Civilization II
abortretry.fail
abortretry.fail
The throne room, the live-action advisors, the wonder movies. Go watch CivII's wonder movies for the Oracle, the Great Lighthouse, the Manhattan Project, or the UN and tell me they didn't catch lightning in a bottle.
In a pre-wikipedia age the "Civilopedia" was also a huge deal for me as a kid. I read every entry over and over again. Civilization II gave me a context for my place in history that served as a ground work for a lot of my future learning.
maybe its just nostalgia? The manhattan project it pretty good.
I like SMAC videos better. like the virual world project. https://youtu.be/sJlPr2KHSFo
I was playing as America one time, I tend to be quiet and keep myself to myself, enough army to defend but no interest in going to war.
However along came oil, which I needed for modern units. And I didn't have any. But a nearby civ did. I was left with no choice but to invade and secure the resources.
A shame because of how beautiful Civ6 is.
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Civ4 combat is worse IMO but Civ4 makes it up with a fun growth system and excellent city planning. And also CIV4 is by far the best music of the series, and best narrator Lenard Nemoy.
I'm always impressed that people manage to start playing the series today, with Civ 6, considering how many mechanics and systems it's accumulated over the years.
1. Stacking: A wide variety of UI-reasons make stacking a good idea. There are no collisions to troop movements. You can assign troops to move 30+ turns away, and they arrive as appropriate, no bumping, no colliding, no micromanagement.
2. Anti-deathball / Stack-kills: Civ1 and Civ2 got it right. When stacking is allowed (as in Civ4), the optimal strategy degenerates into deathballs. Much like Starcraft2 devolved into a deathball game (despite all the area-of-effect damage), Civ4 degenerated into deathballs. Civ1 and Civ2 negaete the deathball by simply killing the _ENTIRE_ Deathball, even with a singular unit. Civ4's "collateral damage" was not strong enough to prevent the Deathball-style combat.
3. Zone of Control: Civ1 and Civ2 allows your units to effectively block enemy movement up to one space away. This creates battle-lines and chokepoints. Sure, this is a bit glitchy with Bombers (which will block enemy movement even though they're in the air), but it gets the job done.
4. When did they get rid of attack/defense ?? Civ4 and later is "just strength", which I feel removes a lot of the differences between unit types. Cannon being 8 attack / Defense 1 means that even an enemy Archer (3 attack / 2 defense) can take out a Cannon for example. Having a variety of attack options, and defense options, seemed to make Civ2's units really stick out in comparison to later games.
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I do think that Civilization should do a Civ2 combat system reboot. Something with the modern culture / religion / other features that have been added... but also with stacking, stack-kills, and zone of control again.
I would say Civ II. But I've played freeciv now too.
Still haven’t tried Civ VI though, waiting for a bargain with all expansions included.
So while my memories of each Civ game may not be terribly strong, I think I've probably played the most hours of 4, and again, that song. I think that's where my vote has to go.
Oh! It’s 5am!
Just one more turn and I’ll go to bed.
Edit: actually not sure. In Civ 1 you build up your palace, not the throne room per se.