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Modeled estimate, not a reported figure. How we estimate →
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.
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.
About
Genres
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
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 1470 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
ok
tout
good game
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $129.1M | 1.1M | 98% | $9.99 | |
| $125.8M | 308.7K | 98% | $24.99 | |
| $129.6M | 243.6K | 81% | $39.99 | |
| $123.2M | 105.4K | 98% | $59.99 | |
| $122.9M | 380.5K | 97% | $29.99 | |
| $133.3M | 262.8K | 92% | $39.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $2.1M | 3.7K | 92% | $19.99 | |
| $35.1K | 57 | 95% | $19.99 | |
| $7.4M | 6.9K | 83% | $39.99 | |
| $454.8M | 379.4K | 86% | $59.99 | |
| $5.5M | 3.4K | 83% | $24.99 | |
| $4.8M | 3.8K | 67% | $39.99 |
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 22: 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.
Reviews, worldwide (the counter carries no country): 10.57/day in the week to Sep 7 → 15.86/day in the week after.
Reviews, worldwide (the counter carries no country): 6.57/day in the week to Sep 3 → 14.14/day in the week after.
Reviews, worldwide (the counter carries no country): 11.57/day in the week to Jul 26 → 12.57/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 22 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,513 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.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French*, German*, Italian*, Spanish - Spain*, Polish, Japanese, Korean, Russian, Traditional Chinese*languages with full audio support
Hours played at review time, across 1.5K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Can get to later eras without game slowing down on ending turns. I like that workers can be automated. Same for work boats. Naval units can bombard cities as well as ground units. Air units can destroy other units: air, sea, and ground. Resources limit how many military units can be built. This way, you aren't able to just fill the skies with stealth bombers. Or field endless swordsman units in the earlier eras of the game. No iron, no swordsman units. Explore, find resources, take control of them. Build more units. Happiness can seriously slow down a civilization. Settle a new area, happiness takes a hit. Keeps me from settling the map rapidly. That leaves areas open for other civs to settle and, of course, barbarians. Barbarians raid from time to time, cruise the seas capturing unsuspected worker and settler ships, and sometimes get up close and personal while pillaging your territory. Barbarians upgrade their troops over time. They won't stay warriors indefinitely. They'll spawn archers and later on, infantry. If research lags, barbarians may have stronger units. Units move faster across water than ground in my experience so far. I do more on water tiles in Civ V than in Civ IV. Water is more fun in Civ V. Keeps me playing on and on. So many building options as tech advances. All sorts of wonders can be built. Started using destroyers to whittle down city defenses. Then met cities in later game eras that laughed at my destroyers. Then, I figured out stealth bombers. And the resource needed to build them. Once you get a feel for what you want to use for military units, you'll want to find those necessary resources and make them your own. Civ VI turned out to be a disappointment for me. Turns really slow down after about turn 300. 7+ seconds on my computer ... before I get to turn 300 :( It has a full screen bug that can make it look like your computer is locked up. If you've got a second monitor, just bump the task manager to the other monitor. Then, you can end task on Civ VI. Put it in borderless window instead of full screen to avoid this lockout behavior. Builders in Civ VI do not automate. Even with builder lens mod, still have to eye ball all the map to see where to send builder to build something. Oh, and to build roads, you'll need traders. These require you to unlock techs. Want more than one trader? Need more tech. It's a pain. Yes, builders can create things instantly. There is no work boat. Builders need a tech to set sail to build things in the sea. Builders are a lot of work to move and build. I haven't figured out a way to just line up a bunch of build tasks and move on. I've got to make a decision each turn for each builder or idle them with sleep or skip turn options. Since traders build roads while doing trade routes, I must wait for a trader to finish before I can make a new road somewhere else. Moving units around is a slow process. You are actually stuck near your starting area due to the way Civ VI builds roads. When enough traders are active in Civ VI, then it's not a big deal anymore. That's when things slow down :( Traders in Civ VI just take up processing power and slow down end turns. Civ VI is just too slow for ending turns. Even early game, I can wait 5-10 seconds to end a turn. On another turn, it's a second or less. Interrupts any flow I try to have with the game. I don't run into this sluggishness with Civ V. I get the impression Civ VI focused more on graphics and civs in their own languages (which is of zero use to me since I cannot understand all those languages). If you want that game, have a fast processor and fast RAM. Mine's only DDR4. Works for anything I do except Civ VI. Purchased Civ V and VI around the same time during a sale. I prefer Civ V. Regarding Civ VI civ communications, they actually yell at you while denouncing you for some reason or other. Do I need Norway screaming at me to denounce me repeatedly? They're bullies when they're denouncing. So stressful watching the visuals. Don't like it. Civ V denouncements are not nearly as stressful as Civ VI. I like Civ V. Civ VI makes me feel like I'm being bullied, is some kind of patience test, and when it is my turn, I'm bombarded with so many decisions I cannot keep straight in my head whatever it is I wanted to do, plan, or strategize. Maybe I want 1 worker to control to build specific things. I cannot stand doing it for every single construction possibility for the entire game. It's okay in the early game. It's difficult mid game. Around turn 250 or so, it's just work. It's work I don't want to do. I took one look at Civ VII's forums and decided no. Lag with air units and specific civs? No thanks. Civ VI is already a big turn off with my computer's inability to keep turn times low enough to maintain a flow with the game beyond around turn 200. At turn 300, gets even worse.
I've played this game for years. It's more simplistic than version 6 but is a better game.
très bon jeu, j'y ai passé des heures et des jours
It's an excellent version, maybe one of the best
I goon to this ♥♥♥♥ often
Great game
神作无需多言,玩了十几年了,最近给老席补张票。救一救文明7吧
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.