Compare Sid Meier's Civilization® V prices across 50+ stores and find the best deal. Developed by Firaxis Games. Published by 2K. Released on 9/23/2010. Available on PC, Mac, Linux. Genres: Strategy. Metacritic score: 90/100.

Few strategy games have the staying power to sit at 96% positive after 200,000 Steam reviews and still pull newcomers in. With both expansions, Civ V is the most complete the series ever felt before Firaxis moved on.

I have a spreadsheet that logs my Civ V win rates by leader and victory type across difficulty settings, so take this review as what it is: the opinion of someone who has spent an embarrassing number of hours staring at hex tiles. Released in 2010, Civilization V is a 4X turn-based strategy where you guide a historical civilization from a single city in 4000 BC through to a modern-era victory condition of your choosing. The headline mechanical changes from its predecessor were the shift to a hex grid and, more consequentially, the removal of unit stacking. Where previous entries let you blob dozens of units onto one tile and march them across the map, Civ V forces you to position every archer, swordsman, and catapult individually. Artillery goes behind frontline units, ranged units need line of sight, and a badly positioned army can lose a siege it should have won. Combat stopped being a numbers-overflow and started being a positional puzzle. The base game is decent but incomplete. The two major expansions, Gods and Kings and Brave New World, are where the real depth lives. Gods and Kings reintroduced religion as an active strategic layer with roughly eleven different faiths to customize, brought back espionage, overhauled the combat health system from a 10-point to a 100-point scale so units actually survive long enough to promote, and added naval melee. Brave New World then transformed the late game entirely. Before that expansion, the post-Renaissance stretch was widely acknowledged as a slog. Brave New World answered that with the World Congress, active Trade Routes via Caravans and Cargo Ships, an Ideology system that forces you to pick between Order, Freedom, or Autocracy once you hit the Modern era, and a completely rebuilt Cultural Victory that now requires you to generate Tourism and dominate the cultural output of every rival civilization. The result is a game where the endgame is as contested and decision-dense as the opening dozen turns. City-states deserve a paragraph of their own because they are the mechanic most new players underestimate. These single-city minor nations scatter the map and offer alliance bonuses ranging from free military units to culture boosts to diplomatic votes in the World Congress. Managing them is a second economy running in parallel to your main expansion, and civilizations like the Siamese get unique leader bonuses built specifically around city-state diplomacy. Choosing which city-states to court and which to absorb is a genuine strategic decision that ripples into the late game, especially once World Congress votes are on the table. Each of the civilizations and their leaders also plays meaningfully differently. England leans naval, Poland gets bonus social policies, Venice cannot found new cities at all and must expand entirely through trade and annexing city-states, which is basically a full alternative win condition baked into a single civ choice. Honest weaknesses exist and should not be glossed over. The AI at higher difficulties compensates with production and gold bonuses rather than genuinely smarter play, which means experienced players will find Immortal and Deity feel more like resource handicap management than sharp tactical opposition. The global happiness mechanic that is supposed to limit aggressive expansion is unevenly balanced and tends to push optimal play toward running a smaller, tall empire rather than the wide sprawling civilization you might expect. The mod ecosystem on Steam Workshop is enormous, however, and community mods have addressed balance issues, added leaders, and even built full conversion scenarios, which extends the shelf life considerably. For newcomers worried about the complexity ceiling, the advisors system and the in-game Civilopedia provide enough scaffolding that you can start on Prince difficulty, play reactively, and still have a complete experience. The tutorials are functional rather than excellent, but a single YouTube overview of social policies and city placement will get any beginner up to speed faster than the tooltip system alone. Played with both expansions, this is one of the most replayable strategy games ever released on PC. Procedural maps mean no two starts are identical, 19-plus civilizations at base with expansions push that number much higher, and five distinct victory conditions across domination, science, culture, diplomacy, and score mean you can impose a new challenge on yourself every run. It is not Civ VI with its district system, and it is not Civ VII, but for a very significant portion of the strategy community it remains the version they return to, and Steam's review count after fifteen years supports that preference loudly. Diego, Scout Team

Sid Meier's Civilization® V
Strategy

Sid Meier's Civilization® V

Sep 23, 2010Firaxis Games2K
GamerScout Says

Few strategy games have the staying power to sit at 96% positive after 200,000 Steam reviews and still pull newcomers in. With both expansions, Civ V is the most complete the series ever felt before Firaxis moved on.

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About Sid Meier's Civilization® V

I have a spreadsheet that logs my Civ V win rates by leader and victory type across difficulty settings, so take this review as what it is: the opinion of someone who has spent an embarrassing number of hours staring at hex tiles. Released in 2010, Civilization V is a 4X turn-based strategy where you guide a historical civilization from a single city in 4000 BC through to a modern-era victory condition of your choosing. The headline mechanical changes from its predecessor were the shift to a hex grid and, more consequentially, the removal of unit stacking. Where previous entries let you blob dozens of units onto one tile and march them across the map, Civ V forces you to position every archer, swordsman, and catapult individually. Artillery goes behind frontline units, ranged units need line of sight, and a badly positioned army can lose a siege it should have won. Combat stopped being a numbers-overflow and started being a positional puzzle. The base game is decent but incomplete. The two major expansions, Gods and Kings and Brave New World, are where the real depth lives. Gods and Kings reintroduced religion as an active strategic layer with roughly eleven different faiths to customize, brought back espionage, overhauled the combat health system from a 10-point to a 100-point scale so units actually survive long enough to promote, and added naval melee. Brave New World then transformed the late game entirely. Before that expansion, the post-Renaissance stretch was widely acknowledged as a slog. Brave New World answered that with the World Congress, active Trade Routes via Caravans and Cargo Ships, an Ideology system that forces you to pick between Order, Freedom, or Autocracy once you hit the Modern era, and a completely rebuilt Cultural Victory that now requires you to generate Tourism and dominate the cultural output of every rival civilization. The result is a game where the endgame is as contested and decision-dense as the opening dozen turns. City-states deserve a paragraph of their own because they are the mechanic most new players underestimate. These single-city minor nations scatter the map and offer alliance bonuses ranging from free military units to culture boosts to diplomatic votes in the World Congress. Managing them is a second economy running in parallel to your main expansion, and civilizations like the Siamese get unique leader bonuses built specifically around city-state diplomacy. Choosing which city-states to court and which to absorb is a genuine strategic decision that ripples into the late game, especially once World Congress votes are on the table. Each of the civilizations and their leaders also plays meaningfully differently. England leans naval, Poland gets bonus social policies, Venice cannot found new cities at all and must expand entirely through trade and annexing city-states, which is basically a full alternative win condition baked into a single civ choice. Honest weaknesses exist and should not be glossed over. The AI at higher difficulties compensates with production and gold bonuses rather than genuinely smarter play, which means experienced players will find Immortal and Deity feel more like resource handicap management than sharp tactical opposition. The global happiness mechanic that is supposed to limit aggressive expansion is unevenly balanced and tends to push optimal play toward running a smaller, tall empire rather than the wide sprawling civilization you might expect. The mod ecosystem on Steam Workshop is enormous, however, and community mods have addressed balance issues, added leaders, and even built full conversion scenarios, which extends the shelf life considerably. For newcomers worried about the complexity ceiling, the advisors system and the in-game Civilopedia provide enough scaffolding that you can start on Prince difficulty, play reactively, and still have a complete experience. The tutorials are functional rather than excellent, but a single YouTube overview of social policies and city placement will get any beginner up to speed faster than the tooltip system alone. Played with both expansions, this is one of the most replayable strategy games ever released on PC. Procedural maps mean no two starts are identical, 19-plus civilizations at base with expansions push that number much higher, and five distinct victory conditions across domination, science, culture, diplomacy, and score mean you can impose a new challenge on yourself every run. It is not Civ VI with its district system, and it is not Civ VII, but for a very significant portion of the strategy community it remains the version they return to, and Steam's review count after fifteen years supports that preference loudly. Diego, Scout Team

Tags

singleplayermultiplayerachievementscloud-savessteamTurn-Based StrategyHex Grid4XMod SupportProcedural MapsMultiple Victory ConditionsCity-State DiplomacyHistorical LeadersLate-Game DepthTall Empire StrategyWorld Congress DiplomacyOne Unit Per Tile CombatExpansion-RequiredSocial Policy TreesTourism VictoryIdeology SystemWorkshop Mod SupportCity-State ManagementBeginner-Accessible Depth

System Requirements

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Reviews & Ratings

Metacritic
90
Steam
96%(209,525)

Game Info

Developer
Firaxis Games
Publisher
2K
Release Date
Sep 23, 2010

Game Modes

singleplayer
multiplayer

Languages

Audio (5)
EnglishFrenchGermanItalianSpanish - Spain
Subtitles (10)
EnglishFrenchGermanItalianSpanish - SpainPolish+4 more

Features

achievementscloud-saves

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