
42 Civilizations, 229 Campaign Missions, Singleplayer, Co-Op, Multiplayer, In-Game Editor, Mods, Cross-play...It is good to be the king.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
No United States chart position — it charts only in the markets below.
About
Genres
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $34.99 | 182.4Kreviews | 95% | — | $104.2M |
| $39.99 | 3.1Kratings | 85% | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 2395 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
campaign is fun, only thing I find hard is Africa campaign aside from that rest is fun.
真正的神作!!!
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Sep 19: that day the store answered for this game elsewhere and gave no price there. The 14 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
Latest in each market: best CA #66, worst CN #97 · 11 markets collected
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French*, Italian*, German*, Japanese, Korean*, Portuguese - Brazil*, Russian, Simplified Chinese*, Spanish - Latin America*, Traditional Chinese*, Turkish +5 more
Hours played at review time, across 2.4K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
great game
swietnna
I love this game more than GTV6
świetna strategia trybu rzeczywistego - klasyk, legenda! bardzo dużo obiektów ruchomych
aGE
one of the best strategy games every, very nostaligic <3
[h1] 二十五年后,我终于为童年的启蒙神作补上了这张票 ——《帝国时代 2:决定版》测评 [/h1] 如果要给中文玩家的 RTS 启蒙列一份名单,《帝国时代 2》一定稳居前列。二十多年前在机房、在家庭电脑上对着盗版汉化版鏖战的夜晚,是无数人对即时战略的最初记忆。当《帝国时代 2:决定版》上线,与其说这是一次冷饭重制,不如说它给了所有老玩家一个正式补票的机会 —— 而当你真正进入游戏就会发现,这张迟到的门票,远比想象中更值。 [h2]一、这不是分辨率拉升,是彻头彻尾的新生[/h2] 很多人对 “决定版” 的刻板印象,是套个高清贴图就拿出来卖,但《帝国时代 2:决定版》完全跳出了这个误区。它不是对老版的简单修修补补,而是基于全新引擎的完整重构,保留了所有经典玩法的灵魂,又把体验拉到了 2026 年的标准线上。 画面上,4K 分辨率下的建筑与兵种细节焕然一新,却又精准保留了原版的美术风格与辨识度 —— 你一眼就能认出法兰克骑士、不列颠长弓手、条顿武士,可它们的纹理、光影、动画都早已脱胎换骨。全程重制的原声音乐更是加分项,熟悉的主旋律响起时,那种穿越时间的怀旧感直接拉满。 更重要的是底层体验的优化。老版糟糕的单位寻路、别扭的操作逻辑全部得到了修正,编队、巡逻、集结点设置都符合现代 RTS 的操作习惯;AI 也经过了重做,电脑对手不再是死板的固定套路,不同难度档位的梯度设计非常合理,新手不会被暴打劝退,老手也能找到挑战。 [h2]二、两百小时的内容体量,一张地图装下千年历史[/h2] 作为一款单机内容为主的游戏,《帝国时代 2:决定版》的内容量只能用 “恐怖” 来形容。截至目前,游戏包含 42 个特色各异的文明、229 个战役关卡,横跨从黑暗时代到帝王时代的上千年历史,从西欧的骑士征战到东亚的王朝更迭,从非洲的沙漠扩张到中亚的游牧铁骑,几乎覆盖了中世纪全球的核心文明脉络。 它的战役从来不是简单的 “推平对面”。有的关卡主打从零开始运营发育、步步为营扩张;有的关卡全程不给农民和基地,只靠初始部队完成突围、护送、攻坚任务;还有的关卡融入了海战、贸易、外交等多元玩法,每一张图都有专属的剧情与机制。圣女贞德的悲壮、成吉思汗的驰骋、巴巴罗萨的远征,一个个历史人物与事件通过关卡设计落地,玩游戏的过程本身就是一场沉浸式的历史漫游。 对新手而言,内置的 “孙子兵法” 教学关卡会从采集、建造到战斗、运营手把手带入门,完全不用担心经典 RTS 门槛太高。而对老玩家来说,重制后的经典战役加上持续推出的全新 DLC 内容,足够支撑上百小时的单机体验。 [h2]三、二十五年过去,它的玩法依然无可替代[/h2] 为什么一款 1999 年的游戏,到今天还能保持旺盛的生命力?核心就在于它近乎完美的玩法平衡:经济运营与军事战术各占一半,既考验资源分配、升时代节奏的规划能力,也讲究兵种克制、阵型拉扯、多线操作的战场意识。 没有绝对强势的无敌文明,也没有一招通吃的固定打法。不列颠长弓手射程恐怖,但怕骑兵冲脸;法兰克骑士正面强横,但遇上骆驼兵就处处受制;阿兹特克步兵凶悍,却没有骑兵体系应对复杂战场。每一个文明都有专属的兵种、科技与经济特色,不同的地图、不同的对手,就要用不同的策略,这种深度与多样性,是它能火二十多年的根本。 你可以佛系种田、慢慢发育,靠经济优势碾压对手;也可以快攻压制、封建时代就一波带走敌人;可以打海战、打攻城战、打防守反击。单人战役里你可以慢慢体验剧情,联机排位里你可以和全球玩家博弈,不同水平、不同偏好的玩家,都能在里面找到属于自己的乐趣。 [h2]四、它不是一锤子买卖,是持续生长的游戏[/h2] 很多重制游戏上线即巅峰,后续再无更新,但《帝国时代 2:决定版》走了完全相反的路。从 2019 年发售至今,官方一直在持续推出 DLC 与免费更新:西方霸主、公爵的崛起、印度王朝、三国、编年史:亚历山大大帝…… 新文明、新战役、新机制在不断扩充,游戏的体量与玩法边界一直在拓宽。 与此同时,Steam 创意工坊给了它第二生命。海量的玩家自制 MOD、汉化补丁、自定义地图、玩法模组一键订阅即可生效,有人做了全新的剧情战役,有人做了趣味娱乐模式,还有人做了各种画质与 UI 优化。官方更新打底,玩家社区补全,让这款二十多年的老游戏始终保持着新鲜度。 [h2]写在最后:为什么值得补这张票[/h2] 最开始入手决定版,纯粹是出于情怀 —— 想给年少时玩过无数小时的盗版,补上一张正式的门票。但真正玩进去之后才发现,它带给你的远不止怀旧。 它保留了我们记忆里所有的美好:熟悉的文明、熟悉的 BGM、熟悉的 “伐伐伐木工”;同时又去掉了所有糟糕的体验:糟糕的分辨率、卡顿的联机、反人类的操作、频繁跳出的 bug。它不是让你回去 “重温旧梦”,而是把二十五年前那款神作,以最完美的姿态,重新递到了你手里。 如果你是老玩家,不用犹豫,这张票补得绝对不亏;如果你从未接触过帝国系列,想体验最经典的即时战略,这也是最好的入坑版本。本体就有足够扎实的内容,打折时入手性价比极高,哪怕只打单机战役,也能换来几十甚至上百小时的沉浸体验。 二十五年前,它是我们打开 RTS 世界的钥匙;二十五年后,它依然是这个品类里,最值得你放进游戏库的那一款经典。
AOE 2 = more economic micromanagement then anything else. AOE 3 is far superior.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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