Fact-checked by Grok 2 weeks ago

Civilization V

Sid Meier's Civilization V is a turn-based strategy video game in which players lead a civilization from the Stone Age to the future through exploration, expansion, exploitation, and extermination, aiming for victory via domination, science, culture, or diplomacy. Developed by Firaxis Games and published by 2K Games, it was initially released on September 21, 2010, for Microsoft Windows, followed by macOS on November 23, 2010, and Linux on June 10, 2014. The game introduces several innovative features to the long-running Civilization series, including a hexagonal grid system for more fluid terrain and unit movement, city-states as neutral entities that players can ally with or conquer, and a one-unit-per-tile combat mechanic that emphasizes tactical positioning and ranged attacks. Players manage resources, research technologies, build cities and wonders, and engage in diplomacy with AI-controlled leaders, each with unique traits and agendas voiced in their native languages. Social policies allow customization of government and ideology, adding depth to progression across eras. Civilization V supports both single-player campaigns and multiplayer modes, with robust modding tools enabling community-created content. It received two major expansion packs: Gods & Kings in 2012, which added espionage, religion, and new civilizations, and Brave New World in 2013, introducing international trade, the World Congress, and further civilizations and scenarios. These expansions significantly enhanced replayability and strategic options. The game is renowned for its addictive "one more turn" gameplay and has sold over eight million copies as of 2016, cementing its status as a landmark in the 4X strategy genre.

Gameplay

Core mechanics

Civilization V is a turn-based strategy game that embodies the 4X genre, encompassing exploration of the unknown world, expansion of territorial holdings, exploitation of natural and human resources, and extermination of rival civilizations through warfare, all progressing in sequential turns from the Stone Age to the future. Players make decisions during their turn, after which artificial intelligence-controlled opponents act in single-player mode, or all players act simultaneously in multiplayer. These mechanics form the foundational gameplay loop, where strategic choices in each category influence paths to victory, such as domination or scientific advancement. The game world is depicted on a hexagonal tile-based map, generated randomly or through predefined scenarios to create diverse environments that encourage varied strategies. Each tile features terrain types like plains for reliable food production, hills for defensive combat advantages, and deserts for challenging low-yield areas, alongside natural wonders that offer unique bonuses such as enhanced yields or cultural output. These elements affect unit movement costs—typically one movement point per tile on flat terrain but two on rough features like forests or hills—and provide foundational resources like food for population growth and production for building construction. A defining rule in unit movement is the one-unit-per-tile limitation for military units, which eliminates the stacking mechanics of prior games and forces players to prioritize logistics and positioning. At the end of a turn, only one military unit may occupy a tile, though a single non-military unit like a worker can share it with one military counterpart; this promotes deliberate pathfinding across the hex grid, where terrain and distance consume movement points, impacting scouting during exploration and supply lines in expansion efforts. The rule enhances tactical depth by compelling players to spread forces, revealing more of the map while exposing vulnerabilities in overextended armies. Resources underpin exploitation mechanics, divided into strategic types like iron and oil, which are prerequisites for constructing advanced units and buildings once unlocked through technology, and luxury types such as silk and wine, which generate trade value and directly contribute to empire-wide happiness. Happiness serves as a basic limiter on growth, decreasing with each new citizen in cities and scaling with the number of settlements; insufficient levels halt expansion in affected cities and can lead to revolts, while luxuries provide a +4 happiness bonus per unique type connected to the capital via trade routes. This system ties resource gathering to overall stability, encouraging balanced development across the map. Combat integrates these elements through a system emphasizing positioning on the hexagonal grid, with melee units required to enter an enemy's tile to attack while ranged units strike from up to two tiles away without retaliation. Flanking bonuses grant a 10% strength increase per adjacent friendly unit targeting the same foe, up to 30%, rewarding coordinated maneuvers that leverage the one-unit-per-tile rule for envelopment tactics. Additionally, zones of control restrict enemy units to expending all remaining movement points when passing between tiles adjacent to a hostile force, creating chokepoints and defensive lines that transform the map into a dynamic battlefield.

City management

In Civilization V, cities are founded using a Settler unit, a civilian unit produced in existing cities that consumes itself upon placement to establish a new settlement. Optimal founding locations prioritize tile adjacency bonuses, such as rivers providing extra food output from adjacent farms and defensive bonuses against attacks, or coastal tiles enabling naval access and trade route opportunities. Cities initially control and work tiles within a three-hex radius of the city center, limited by population size, though social policies like those in the Tradition tree can expand workable territory or reduce maintenance costs to support broader empire growth. City production operates through a queue system where players select builds such as units, buildings, wonders, or infrastructure projects, with yields from worked tiles—food for growth, hammers for production, gold for economy—directly feeding into progress. Citizens automatically work the highest-yield tiles by default, but players can manually assign specialists to building slots (e.g., in libraries for science or markets for gold) to customize output, though this often trades food for specialized yields and slows population growth. For example, assigning citizens as engineers in a workshop boosts hammer production essential for rapid wonder construction, while balancing food intake remains critical to avoid stagnation. Happiness serves as a core mechanic governing empire stability and expansion, calculated globally across all cities with sources including luxury resources (+4 each, connectable via trade routes), buildings like the Colosseum (+4 local happiness), and wonders such as Notre Dame (+10 empire-wide). Low happiness imposes penalties: at -1, city growth slows to one-quarter speed; further deficits reduce production and gold by 2% per point and weaken combat strength, while -10 unhappiness halts growth entirely and risks rebel units spawning to damage improvements. Maintaining surplus happiness, often through allying mercantile city-states for +2 bonuses or policies like Aesthetics for +1 per 10 citizens, enables Golden Ages that double great person generation and boost yields. Great people—engineers, scientists, merchants, artists, and others—are generated by accumulating Great Person Points (GPP) empire-wide, primarily from specialists (3 GPP per turn) and wonders like the Great Library (providing fixed GPP). The cost scales progressively (100 for the first, 200 for the second, etc.), with separate pools for each great person type, allowing strategic focus on high-GPP cities to spawn desired individuals sooner. Once generated, great people enable powerful actions: a great engineer can instantly complete a production item or build a manufactory tile improvement (+4 production), while a great scientist triggers a technology boost or founds an academy (+8 science ongoing). After conquering enemy cities, players choose between puppeting or annexing: puppeting retains the city as a semi-autonomous subsidiary, automatically generating gold, science, and culture without player control over builds but incurring less unhappiness (no occupation penalty) and avoiding direct maintenance costs. Annexing integrates the city fully, allowing queue management, specialist assignment, and tile improvements but imposes high initial unhappiness from occupation (reduced over time with a courthouse building) and higher overall empire strain. Puppets benefit from national modifiers like social policies and golden ages but cannot build wonders or manually work tiles, making them ideal for low-maintenance profit in wide empires until annexation becomes viable.

Diplomacy and city-states

City-states in Civilization V are independent, single-city civilizations scattered across the map, discoverable through exploration, and they function as neutral actors that players can befriend or conquer for strategic advantages. Unlike major civilizations, city-states do not expand or pursue victory conditions but instead offer alliances that provide ongoing yields, making them essential for diplomatic strategies and supporting a diplomatic victory through votes in the United Nations wonder. These city-states are categorized into five types, each delivering specialized bonuses upon alliance:
TypePrimary Bonuses
MilitaristicGifts of military units for defense or offense
CulturalIncreased culture output per turn
ScientificScience production and occasional technology boosts
MercantileGold per turn and enhanced trade routes
MaritimeFood surplus, primarily benefiting the capital city
Alliances are forged via the influence system, where players accumulate influence points through gifting gold or units, completing quests, liberating the city-state from enemy control, or establishing protection pacts that commit to defending them from attacks. High influence elevates relations from neutral to friendly and then allied status, with only the civilization holding the most influence securing the alliance and its benefits, while also earning the city-state's vote in United Nations resolutions for diplomatic victory. Influence decays over time unless maintained, and aggressive actions like trespassing or conquest reduce it sharply. (Note: Envoys were introduced in the Brave New World expansion.) The quest system engages players with targeted missions from city-states, such as constructing specific improvements (e.g., a workshop), connecting luxury resources to trade routes, defeating barbarian encampments, or eliminating units from rival civilizations. Rewards vary by city-state type and era—early quests might yield modest influence or gold, while later ones scale to provide units, technology insights, or substantial yield boosts—and the first player to complete a quest claims the full prize. Diplomacy among major civilization leaders involves negotiating trade deals for open borders (allowing unit passage), luxury resources (for happiness), strategic resources (for unit upgrades), gold lump sums or per-turn payments, and research agreements (unlocked via the Philosophy technology for shared tech progress). Players can propose declarations of friendship to foster positive relations, enabling better trade terms and joint ventures, though breaking such pacts incurs widespread diplomatic penalties; conversely, denouncements publicly condemn a leader, boosting relations with their enemies but risking retaliation and isolation from mutual allies. In the late game, the adoption of ideologies—Freedom, Order, or Autocracy—creates tensions in city-state relations, as differing ideologies exert pressure that can sway alliances or trigger unhappiness if mismatched. Tenets within each ideology directly impact city-state interactions: for instance, Freedom's Treaty Organization grants +4 influence per turn with pledged city-states, Order's Marxism provides +50% great person generation in industrial-era cities (indirectly aiding cultural influence on city-states), and Autocracy's United Front doubles unit gifts from militaristic city-states during shared wars. City-states aligned with a player adopt their ideology, amplifying bonuses but making them vulnerable to ideological pressure from opposing civilizations. (Note: Ideologies are from the Brave New World expansion.)

Technology and social policies

In Civilization V, the technology system revolves around a branching research tree encompassing over 70 advancements that span five eras, from the Ancient Era's foundational discoveries like Agriculture to the Future Era's innovations such as Nanotechnology. Players generate beakers—units of scientific output—primarily through city population (one beaker per citizen in cities with science infrastructure) and specialized buildings, including libraries (+1 beaker per two citizens) and universities (+50% science output overall). Progression requires accumulating sufficient beakers for each technology, with costs escalating by era—for instance, Mining demands 32 beakers while Particle Physics requires 1800—unlocking new units, buildings, tile improvements, and wonders along the way. Era transitions occur upon researching pivotal technologies, such as Philosophy for the Classical Era, enabling broader strategic options like advanced diplomacy or military capabilities. Great Scientists, earned via great person points from scientist specialists, academies, and wonders like the Great Library, serve as key accelerators in research. These figures can be expended to instantly complete any technology under study (a process known as bulbing, yielding beakers equivalent to the empire's recent science output) or used to establish an Academy on a workable tile, providing a sustained +5 science per turn that compounds over time. This duality supports both short-term surges, ideal for critical breakthroughs, and long-term yields, especially when integrated with structures like observatories (+50% science in cities adjacent to mountains). Such mechanics tie directly to victory pursuits, as advancing through late-game technologies like Robotics is essential for assembling spaceship parts in a science victory. Social policies offer ideological customization through dedicated trees, each unlocked progressively via empire-wide culture accumulation from monuments, borders, and performance buildings like amphitheaters. Culture points serve as the currency, with initial policies costing 25 on standard difficulty and enabling choices from era-appropriate trees upon reaching thresholds like 50 for the first adoption. Representative trees include Tradition, which bolsters capital-centric growth with its opener granting +3 culture and reduced unhappiness there, progressing to tenets like Aristocracy (+15% wonder production) and a finisher of +15% growth across all cities; Liberty, favoring wide empires through +1 culture in every city and accelerated settler output, culminating in an instant Great Person; and Honor, enhancing martial prowess via +33% combat strength against barbarians and bonuses for unit maintenance, with a finisher providing free military units. These trees allow players to tailor progression, with adoptees receiving titles like "Lord" for Tradition leaders. The Rationalism tree, accessible in the Renaissance Era after Philosophy, specializes in scientific amplification to fuel industrial and modern advancements. Its opener triggers a five-turn Golden Age and +10% science during research, with tenets such as Secularism (+2 science per specialist) and Free Thought (+1 science from trading posts and +17% from universities), stacking additively and multiplicatively with academies and observatories for exponential gains in beaker output. Completing Rationalism yields two free technologies and +50% science from research agreements, making it indispensable for tech-focused strategies. Adopting policies incurs scaling culture costs that rise with each selection—starting low but potentially reaching thousands by mid-game—to curb rushed ideologies and promote deliberate empire-building. This escalation also factors in city count, with each new settlement amplifying future requirements by up to 30%, though policies like Liberty's Representation mitigate it by 33% per city. Such dynamics ensure social policies evolve alongside technological and territorial growth, balancing short-term tenets with enduring tree finishers.

Victory conditions

Civilization V offers multiple paths to victory, each emphasizing different aspects of gameplay such as military conquest, technological advancement, cultural development, or diplomatic influence. These conditions provide players with strategic flexibility, allowing them to pursue dominance through warfare, scientific breakthroughs, societal enlightenment, or global consensus, while time and score victories serve as fallbacks if no other condition is met by the game's end. The base game focuses on these core victory types without the expanded mechanics introduced in later content packs. A Domination Victory is achieved by capturing the original capital cities of all other civilizations, leaving the player as the last leader in possession of their own starting capital. This path rewards aggressive expansion and military prowess, with strategies often involving the conquest of key settlements to dismantle opponents' empires. In the modern era, advanced units like nuclear weapons and aircraft carriers become pivotal for overcoming fortified positions and naval defenses, enabling rapid strikes against distant capitals. Unlike total annihilation, this victory does not require eliminating every city, only the original hubs of power. The Science Victory centers on launching a spaceship to Alpha Centauri by constructing all necessary components in a city equipped with a Spaceship Factory. Players must research advanced technologies to unlock parts such as the SS Engine, SS Cockpit, SS Stasis Chamber, and three SS Boosters, which are built sequentially in the capital or a specialized city. The Apollo Program wonder accelerates this process by allowing Great Scientists to instantly complete parts, providing a significant boost when paired with focused research strategies and social policies that enhance science output. This victory underscores the importance of technological progression and efficient resource allocation toward space exploration. Cultural Victory in the base game requires adopting a total of 36 social policies and then constructing the Utopia Project wonder, triggering a surge in Great Person generation that overwhelms rivals. Players prioritize broad policy development across trees like Tradition, Liberty, Honor, Piety, and Commerce to unlock this final project, often building wonders and generating culture through cities and specialists to accelerate adoption. This path emphasizes long-term societal growth and cultural accumulation, leading to an unstoppable influx of artists, writers, musicians, and scientists that solidifies the win. Diplomatic Victory is attained by securing a majority of votes in the World Leader election at the United Nations, which becomes active after researching the Globalization technology and occurs every 20 turns thereafter. Votes are primarily garnered through alliances with city-states, where maintaining high influence—often at 90% or allied status—grants one vote per city-state, supplemented by support from other civilizations based on relations. This victory highlights the value of diplomacy and economic aid, such as quests and gold gifts, to build a coalition that elects the player as world leader. If no other victory is achieved by the year 2050 AD (corresponding to approximately turn 500 on standard speed), the game concludes with a Time Victory awarded to the player with the highest score, or alternatively a Score Victory based on the same metric. Score is calculated from factors including the number of cities and their population, technologies researched, land controlled, wonders built, and future techs pursued, serving as a comprehensive measure of overall empire strength. These fallback conditions ensure a definitive end while rewarding balanced or defensive playstyles.

Civilizations and leaders

Civilization V features 18 playable civilizations in its base game, each led by a historical figure and distinguished by unique abilities, units, and buildings or improvements that reflect their cultural and historical strengths. These elements encourage diverse playstyles, from aggressive expansion to defensive fortification or economic dominance, while tying into broader mechanics like production, combat, and resource management. Leaders are fully voiced, providing diplomatic interactions and embodying distinct personalities that influence AI behavior, such as warmongering tendencies in figures like Shaka of the Zulus or peaceful inclinations in Gandhi of India. The civilizations are balanced to favor either "wide" empires with many cities leveraging policies like Liberty for rapid settlement and growth, or "tall" empires with fewer, highly developed cities emphasizing Tradition for enhanced capital output. For instance, Rome's unique ability accelerates road construction across the empire, supporting wide play by connecting distant cities efficiently, while China's Great General bonuses promote tall strategies through concentrated military power. Unique units replace standard counterparts at equivalent tech levels, often with bonuses suited to the civilization's theme, such as the Roman Legion's ability to build roads and forts for logistical superiority. Unique buildings or improvements provide specialized yields, like the Iroquois Longhouse, which boosts production from forest and jungle tiles to reward forested starts. Leader agendas shape diplomatic relations, with AI leaders exhibiting traits like expansionism or isolationism that affect trade, alliances, and declarations of war; for example, Bismarck of Germany may aggressively pursue conquests, while Elizabeth I of England focuses on naval superiority and overseas expansion. These traits can aid specific victory paths, such as cultural wins for France under Napoleon's great person generation bonuses. Below is a table summarizing the base game civilizations, their leaders, and unique features.
CivilizationLeaderUnique AbilityUnique Unit(s)Unique Building/Improvement
AmericaGeorge WashingtonManifest Destiny: +1 production for every 2 tiles of a city connected by road to the capital; +1 sight for units.Minuteman (replaces Rifleman; +50% vs. cities, ignores terrain penalties).None
ArabiaHarun al-RashidTrade Caravans: +1 gold from trade routes for every 2 desert tiles in the originating city.Camel Archer (replaces Knight; ranged attack, can move after attacking).Bazaar (replaces Market; +2 gold, +1 gold per connected luxury resource).
AztecMontezumaSacrificial Captives: +2 culture for each enemy unit killed.Jaguar (replaces Warrior; +50% in jungle, heals fully after killing).None
ChinaQin Shi HuangArt of War: +50% great general generation; +15% golden age length.Chu-Ko-Nu (replaces Crossbowman; double attacks per turn).Paper Maker (replaces Library; +2 science).
EgyptRamesses IIMonument Builders: +20% production toward wonders.War Chariot (replaces Chariot Archer; +1 movement, ignores terrain cost).Burial Tomb (replaces Temple; +2 culture, +2 happiness).
EnglandElizabeth ISun Never Sets: +2 movement for naval units; +1 production per overseas city.Longbowman (replaces Crossbowman; +1 range). Ship of the Line (replaces Frigate; +1 movement, +1 sight).None
FranceNapoleon BonaparteLevolution: +20% building production; chateaus provide +2 culture.Musketeer (replaces Musketman; +5 combat strength). Foreign Legion (replaces Rifleman; +20% combat outside borders).Château (improvement; +2 culture from adjacent mountains).
GermanyOtto von BismarckFuror Teutonicus: 25% chance to capture enemy units instead of killing them.Landsknecht (replaces Pikeman; +100% vs. mounted units).Hanse (replaces Bank; +25% great merchant generation, +2 gold).
GreeceAlexander the GreatHellenization: +25% culture in cities conquered by military.Hoplite (replaces Spearman; +100% vs. mounted units). Companion Cavalry (replaces Knight; spawns great generals on kills).None
IndiaGandhiPopulation Growth: Reduced unhappiness from new cities.War Elephant (replaces Knight; +30% vs. mounted units).Mughal Fort (replaces Castle; +1 culture, +1 happiness).
IncaPachacutiGreat Andean Road: +1 production from mountains; roads +100% faster to build.Slinger (replaces Archer; +50% production cost reduction for ranged units).Terrace Farm (improvement; +1 food on hills, +1 production from mountains).
IroquoisHiawathaGreat Warpath: +1 production from camps; forests/jungles treated as roads.Mohawk Warrior (replaces Swordsman; +30% in forests/jungles).Longhouse (replaces Workshop; +1 production/culture from forests/jungles).
JapanOda NobunagaBushido: +50% XP for units; +30% vs. gunpowder units.Samurai (replaces Swordsman; +15% in plains/hills).None
MongoliaGenghis KhanMongol Terror: +30% combat strength when attacking cities with siege equipment in the field.Keshik (replaces Knight; ranged attack, ignores ZOC).None
OttomanSuleiman the MagnificentBarbary Coast: +1 movement for galleys; 50% chance to capture barbarian ships.Janissary (replaces Musketman; +30% vs. land units, heals fully after kill).None
PersiaDarius IAchaemenid Legacy: Golden ages +50% length; +10% combat/movement during golden ages.Immortal (replaces Spearman; +50% vs. horsemen, full heal after battle).Satrap's Court (replaces Bank; +3 happiness).
RomeAugustus CaesarAll Roads Lead to Rome: Free roads in all cities; +25% building production in capital.Legion (replaces Swordsman; builds roads after moving). Ballista (replaces Catapult; +50% vs. cities).Bath (replaces Aqueduct; +2 happiness).
RussiaPeterSiberian Riches: +1 happiness from tundra; +15% production in tundra cities.Cossack (replaces Cavalry; +10% combat, ignores ZOC).None
This roster promotes strategic variety, with civilizations like the Mongols under Genghis Khan excelling in rapid conquest through mounted bonuses, while Egypt favoring wonder-focused tall builds. AI leaders' personalities, such as Shaka's warmongering or Gandhi's pacifism, create dynamic interactions without expansions' added depth.

Development

Design and production

Firaxis Games initiated development on Civilization V in 2008, with Sid Meier serving as the longtime series creator and executive producer, and Jon Shafer appointed as lead designer at the age of 21. The project was overseen by producer Dennis Shirk, building on the studio's legacy of turn-based strategy titles. The development team focused on overhauling core systems for enhanced strategic play. A major emphasis was placed on advancing the AI, drawing from iterative prototyping and Shafer's prior experience modding earlier Civilization games to create more nuanced opponent behaviors. Key innovations included transitioning from a square to a hexagonal grid for the world map, a change inspired by the 1994 strategy title Panzer General to improve movement fluidity and terrain representation, as explained by Shafer. Complementing this was the elimination of unit stacking, enforcing one unit per tile (1UPT) to introduce greater tactical depth in combat by emphasizing positioning and ranged engagements over massed armies. The design philosophy prioritized accessibility for newcomers alongside enduring depth for experienced players, streamlining complex elements to reduce barriers to entry. This approach led to the removal of the religion mechanic from the base game, as it introduced excessive unpredictability in AI diplomacy; developers aimed to make leader interactions more reliable and focused on broader strategic planning. Press and community previews, including the E3 2010 demo, provided feedback that informed adjustments to balance issues, such as early-game pacing and resource management.

Art and audio

The art direction for Civilization V adopted a stylized, semi-realistic aesthetic influenced by art deco architecture, featuring vibrant colors, polished metallic surfaces like aluminum and chrome, and beveled edges to create a cohesive, luxurious visual language. This style, spearheaded by art director Dorian Newcomb, drew inspiration from classic adventure games such as Grim Fandango to balance accessibility with depth, ensuring the game's world felt grand and immersive without overwhelming detail. Unit models were crafted by Firaxis artists to emphasize historical authenticity and dynamism, with leaders depicted in realistic animations that conveyed personality and authority, such as Napoleon's intense expressions during diplomacy. The map and user interface were designed around the game's hexagonal grid system to facilitate intuitive navigation and strategic oversight. Dynamic fog of war obscured unexplored areas as a dark shroud, revealing terrain progressively as units explored, while customizable map views allowed players to toggle strategic overlays for better hex-based movement planning. The UI incorporated color-coded elements and a streamlined messaging system to reduce clutter, providing clear feedback on actions like city yields or unit promotions, enhancing the flow of hex navigation without intrusive pop-ups. The soundtrack was composed by Michael Curran and Geoff Knorr, blending original orchestral pieces with licensed folk and classical music to evoke cultural and temporal progression. Recorded with the FILMharmonic Orchestra in Prague, the score features cinematic themes that evolve across eras—from ancient flutes and strings in early periods to industrial horns and fuller ensembles in later ones—totaling over two hours of original music divided into peace and war playlists tailored to regions like Europe, Asia, and the Americas. These tracks dynamically shift based on gameplay context, integrating leader-specific melodies derived from historical tunes to heighten immersion. Voice acting enhanced narrative depth, with British actor William Morgan Sheppard serving as the game's narrator, delivering tech discovery quotes and in-game announcements in a resonant, authoritative tone. Leaders were voiced by professional actors, including Vanessa Aspillaga as Montezuma and John Eric Bentley as the military advisor, providing accented diplomacy lines and introductions that reflected cultural authenticity and personality traits. Audio effects contributed to the game's atmospheric and tactical feel, with sound designer Michael Curran creating interactive cues such as the creak of catapult launches, clashing swords for combat, and ambient shifts in music intensity during era transitions. Unit sounds varied by type and era—e.g., the rhythmic march of ancient infantry evolving into mechanized rumbles for modern tanks—while environmental audio like city hums or battlefield echoes reinforced progression without overpowering the orchestral backdrop.

Testing and iteration

During the development of Civilization V, Firaxis conducted extensive internal testing to address key technical challenges, particularly with the new AI system designed for the one-unit-per-tile mechanic, which required significant time to ensure consistency across gameplay scenarios. Performance testing involved collaboration with hardware partners like ATI, Intel, and nVidia, including on-site engineers and compatibility labs to optimize across a broad range of systems, with particular focus on late-game scenarios where unit density and map complexity could strain resources. Multiplayer stability was prioritized through dedicated strike teams that resolved out-of-sync bugs during intensive play sessions, ensuring reliable online functionality in milestone builds. Balance iterations relied heavily on playtests to refine core systems, such as the one-unit-per-tile rule, which influenced unit stats, combat dynamics, and overall pacing, though full-game testing proved challenging due to save file compatibility issues that delayed feedback on later eras. Early-game mechanics received the most attention, with adjustments made to prevent exploitative rush tactics, while policy costs were tuned based on iterative simulations to balance cultural progression without overwhelming new players. An alpha build emerged in early 2010, incorporating initial multiplayer stability tests after two years of prototyping on the Civilization IV engine, allowing the team to integrate the new graphics engine without major disruptions. Localization efforts supported 10 languages at launch, including English, French, German, Italian, Spanish, Polish, Japanese, Korean, Russian, and Traditional Chinese, with cultural adaptations for civilization traits and leader voice lines recorded in native tongues to enhance historical authenticity. Leader scenes featured authentic linguistic performances, requiring the art team to adjust animations and cultural representations accordingly. Community previews, including the E3 2010 demo, provided valuable external feedback that informed UI simplifications, drawing lessons from Civilization Revolution to streamline notifications and reduce cognitive load for players managing complex empires. This input from an external "Frankenstein" team helped prioritize core functionality, though DRM issues briefly halted build distribution for two months.

Release and distribution

Launch details

Sid Meier's Civilization V was released on September 21, 2010, for Microsoft Windows, with 2K Games serving as the publisher. The game launched exclusively on PC, integrating seamlessly with Steam for digital distribution, multiplayer features, and achievement tracking, which encouraged player engagement through unlockable milestones tied to gameplay accomplishments. The standard edition retailed for $59.99, available in both physical and digital formats, while a special edition priced at $99.99 included additional collectibles such as a 176-page hardcover artbook, a two-disc soundtrack, five metal unit figurines, and a behind-the-scenes DVD. These editions catered to both core gamers seeking the base experience and collectors interested in expanded content that highlighted the game's development process. Marketing efforts centered on trailers that showcased key innovations like the "one unit per tile" combat system on hexagonal maps, emphasizing tactical depth over previous stack-based mechanics, alongside interviews with designer Sid Meier discussing the game's evolution from earlier Civilization titles. The campaign tied into the series' storied history, positioning Civilization V as a pivotal entry that refined turn-based strategy while preserving its addictive empire-building core. Upon launch, the game achieved strong initial sales, surpassing one million units sold within its first two weeks, reflecting robust demand among strategy enthusiasts.

Platforms and versions

The Mac OS X port of Sid Meier's Civilization V was developed and published by Aspyr Media, releasing on November 23, 2010. This adaptation maintained the core gameplay while ensuring compatibility with macOS systems, including support for cross-platform multiplayer with the Windows version upon patch synchronization. A Linux port followed on June 10, 2014, also handled by Aspyr Media and distributed exclusively through Steam. It targeted SteamOS on contemporary hardware at launch, with subsequent updates adding support for Ubuntu 14.04 and later distributions like Ubuntu 18.04, alongside all expansions and DLC for seamless integration. Cross-platform multiplayer was enabled across Windows, macOS, and Linux, provided versions remained synchronized via Steam updates. No official console versions of Civilization V were released by Firaxis Games or 2K. In 2011, the Game of the Year Edition was bundled for PC and Mac, launching on September 26 via Steam. This edition compiled the base game with initial DLC packs, including the four Cradle of Civilization map packs (Mediterranean, Asia, Americas, Mesopotamia), the Babylon civilization pack, the Spain and Inca double pack, the Polynesia pack, the Denmark - The Vikings pack, and the Explorer's Map Pack. The game's minimum system requirements for Windows specified OS support starting from XP SP3, with 2 GB RAM, an Intel Core 2 Duo 1.8 GHz or equivalent processor, 8 GB storage, and a DirectX 9.0c-compatible graphics card like 256 MB ATI HD2600 XT. Patches over the years extended compatibility to Windows 7 and above, including Windows 10, addressing issues like resolution mismatches and DirectX integration through updates and compatibility modes.

Expansions and additional content

Downloadable content packs

The downloadable content packs for Civilization V primarily consisted of smaller add-ons released between late 2010 and mid-2011, focusing on new civilizations, leaders, unique units and buildings, scenarios, and map packs to extend gameplay without overhauling core systems. These packs were sold separately on platforms like Steam and added variety to the base game's roster and strategic options, with a total of seven new civilizations introduced across them, including unique elements like the Babylonian bowman for ranged combat advantages. The Civilization and Scenario Pack: Mongolia, released on October 25, 2010, introduced the Mongol civilization led by Genghis Khan, emphasizing mounted warfare and rapid expansion. The unique ability "Yurt" allows faster tile acquisition near cities, while the Keshik replaces the Knight with greater mobility and ranged attacks. The pack also includes the "Nomad of the North" scenario, simulating Mongol conquests in the steppes. The Civilization and Scenario Pack: Polynesia, released on March 3, 2011, added the Polynesian civilization led by Kamehameha, focused on naval exploration and island-hopping. The "Wayfinding" ability provides double movement for naval units in the first four eras and +1 sight for work boats, with the Moai unique improvement yielding culture, faith, and production on coast tiles. Unique units include the Maori Warrior (replacing the Swordsman with amphibious assault bonuses). The pack features the "Conquest of Te Ika a Māui" scenario set in 1000 AD, involving Polynesian migration and competition in the Pacific. The Civilization and Scenario Pack: Denmark, released on May 3, 2011, introduced the Danish civilization led by Harald Bluetooth, emphasizing naval raiding and cold-weather warfare. The unique ability "Leiðangr" allows Longship units to enter ocean tiles early, while the Viking Longship replaces the Trireme with 3 movement points and coastal raiding capability. Additional unique units include the Berserker (replacing the Longswordsman with bonus strength against damaged units) and Ski Infantry (replacing the Rifleman with amphibious movement). The pack also features the scenario "1066: Year of Viking Destiny," where players control one of four Viking leaders in a conquest of England. The Civilization and Scenario Double Pack: Spain and Inca, released on December 16, 2010, added two civilizations geared toward expansion and resource exploitation. The Inca, led by Pachacuti, benefit from the "Great Andean Road Network" ability, which generates gold from road tiles, and the Terrace Farm unique improvement, which provides food on hills without needing farms and offers production bonuses near mountains. Spain, led by Isabella I, gains the "Seven Cities of Gold" ability for double gold from discovering natural wonders and a limit of seven cities with faith bonuses from inquisitors. Unique units include the Inca's Slinger replacement (the Warachicuy warrior with hill movement) and Spain's Musketeer replacement (the Tercio with zone of control). The pack includes the "Conquest of the New World" scenario set in 1492, focusing on European exploration and colonization of the Americas with mechanics for conquistadors and native interactions. The Asia Pack encompassed several themed add-ons that introduced Asian and Near Eastern civilizations, enhancing science, culture, and military strategies. It included the Babylonian Civilization Pack (released October 25, 2010), adding Babylonia led by Nebuchadnezzar II with the "Ingenuity" ability for science bonuses from policies and the unique Bowman unit (an Archer replacement with extra range and city-state influence). The Korea Civilization and Scenario Pack (released August 11, 2011) added Korea led by Seondeok, featuring the "Scholars of the Jade Hall" ability for science from specialists and the Seowon unique building (University replacement adjacent to mountains for +50% science). These packs collectively supported science-focused playstyles, such as Seondeok's Hanging Gardens wonder granting +1 science per adjacent mountain. Note that Assyria (led by Ashurbanipal with siege bonuses) and Portugal (led by Maria I with trade route gold) were later integrated via the Brave New World expansion rather than standalone minor DLC. The pack also tied into the Cradle of Civilization: Asia Map Pack (released December 1, 2010), providing maps of the Indus and Yellow River valleys for historically inspired campaigns. The Explorers Map Pack, released on May 3, 2011, focused on thematic gameplay rather than new civilizations, offering five real-world-inspired single-player maps (such as the Caribbean, Rocky Mountains, and Great Plains) and five scripted random maps designed for exploration, naval travel, and conquest. These maps encouraged strategies involving conquistadors and overseas expansion, complementing the era-specific scenarios in other packs without altering unit rosters. Overall, these packs extended the base game's civilizations and leaders section by incorporating diverse historical themes, such as Viking raids and Andean agriculture, while paving the way for larger content updates like the Gods & Kings expansion.

Gods & Kings expansion

Sid Meier's Civilization V: Gods & Kings was released on June 19, 2012, in North America and June 22 internationally as the first major expansion pack for the game, priced at $29.99. It added nine new civilizations, including Austria led by Maria Theresa, Byzantium led by Theodora, Carthage led by Dido, the Celts led by Boudicca, Ethiopia led by Haile Selassie, the Huns led by Attila, the Maya led by Pacal, the Netherlands led by William of Orange, and Sweden led by Gustavus Adolphus, each with unique abilities, units, and buildings such as the Maya's Long Count calendar that generates Great People points over time. The expansion also introduced nine new wonders, 27 new units, 13 new buildings, and dozens of new technologies, enhancing strategic depth across eras. The religion system represents a core addition, integrating faith as a new yield generated from temples, natural wonders, and certain city-state quests. Players first establish a pantheon by accumulating sufficient faith, selecting minor bonuses like Desert Folklore for faith from desert tiles adjacent to natural wonders. Accumulating more faith spawns a Great Prophet, allowing the founding of a full religion where players choose a symbol, name, and beliefs across categories such as founder (e.g., Tithe for gold per citizen following the religion), follower (e.g., Swords into Plowshares reducing unit maintenance costs), enhancer (e.g., Itinerant Preachers for faith spread via trade routes), and reformer (e.g., Jesuit Education doubling faith purchase yields). Religions spread through missionaries and inquisitors, influencing diplomacy and providing strategic advantages like enhanced production in holy cities. Espionage mechanics introduce spies, unlocked at the start of the Renaissance era with one initial spy and additional ones per subsequent era, assignable to missions in foreign cities or city-states. Spies can steal technologies by targeting specific techs in the target's research tree, with success rates influenced by the spy's level (promoted via successful thefts or counter-espionage) and the target's tech lead; alternatively, they can rig elections in city-states to boost influence or perform counterspy duties to eliminate rival spies. These missions carry risks, including capture and execution, adding tension to late-game diplomacy and technological competition. Naval combat receives a significant overhaul, enabling land units to embark on ocean tiles for exploration and transport while maintaining defensive capabilities against naval attackers. New unit types include melee ships for close-range assaults, privateers as invisible raiders that ignore city-state protection for pillaging trade routes, and great admiral units that boost nearby naval forces and can spawn with policy unlocks. The system emphasizes balanced fleet compositions with ranged and melee elements, alongside World War I-era units like battleships and triplanes for escalated sea and air engagements. Additional features enhance great people actions, such as Golden Ages generating great merchant points or great scientists automating research, and expand social policies with new trees like Rationalism for science boosts. The expansion includes three new scenarios: Fall of Rome, where players defend or conquer as the Western Roman Empire against barbarian hordes; Into the Renaissance, focusing on medieval European powers navigating religious upheaval and colonization; and Empires of the Smoky Skies, a steampunk alternate history with airship combat and resource-driven warfare.

Brave New World expansion

Brave New World is the second major expansion pack for Sid Meier's Civilization V, released on July 9, 2013, in North America and priced at $29.99. Developed by Firaxis Games and published by 2K Games, it introduces nine new civilizations, including Brazil led by Pedro II and Poland led by Casimir III, each with unique abilities and units such as Poland's Winged Hussar, a powerful Renaissance-era cavalry replacement that can move after attacking. The expansion emphasizes late-game depth, particularly from the Industrial Era onward, by overhauling economic, diplomatic, and cultural systems while building on prior content like the religion mechanics from Gods & Kings, which integrate into new diplomatic voting. A core addition is the international trade route system, allowing players to establish caravans and ships between civilizations starting in the Ancient Era, yielding resources like gold, science, and food while also spreading religion and culture. These routes, limited to 7-8 in the late game, can be enhanced or protected by Great Merchants, providing strategic options for economic growth and protection against interception. Complementing this is the World Congress, a United Nations-inspired diplomatic body where civilizations and allied city-states send delegates to vote on global resolutions covering topics such as luxury resource embargoes, nuclear weapon bans, and ideology adoptions. Resolutions evolve over sessions, influencing international relations and integrating elements like religious votes from the Gods & Kings expansion. The expansion significantly revamps the cultural victory path through tourism mechanics, where players generate tourism points via Great Works of art, music, or writing produced by Great Artists, Musicians, and Writers, displayed in buildings like hotels and amplified by broadcast towers in the modern era. Victory is achieved by surpassing other civilizations' domestic culture totals through global tourism dominance, with multipliers from adopted ideologies (such as Freedom's open borders bonuses) and trade agreements accelerating influence spread. This overhaul enhances diplomatic victory paths by tying cultural influence to city-state alliances and international leverage. Additional features include the return of corporations, which provide happiness and production bonuses once founded using Great Merchants in the Industrial Era, and an archaeology system where units excavate dig sites for artifacts and Great Works to bolster museums and tourism. The expansion also adds eight new wonders, dozens of units, buildings, and improvements, plus two new scenarios: "War Between the States," simulating the American Civil War with Union and Confederate sides, and "Scramble for Africa," focusing on 19th-century colonial competition.

Modding and community

Civilization V features robust modding support, primarily through integration with the Steam Workshop, which was introduced alongside the game's launch in 2010 and expanded in subsequent updates to facilitate easy sharing of user-created content. This platform allows players to subscribe to and activate mods directly within the game, covering a wide range of modifications from graphical enhancements to gameplay overhauls. Additionally, the Civilization V Software Development Kit (SDK), available as a free tool via Steam, enables creators to design custom maps, civilizations, scenarios, and other assets using Lua scripting and the game's asset editor. One of the most prominent mods is Vox Populi, a community-driven project launched in 2014 that serves as a comprehensive balance overhaul for the game. Originally known as the Community Balance Patch, it evolved through collaborative contributions to refine AI decision-making, adjust economic and military mechanics, and introduce UI improvements for better accessibility and strategic depth. Ongoing updates to Vox Populi address balance issues identified by players, making it a staple for those seeking an enhanced single-player experience beyond the official expansions. The game's community remains highly engaged through dedicated forums and competitive events. CivFanatics, a longstanding hub for Civilization enthusiasts, hosts extensive discussions on modding techniques, strategy sharing, and multiplayer setups, fostering a collaborative environment since the game's release. Community tournaments, often organized via Steam groups and fan initiatives, include formats like 1v1 duels and team-based brackets, with events such as the 2015 BNW Duel Tournament drawing top multiplayer players to compete on custom maps. Speedrunning communities further highlight player ingenuity, with challenges focused on achieving rapid science victories—such as sub-170 turn wins on quick speed—often leveraging exploits like production overflows or optimal city placements, as documented on platforms like Speedrun.com. For instance, verified runs demonstrate science victories in as few as 153 turns on standard speed through meticulous early-game optimization. Even after 2020, modding activity persists without official developer support from Firaxis, driven by fan efforts to maintain compatibility with modern systems. Community members have released patches addressing performance on newer hardware and operating systems, including workarounds for Windows 11 launch issues reported in late 2024. The Steam Workshop continues to host over 11,000 published items, with recent subscriptions and updates reflecting sustained interest in both legacy mods and new creations tailored for contemporary setups. These mods have significantly extended Civilization V's lifespan by addressing original shortcomings, such as the absence of a religion system in the base game, through fan additions like custom belief trees and pantheons that integrate seamlessly with later expansions. Examples include scenario mods like CivRome, which prolong gameplay into the late Roman era by introducing historical events and units up to 500 AD, effectively bridging narrative gaps left by the core campaign. Such contributions not only enhance replayability but also preserve the game's relevance for new players discovering it years after release.

Reception

Critical reviews

Upon its release in 2010, Sid Meier's Civilization V received widespread critical acclaim, earning a Metacritic score of 90/100 for the PC version based on 70 reviews. Critics praised the introduction of a hexagonal grid system, which enhanced strategic depth in movement and combat compared to previous entries, and the new social policies mechanic, which provided flexible ideological progression over the traditional tech tree alone. IGN awarded it 9/10, highlighting the addictive gameplay loop and overall strategic improvements, while PC Gamer gave it 93/100 for its modernized interface and tactical combat innovations. Edge magazine awarded it 9/10. Reviewers also noted AI enhancements over Civilization IV, with more aggressive and human-like decision-making in warfare and expansion. However, common criticisms included persistent multiplayer bugs that hindered online play and the absence of robust religion and diplomacy systems in the base game, which felt underdeveloped and limited late-game interactions. The game garnered several prestigious awards, including the 2011 BAFTA Games Award for Best Strategy Game and GameSpot's Best Strategy Game of 2010. The Gods & Kings expansion, released in 2012, was generally well-received with a Metacritic score of 80/100 based on 53 reviews, lauded for its substantial content additions including nine new civilizations, 27 new units, 13 buildings, and nine wonders, which significantly expanded the scope and replayability. IGN scored it 9/10, emphasizing how the new religion and espionage systems addressed base game shortcomings and reinvigorated diplomacy. Brave New World, the 2013 expansion, achieved a Metacritic score of 85/100 from 55 reviews and was praised for refining the cultural victory condition through tourism mechanics, great works, and international trade routes, making it a more competitive and polished path to victory. IGN gave it 9.4/10, calling it the strongest expansion for transforming the endgame into a tense diplomatic and cultural contest. GameSpot awarded it 9/10, noting the World Congress additions that deepened global interactions.

Commercial success

Civilization V experienced strong commercial performance following its release, with sales surpassing 3 million units within its first year. By 2014, the game had sold approximately 5.84 million copies, contributing significantly to the franchise's growth. Including expansions, total sales reached 8 million copies by late 2016. As of 2025, lifetime sales estimates for Civilization V exceed 15 million units across all platforms, driven by ongoing digital distribution. It was frequently bundled in 2K Games collections, including the Game of the Year Edition in 2011 and later compilations, enhancing accessibility and sales. Post-release support included over 15 major patches, providing free balance adjustments and bug fixes to maintain player engagement; notable among these was version 1.0.3.276 in October 2014, which resolved critical multiplayer exploits and stability issues. Downloadable content and expansions generated substantial additional revenue, estimated at over $100 million collectively, bolstered by bundles like the Complete Edition released in 2013 that packaged the base game with all expansions and packs. Long-tail sales have persisted through periodic Steam discounts and promotions, sustaining the player base years after launch and contributing to the broader Civilization series' cumulative sales exceeding 80 million units as of 2025. This enduring revenue stream underscores the game's role in the franchise's financial success.

Legacy and impact

Civilization V played a pivotal role in the evolution of the Civilization series by introducing hexagonal maps and the one unit per tile (1UPT) system, which streamlined unit movement and combat compared to the square grids and stacking mechanics of earlier entries like Civilization IV, while preserving much of the series' strategic depth. These innovations addressed the perceived overcrowding and tactical ambiguity in prior games, creating a more intuitive battlefield that influenced subsequent titles, including Civilization VI, which retained hex grids and 1UPT while expanding on city planning through district systems to bridge back toward the multi-layered complexity of Civilization IV. The release of Civilization VII in February 2025 has renewed interest in the series, with many players comparing its mechanics to V's innovations. The game's impact extended to the broader 4X genre by raising expectations for polished, accessible mechanics in empire-building simulations, with its hex-based design and focused victory paths inspiring titles like Endless Legend, which adopted similar grid systems and faction-specific strategies to differentiate within the fantasy 4X space. Beyond entertainment, Civilization V's simulation of historical progression—through tech trees, social policies, and leader agendas—has been recognized for its educational potential, fostering skills in resource management, geography, and ethical decision-making in simulated historical contexts, as explored in analyses of its use in classrooms to engage students with real-world history without rote memorization. The Civilization V community has demonstrated remarkable longevity since its 2010 release, sustained by active modding that enhances playability and balance; for instance, the Vox Populi overhaul mod received significant updates as late as October 2023, incorporating AI improvements, naval combat refinements, and multiplayer fixes to keep the game viable on modern systems. While esports involvement remains niche, community-driven tournaments, such as the first official Civilization V event in 2014 and ongoing AI-only competitions, highlight persistent competitive engagement among dedicated players. Culturally, Civilization V perpetuated iconic memes like "Nuclear Gandhi," originating from earlier series glitches but amplified through the game's leader portrayals and viral discussions, symbolizing ironic twists on historical figures in strategy gaming. Academically, the title has informed studies on strategic decision-making, with research linking proficiency in its resource allocation and diplomacy mechanics to transferable managerial skills, as demonstrated in proof-of-concept experiments correlating game performance with real-world leadership traits. Further analyses examine its narrative structures for insights into historical periodization and postcolonial themes in player choices. The base game's initial shortcomings, such as underdeveloped late-game diplomacy and absent mechanics like religion, were effectively addressed by its expansions—Gods & Kings reintroduced faith systems and espionage for deeper intrigue, while Brave New World overhauled trade, ideology, and the World Congress to revitalize endgame dynamics and solidify the package as a high point in the series for many players.

References

  1. [1]
    [PDF] The Flagship of Turn-Based Strategy Games Returns in Sid Meier's ...
    Sep 21, 2010 · Developed by 2K's world-renowned Firaxis Games studio for the PC, the latest addition to the franchise that popularized the addictive "just one ...
  2. [2]
    Civ V releasing for Mac on November 23 in US - VG247
    Nov 3, 2010 · Civilization V will be out in the US on November 23 for Mac, according to the company behind the port, Aspyr.
  3. [3]
    Save 67% on Sid Meier's Civilization® V on Steam
    In stock Rating 5.0 (77,079) Sep 21, 2010 · Publisher. 2K, Aspyr (Mac), Aspyr (Linux) ; Released. Sep 21, 2010 ; OS *: Windows® Vista SP2/ Windows® 7 ; Processor: Intel Core 2 Duo 1.8 GHz or ...
  4. [4]
    Sid Meier's Civilization V | Official Civilization Site
    Released in 2010, Sid Meier's Civilization V was the first in the popular strategy series to feature City-States and the now-familiar hexagonal map tiles.
  5. [5]
    [PDF] Manual - 2K Games
    Welcome.to.Sid Meier's Civilization V! In.this.game.you.take.on.the.greatest.leaders.in.world. history.in.a.battle.of.warfare,.diplomacy,.technology ...
  6. [6]
    Sid Meier's Civilization V review - PC Gamer
    Rating 93% · Review by Dan StapletonSep 20, 2010 · As for where this game fits into the series, Civilization V isn't necessarily a definitively 'better' empire-building game on Civilization IV – ...
  7. [7]
    What bonuses do I get from the tile on which I place my city? - Arqade
    Apr 28, 2013 · A city tile produces the same as the tile it is built on, with a minimum of two food and one production. So plains, grassland, and tundra are identical giving ...Missing: founding settler
  8. [8]
  9. [9]
    Growing Big Cities in Civ 5: City Population Guide - Carl's Guides
    A new City requires 4 Happiness, as Cities cost a base of 3 and each unit of Population produces 1. To keep Cities growing, you must continually acquire more ...
  10. [10]
    Civ 5 Happiness and Unhappiness Management Guide
    This guide's focus will be to first help you understand where Happiness/Unhappiness come from, then teach you all the different methods of acquiring Happiness ...
  11. [11]
    Civ 5 Great People List & Strategies for Boosting GPP - Carl's Guides
    Great People are born from points generated by Specialists and Wonders that give static points per turn. Each City's Progress on Great People can be seen ...
  12. [12]
    Are puppet cities affected by social policies? Golden ages? Wonders?
    Sep 27, 2010 · Making a city a puppet makes it a partial member of your civ: it produces gold, science, culture, but you do not control what it produces, nor ...
  13. [13]
    Are Declarations of Friendship worth it? - Gaming stackexchange
    Jan 18, 2011 · You cannot Denounce your friend or Declare War on him or her without incurring diplomatic penalties with all other Civilizations. If you do ...Missing: rivalry mechanics
  14. [14]
    Ideologies - Civilization 5: Brave New World Guide - IGN
    Jul 17, 2013 · Ideologies will impact diplomatic relations ... Treaty Organization: +4 Influence per turn with City-States you have pledged to protect.Ideologies · Freedom · Autocracy<|control11|><|separator|>
  15. [15]
    Civilization V's Jon Shafer and Dennis Shirk | Eurogamer.net
    Mar 9, 2010 · Lead designer Jon Shafer and producer Dennis Shirk, however, are making it, so when we popped over to preview Civilization V we also took them to one side.Missing: development | Show results with:development
  16. [16]
    How making a new strategy game nearly destroyed Civ 5 designer ...
    Jan 29, 2019 · ... Civilization V: Brave New World. How making a new strategy game nearly destroyed Civ 5 designer Jon Shafer's life. Features. By Eric Watson ...
  17. [17]
    Firaxis reduces pre-Civ V release staff by 20 - VG247
    Jul 8, 2010 · Firaxis has let go around 20 people including members of the quality assurance team, the user interface art team, animators, programmers and ...
  18. [18]
    Jon Shafer on designing Civilization 5, joining Paradox and making ...
    May 17, 2017 · Jon Shafer was 21 years old when he became lead designer of Civilization V. Now working at Paradox on an unannounced project and on his own ...
  19. [19]
    Civilization V Preview - IGN
    Mar 5, 2010 · The move to hexes was prompted by Jon's love of the old SSI classic, Panzer General. Like that game, the new Civilization will only allow one ...Missing: grid | Show results with:grid
  20. [20]
    Why we removed religion... - Sid Meier's Civilization V - GameFAQs
    Rating 90% (70) Mar 12, 2010 · We made some changes with religion. Because diplomacy is one of our focuses with Civ V, planning what an AI leader is thinking, how he's going ...Missing: base | Show results with:base
  21. [21]
    Civilization V Release Date Announced | CivFanatics Forums
    Jun 12, 2010 · The game will be available on September 21 in North America, and internationally on September 24! That's just 100 days from now!
  22. [22]
  23. [23]
    Interview with Michael Curran and Geoff Knorr: The Orchestral Music ...
    The Civilization V soundtrack was designed to be orchestral, and the time just seemed right. I asked for it, and 2K agreed. They had worked with Andy Brick ...
  24. [24]
    Civilization V (Video Game 2010) - Full cast & crew - IMDb
    Sid Meier · Michelle Menard · Michelle Menard · Paul Murphy · Paul Murphy · Jon Shafer ... /Narrator. (voice). Rick Pasqualone · Rick Pasqualone · Son.
  25. [25]
    Civilization V's Narrator Has Died - Kotaku
    British actor William Morgan Sheppard, the voice of Firaxis' Civilization V, has died. He was 86. Sheppard's career spanned six decades, across TV,
  26. [26]
    Classic Postmortem: Firaxis' Civilization V - Game Developer
    Sep 20, 2017 · The design radically changed three of the four types of victory from previous versions, and while this was exciting to us on paper, the ...
  27. [27]
    Sid Meier's Civilization V - SteamDB
    Rating 94% (206,651) Sid Meier's Civilization V EULA. url, https://store.steampowered.com//eula/8930_eula_0. Store Release Date, 21 September 2010 – 13:51:00 UTC ( 15.1 years ago ).
  28. [28]
    Civilization V Special Edition Announced | CivFanatics Forums
    Jul 9, 2010 · This edition will release at the same time as regular edition and is priced at $99.99 in the US, 59.99 GBP in UK, 79.99 EUR in other European ...Prices are insane | Page 5 - CivFanatics ForumsPrices are insane | Page 2 - CivFanatics ForumsMore results from forums.civfanatics.comMissing: launch $60
  29. [29]
    Civilization 5 Special Edition Includes Two-Disc Soundtrack, Artbook ...
    Jul 9, 2010 · The special edition will claim land in stores on September 24 for £60. Currently the special edition has only been confirmed for strategists ...
  30. [30]
    Civilization V PC - Video Preview - IGN
    Aug 3, 2010 · Sid Meier's Civilization V• Aug 3, 2010. Civilization V PC - Video Preview ... Sid Meier's Civilization V PC Games Trailer - Announcement Trailer 1:29.
  31. [31]
    Sid Meier's Civilization® V Trailer - YouTube
    Feb 28, 2010 · ... strategy franchises of all-time. Now, Firaxis Games will take this incredibly fun and addictive strategy game to unprecedented heights by ...Missing: marketing 2010
  32. [32]
    Shippin' Out Sept. 19-25: Civilization V - GameSpot
    Sep 20, 2010 · For many PC gamers, the headliner for this week will be Sid Meier's Civilization V, from Take-Two's recently trimmed strategy studio Firaxis.
  33. [33]
    30 Years of Civilization | TechSpot
    Jun 12, 2023 · While there were initial reservations, Civilization V went on to sell over a million copies in just two weeks. Although official sales ...
  34. [34]
    Aspyr Releases Civ V for Mac! | CivFanatics Forums
    Nov 23, 2010 · Earlier today Aspyr released the Mac version of Civ V and to the excitement of all of us Mac owners who already bought the PC version, the game ...Missing: Sid Meier's
  35. [35]
  36. [36]
    Introducing Sid Meier’s Civilization V for SteamOS and Linux :: Sid Meier's Civilization V General Discussions
    ### Summary of Linux Port Release Date and Supported Systems for Sid Meier's Civilization V
  37. [37]
    Civilization V Linux: FAQ - Aspyr Support
    Oct 12, 2022 · A: Civilization V Linux is available in English, French, Italian, German, Spanish. Q: Does the Linux version support Crossplay with Mac and ...
  38. [38]
    Science Victory: Civilization 5 Now On SteamOS And Linux
    Jun 11, 2014 · The port includes all expansion packs and DLC, multiplayer will work cross-platform between the different operating systems, and most interestingly, it ...
  39. [39]
    News - Now Available - Civilization V: Game of the Year - Steam
    Sep 26, 2011 · Sid Meier's Civilization® V: Game of the Year is now available on Steam for PC and Mac! The Game of the Year edition includes: Become Ruler of the World.
  40. [40]
    Civilization V: PC System Requirements
    Jan 22, 2025 · Operating System: Windows® XP SP3/ Windows® Vista SP2/ Windows® 7 and above · Processor: Intel Core 2 Duo 1.8 GHz or AMD Athlon X2 64 2.0 GHz ...
  41. [41]
    Sid Meier's Civilization V - Steam DLC Page
    The Wonders of the Ancient World Scenario Pack adds three new wonders to Sid Meier's Civilization V: The Mausoleum of Halicarnassus, the ...
  42. [42]
    Civilization V - Civ and Scenario Pack: Denmark (The Vikings) - Steam
    In stock Rating 4.5 (90) May 3, 2011 · The pack includes the Denmark civilization with Berserker warriors and Ski Infantry, and the 1066 scenario where you play as one of four ...
  43. [43]
    Civilization V - Civ and Scenario Double Pack: Spain and Inca - Steam
    In stock Rating 4.5 (82) Scenario Description: The year is 1492. To the courts of England, France, and Spain come intrepid explorers, anxious to voyage across the Atlantic in search ...
  44. [44]
    Save 10% on Civilization V - Babylon (Nebuchadnezzar II) on Steam
    In stock Rating 4.5 (118) Oct 25, 2010 · Previously available exclusively as part of the Digital Deluxe Edition, the Babylonian Civilization Pack and their ruler, Nebuchadnezzar II ...
  45. [45]
    Save 10% on Civilization V - Civ and Scenario Pack: Korea on Steam
    Rating 3.0 (214) · 14-day returnsAug 11, 2011 · The Korea Civilization and Scenario Pack brings you both the Korea Civilization and the new Scenario: The Samurai Invasion of Korea, ...
  46. [46]
    Civilization V - Cradle of Civilization Map Pack: Asia - Steam
    In stock Rating 3.0 (65) The Cradle of Civilization map packs are Firaxis-designed maps of real-world locations. You can play random leaders in these settings, or choose leaders ...
  47. [47]
    Save 10% on Civilization V - Explorer's Map Pack - Steam
    In stock Rating 3.7 (71) May 3, 2011 · Ten fantastic single-player maps make up this Civilization V DLC pack designed by Firaxis Games. Five of the maps are based on real-world ...
  48. [48]
    Save 75% on Sid Meier's Civilization V: Gods and Kings on Steam
    Rating 4.5 (316) · 14-day returnsJun 18, 2012 · The Gods and Kings expansion features a reworked combat system and AI that puts more emphasis on a balanced army composition. The new system ...
  49. [49]
    Civilization 5: Gods & Kings release date announced | Eurogamer.net
    Apr 5, 2012 · Civilization 5: Gods & Kings launches on 19th June, 2K Games has announced. That's when the Civ 5 expansion pack goes live in the US.
  50. [50]
    2K Games Announces Sid Meier's Civilization V: Gods & Kings ...
    Feb 17, 2012 · New Civilizations and Leaders: The expansion features nine new civilizations including Carthage, the Netherlands, the Celts and the Mayans, each ...
  51. [51]
    Civilization V: Gods & Kings expansion announced | Shacknews
    Feb 16, 2012 · Naval combat also gets tweaked, splitting ships into melee and ranged types. Gods & Kings also brings 27 new units, 13 new buildings, 9 Wonders, ...<|separator|>
  52. [52]
    Civilization V: Gods and Kings Review - IGN
    Rating 9/10 · Review by Anthony GallegosJun 19, 2012 · City-States can now be bullied, and you can demand tribute from them at a loss of favor. Units also have their hit points put on a 100 point ...
  53. [53]
    Civilization V Gods and Kings: How to Found a Religion and ...
    Jan 22, 2025 · Once you have selected a symbol, name, and both bonuses, click on the button in the bottom right corner of the window to found the Religion.
  54. [54]
    Civilization V: Gods & Kings review | Shacknews
    Jul 10, 2012 · Espionage allows you to have Spies attempt to steal technology; gain influence over a City-State; and take out rival Spies. Espionage's effects ...
  55. [55]
    Civilization 5 Gods and Kings Walkthrough - GameSpot
    Jun 25, 2012 · Spies can also occupy City States and will attempt to rig elections. After every 15 turns your spy will attempt to increase your influence with ...<|separator|>
  56. [56]
    Gods & Kings Brings Big Changes to Civilization V - GameSpot
    Feb 16, 2012 · ... combat in Gods and Kings is being expanded in two key areas: new World War I-era military units and several additions to naval combat. The ...
  57. [57]
    Save 75% on Sid Meier's Civilization V: Brave New World on Steam
    Rating 4.5 (1,204) · 14-day returnsJul 8, 2013 · Sid Meier's Civilization® V: Brave New World is the second expansion pack for Civilization V - the critically acclaimed 2010 PC Game of the Year ...
  58. [58]
    Civilization 5: Brave New World now available in North America
    Jul 9, 2013 · Civilization 5: Brave New World, the second expansion pack for the PC and Mac title, is now available in North America.
  59. [59]
  60. [60]
    Firaxis Talk Us Through Civilization V's Brave New World
    Mar 15, 2013 · I had a big chat with Firaxis lead programmer Ed Beach and senior producer Dennis Shirk on what's in there, why, how it works and why we'll be ...
  61. [61]
    Poland - Civilization 5: Brave New World Guide - IGN
    Jul 9, 2013 · Unique Unit: Winged Hussar Unique Building: Ducal Stable Special Ability: Solidarity - Receive a free Social Policy when you advance to the ...
  62. [62]
    The Newbie's Guide to Modding Civilization 5 | CivFanatics Forums
    Apr 18, 2013 · Go to the Tools option under the Library menu in your Steam browser. Look through the list until you find the entry Sid Meier's Civilization 5 ...How to play custom Map in Civ 5? - CivFanatics ForumsHow to add mods I've created into a map? - CivFanatics ForumsMore results from forums.civfanatics.comMissing: integration | Show results with:integration
  63. [63]
    What is Vox Populi – How To Install | CivFanatics Forums
    Jun 13, 2014 · Started in 2014, the Vox Populi project is a collaborative effort to improve Civilization V's AI and gameplay. Vox Populi is a collection of ...Community Balance Overhaul? - CivFanatics ForumsI Want to Come Back to Civ V - Recommend ModsMore results from forums.civfanatics.com
  64. [64]
    LoneGazebo/Community-Patch-DLL - GitHub
    Started in 2014, Vox Populi (formerly known as the "Community Balance Patch/Overhaul") is a collaborative effort to improve Civilization V's AI and gameplay.
  65. [65]
    The Modders Who Decided to Overhaul the AI in 'Civilization V' - VICE
    Apr 13, 2017 · Besides improving upon the game's AI, Vox Populi tweaks the game's balance, and fixes bugs that were left behind after Firaxis moved on.
  66. [66]
    CivFanatics Forums
    Civ4 - General Discussions. Forum for general Civilization IV discussions including Warlords and Beyond the Sword (BTS) expansions. Threads: 45.5K.Civ6 - General Discussions · Civ7 - General Discussions · Civ6 - Strategy & Tips
  67. [67]
    Civ 5 BNW duel tournament - General Discussions
    Feb 4, 2015 · We are organizing a duel tournament with some of the best duel players in the world. This is the first one but we will definetely try making ...
  68. [68]
    Fastest Science Victory | CivFanatics Forums
    Feb 14, 2016 · The fastest science victory I have been able to find online is turn 169. I have achieved science victory on turn 153. Has anyone heard of or seen of faster?Science victory under 250 turns, how to? - CivFanatics ForumsScience-Victory% Proof-of-concept Speed-run | CivFanatics ForumsMore results from forums.civfanatics.comMissing: events tournaments
  69. [69]
    Civ5 will not run on Windows 11 after updating to version 24H2
    Dec 5, 2024 · After updating, Civ will no longer launch. I tried starting running the executables in administrator mode and that didn't help. I'm rolling-back to 23H2 right ...How much of an impact do mods have that change default values vs ...Are we still having launcher issues with Win 11? - CivFanatics ForumsMore results from forums.civfanatics.comMissing: mods 2020 modern Workshop count
  70. [70]
    Sid Meier's Civilization V - Workshop - Steam Community
    Maps, Scenarios, Interface, and so much more. Explore the modding world of Civ V, and when you're ready, download the SDK to create and upload your own.
  71. [71]
    Tomatekh's Historical Religions - Civilization V Customisation Wiki
    Historical Religions are a collection of mods by Tomatekh with the purpose of adding additional pre-modern and indigenous religions to the base game.<|control11|><|separator|>
  72. [72]
    Mod of the Week: CivRome, for Civilization V | PC Gamer
    Jul 27, 2014 · A new mod for Civilization V, called CivRome, lets you play from 323 BC, the death of Alexander the Great, to 500 AD, the fall of the Roman Empire.
  73. [73]
    Sid Meier's Civilization V Reviews - Metacritic
    Sep 21, 2010 · A great step forward in streamlining and modernizing Civilization and a lot more forgiving for newbies, yet ultimately shipped with a long ...Critic ReviewsUser Reviews
  74. [74]
    Civilization V Review - IGN
    Rating 9/10 · Review by Anthony GallegosSep 20, 2010 · With hexagon-shaped tiles making up the board, players now maneuver fewer units so that they can surround enemy forces, or use powerful units ...
  75. [75]
    5 Ways That Civ 5 Improved Upon The Civilization Franchise
    Jul 9, 2020 · ... AI feels more human 4:17: The Resource System 5:37: Moving towards uncoupling culture from national borders.
  76. [76]
    Fixing those Civilization V multiplayer errors - Steam Community
    Dec 14, 2015 · I´ll start off with a simple one. Disable all firewalls which might be causing problems/blocking Civ V´s multiplayer. Let all players delete ...
  77. [77]
    What Went Wrong with Civ5?
    * All of the victory conditions in Civ5 are pretty badly designed, especially the new Conquest (get all the capitals!) and Diplomatic (buy the city states!) ...
  78. [78]
    GAME British Academy Video Games Awards Winners in 2011 - Bafta
    Mar 16, 2011 · CIVILIZATION V won the BAFTA for Strategy. This is the second BAFTA for the series: Civilization Revolutions won this category in 2009.Missing: GameSpot Edge
  79. [79]
    Sid Meier's Civilization V Review - GameSpot
    Rating 9/10 · Review by Kevin VanOrdOct 16, 2013 · Excellent tactical battles and a slick interface make the latest Civilization another wonderful addition to a classic franchise.
  80. [80]
    BAFTA Video Game Award winners | PC Gamer
    Mar 17, 2011 · Civilization V took the strategy top spot, the best game award went to Mass Effect 2 and F1 2010 took the best sports game award. There were a ...
  81. [81]
    Sid Meier's Civilization V: Gods & Kings Reviews - Metacritic
    ... Generally Favorable Based on 53 Critic Reviews. 80. User Score Generally Favorable Based on 465 User Ratings. 7.7. My Score. Drag or tap to give a rating Saved.
  82. [82]
    Sid Meier's Civilization V: Gods and Kings - Mac - Amazon.com
    Sid Meier's Civilization V: Gods and Kings is the first official expansion pack for the Turn-Based Strategy game, Sid Meier's Civilization V .* It features ...
  83. [83]
    Sid Meier's Civilization V: Brave New World Reviews - Metacritic
    User Score. Generally Favorable Based on 726 User Ratings · 8.6. 87% Positive ... Essentially, if you love Civilization V, Brave New World will open up a world of ...
  84. [84]
    Civilization V: Brave New World Review - IGN
    Rating 9.4/10 · Review by Rob ZacnyJul 8, 2013 · Civilization 5: Brave New World: Review. 9.4. EDITORS' CHOICE. Review scoring. amazing. The best Civilization expansion so far. Rob Zacny Avatar ...
  85. [85]
    Civ5 has sold approximately 5.84 million copies | CivFanatics Forums
    Apr 16, 2014 · Civ5 has sold approximately 5.84 million copies ; Quintillus. Resident Medieval Monk · Mar 17, 2007 · 9,322 · #1 ; Agent327. Observer · Oct 28, 2006.Civ sales figures revealed | CivFanatics ForumsEstimated Civilization (and others) sales figures for 2016More results from forums.civfanatics.comMissing: milestones | Show results with:milestones
  86. [86]
    How many copies did Civilization sell? — 2025 statistics - LEVVVEL
    Feb 3, 2023 · Civilization V sold over 8 million copies. Civilization VI sold 11 million copies. Although the Civilization series has taken over 25 years to ...
  87. [87]
    Sid Meier's Civilization® V Steam stats - Gamalytic
    Revenue, player data and other stats on Sid Meier's Civilization® V ; Copies sold: 13.5m (8.4m - 18.6m) ; others: ~ 56.6% ; DLCs. Upgrade to Pro plan to see DLC ...
  88. [88]
  89. [89]
    News - Sid Meier's Civilization® V Shipping with Steamworks
    May 5, 2010 · For those who can't wait for the immersive experience of Sid Meier's Civilization V, 2K Games is proud to offer a Steam-wide 75% off sale on all ...
  90. [90]
    Civilization V: The Complete Edition | Civilization Wiki - Fandom
    Civilization and Scenario Double Pack: Spain and Inca · Civilization and Scenario Pack: Polynesia · Civilization and Scenario Pack: Denmark (The Vikings) ...
  91. [91]
    Sid Meier's Civilization V – Steam Stats – Video Game Insights
    90-day returnsPublishers: 2K, Aspyr ; Release Date: Sep 20, 2010 ; Current price: $9.89 (67% discount) ; Genre: Strategy ; Subgenre: 4X Strategy.
  92. [92]
    Sid Meier's Civilization 5 Review - SpaceSector.com
    Dec 28, 2010 · Civilization 5 is a substandard game with many problems that will unlikely ever be fixed except by intensive modding. The blame clearly lies ...
  93. [93]
    Hex - Civilization Wiki - Fandom
    "Hex" is a short form of "hexagon", a six-sided plane figure used as the tile in turn-based strategy games such as Civilization V, Civilization VI, ...
  94. [94]
    Civilization 5 vs Civilization 6 - a clash of civilisations - PCGamesN
    Jan 27, 2021 · Unlike Civilization V, which drastically changed the formula and map of the game world of its predecessors, Civilization VI was more of a tweak ...
  95. [95]
    Endless Legend Review - IGN
    Rating 8.3/10 · Review by Rowan KaiserSep 23, 2014 · Endless Legend does well in adhering to Civilization V-style design of factions, where each one is distinct enough to encourage entirely ...
  96. [96]
    Sid Meier's Civilization: Is It Educational? | EdSurge News
    Aug 14, 2015 · You couldn't ask for more educational value from a game. There is a lot of historical knowledge to be learned from Civilization, but it would ...Missing: simulation | Show results with:simulation
  97. [97]
    Sid Meier's Civilization V Review for Teachers | Common Sense ...
    Rating 3.0 (1) Bottom Line: For flexible classrooms, creative teachers, and sharp students, Civilization V is the perfect platform for making rather than memorizing history.Privacy Rating · Engagement · Pedagogy
  98. [98]
    New Version - 4.2.7 (October 30, 2023) - CivFanatics Forums
    Sep 28, 2023 · Version 4.2.7 includes bug fixes, a complete merge, enhanced naval warfare, and fixes for multiplayer desync and AI deal bugs.VoxPopuli Modpacks (Designed to be used primarily in multiplayer ...New Version - 3.7.12 (August 4, 2023) - CivFanatics ForumsMore results from forums.civfanatics.com
  99. [99]
    First Official Civilization V Tournament : r/civ - Reddit
    Jan 28, 2014 · This is the first Civilization V tournament that I have organized. The tournament is a 1v1v1v1 bracket style competition where four players ...A Civ V Community Tournament where you and a Team of 3 others ...Why is the Civ V fanbase so stubborn - RedditMore results from www.reddit.comMissing: fan | Show results with:fan
  100. [100]
    Where Does The Gandhi Nuke Meme Come From? - TheGamer
    Feb 17, 2025 · 1991's Civilization still became the source of a viral meme that took the gaming world by storm for years, starting from 2012.Missing: cultural impact
  101. [101]
    Good gamers, good managers? A proof-of-concept study with Sid ...
    Feb 4, 2020 · Using the strategy game Civilization, this proof-of-concept study explores if strategy video games are indicative of managerial skills and, if ...
  102. [102]
    [PDF] Periodization in Civilization V and Europa Universalis IV
    This article, through an examination of the historical arguments embedded in two historical strategy games, Civilization V and Europa Universalis IV, argues ...
  103. [103]
    Civilization V: Brave New World review - PC Gamer
    Rating 88% · Review by Len HaferJul 8, 2013 · Civilization V was always the most fun just before the end of the Renaissance, with the experience sliding into a slog post ...