Sid Meier's Civilization V cover art

Sid Meier's Civilization V

2010Firaxis GamesLinux, PC (Microsoft Windows), Mac

Sid Meier's Civilization V is a turn-based strategy game in which players lead a civilization from the ancient era through the future. Players found cities, research technologies, build improvements, train military units, and engage in diplomacy with AI or human opponents. Victory can be achieved through domination, science, culture, diplomacy, or by having the highest score when time runs out. The game features a hex-based tile system, city-states as minor factions, and ranged combat that prevents unit stacking on a single tile.

What it feels like

The game treats civilization-building, technological progress, and historical epochs with sincere, unironic investment in their gravitas.

Earnest50%

What it's about

Leaders, units, and technologies are drawn from real history across eras, grounding the fiction in historical texture.

Historical65%

How it plays

The game is fundamentally structured around exploring, expanding, exploiting, and exterminating—the core 4X loop—across epochs from ancient to modern times. All gameplay including combat unfolds in discrete turn-based rounds, making this the definitional temporal structure of play. Managing entire civilizations across economies, politics, war, and culture at continental and historical scale is the primary challenge.

4X95%
Turn-Based Combat90%
Grand Strategy85%
City Building75%
Trading & Economy70%
Grid-Based Movement65%
Reputation & Factions60%
Dialogue Trees55%
Grid Tactics Combat55%
Deep Simulation50%
Class System45%
Resource Management45%
Moral Choice35%
Leveling & Grind30%

How it's structured

A bounded, authored progression from ancient era through future with definite victory conditions defines the experience arc. Procedural map generation, multiple civilizations with distinct bonuses, and branching tech trees make each game meaningfully different. Players choose the order in which to expand, research technologies, and pursue victory conditions in largely self-determined paths.

Campaign80%
High Replayability70%
Nonlinear Progression60%
Single-Player60%

Shares 4X, Grand Strategy, Turn-Based Combat, City Building.

Both lean into 4X, Campaign, Grand Strategy, City Building.

4X95%Campaign90%Grand Strategy85%City Building75%

Shares 4X, Grand Strategy, Turn-Based Combat, City Building.

Both lean into 4X, Campaign, Grand Strategy, Turn-Based Combat.

4X95%Campaign90%Grand Strategy85%Turn-Based Combat75%
Humankind72% match

Shares 4X, Grand Strategy, Turn-Based Combat, Historical.

Both lean into 4X, Grand Strategy, Campaign, Turn-Based Combat.

4X95%Grand Strategy78%Campaign75%Turn-Based Combat65%

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News Tower39% match

A lesser-known kindred — Resource Management, Trading & Economy, Deep Simulation, Reputation & Factions. 94% positive across 4,440 Steam reviews.

Both lean into Resource Management, Trading & Economy, Campaign, Deep Simulation.

Resource Management85%Trading & Economy60%Campaign40%Deep Simulation70%
TheoTown30% match

A lesser-known kindred — City Building, High Replayability, Resource Management, Deep Simulation. 95% positive across 4,642 Steam reviews.

Both lean into City Building, High Replayability, Single-Player, Resource Management.

City Building90%High Replayability65%Single-Player60%Resource Management70%
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