Compare Sid Meier's Civilization VI and Sid Meier's Civilization VI: Rise and Fall prices across trusted key stores and find the best deal. Developed by Firaxis Games. Published by 2K Games. Released on 2/8/2018. Available on PC. Genres: Single Player, Multiplayer, Bird View, Strategy. Metacritic score: 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

Feb 8, 2018Firaxis Games2K Games
GamerScout Says

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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Historical low: €2.21

GamerScout Verdict

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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Price History

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About 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

Tags

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

System Requirements

Minimum

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

Recommended

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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Reviews & Ratings

Metacritic
79

Game Info

Developer
Firaxis Games
Publisher
2K Games
Release Date
Feb 8, 2018

Features

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

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What platforms is Sid Meier's Civilization VI and Sid Meier's Civilization VI: Rise and Fall available on?

Sid Meier's Civilization VI and Sid Meier's Civilization VI: Rise and Fall is available on PC.

When was Sid Meier's Civilization VI and Sid Meier's Civilization VI: Rise and Fall released?

Sid Meier's Civilization VI and Sid Meier's Civilization VI: Rise and Fall was released on 8 February 2018.

Who developed 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 was developed by Firaxis Games and published by 2K Games.

Is Sid Meier's Civilization VI and Sid Meier's Civilization VI: Rise and Fall worth buying?

Sid Meier's Civilization VI and Sid Meier's Civilization VI: Rise and Fall holds a Metacritic score of 79/100, making it one of the standout Single Player titles. See the full reviews, ratings and how-long-to-beat times on this page to decide.