Moderator Action: We all have differing tastes in Civ Versions. Please keep this thread about Studying The Past and not turn it into arguing over what your favorite version of Civ is and why.
Civ I had that!- Espionage with spy units
Civ I had that!
Really, the more I think about the Civ series (and bearing in mind I’ve only played I and III), the more I appreciate how truly groundbreaking and genre-defining the original game itself was.
That does make me wonder... are there any turn-based strategy games, as in games that are clearly part of the genre, which predate Civilization I?
What made Civilization the computer game unique was that it wasn't 'just' a Strategy Game, it was a Grand Strategy - Build Your Empire and Government and Industrial Base as well as Build Your Army/Military game. The earlier board games were all much more specific to individual wars/campaigns, like Tactics II, Afrika Korps or Waterloo, or they were strategy-only games like Blitzkrieg and Strategy I which only modeled building your military and deploying it.The original Civilization board game, which inspired Sid, was one. Lots of other tabletop board games from SPI, Avalon Hill, etc. from the late 1960s onwards would qualify as turn-based strategy games, too. Computer-based games, I'm not sure.
Ahh... you mean the diplomat? Yeah that was quite a unit.Civ I had that!
Really, the more I think about the Civ series (and bearing in mind I’ve only played I and III), the more I appreciate how truly groundbreaking and genre-defining the original game itself was.
Yeah except for
-global happiness
---the penalty when it drops below zero
---arbitrary limitation per city
---'fill a bucket' golden ages
---extra penalty for cities
-increasing science and civic costs per city built
-national wonders that can only be built if you completely freeze your expansion until you've developed all your cities sufficiently
---oh yeah and as a bonus their production costs also scale per city
-connections to the capital grant gold, so surely building roads is a good idea to boost your finances, right? Nope, roads cost gold to maintain, screw you!
-building improvements is incredibly one-dimensional, as there is no competition for tiles at all, unlike in either Civ IV or Civ VI
-the social policy trees are wildly imbalanced in favor of 4-city gameplay and no expansion beyond that
-and I could keep going for another 15 minutes but if I were to do that I'd be late for an appointment, so I'll stop here.
EDIT: I wrote and posted this post before seeing Moderator Action!!
The text based game Hammurabi was probably the original in terms of something like economic management.That does make me wonder... are there any turn-based strategy games, as in games that are clearly part of the genre, which predate Civilization I?
I remembered civ II having espionage with spies also (nuclear weapons). But now I remember bribing cities with diplomats in civ I also.Civ I had that!
Really, the more I think about the Civ series (and bearing in mind I’ve only played I and III), the more I appreciate how truly groundbreaking and genre-defining the original game itself was.
The text based game Hammurabi was probably the original in terms of something like economic management.
M.U.L.E and Seven Cities of Gold both have a lot of elements. Interestingly, the designer of those games was originally thinking of adapting the Civilization board game.
Whether you consider it in the same genre is open to debate, but the basic format of the turn-based game of overhead map with cities producing units was first (to my knowledge) pioneered by Empire in 1977. It didn't have technology or diplomacy or model population, but in terms of the unit mechanics you'd easily recognize Civilization's roots here. Originally written in FORTRAN for minicomputers, it was ported to DOS in 1984 and got a graphical overhaul in 1987.That does make me wonder... are there any turn-based strategy games, as in games that are clearly part of the genre, which predate Civilization I?
Or one unit per tile.Weird that they didn't point out that great works & archaeology weren't implemented until 2013. Or that this was the game where city states were introduced
Natural wonders were also not mentioned, which was a great inclusion.
Civ V. I will update the OP later
Mentions leaders speaking their native language (approximately)
Hexes
Great Works and Archeology
Trade Agreements with England (they've really latched on to this meme)
Does not mention 1UPT or city-states. I'm surprised about that. City-states are one of the best features introduced by Civ V, in my opinion.
I think 90% of it is just them trying to avoid having their social media accounts inundated with "1UPT sux" messages1UPT isn't the most marketable feature. It isn't like the trailer would say "2010: the arrival of more restrictions on the map"
I wouldn't say that means it's not coming back. I have an inkling it will.
I remember quite a lot of people liking this particular switch, as it "made the combat less of a numbers game and integrated navigation into the strategy" and I honestly kind of agree. Again, the problem was way too often, there just wasn't enough room to navigate in.1UPT isn't the most marketable feature. It isn't like the trailer would say "2010: the arrival of more restrictions on the map"![]()