I’ve played all of them from I to VI, including SMAC and Colonization.
Civ I was genre-defining. Sure, it would look clunky and dated now, even if you spiffed up the 8-bit graphics, but at the time it was like nothing anyone had ever seen. It wrote the book on 4X games, and unlike a lot of pioneers, wasn’t immediately overshadowed by a second wave that did it all better. The fact I can still remember events in Civ I games is a measure of how good it was. Every other game in the series has basically taken the Civ I single-settler-to-mighty-empire concept and polished it just a little bit more. Someone called it “the best story-telling game ever”, despite it containing no dialogue and not a single scripted event.
Civ II was probably the one I played most. It looked great (compared to I), played smooth, was very moddable and it was just great fun to play big map and build a 100-city empire, even though the AI was childishly easy to beat once you’d worked out the city-sprawl strategy.
Civ III was the one I didn’t really like. They tried to nerf the city-sprawl with the corruption mechanic, but that just meant that by the mid-game any city outside the bubble centred on your capital was on permanent 100% corruption, which made expanding pointless unless you needed a special resource. And the trick to it was to rush the Forbidden Palace so you had two bubbles where your cities could actually build stuff.
Civ IV was a step back towards II. I remember it as the first one to bring in things like religion, culture and borders, which gave a bunch of new options at the price of some added complexity. It was also less railroaded in the early game - you could go for tech/wonders, land-grab or try an early rush. Later on, of course, it was all doomstack-from-hell.
Civ V had some things I liked and some things I didn’t. I didn’t mind the switch to hexes, I did mind that the strict one-unit-per-hex rule turned maneuvering armies into an exercise in tedious micro. The new religious and culture victories were a change form endlessly bashing cities in the endgame, but they tried too hard to nerf early expansion. To me “I’ve located a wonderful city-site, but I can’t send a settler there because my entire empire would erupt in uncontrollable revolt” just isn’t Civ.
Civ VI has never really gripped me. It’s friendlier (at least to my playstyle) than V. I like some of the things they’ve tried to do, like making cities specialise rather than everywhere-build-everything, but ultimately, it’s a bit same-old, same-old.
I think that the Civ concept - and maybe the whole 4X genre - is finally getting just a bit played out. They’ve been up and down and back and forth but they’ve never really solved three big issues:
- The course of the game is exponential, which means that a good start is everything. And this can make it luck-dependent. At the extreme, you can have your snowball rolling to victory - or be hopelessly behind the game - before you’ve ever contacted another civ.
- The core of the game is cities, and more cities is always better. Yes, if you’re good you may be able to score a culture/religious/tech/whatever victory with just 1-3 super-cities, but it’s easier with 6, and a whole lot easier with 16. That, coupled with a lack of decent automation, means that by the endgame, you’re spending a whole lot of time micromanaging a whole lot of big cities. And if they try to restrict expansion, the strongest tactic is always to find the workaround for whichever arbitrary rule they’ve put in to stop you having too many cities.
- Despite all the work they’ve put into diplomacy, they’ve never managed to bust the AI empires out of the psychological triangle defined by “spoilt toddler”, “stuffed turnip” and “manic-depressive lemming”.
So I’m not holding my breath for Civ VII. But boy has it been a fun journey.
(Oh, and I have no idea why they dropped the palace/throneroom mini-games, which were always great fun. And ranged naval units have been stupidly overpowered since forever.)