Many people come here and ask "Why is Civ I better/ Why do you still play this?" and often the replies are that it just has a better "feeling/atmosphere." Here I'm putting into words what we mean by that...
Here are some aspects that gave civ (windows/mac/DOS version) that 'feeling' that were either left out or diminished in sequels:
1) Customizable castles with a choice of cultural architecture.
2) Victory sequences for space/conquest victories even after score was
recorded.
3) Uncomplicated trade system, just send caravan to a far-away city.
4) Recognizable non ultra-specialized/specific military units.
5) Impressive city view displaying increasing urbanization and technology of your city complete with wonders, improvements, and people.
6) Random events that either benifited/hurt you or another nation.
7) Unique civ attributes that made other nations different from you own.
8) Only the most culturally important and society altering technologies are available on the tech tree.
9) Animated landscape with waves crashing on the shores and rivers flowing downstream.
10) Diplomatic screens were not only funny (advisors smiling and scowling) but also reflected what age and government a civilization was at the time.
11) Foriegn intellengence reporting what other nations were up to. Rewarding embassy screen. All this for building a diplomat!
12) Full color background of a unit indicating what side it's from, not a shield or other poor discernment.
13) All civ events reported on a newspaper who's price reflected the importance of your capital city. Quotes above headlines were classic.
14) The "form and void" animated introduction.
15) Unit limit/uniform map size kept games short(er) and more compact.
16) Rich and recognizable terrian graphics that made world look good even with railroads and irrigation everywhere!
17) Rivers were their own squares and thus indicated a suitable city site.
18) Uncomplicated diplomacy. Either it was peace or war. In a Republic/ Democracy, you could stay at war with an enemy by simply not speaking to them and thus forcing peace.
19) Each government offered a realistic unique change that could alter the entire course of your civilization.
20) Game counterbalance of global warming in response to going nuke-happy. Altered game severely, also made it a hell of alot more interesting.
21) Best damned Civilopedia of all time. Each entry was enjoyable to read and came with a picture. No hyperlinks, no rampant political correctness, only values and a fun description.
22) Money was MUCH harder to make. Budget shortfalls created dynamic element to the game. Same goes for shield production.
23) Random generator evenly divided continents that weren't one massive pangea nor were they connected to any poles.
24) Happiness advisor screen much more detailed. Even included %'s.
25) Combat System: Though frusturating (and sometimes humiliating) all-or-nothing style encouraged decisive battles that could either make or break your nation.
26) Specialized music for each culture you come into contact with. Indicated the infamous "meeting with king" diplomacy screen.
It's the little details like these that makes Civ I a Timeless game and not just a Great game. These concepts were not only revolutionary in their time, but add to the general "feel" that everyone refers to.
That's all I can think of. If there are any other points please post them.
Here are some aspects that gave civ (windows/mac/DOS version) that 'feeling' that were either left out or diminished in sequels:
1) Customizable castles with a choice of cultural architecture.
2) Victory sequences for space/conquest victories even after score was
recorded.
3) Uncomplicated trade system, just send caravan to a far-away city.
4) Recognizable non ultra-specialized/specific military units.
5) Impressive city view displaying increasing urbanization and technology of your city complete with wonders, improvements, and people.
6) Random events that either benifited/hurt you or another nation.
7) Unique civ attributes that made other nations different from you own.
8) Only the most culturally important and society altering technologies are available on the tech tree.
9) Animated landscape with waves crashing on the shores and rivers flowing downstream.
10) Diplomatic screens were not only funny (advisors smiling and scowling) but also reflected what age and government a civilization was at the time.
11) Foriegn intellengence reporting what other nations were up to. Rewarding embassy screen. All this for building a diplomat!
12) Full color background of a unit indicating what side it's from, not a shield or other poor discernment.
13) All civ events reported on a newspaper who's price reflected the importance of your capital city. Quotes above headlines were classic.
14) The "form and void" animated introduction.
15) Unit limit/uniform map size kept games short(er) and more compact.
16) Rich and recognizable terrian graphics that made world look good even with railroads and irrigation everywhere!
17) Rivers were their own squares and thus indicated a suitable city site.
18) Uncomplicated diplomacy. Either it was peace or war. In a Republic/ Democracy, you could stay at war with an enemy by simply not speaking to them and thus forcing peace.
19) Each government offered a realistic unique change that could alter the entire course of your civilization.
20) Game counterbalance of global warming in response to going nuke-happy. Altered game severely, also made it a hell of alot more interesting.
21) Best damned Civilopedia of all time. Each entry was enjoyable to read and came with a picture. No hyperlinks, no rampant political correctness, only values and a fun description.
22) Money was MUCH harder to make. Budget shortfalls created dynamic element to the game. Same goes for shield production.
23) Random generator evenly divided continents that weren't one massive pangea nor were they connected to any poles.
24) Happiness advisor screen much more detailed. Even included %'s.
25) Combat System: Though frusturating (and sometimes humiliating) all-or-nothing style encouraged decisive battles that could either make or break your nation.
26) Specialized music for each culture you come into contact with. Indicated the infamous "meeting with king" diplomacy screen.
It's the little details like these that makes Civ I a Timeless game and not just a Great game. These concepts were not only revolutionary in their time, but add to the general "feel" that everyone refers to.
That's all I can think of. If there are any other points please post them.