
Sid Meier's Civilization IV: Colonization is the third offering in the award winning Civilization IV series. A re-imagining of the classic Colonization game Sid Meier created in 1994, Sid Meier's Civilization IV: Colonization is a total conversion of the Civilization IV engine into a game experience in which players will lead a European...
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0.29/day in the week to Sep 4 → 0.43/day in the week after.
Reviews, worldwide (the counter carries no country): 42.57/day in the week to Jul 25 → 0.71/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
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Themes across 69 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Its obviously a little dated now but its a very unique Civ experience as compared to the mostly the same but reskinned versions of the main base game. It really does feel like you are colonising the new world, as your tiny coastal settlement gradually gains a foothold and expands inland, eventually gaining and converting the unique resources into goods such as cigars and rum to be sent back to Europe. And all of this while fending off attacks from other nations and the native population. Your king isnt too helpful either and will regularly be demanding money and imposing tax rises. Various founding fathers will join your cause however making the chances of becoming an independent nation far more likely. The aim of course is to achieve independence and to do that you will need an army. You can do that by buying soldiers, cannons and weapons in Europe with your trade profits, but you will also get to a point where you can more cheaply just make those things yourself. Its a balancing act since you are against the clock, and encouraging rebel sentiment to a point where you can rebel has to be carefully weighted against making sure you have an economy and the defenses to actually succeed when the King sends in the troops against you. And with that in mind, its pretty brutal. Your King will have been adding to his forces as your rebel sentiment grows over time. And not long after declaring independence the huge battleships carrying hordes of experienced troops will arrive. And herein lies my one gripe - you can build a navy but its pointless. Even a fleet of the best warships available will have no chance against one of the Kings navy. I suppose thats kind of accurate, but it seems a bit of a trap to let you try. And finally, if you dont like a tax rise that the King tries to impose, you can do a version of the Boston tea party where in protest all of a certain type of trade good are thrown in the sea. In one game it was horses. Seemed a little cruel.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Spanish - Spain, Italian
Hours played at review time, across 70 reviews with recorded playtime.
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Колонизация - это боль микроменеджмента в чистом виде. Если Цивилизация во всех играх работает глобально, не делая особого фокуса на детали жизни городов, то её клон - это жизнь в условиях ограничений во всём и вся с уклоном в мелкую торговлю и перекидыванием каждого жителя поселения с места не место для лучшего результата. Игра работает с гораздо меньшими масштабами, чем Цива, и гораздо более серьёзна в отношении игрока. Она не заигрывает, а ставит свои условия. За неимением лучшего, хочется сравнить её с серьёзным подходом к микроменеджменту в Тропико, особенно первой части (для тех, кто реально заморачивается с жителями, конечно). Но сравнивать придётся, видимо, с дилогией Culture. Почему сложно? Из-за зависимости от метрополии. Из-за доставки новых граждан кораблями. Из-за необходимости плавать и продавать пушнину и прочие товары, потому что без денег тут делать совершенно нечего. Из-за нагромождения юнитов на карте уже к середине игры - движок Цивы 4 не особо помогает. Из-за того, что нужно постепенно выводить свой народ из ступора и доводить его до мысли о независимости колонии от метрополии, а на это юнитов надо ставить в ратушу каждого отдельного города. Из-за барахлящей боевой системы и трёх-четырёх (!) видов сухопутных и пяти-шести морских боевых юнитов. Зато очень легко запутаться с жителями. У них тонна специализаций, под каждый тип продукта и сырья свой, хотя можно каторжника закинуть в ратушу - толку будет мало, но работа пойдёт. Не пойдёт она только в том случае, если сырья мало. Тогда юнит просто будет прожирать запасы пищи, если это не проконтролировать. Можно ещё поставить всё на автоматику... и проиграть, потому что автоматика думать не умеет чуточку глобальнее. В общем, колупаться придётся. И много. А ещё строительство. Да, кажется, тут не должно быть никаких проблем. Перед тобой открывается окошечко со списком, ты на него смотришь и... В смысле конюшню строить 60 ходов надо? В смысле частокол 20 ходов делаться будет? Вы че, лентяи, обалдели там, целых один житель на весь Джеймстаун? Как ж вас прокормить, только в метрополию сплавать, пищу купить на последние деньги... И так всю игру. Дипломатия тоже улетает в заоблачные дали. Или королю отсо... эээ, перстень поцеловать, или индейцев убедить продать землю. Забавно, правда, но я не помню, была ли в Циве механика передачи земли. В том плане, что можно раздвинуть границы города настолько, что бедные индейцы просто разрушат свою деревеньку, скажут «мы рады передать вам безвозмездно землю наших предков» с указанием бедного городка и вообще где-нибудь исчезнут. Такие нынче у нас мирные победы. Но не в случае с метрополией. Когда придёт время, война очень даже жёстко примчится к дверям наглой колонии. Приплывут военные корабли, высадят войска... Хорошо хоть, за силой метрополии можно проследить на отдельной панели и сравнить силы. Увы, но тут предстоит повоевать и до этого, чтобы накопить хоть какой-то опыт против войск короля. А это значит, что все ваши мирные соседи пойдут под нож. Наверное, тут надо сделать какие-то выводы. [url=https://store.steampowered.com/curator/32313063/] Я тут вам обзорчик накатал[/url] Ставьте лайк, подписывайтесь на кураторскую страничку и ищите новое в играх!)
Forget CivVII, CivVI, Civ:BE. When you load up "We The People" mod, it becomes much better than its vanilla.
Without mods, this game is a disappointing follow-up to the great original 1994 Sid Meier's Colonization. With overhaul mods such as The Authentic Colonization and We The People, it is an excellent colony building strategy game, a worthy entry in the greater Sid Meier's Civiilization series.
I really like this game, especially the We the People mod. My suggestion would be that it would be even more interesting if commodities like corn, fish, cassava, and so on were not only converted into food but could also be sold as commodities themselves. For example: maybe we could sell fish to Europe, corn to Spain,
Good game. A nice unique spin on the normal civ 4 formula, but good lord, are the trade routes a nightmare to do manually; It'd be nice if it had a filter or something when assigning individual routes, but it's an older game, what are you gonna do?
If you liked the original Colonization, get this and "We The People" Mod, it's great!
Still feeling bummed about Civ VII? Then get this and install the mod We The People. Still great after all this time.
If you bought this because you love the original Colonization then go to GoG and buy the original. This game is a solid C (6.8/10.0). This remake feels like it was rushed and the UI is a pain to work with. Sid Meier's games are known for great UI and UX but this game was never polished to that level of quality. These are the things that will drive you crazy if you normally play a Sid Meier's game. * Bad UX frame work. - The game works in a frame with the large brown inverted arch at the bottom of the screen with the map in the lower left corner. When you click on a city, icons for each of the build options in the city will pop up in the concave section of the arch. Now I want to be clear, it doesn't pop under the city, it pops up in the gap of the arch. This means that it isn't attached to the city. So if you are trying to double click on the city to enter the city, if the city is in the arch the icons will appear over the city resulting in your second click hitting an icon and changing what you were building in the city instead of entering the city. It is really annoying. - You're blind to enemy turns. Even when you turn on show enemy turns, it takes all of the turns at once and they can destroy your troops and the only way that you would know is by a scroll at the top of the screen that includes everything from between turns. The original would move the camera around to all of the things that were important. - I no longer moves you to towns who have idle workers due to lack of resources. It is just apart of the small scroll at the top of the screen. - Right click only works in half of the situations you would expect. Example: If you have a soldier fortified outside of your town and you want to make them a dragoon, you have two options. A) In town: select his icon move him into the city giving him a job. Then remove him to the outside city area and in the drop down select dragoon. You can only do this if he has full movement. B) World map: Select the icon while he is on the city to change roles. It will give you a list of everything he could be for the world map. C) The original game would just allow you to right click on him in the city and make him a dragoon without having to put him in the city first. - In city mini-map: when you are on the world map you have 3 option to select for world details: 1) Special Resource icons e.g. Ore, Corn, Cotton 2) Indian trade requests 3) Indian skill training 4) there is no 4th option to just turn it off. So which ever you select it will show all of those icons on the map. In the city mini map the icons persist. So if you have a resource around your town the icon will block your view of what the space can produce. If it produces Beaver Fur but you want to see how much food it provides, you can't because the beaver icon covers up the production. The only way to find out is to put a worker on the space to see what it can produce. It is even worse if you select any of the Indian options as the camp may be 30 squares away but the icon will appear in the mini map at the edges pointing the direction of the Indian village and still covering up the resources produced by the location. These are just a few of the ways that the newer one is worse than the original. There are many more but people don't want to read that much. So pass on this one and play the original.
Every Time I play this game a close relation, friend, or family member die within a week. EVERY, SINGLE, TIME. Its weird. I swear the game is cursed. Haven't touched it in years. If you are not cursed, then enjoy, its probably the last good thing 2k made. very fun game, especially with the mods.
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Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
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