Compara los precios de Sid Meier's Civilization VII en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Firaxis Games. Publicado por 2K. Lanzado el 10/2/2025. Disponible en PC, Mac, Linux, Nintendo Switch, Xbox. Géneros: Simulation, Strategy. Puntuación Metacritic: 79/100.

Firaxis threw out the 'one civ, one campaign' rulebook and split history into three distinct ages. Whether that trade-off is genius or heresy depends entirely on how attached you are to the old formula.

I track Civilization releases the way other people track earnings calls, so when Civ VII landed in February 2025 with a Metacritic of 79 and a Steam player count that shed 90% of its launch audience within three months, I paid close attention. The headline change is the Ages system: your game is divided into Antiquity, Exploration, and Modern, and at each transition you swap to a new civilization while keeping your leader. In practice this means Han China can evolve into Spain, then into something else entirely by the Modern Age. It is the most structurally disruptive decision Firaxis has made since ditching unit stacking in Civ V, and the community response has been almost as fractious. For a strategy analyst, the new systems are genuinely interesting on paper. Leaders and civilizations are now decoupled, so you pick a leader first and assign a civ to them, which opens up combination play that older entries never allowed. The Mementos system borrows from roguelikes, letting you equip two passive upgrades per game drawn from meta-progression rewards, and some combinations create legitimately overpowered build paths worth optimizing around. Faction-specific civics trees give each civilization a distinct research lane per age, and navigable rivers add a tactical wrinkle to early expansion that I did not realize I had been missing. City growth has also been redesigned: population expansion now determines tile acquisition automatically rather than through builder micromanagement, and city counts are capped, which keeps late-game turn times tighter than the infamous sprawl of a fully-loaded Civ VI endgame. The problems are real and the data backs them up. The UI at launch was widely criticized as functional but charmless, lacking quick Civilopedia cross-references and clear tooltip chains that veteran players rely on for decision-making. Combat has been simplified to the point where unit type counters are largely gone, religion has been stripped to a missionary-spamming mechanic confined to the Exploration Age, and the World Congress, a diplomatic fixture since Civ V, is absent entirely. The Modern Age endgame feels noticeably thinner than the two ages that precede it. Perhaps most damaging for long-term engagement: wars are automatically ended at age transitions, which creates a perverse incentive to either rush offensives or turtle defensively rather than sustain long campaigns. By May 2025, Civ VI was drawing roughly four times Civ VII's concurrent Steam player count despite being nearly a decade older. The good news, if you are reading this well after launch, is that Firaxis has been patching steadily. The May 2026 'Test of Time' update directly addressed the loudest complaint by allowing players to carry a single civilization through the entire campaign without the forced swap. That is a meaningful concession. The mod ecosystem via Steam Workshop is live, and historically the Civ community has filled gaps that Firaxis left open. If you are new to the franchise entirely, the streamlined mechanics and cleaner pacing actually make this a defensible entry point; the cognitive load of managing a late-game Civ VI empire with Gathering Storm and New Frontier active is genuinely punishing for newcomers, and Civ VII sidesteps that by design. Veterans, though, should come in with measured expectations and check the current patch notes before purchasing. Diego, Scout Team

Sid Meier's Civilization VII

Sid Meier's Civilization VII

10 feb 2025Firaxis Games2K
GamerScout opina

Firaxis threw out the 'one civ, one campaign' rulebook and split history into three distinct ages. Whether that trade-off is genius or heresy depends entirely on how attached you are to the old formula.

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Best for newcomers and open-minded 4X fans willing to engage with post-patch Civ VII rather than compare it turn-for-turn to Civ VI.

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Historial de precios

Mínimo registrado
5,15 €14 jul 2026
Mejor precio actual
5,56 €
Tiendas de claves
4,83 €5,94 €7,04 €8,15 €10 Jun27 Jun13 Jul30 Jul15 Aug
10 jun — 15 ago
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Acerca de Sid Meier's Civilization VII

I track Civilization releases the way other people track earnings calls, so when Civ VII landed in February 2025 with a Metacritic of 79 and a Steam player count that shed 90% of its launch audience within three months, I paid close attention. The headline change is the Ages system: your game is divided into Antiquity, Exploration, and Modern, and at each transition you swap to a new civilization while keeping your leader. In practice this means Han China can evolve into Spain, then into something else entirely by the Modern Age. It is the most structurally disruptive decision Firaxis has made since ditching unit stacking in Civ V, and the community response has been almost as fractious. For a strategy analyst, the new systems are genuinely interesting on paper. Leaders and civilizations are now decoupled, so you pick a leader first and assign a civ to them, which opens up combination play that older entries never allowed. The Mementos system borrows from roguelikes, letting you equip two passive upgrades per game drawn from meta-progression rewards, and some combinations create legitimately overpowered build paths worth optimizing around. Faction-specific civics trees give each civilization a distinct research lane per age, and navigable rivers add a tactical wrinkle to early expansion that I did not realize I had been missing. City growth has also been redesigned: population expansion now determines tile acquisition automatically rather than through builder micromanagement, and city counts are capped, which keeps late-game turn times tighter than the infamous sprawl of a fully-loaded Civ VI endgame. The problems are real and the data backs them up. The UI at launch was widely criticized as functional but charmless, lacking quick Civilopedia cross-references and clear tooltip chains that veteran players rely on for decision-making. Combat has been simplified to the point where unit type counters are largely gone, religion has been stripped to a missionary-spamming mechanic confined to the Exploration Age, and the World Congress, a diplomatic fixture since Civ V, is absent entirely. The Modern Age endgame feels noticeably thinner than the two ages that precede it. Perhaps most damaging for long-term engagement: wars are automatically ended at age transitions, which creates a perverse incentive to either rush offensives or turtle defensively rather than sustain long campaigns. By May 2025, Civ VI was drawing roughly four times Civ VII's concurrent Steam player count despite being nearly a decade older. The good news, if you are reading this well after launch, is that Firaxis has been patching steadily. The May 2026 'Test of Time' update directly addressed the loudest complaint by allowing players to carry a single civilization through the entire campaign without the forced swap. That is a meaningful concession. The mod ecosystem via Steam Workshop is live, and historically the Civ community has filled gaps that Firaxis left open. If you are new to the franchise entirely, the streamlined mechanics and cleaner pacing actually make this a defensible entry point; the cognitive load of managing a late-game Civ VI empire with Gathering Storm and New Frontier active is genuinely punishing for newcomers, and Civ VII sidesteps that by design. Veterans, though, should come in with measured expectations and check the current patch notes before purchasing.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayermultiplayerpvponline-pvpcross-platformachievementscontroller-supporttrading-cardsworkshoptier:aaa4X StrategyAges SystemCiv-SwappingMementos ProgressionTurn-BasedDecoupled LeadersPost-Launch PatchingStreamlined UI

Requisitos del sistema

Mínimos

OS
Win 10 64 Bit
Memory
8 GB RAM
DirectX
Version 12
Storage
20 GB available space
Graphics
NVIDIA GTX 1050 / AMD RX 460 / Intel Arc A380
Processor
Intel i5-4690 / Intel i3-10100 / AMD Ryzen 3 1200

Recomendados

OS
Win 10 64 Bit
Memory
16 GB RAM
DirectX
Version 12
Storage
20 GB available space
Graphics
NVIDIA RTX 2060 / AMD RX 6600 / Intel Arc A750
Processor
Intel Core i5-10400 / AMD Ryzen 5 3600X

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Reseñas y valoraciones

Metacritic
79

Información del juego

Desarrolladora
Firaxis Games
Distribuidora
2K
Fecha de lanzamiento
10 feb 2025

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¿Cuánto cuesta Sid Meier's Civilization VII?

A 15 de agosto de 2026, la oferta más barata disponible de Sid Meier's Civilization VII es €5.56 en Eneba, de entre 37 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 VII más barato?

El precio más bajo disponible que seguimos para Sid Meier's Civilization VII es €5.56 en Eneba (15 de agosto de 2026). Comparamos 37 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 VII?

Sid Meier's Civilization VII está disponible en PC, Mac, Linux, Nintendo Switch, Xbox.

¿Cuándo se lanzó Sid Meier's Civilization VII?

Sid Meier's Civilization VII se lanzó el 10 de febrero de 2025.

¿Quién desarrolló Sid Meier's Civilization VII?

Sid Meier's Civilization VII fue desarrollado por Firaxis Games y publicado por 2K.

¿Merece la pena comprar Sid Meier's Civilization VII?

Sid Meier's Civilization VII tiene una puntuación Metacritic de 79/100, lo que lo convierte en uno de los títulos destacados de Simulation. Mira las reseñas completas, las valoraciones y los tiempos de duración en esta página para decidir.