machine with optimized virtual memory. You go into the Civ 2 code and don't change a thing other than every time the application adds a sprite to its world window, you insert a call that sends that information outside of the virtual machine. In effect, Civ 2 is running virtually without any changes, but all the discrete graphical and audio actions are exported to the remaster application which then builds its own graphical interface. You could click a button that displays the classical interface.

Add in all the peripheral content and 100 top all-time mods as included content, plus a mod manager where any mod ever made for the game even those that worked 30 years ago, unchanged, can plug into the virtual machine.

Maybe one programmer can build the entire thing. Three max. Then an art team which could be again 1-3 artists max. You don't even need a UI person, just have the artists interpret the classical UI without major design changes.
 
They can't just build a custom DoS machine? It ran on a 486. Surely you could put an entire virtual machine inside of a 64-bit application. The value of doing this would be that you could apply as-is mods even if the file is 30 years old.
Civ2 was not released for DoS. Civ1 and the original Colonization were, but the first release of Civ2 was for Windows 95.
 
Civ2 was not released for DoS. Civ1 and the original Colonization were, but the first release of Civ2 was for Windows 95.
Same difference. I believe there was a 3.1 version. I remember running Civ 2 in DoS box and 3.1 runs on DoS architecture doesn't it? Either way, same difference. How hard could it be to make a custom console just for Civ 2? I'm sure there are already out of the box solutions that at worst just have to have their memory parameters customized.
 
It ran on Windows 3.1
View attachment 743800

But when running in DOSBox/Win 3.1, arent you limited to SVGA resolutions?

The screenshot is from https://freebie.games/games/sid-meiers-civilization-ii/
Thanks! I was doubting myself there for a while, because I was sure I played it before I had a computer that could run win 95.

And seeing that makes me still wonder decades later what the shields on grasslands are supposed to represent. I know the gameplay worth, but what is meant with that look?
 
Thanks! I was doubting myself there for a while, because I was sure I played it before I had a computer that could run win 95.

And seeing that makes me still wonder decades later what the shields on grasslands are supposed to represent. I know the gameplay worth, but what is meant with that look?
I was today years old to learn it is a shield symbol. I always thought it was just a circle.

1 shield = 1 production point (as seen in the city dialog), but it took me many many years to learn that it is a shield, not a "badge" or "paddle", as I had thought from the looks :lol: A hammer would have been more obvious, but maybe it didnt work with low res graphics used in Civ 1.
 
It was discussed at several locations in the Civ 2 forums at CFC, per example here in the ToTPP thread by Prof.Garfield (Chapter of that post: Addition: Sound file swapping. E.g. changing the movement sound when different units are active).
That's hardly clamouring and screaming for it.
 
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