
Lead empires that evolve or endure through the Ages. Build something you believe in with Sid Meier's Civilization® VII.
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.
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

Will your civilization evolve with the Ages or stand the Test of Time?
In Sid Meier's Civilization® VII, every strategic decision shapes your empire's unique lineage. Rule as legendary leaders from throughout history and strive for unique victories by choosing how your civilization changes or persists across each Age of human advancement.
Grow your territory with new Settlements and architectural Wonders, spur advancement with technological breakthroughs, and conquer or cooperate with your competition as you explore and expand into the world's far, unknown reaches. Pursue prosperity in an immersive solo experience or play with others in online multiplayer.*
Whether you follow a path rooted in history or chart your own way forward, build something you believe in with Civilization VII.
EVOLVE WITH EACH AGE OR STAND THE TEST OF TIME
Lead your empire through distinct Ages of human history. Across the Antiquity, Exploration, and Modern Ages, choose whether to lead one Time-Tested civilization from start to finish, have it strategically evolve to flourish with a new identity in the next Age, or split the difference through hybridization. As accomplishing scientific, cultural, militaristic, and economic milestones within each Age unlocks advantages in the next, you'll decide how and when your empire's identity and strategy develop.
CHART YOUR OWN PATH TO VICTORY
Shape your empire's unique story by pursuing a wide range of distinct Triumphs, attribute-based objectives that offer a player-driven experience. As each new Age expands the game's scope, it also brings opportunities to borrow elements from other civs, unlock new bonuses, and achieve Victory in myriad new and exciting ways. Order Commanders to move armies as one, engage enemies with revamped combat mechanics, equip swappable leader bonuses across campaigns with Mementos, and much more.
PLAY AS VISIONARY LEADERS OF PROGRESS
Embody illustrious leaders with one of Civilization's most diverse rosters yet, from traditional heads of state known for militaristic might or political prowess to visionaries who made lasting impacts on philosophy, science, human rights, and more. Your chosen leader will endure across the Ages, with a unique ability that can help reinforce or pivot your strategy from one Age into the next. For the first time in franchise history, leader selection is separate from your civilization, giving you the freedom to create all-new strategies by mixing and matching gameplay bonuses.
EXPLORE A WORLD VIVIDLY BROUGHT TO LIFE
Make your mark on a gorgeously detailed world! Your empire comes to life with a diverse range of cultural styles, represented across building architecture and Unit design. Traverse navigable rivers, explore the map's undiscovered reaches, and extend your borders with new Cities or specialized Towns. As your lavishly rendered territory expands, all of your scenic vistas, vibrant metropolises, and fledgling frontier territories will connect seamlessly across the ever-changing landscape.
TEST YOUR STRATEGIC METTLE IN MULTIPLAYER
Compete against other players online and prove your prowess as a great leader.* Multiplayer matches can be epic multi-Age campaigns or take place in a single Age, and cross-play is supported between PC and consoles, so you can play together with friends wherever they are.
*Online play and features (including progression bonuses) require an Internet connection and 2K Account (minimum age varies). Up to five players supported in the Antiquity & Exploration Ages. Up to eight players supported in the Modern Age. Map size restrictions may apply to certain cross-play multiplayer games. Terms apply.
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 2505 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
For me CIV 4 is my favourite, this game plays nothing like it. Does not make it nesscary a bad game, but for i liked civ 6 and civ4 more and the way the game played. If you consider buying this game i would wait a few years. Its probably going to be around 4/5 euros then.
I really want to like this game so I keep coming back to give it another try when they release an update, but I think I'm going to give up. It's been over an year and it's just not fun. There were some bad decisions made. I mean, why does it keep zooming me in when I don't want to. Small things, but they make the experience frustrating. Also, why did they get rid of the rock, paper, scissors strategy? It was fun so make pikemen if your opponent was going all in on cavalry. Now it's just about the strength number, and the tactics have been greatly diminished. And I tried to like the promotions only going to commanders but I just don't think that was a great change. I liked feeling attached to a promoted unit and keeping them alive. Now the units are meat for the grinder, and all you have to do is keep your commander alive. It also promoted bunching, since you have to keep units next to the commander if you want experience points (so goodbye real flanking maneuvers, etc.). So yeah, I'll just keep playing Civ 6 and hope they make a better Civ 8.
Media

Related
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $134.3M | 303.2K | 97% | $29.99 | |
| $133.6M | 429.3K | 81% | $19.99 | |
| $133.3M | 262.7K | 92% | $39.99 | |
| $135.5M | 185K | 96% | $49.99 | |
| $129.6M | 243.6K | 81% | $39.99 | |
| $138.8M | 143.8K | 96% | $59.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $4.8M | 3.8K | 67% | $39.99 | |
| $198K | 1.7K | 88% | $4.49 | |
| — | 0 | — | — | |
| $7.4M | 6K | 83% | $39.99 | |
| $156.9K | 370 | 80% | $7.99 | |
| $81K | 1.7K | 82% | $1.99 |
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.
Latest in each market: best PL #49, worst AU #96 · 13 markets collected
US · last 30 days
Reviews, worldwide (the counter carries no country): 52.86/day in the week to Sep 4 → 369.86/day in the week after.
Of the 6 markets with a position on both sides, 4 climbed and 2 fell. The same sale, the same day, opposite directions — which is why nothing here is averaged into a single arrow, and why one sale is not a trend.
Reviews, worldwide (the counter carries no country): 25.43/day in the week to Sep 3 → 360.29/day in the week after.
Reviews, worldwide (the counter carries no country): 20/day in the week to Aug 28 → 52.86/day in the week after.
Of the 2 markets with a position on both sides, 2 climbed and 0 fell. The same sale, the same day, opposite directions — which is why nothing here is averaged into a single arrow, and why one sale is not a trend.
Reviews, worldwide (the counter carries no country): 25/day in the week to Jul 22 → 37.5/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.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French*, Italian*, German*, Spanish - Spain*, Japanese*, Korean*, Polish*, Portuguese - Brazil, Russian*, Simplified Chinese*, Traditional Chinese**languages with full audio support
Hours played at review time, across 2.5K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
not as good as civ 6, not reflected how history should have progressed, the happiness system is very boring
Simplemente el peor de toda la saga, he jugado mas de mil horas al VI, pero esta solo con menos de 40h me ha decepcionado mucho, no especifico los detalles, que cada uno saque su conclusión, lo que espero es que se mejore con futuros parches.
还行
The game seems fine at first, but age transition is an almost game breakingly awful. Also it seems they've gone the same extremely greedy route with expansions as many other companies, so I don't think I'll be considering supporting them again in the future.
Background: Was hyped for and prepared for Founders Edition pre-order. Withheld purchase based on initial reviews. Followed the game, then finally gave it a shot with the free week offer. I had to sit on this a little to be as objective as I could. Firstly: WARNING! If you are photosensitive, excise caution. You will be immediately accosted with high intensity flashing with the intel splash on boot. In game, the menus/pop-up notifications are very brightly lit and colored in a sharp contrast to the dark game world. I played three games: the first, as developer intended at launch. The second, utilized hybrid settings to my own tastes. The third was as a more traditional civ game. All on Standard difficulty. My experience in the first game was slow, learning new systems, familiarizing myself with this iteration. I was finally getting into a good groove with it when the first era ended. That was the first moment it became frustrating. I lost player agency just as I was moving from learning to play states. The second era arrives, this is where this game committed the most egregious sin of all in gaming- it bored me. 4X- Explore, Expand, Exploit, Exterminate. By era two, You are no longer able to do 3 of those things for roughly half the tech tree if you have not exterminated homeland competition by that point already or found one of the possible four ways across the ocean early via the seam islands and excessive turns spent healing between. It's not fun there. Which brings me back to extermination. This part is actually where I will say there was a positive improvement. At it's heart, it is a war game. Unit management is minorly improved in so far as moving units and controlling the type of great generals you have, where it fails though is unit cost. The turn cost of a single unit is still relatively the same as if units leveled up themselves which runs counter intuitive when your troops are supposed to be treated more disposably. Exploitation is a roulette at best. One era you may exploit well, the next, you lose it all. What really bothers here is that exploitation directly ties to every core principle in the game. I frequently found over my playthroughs that the resources I needed did not exist or the means to add more where I needed, also did not exist. Which brings me to Expansion. Settlement cap is the worst means of curbing a players snowball. This was the greatest problem I ran into. Stability is entirely dependent on resources, which may or may not exist, and settlement cap which is amendable through hoop jumping that you have to chart a course through as soon as you start, turn one era one. With all of that in mind, you enter era two, and for half of the tech tree, gameplay is throttled. You are forcibly put into a situation where your pace of play has dropped to a crawl. To counter this, you can up tech and culture, the caveat, you up either one too much and you enter a situation where you are now racing a turn timer that is inversely proportionate to your tech and culture income, which influences your production, growth, and gold capacities. It's jarring, janky, and quite boring of a process to go through... twice. Era three being the victory era is lackluster. Every playthrough I was met with a surprise culture victory, this is despite gunning for other victory types and actively trying to neglect culture on one of those runs. My overall thoughts and experience: It is evident that the studio got spooked by Humankind, the game they clearly based Civ 7 on. They not only failed to deliver on "doing Humankind but better" but actively exposed themselves as inexperienced developers. They took the focus off their namesake, Civilizations, and moved it onto the leaders and their customization, cut out all of the massive improvements in gameplay made in 6 (loyalty, diplomacy, win con balance, growth and production) and gave us an inferior experience by removing player agency to control the flow of play to their style or preference. This game is a year and a half plus post launch. It's a mess that really shouldn't be called Civilization 7 but instead Leaders of Humankind. I'd give more effort to explain more but that would require more cost to me to tell the developers what's wrong and I'm not being paid to write that novel.
After launching the game, I had one question: where did you guys leave the spirit of civilization? Good thing I didn’t buy this for $80.
I have been a fan of this franchise since Civ 5, and I'd love to tell you why I love Civ 7. First.. through a lens of its criticisms: COST and AGE REGROUP rework. COST TLDR-- Love that Firaxis hasn't paywalled the playability of this game through its additional content/leader pack DLC's, and committed to free improvements/updates. Buy what you can, or wait for a sale--the gameplay remains the same for all! COST:: I actually really like the way that Firaxis has chosen to release this game. Largely the comments about this game being overpriced come down to the content packs/DLC's that have been added. What is nice, is that I think the game is completely playable without any additional DLC's. The added content at release is overpriced, I agree, though they are completely unnecessary in enjoying the actual game. I felt like Civ 6 was largely not enjoyable until AFTER its first major expansion was released that added more gameplay functionality. It's reassuring that Firaxis has added multiple updates for free (one major game update already, and another now, at the time of this review 9/15/26). If you can afford the DLC's, feel free to support the game, otherwise wait for a big sale.. but I do like that the core game's additions aren't paywalled, which is what MOST other games do, and what most fans expect when purchasing additional content. AGE REGROUP TLDR-- FIRST this is already addressed in the first major game update: They reworked the game by breaking it down into three ages: Antiquity, Exploration, and Modern ages, which I REALLY like. It makes the game bite sized with each age feeling like its own playable short segment of the game. (I can do a 3-5 hour session with one age instead of having to marathon an entire playthrough with 14+ hours, OR come back to an increasingly hectic game days or a week later). It focuses civ abilities within each so all civs are relevant at every Age that you play in too! AGE REGROUP:: Apex Age: All civs are classified into Aniquity, Exploration, or the Modern Age making their abilities relevant at each stage of the game. You CAN play any civ in each, but Apex civs get their bonus units and abilities within their respective age. ((No more playing as America with a unique P-51 plane and film studio which you don't get to until the end of the game! In Civ 7, you can play them in the modern age after progressing through two other civs respective Apex ages. Remember you CAN change this option)). If your abilities work for the session you are in, you can keep your civ and unlock other abilities through the same civics tree through a new mechanic called 'Syncretism', OR pick a new Apex civ. This makes abilities (mentioned below) like religion or planes more relevant for the age they exist in. Length of Ages-- I started SO MANY Civ 5 and 6 games that I only got halfway through because city management, and worker and unit actions just got SO HECTIC. I can't play for 14+ straight hours, so digesting each one in its own play session keeps me engaged through the end, every time for me. And the reset isn't so bad. It makes each era feel fresh and relevant with new strategies. ((Maybe I was losing Antiquity militarily and I can progress from Greece to the Normans, which are a scientific AND defensive civ having fortifications bonuses?? )). This does majorly disrupt the traditional way to play the game in previous CIV titles, but I think it improves where Civ 5 and 6 just.. dragged on. HERE IS WHAT I REALLY LIKE:: Cities and Towns: I love how the settlement cap works within cities and towns. You only have to manage a handful of city's build actions in Civ 7. Everything else starts out as towns that can later be specialized to help cities grow via farming or mining towns, increase culture or science yields as urban centers, improve trade and happiness bonuses as trading outposts and resort towns, OR function as strategic/defensive military settlements as fort towns. Gone also are workers and endless (and quite frankly, kinda pointless) micromanagement. Every population bump in a city/settlement either adds another yield tile, or adds a specialist to an urban 'district'. Settlements RANT:: I HATED the Civ 6 expansion strategy of frantically just trying to wood chop out a settler to expand to the perfect spot, because early military was just SO costly to try to capture an opponents settlement if he got there first (and the advantage of early settlements meant you had 10-40 turns of population growth to a city). You can only get to half the map in the Antiquity in Civ 7 anyways, so it DOESN'T MATTER. Focus your cultural yields! Focus your science! If you're a military civ, it's not a huge impediment to your own growth to go take another settlement if your neighbor overextends and has a weak approach to military strategy. It felt like Civ 6 punished you for military expansion if someone else had the technological edge on you with a higher tier unit. Combat felt like it was far weaker than just simply having a better expansion strategy, SO YOU HAD TO DIVERSIFY WITH ALL THESE SPECIAL MILITARY COUNTER UNITS. Combat in Civ 7 is much simpler, and it is self contained within each age. I've spent the Antiquity pummeling my neighbor, just to ally and trade with him in Exploration Age as we both go off in opposing directions to settle distant lands. Military:: Oh wow! It's refreshing that this isn't overly complicated, yet still tactically engaging and WAY MORE FUN. They reworked Great Generals into Army or Fleet or Squadron Commanders. Now you have simpler unit types that are either enhanced by Army Commander Abilities or civics abilities (which makes civics so relevant from a defensive perspective). Yes, the unit types are simpler, but it's not impossible to hold off an attack with an earlier tier unit, OR conquer and hold a settlement if you're technologically behind. Army commanders make combat WAY more strategic by allowing you to withdraw/deploy units more flexibly, exercise special combat tactics, or maneuver terrain to overcome positioning. It focuses the combat from just reaching higher tier units to a dynamic tactical strategy by multiple types of commanders. Religion: Because the game is split into multiple ages, it makes everything more relevant. Religion in Antiquity is a basic bonus applied to settlements with altars.. In Exploration you have missionaries that can convert other cities for your specific purpose (you select one specific way to acquire relics for culture, and then a yield type that focuses science, culture, or maybe a military enhancement). It's no longer a win condition and sits on the side as an enhancement you CAN pursue, or something that you lean on to give you a big leap. You can't get locked out of a religion like you did in Civ 6, and you don't reach end game basically "fighting" another version of combat for a religious victory via "religious combat". Triumphs, Dedications, and Victory Conditions:: Seldom mentioned, but this is what the game is really about! You get a list of triumphs to achieve within each Age that unlock dedications you can select in the next. Some give immediate bonuses, and others allow you to plan some of the next age's strategies. I like that Civ 7 also unlocks WHICH civs you progress to in the next era conditionally. If you settle next to a bunch of mountains, you unlock the Incas, which can work mountain tiles in Exploration (before Modern). Dedications are bonuses that make each game feel more focused for YOUR strategy. There is so much more, but I think this game does so much right! It mitigates hard RNG factors in Civ 5 and 6 and makes the game more flexible and exciting to play. I play above middle difficulty, and would say it's got an easier learning curve for new players and deeper strategies for veterans. All around, I think it's the best installment in the series and it is only getting better.
They're not competing against other strategy games - they're competing against Civ V. A pretty game but the amount of pop-ups makes it feel like navigating a cluttered inbox. For my taste, there's a reason why less graphic detail is more thought provoking and engaging. If they reboot Civ V - I would say a very *light* refresh of the graphics and a culling of what works and doesn't work about the franchise would be the move. Let's be honest, these games are going to have to be playable on worse and worse computers because of part scarcity / price. Please, for the love of god, do not go full wharrgarbl and make shiny Blizzard level reboot (unless it's cute kawaii Civ V, i'm on board with that)
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.