
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 2526 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
NEIN EINFACH NEIN!!! Da baut man vielleicht 8 Minuten was auf und schon kommt eine Horde und schlägt alles nieder. 20 Minuten später dasselbe, ohne Chance. Man Ich will ein Aufbauspiel und ich versuchte jetzt das Spiel auf der einfachsten Stufe, 4 Mal und immer die gleiche schei... ne ohne mich sorry! Leider kann ich es nicht mehr zurückgeben, denn verbuggt ist es auch noch
Игра в техническом плане хороша. Однако купив полную версию предзаказом, где вроде как изначально включены все последующие длс спустя год оказывается что выходит дополнение на азию, которое уже нужно купить отдельно причём ладно бы оно стоило немного, так его цена просто сумасшедше завышена. За это ставлю жирнейший минус и говорю разработчикам что они реально зажрались, выпустить сырую игру за 100 баксов ещё понять теоретически можно, но когда за эти деньги игрок получает не весь контент, это уже перебор.
Media

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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 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 · Poland over the last 30 days: the 21 chart moves that followed a price cut of more than 20% went a median of 12 places towards #1, and the 2,501 moves with no price cut behind them went 1 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
Surprising, intriguing, and ultimately impossible. At first I was deeply turned-off by the concept that you could change civilizations between the ages. But when I played the game I was surprised to unlock new possible civilizations through gameplay. For example (iirc), settling a bunch of cities in the desert unlocked Mexico as an option for the Modern Age. That was a neat surprise, and I enjoyed the surprise of this mechanic. But that surprise wasn't ultimately worth it. Mechanically, the game wants you to use your civ-specific buildings on the same tile. If you keep your civ for the entire game, presumably you can use the mechanics to get new civ-specific buildings with the same mechanical effect. Or you can change civs to take advantage of the "Apex" age of each civilization. This was how the game was designed and this requires the least mental effort to understand. Intriguing, but ultimately irrelevant. I played the game on the absolute lowest difficulty setting, just to see what it was like. By the end of the first age, I had a massive (undefendable-massive) empire and the enemy AI had settled two cities at most. Each turn took me a long time. Then in the next age I needed to explore the map and settle even more cities and make the turns take even longer. Less than one hundred turns into the Age of Exploration I found the game to be impossible to play because of just how slow it was and how many cities I had to manage and how many units I had to control. And that was on the lowest difficulty. And even then, I was 1/3 points toward winning in every category. Finally, I made it to the last Age, and I rushed to win the victory condition (which seemed to change over time in unpredictable ways) and suddenly the game ended. I don't think I spent more than 50 turns in the last Age. In any case, the systems are either too opaque or I am unenlightened. And that was on the easiest difficulty. I attempted to play a game on the second-to-easiest difficulty and the results were similar. The enemy had a small number of cities, and I had a massive empire, and I was not making progress on the victories. So structurally, I don't think the GUI is telling you the full story as you play the game. In Civilization VI, you could easily win the game in the first 250 turns on the King difficulty by using National Parks and Rock Bands. You could win on turn 150 using Missionaries and Apostles. You could make a small and focused and specialized nation that does something unique and that is enough to win the game. I believe this video game was deliberately designed to frustrate the concept of a small and focused nation. This game does not want you to have something specialized and coherent. It wants your specialized and coherent thing to be replaced. That is the central message of this game. "You will be replaced and you will like it." The game will last so long that you will submit to the rules no matter what you decide. In Civ VI, civilizations rise and fall. Civ VII is screaming in your ear: "History isn't over. You will be replaced. You will be replaced. You will be replaced." And it's a long, boring slog that could have ended on turn 150. And this pattern is so embedded into the mechanics that it cannot be salvaged.
Ich habe jetzt sechs Runden mit verschiedenen Anführern und Ländern gespielt um mir einen Eindruck zu verschaffen. Wichtiger Hinweis an Interessierte: Mittlerweile kann man mit einer Nation und einem Anführer durch alle Zeitalter hindurch spielen. Rezensionen die anderes behaupten stimmen schlicht und ergreifend nicht. Mein Fazit vorab: Die Negativität die das Spiel nach wie vor bekommt ist in der Form nicht (mehr) berechtigt und das Spiel im aktuellen Stand für mich persönlich bereits besser als Teil 6. Nichts desto trotz gibt es berechtigte Kritikpunkte die ich ansprechen möchte. Positives: Siedeln: Der Ausbau der eigenen Nation wirkt viel natürlicher und harmonischer als im vorherigen Teil. Der Ausbau der ersten eigenen Stadt macht direkt Spaß auch wenn sich bereits abzeichnet das zumindest ganz zu Beginn auch hier eine Build-Order bereits feststeht. Es entstehen natürlichere Städte durch Bezirke und auch das überbauen alter Gebäude ergibt Sinn. Diplomatie: Auch wenn sie sicherlich kein herausragend verdient ist die Diplomatie hier besser gelungen als in den meisten Vorgängern. Es gibt Anführer mit denen es sich schwerer auskommen lässt gerade wenn man schwach ist oder ihnen im Weg zur Ausbreitung ist genauso wie Ideologien später dazu führen das es schwer wird miteinander auszukommen (aber nicht unmöglich). Dennoch darf hier gerne weiter ausgebaut werden. Zeitalterwechsel: Grundsätzlich begrüße ich diese Neuerung, da die vergangenen Teile immer Probleme hatten eine Partie langfristig motivierend zu halten. Die verschiedenen Zeitalter mit unterschiedlichen Fokussen sorgen jetzt dafür, dass es sich nach einer dynamischeren und somit lebendigeren Welt anfühlt. Grafik: Das ist das mit Abstand schönste Civ was es bisher gab und dabei dennoch performant. Ich habe seit Teil 3 jeden gespielt mit immer zeitgemäßer überdurchschnittlicher Hardware und noch nie war die Performance im late game derart gut. Das ist nicht selbstverständlich. Kultur vs. Wissenschaft: Der Kulturbaum wurde sinnvoll in seiner Wertigkeit verbessert und schaltet jetzt mehr Gebäude und Wunder frei als das nur der Technologiebaum das ermöglicht. Teils ist mir der Fokus sogar ein klein wenig zu weit auf der Kulturseite, aber es macht deutlich mehr Spaß beide Pfade zu gehen oder einen bewusst für den anderen zu "opfern". Der Kulturpfad gibt auch Sondergebäude pro Nation welche man spielt welche wiederum besondere Boni haben und Spezialisierungen ermöglichen. Insgesamt großes Lob mit einem großen ABER das beim negativen folgt. Siegbedingungen: Vielfältig und bis auf Wirtschaft habe ich auch verstanden wie diese wirklich funktionieren und finde sie gelungen. Mit besagter Wirtschaft habe ich mich noch nicht so tief beschäftigt, aber bis dato wirkt der Teil auch nicht so ganz greifbar wie Kultur, Wissenschaft und Militär(Dominanz). Grundsätzlich kann man hier aber besser folgen als in den Vorgängern und mir wird meist klar wo ich nachbesseren/aufpassen muss, weil mir ein Gegner wegrennt und so gewinnt oder wo ich einen Weg zum Sieg sehe. Neutrales: Nationenwechsel: Mit dem Zeitalterwechsel kann man auch die Nation wechseln, muss es aber nicht mehr. Da man bestimmte Boni nur mit passenden Nationen im Zeitalter erhält ist der Wechsel von Vorteil, was aber teils komisch wirkt wenn man auf dem Kulturpfad Nationen von unterschiedlichen Kontinenten spielt. Es hilft auch nicht das man nicht automatisch die Städtenamen anpassen kann, sondern das nur manuell tun kann. Es wäre schon viel geholfen, wenn als Frankreich die Städte direkt Paris, Marseille und co. heißen und nicht erst neu gegründete Städte diese Namen bekommen und ich dann jedes mal diese wieder umbenennen muss, weil ich meine Hauptstadt entsprechend angepasst habe. Anführer: Wenn man schon einen Nationenwechsel einführt verstehe ich beim besten Willen nicht warum man keinen Anführerwechsel ermöglicht. Die Auswahl ist mMn auch zu klein und es fühlt sich so an als wären einige Anführer durch ihre Buffs weitaus stärker als andere. Ressourcen: Es gibt viele Ressourcen, aber teils ergeben sie keinen richtigen Sinn in ihren Werten. Auch wie neue Ressourcen spawnen wirkt auf mich stark gescriptet, sodass ja keine Ressource der Moderne in einem bestehenden Stadtgebiet auftaucht, was aufgrund der Bezirksbebauung verständlich ist, aber es mutet einfach seltsam an wenn Ressourcen nur noch in arktischen Gebieten spawnen weil dort keiner (auch die KI selten) siedelt und nur dort dann Kohle, Öl und Gummi (Kautschuk!) zu finden sind. Auch das Schatzressourcen nur auf einem neuen Kontinent als solche nutzbar sind, während die gleiche Ressource im alten Land ebenso existiert ist mäßig gelöst. Gut gelöst ist aber das ihre Bedeutung sich im Spielverlauf ändert auch wenn manches Balancing da noch getan werden dürfte. Negativ: Kriege: Waren noch nie eine Stärke von Civ und tendenziell sind sie vielleicht sogar besser als in den Vorgängern, aber sie sind immer noch nervig. Auf höheren Stufen absurde Buffs für die KI um deren Dummheit auszugleichen und dann sinnlose Kriege von Nationen die mir klar unterlegen sind und denen ich nie in die Quere gekommen bin nur weil ein Anführer eine dumme Agenda verfolgt weshalb er mich nicht mag. Ich bin halt trotzdem noch x-mal stärker. Stadtstaaten: Ich kann irgendwo noch nachvollziehen das diese von der Antike in die Entdeckung wechseln und auch eine andere Agenda verfolgen (Handel, Kultur, Politik, Wissenschaft, Militär, Expansion) aber das jeglicher Progress einfach vernichtet wird und man wieder bei null in der Beziehung anfängt ist mMn ein fehlerhaftes Design. Stadtstaaten sollten sich genauso erinnern wie die Beziehung vorher war und auch wenn man kein Souverän mehr ist sollte doch irgendein Vorteil bestehen genauso wie bei den anderen Nationen, welche sich zu einem gewissen Teil merken wie die Beziehung vorher waren. Am nervigsten ist aber das die Agenda sich von der Entdeckung zur Moderne auch wieder verändert samt Beziehungen. Das ergibt für mich wirklich gar keinen Sinn. Städte/Gemeinden zurücksetzen: Das Städte sich per default komplett auf den Gemeindestatus zurücksetzen und nur die Hauptstadt eine Stadt bleibt halte ich für eine seltsame Design-Entscheidung. Es wirkt komisch wenn die nahezu gleich große Nachbarstadt zurückgestuft wird und nur meine Hauptstadt magisch erhalten bleibt. Stadt das mit einem Bonus den man beim Zeitalterwechsel auswählen kann zu lösen, wäre es mMn organischer gewisse Schwellenwerte zu definieren oder den Unterhalt einer echten Stadt erst nach und nach zu ermöglichen, sodass es organisch maximal drei Städte in der Antike gibt, weil die Spieler optimieren und dann in der Moderne eben 5-6. Auch das man den Stadt-Status mit Gold bezahlen muss wirkt sehr gamey. Artefakte (das ABER von oben): Es gehört bei Civ dazu das man die Welt erkundet und die alten Stätten besucht und sich die Boni sicher. Dann in der Moderne plötzlich diese Stätten als wichtig für die Bergung von Artefakten zu machen ist für den Spielspaß nicht zuträglich. Gleichzeitig werde ich in der Entdeckung quasi zugespamt mit ausstellbaren Werken, welche dann in der Moderne einfach verschwunden sind? Hier braucht es unbedingt ein Rework der Logik rund um Kodexe, Artefakte und co.. Bisher fühle ich da fast gar keine Agenda mich dahingehend auszurichten wie in den Spielen davor und das obwohl der Kulturpfad so viel besser geworden ist insgesamt. Ausblick: Mit weiterer Arbeit kann das Spiel noch eine echte Perle werden.
hm, hard to decide. i play on a already patched version, so its a bit unfair, because many people experienced a bad game prior to the patch and still do. i think the barebones are there. it feels and plays like just the right mix of civ 5 and 6 dont know if the devs intended to. its straightforward and simple like civ 5, but everything together makes it a interesting tactics sim. and it has basically any civ 6 mechanic, except the districts being way more simple (and actually not present at all anymore) with the new adjancency bonuses. things like warehouses or quarters add some little spice to the building. i played humankind and actually it made me appreciate civ more, not because humankind is bad but because it was so innovative, it made me for example appreciate the civ switch and how civ handles things. civ switch is a bit underwhelming, not because its a bad mechanic, but in humankind for example i think it was the best new implementation and happened way more often. 2 times civ switching is really a bit underwhelming here. how the game plays clicks really well with me, i can actually navigate extremly fast through the rounds without having empty rounds like in civ 6 or humankind where i would click "next round" for like 5-6 rounds without doing anything. i think thats quite an underrated important aspect that civ like games should have. how you build the city is also ok in my opinion, no workers, but maybe there should be some little extra step in acquiring tiles. idk really what but insta work with pop growth seems a bit fast to me. buildings seemed very uninteresting to me somehow. idk how, some where ok some extremly forgettable. i loved how in civ 5 every building had a real standing in the community. every building (or wonder) had some extreme influence depending on how you play. i feel like the buildings lack a bit, but i didnt play for very long so maybe it clicks with me. also i should have mentioned, the era switch feels underwhelming too. i tried to configure the game so it makes the most reductive decisions on era switch, because i wanted to see this (very hated) mechanic in game for the first time. but somehow it made no difference for me. i could keep cities with a certain card or triumph or what its called. other than that i kept all troops (maybe they were only 6). the crisis system is a bit symptomatical for how many stuff of the game is actually quite ok and maybe in future expansions can be made better than civ 5 and 6. but the crisis system for example is really just 5 min work for the devs i guess, and some generic bloat like , choose from a few cards every few rounds that make your game harder. i mean it cant be so bad for the game flow because it adds (very little) challenge to it, but it really feels like they implemented it in the last week of game dev. i like all the directions the game went, i see how people think it has nothing to it. i really hope its a civ 5 where without expansions it felt empty but with them its game of the year easily. so because we need this potential delivered AND because the game ending in ww2 is crazy i think AND because the dlcs policy is really....( not in general, but at this moment where civ 7 stands), i give a thumbs down. if the game actually holds up more than i thought now after a first run, i plan to give thumbs up, especially with some nice update. it already has a nice flow, that doesnt really take off much. the game needs something that elevates it on the next level but also feels very nice and comfortable. something that holds it together. but i wouldnt know what it would be, maybe some major trading mechanic? some diplomatic mechanic? or something entirely else.
Comprei achando que seria uma evolução do CIv 6, mas é um dowgrade imenso. Mecanicas ate ok mas a ultima era ser o equivalente a segunda guerra mundial é de matar! Dev fez isso para lançar novas eras pagas como dlc, fora que a diplomacia é deprimente! Civ 6 é muito melhor!
I always enjoyed the Civ series, starting from Civ3, playing Civ5 for many, many years. When I discovered Civ7 to be available I immediately was turned on to the game, because the graphics looked really nice and the gameplay seemed to be fresh and exciting. But after many hours of playing I have to say that the game is a disappointment. My disappointment comes from the changes the ages force you to deal with (your cities turn into villages again, etc.). The victories you can achieve (cultural, economics, etc.) are kind of nice but get boring quickly. I`m gonna stick to Civ5 - this game has everything you need to have fun with it for many years! Civ7 is definitely not recommended.
我就不该买奠基者版
并不好玩,就硬抄humankind,结果抄成个四不像 不如玩6,甚至不如4,如果玩朝代更迭,直接玩人类不好吗
ui垃圾,玩法一坨,除了兵种动作和城市建筑建模好看以为,我真不明白我为什么要花500多当时直接买了最贵的版本,依旧不如文明n-1
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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