Compara los precios de Sid Meier's Civilization VI and Sid Meier's Civilization VI: Rise and Fall en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Firaxis Games. Publicado por 2K Games. Lanzado el 8/2/2018. Disponible en PC. Géneros: Single Player, Multiplayer, Bird View, Strategy. Puntuación Metacritic: 79/100.

Civ VI bundled with its first major expansion: a sprawling 4X that adds Golden Ages, a Loyalty system, and seven Governor types to the classic build-settle-conquer loop. Hundreds of hours, zero apologies.

Civilization VI is Firaxis's hex-based 4X, and if you already know what that means you probably have 300 hours logged somewhere and a complicated relationship with the phrase "just one more turn." For everyone else: you pick a historical civilization, plant cities, research techs through a sprawling tree, draft policy cards into a government slot system, and race toward one of several victory conditions - Domination, Science, Culture, Religion, or Diplomatic - across a procedurally generated world map. The base game introduced district-based city planning, which forces real spatial decisions from turn one. Where you drop a Campus or an Encampment shapes your city's output for the entire game. That single design choice gives Civ VI more meaningful early-game decisions than its predecessor managed, even if the AI on higher difficulties still leans hard on stat bonuses rather than genuine strategic thinking. Rise and Fall is the first expansion, and it addresses the series' oldest problem: the late game going slack. Three interlocking systems do most of the work. The Era Score mechanic tracks Historic Moments - first circumnavigation, first city founded on a new continent, wonders completed - and at each global era transition your accumulated score determines whether you enter a Golden Age, a Normal Age, or a Dark Age. Golden Ages hand out loyalty bonuses and productivity buffs. Dark Ages flip the map colors to a desaturated grey, play sombre music, and unlock a separate set of Dark Age policy cards built around tough trade-offs, like Isolationism, which boosts domestic trade routes but bars you from founding new cities. Survive a Dark Age well enough and you can catapult into a Heroic Age, which grants stacking bonuses that outrun even a Golden Age. That risk-reward loop is the expansion's best idea, and it keeps the mid-to-late game from feeling like a formality. Governors add another decision layer. There are seven types - each specializing in military, economy, faith, and other city functions - and you assign them from a limited pool of promotion points. Do you pour upgrades into Magnus, who lets settlers leave a city without reducing its population (a huge production efficiency gain), or spread points across Reyna for gold generation and Victor for city defense? These are the kinds of build-order questions that will pull you back to the pause menu repeatedly. The Loyalty system ties everything together: cities too far from your cultural heartland bleed loyalty, eventually flipping to Free City status and becoming fair game for any neighbor with enough nearby influence. Warmongers on foreign continents will find this mechanic punishing. Peaceful builders, on the other hand, can watch AI-settled border cities slowly defect to them without firing a single arrow. The expansion also adds global Emergencies - triggered by events like nuclear use or holy-city conversion - that rally other civs into a timed coalition challenge, providing late-game friction against runaway leaders. None of this fixes the AI, which remains the series' chronic weakness. Below Prince difficulty the opponents are passive to the point of irrelevance; above Emperor they compensate with production cheats rather than smart play. Load times on large maps still drag, especially late-game turn processing. And some reviewers have noted that the Loyalty system can make domination campaigns feel like micromanagement treadmills, with freshly conquered cities flipping back before you can install a Governor. That criticism has merit. For players who enjoy tight empire management it reads as depth; for anyone who just wants to blitz across a continent it reads as friction. For a newcomer the honest entry advice is this: start at Chieftain or Warlord difficulty, pick a civ with a readable identity (Korea under Seondeok rewards Campus placement and science builds; the Mongols under Genghis Khan front-load cavalry aggression), and treat the first thirty turns as a puzzle of where to put your second city. Rise and Fall's systems layer on top naturally rather than overwhelming the tutorial experience. The civics and tech trees are well-annotated and the Civilopedia is genuinely useful. You will not be lost. You will, however, lose your evening. Diego, Scout Team

Sid Meier's Civilization VI and Sid Meier's Civilization VI: Rise and Fall
Single PlayerMultiplayerBird ViewStrategy

Sid Meier's Civilization VI and Sid Meier's Civilization VI: Rise and Fall

8 feb 2018Firaxis Games2K Games
GamerScout opina

Civ VI bundled with its first major expansion: a sprawling 4X that adds Golden Ages, a Loyalty system, and seven Governor types to the classic build-settle-conquer loop. Hundreds of hours, zero apologies.

PC
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2,21 €-93%
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Mínimo registrado: 2,21 €
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Veredicto de GamerScout

The most complete entry point into Civ VI for players who want a late-game that actually demands attention, if you can stomach the AI ceiling.

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Acerca de Sid Meier's Civilization VI and Sid Meier's Civilization VI: Rise and Fall

Civilization VI is Firaxis's hex-based 4X, and if you already know what that means you probably have 300 hours logged somewhere and a complicated relationship with the phrase "just one more turn." For everyone else: you pick a historical civilization, plant cities, research techs through a sprawling tree, draft policy cards into a government slot system, and race toward one of several victory conditions - Domination, Science, Culture, Religion, or Diplomatic - across a procedurally generated world map. The base game introduced district-based city planning, which forces real spatial decisions from turn one. Where you drop a Campus or an Encampment shapes your city's output for the entire game. That single design choice gives Civ VI more meaningful early-game decisions than its predecessor managed, even if the AI on higher difficulties still leans hard on stat bonuses rather than genuine strategic thinking. Rise and Fall is the first expansion, and it addresses the series' oldest problem: the late game going slack. Three interlocking systems do most of the work. The Era Score mechanic tracks Historic Moments - first circumnavigation, first city founded on a new continent, wonders completed - and at each global era transition your accumulated score determines whether you enter a Golden Age, a Normal Age, or a Dark Age. Golden Ages hand out loyalty bonuses and productivity buffs. Dark Ages flip the map colors to a desaturated grey, play sombre music, and unlock a separate set of Dark Age policy cards built around tough trade-offs, like Isolationism, which boosts domestic trade routes but bars you from founding new cities. Survive a Dark Age well enough and you can catapult into a Heroic Age, which grants stacking bonuses that outrun even a Golden Age. That risk-reward loop is the expansion's best idea, and it keeps the mid-to-late game from feeling like a formality. Governors add another decision layer. There are seven types - each specializing in military, economy, faith, and other city functions - and you assign them from a limited pool of promotion points. Do you pour upgrades into Magnus, who lets settlers leave a city without reducing its population (a huge production efficiency gain), or spread points across Reyna for gold generation and Victor for city defense? These are the kinds of build-order questions that will pull you back to the pause menu repeatedly. The Loyalty system ties everything together: cities too far from your cultural heartland bleed loyalty, eventually flipping to Free City status and becoming fair game for any neighbor with enough nearby influence. Warmongers on foreign continents will find this mechanic punishing. Peaceful builders, on the other hand, can watch AI-settled border cities slowly defect to them without firing a single arrow. The expansion also adds global Emergencies - triggered by events like nuclear use or holy-city conversion - that rally other civs into a timed coalition challenge, providing late-game friction against runaway leaders. None of this fixes the AI, which remains the series' chronic weakness. Below Prince difficulty the opponents are passive to the point of irrelevance; above Emperor they compensate with production cheats rather than smart play. Load times on large maps still drag, especially late-game turn processing. And some reviewers have noted that the Loyalty system can make domination campaigns feel like micromanagement treadmills, with freshly conquered cities flipping back before you can install a Governor. That criticism has merit. For players who enjoy tight empire management it reads as depth; for anyone who just wants to blitz across a continent it reads as friction. For a newcomer the honest entry advice is this: start at Chieftain or Warlord difficulty, pick a civ with a readable identity (Korea under Seondeok rewards Campus placement and science builds; the Mongols under Genghis Khan front-load cavalry aggression), and treat the first thirty turns as a puzzle of where to put your second city. Rise and Fall's systems layer on top naturally rather than overwhelming the tutorial experience. The civics and tech trees are well-annotated and the Civilopedia is genuinely useful. You will not be lost. You will, however, lose your evening.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

steam4XEra ManagementGovernor SystemLoyalty MechanicDark Age / Golden AgeHistoric MomentsGlobal EmergenciesWide vs. Tall ExpansionPolicy CardsAlliance Variety

Requisitos del sistema

Mínimos

Memory
4 GB RAM
Graphics
1 GB & AMD 5570 or nVidia 450
Processor
Intel Core i3 2.5 Ghz or AMD Phenom II 2.6 Ghz
System requirements
Windows 7x64 / Windows 8.1x64 / Windows 10x64

Recomendados

Memory
8 GB RAM
Graphics
2GB & AMD 7970 or nVidia 770
Processor
Fourth Generation Intel Core i5 2.5 Ghz or AMD FX8350 4.0 Ghz
System requirements
Windows 7x64 / Windows 8.1x64 / Windows 10x64

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Reseñas y valoraciones

Metacritic
79

Información del juego

Desarrolladora
Firaxis Games
Distribuidora
2K Games
Fecha de lanzamiento
8 feb 2018

Características

Single-playerMultiplayerPvPOnline PvPLAN PvPShared/Split Screen PvPShared/Split ScreenCross Platform Multiplayer+7 más

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Preguntas frecuentes sobre Sid Meier's Civilization VI and Sid Meier's Civilization VI: Rise and Fall

¿Cuánto cuesta Sid Meier's Civilization VI and Sid Meier's Civilization VI: Rise and Fall?

A 15 de agosto de 2026, la oferta más barata disponible de Sid Meier's Civilization VI and Sid Meier's Civilization VI: Rise and Fall es €2.21 en YuPlay, de entre 2 ofertas activas que seguimos en tiendas de claves verificadas. Los precios cambian a diario — la tabla de esta página se actualiza continuamente.

¿Dónde puedo comprar Sid Meier's Civilization VI and Sid Meier's Civilization VI: Rise and Fall más barato?

El precio más bajo disponible que seguimos para Sid Meier's Civilization VI and Sid Meier's Civilization VI: Rise and Fall es €2.21 en YuPlay (15 de agosto de 2026). Comparamos 2 ofertas activas de tiendas de claves verificadas — la tabla completa con cada tienda y su puntuación de confianza está en esta página.

¿En qué plataformas está disponible Sid Meier's Civilization VI and Sid Meier's Civilization VI: Rise and Fall?

Sid Meier's Civilization VI and Sid Meier's Civilization VI: Rise and Fall está disponible en PC.

¿Cuándo se lanzó Sid Meier's Civilization VI and Sid Meier's Civilization VI: Rise and Fall?

Sid Meier's Civilization VI and Sid Meier's Civilization VI: Rise and Fall se lanzó el 8 de febrero de 2018.

¿Quién desarrolló Sid Meier's Civilization VI and Sid Meier's Civilization VI: Rise and Fall?

Sid Meier's Civilization VI and Sid Meier's Civilization VI: Rise and Fall fue desarrollado por Firaxis Games y publicado por 2K Games.

¿Merece la pena comprar Sid Meier's Civilization VI and Sid Meier's Civilization VI: Rise and Fall?

Sid Meier's Civilization VI and Sid Meier's Civilization VI: Rise and Fall tiene una puntuación Metacritic de 79/100, lo que lo convierte en uno de los títulos destacados de Single Player. Mira las reseñas completas, las valoraciones y los tiempos de duración en esta página para decidir.