Sid Meier's Civilization V: Gods And Kings
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 the introduction of religion as a major gameplay component to the game, through a faith-based mechanism. It also adds additional diplomatic abilities to those found in the base game. As if 2016 didn't already contain a rich enough seam of strategy games, Firaxis announce today that Civilization VI will be released on October 21st. Development duties are in the hands of the team behind Civ V's expansions, Gods & Kings and Brave New World, and when we spoke to designer Ed Beach. Buy Sid Meier's Civilization V: Gods and Kings by 2K Games for PC at GameStop. Find release dates, customer reviews, previews, and more.
Civilization V: Gods & Kings | |
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Developer(s) | Firaxis Games |
Publisher(s) | 2K Games(Windows) Aspyr(OS X, Linux) |
Designer(s) | Ed Beach |
Series | Civilization |
Platform(s) | Microsoft Windows, Mac OS X, Linux, Cloud (OnLive) |
Release | |
Genre(s) | Turn-based strategy, 4X |
Mode(s) | Single-player, multiplayer |
Sid Meier's Civilization V: Gods & Kings is the first official expansion pack for the turn-based strategyvideo gameCivilization V. It was released on June 19, 2012 in North America, and on June 22, 2012 in the rest of the world.[1] It adds both religion and espionage mechanics to the game as well as reworking the combat and diplomacy features.[2] It is available either in disc form or as download content via Steam.
Gameplay[edit]
Gods & Kings includes 27 new units, 13 new buildings, nine new wonders, two new eras, and nine new playable civilizations. A new religion mechanic featuring a 'faith' resource allows players to found their own religion which they can grow into a 'world-spanning fully customized religion.' Diplomacy has been reworked to include espionage, foreign embassies, and new types of city-states (religious and mercantile). City-states also feature a new quest system and strategic importance. Additionally, the combat system has been re-worked to include smarter AI, an expanded early modern era, and enhanced naval combat featuring Great Admiral and melee naval units. Gods & Kings adds an additional 52 Steam achievements to Civilization V.[3]
Three new scenarios are included in the expansion: 'Fall of Rome', focusing on the decline of the Roman Empire; 'Into the Renaissance', focusing on religion in the Middle Ages into the Renaissance era; and 'Empires of the Smoky Skies', a Victoriansteampunk scenario.[4]
Gods & Kings reintroduces a religion mechanic to the series. Players are able to found a religion and customize its various beliefs, resulting in differing in-game benefits, through the cultivation of a 'faith' resource similar to how culture and science already function in the game. The use of Great Prophet, missionary, and inquisitor units also allows players to spread and control their chosen religion. Religion will feature prominently in the first two-thirds of the game, affecting diplomacy and international relations, but its effect will taper off as players approach the modern era. Gods & Kings includes eleven religions: Buddhism, Christianity, Confucianism, Hinduism, Islam, Judaism, Shinto, Sikhism, Taoism, Tengrism and Zoroastrianism. However, the player has the option to rename a religion as they wish.[5][6][7]
Espionage in Gods & Kings can be used to invade rival civilizations as well as city-states. Spies are capable of stealing technology, rigging elections, performing reconnaissance, as well as various other espionage missions available in previous Civilization games. Unlike in previous games, however, spies are not trained by a civilization. Instead, they are awarded at certain intervals along the timeline. Additionally, unlike in past games, spies can gain levels by successfully performing a mission, just as combat units gain experience whenever they engage in a battle and succeed. Captured spies can also reveal information to the opposing civilization. The espionage system is designed to take effect just as the religion system begins to taper off. As such, spies are not available until the Renaissance era.[5][6][7]
The expansion includes nine new playable civilizations and leaders: William I of the Netherlands,[8]Boudicca of the Celts, Pacal the Great of the Maya, Dido of Carthage,[9]Theodora of Byzantium, Attila of the Huns, Maria Theresa of Austria,[10]Haile Selassie of Ethiopia, and Gustavus Adolphus of Sweden.[11] Additionally, Isabella of Spain, previously released as DLC for Civilization V, is included with the expansion along with the nine new playable civilizations.[4]
Reception[edit]
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Early reviews on the game were positive, with a score of 80 out of 100 on review aggregator Metacritic, based on 53 reviews.[12]
IGN stated that the expansion 'enhances the base game immensely, so much so that I can't imagine playing Civilization V without it', and concludes that 'longtime Civ fans and newcomers alike have plenty of reason to go forth and find faith in Gods and Kings', giving it a score of 9 out of 10.[15]Forbes called it 'a terrific expansion - and as addictive as ever', praising the reintroduction of both religion and espionage to the series.[16]The Escapist said that 'more than just additional civs, units and technologies, Gods & Kings brings whole new systems to Civ V's turn-based design which force you to rethink old strategies', awarding the game with a four and a half stars out of five.[17]The Verge praised especially the new religion mechanics, stating its superiority to the previous Civilization IV: 'it's not the half-assed pick from a list and watch the game do stuff that doesn't matter religion system in Civilization IV. (..) It adds a new layer to world interactions and provides just one more way to conquer the world.'[18]
A less enthusiastic opinion came from GameSpy, which criticized espionage for its reduced importance in the overall gameplay and stated that the expansion bears little difference from its core game, giving it a three and a half stars out of five.[19]
References[edit]
- ^ abcLaabs, Greg (April 5, 2012). 'Civilization V: Gods & Kings Releases June 19'. 2K Blog. 2K Games. Retrieved April 5, 2012.
- ^Laabs, Greg (February 16, 2012). 'Civilization V Expansion Pack Announced!'. 2K Blog. 2K Games.
- ^'Gods & Kings Achievements'. Take-Two Interactive Software. Retrieved May 29, 2012.
- ^ abShirk, Dennis. '2K - PAX 2012 Stream - Day 1 (Friday)'. Retrieved 2013-11-22.
- ^ abSchreier, Jason (February 16, 2012). 'Gods, Spies Take Center Stage In Civilization V Expansion'. Kotaku. Retrieved February 24, 2012.
- ^ ab'Religion and More Return to Civilization V'. IGN. February 16, 2012. Retrieved June 7, 2020.
- ^ abMcGee, Maxwell (2012-02-16). 'Gods & Kings Brings Big Changes to Civilization V'. GameSpot. Retrieved 2012-02-24.
- ^'Netherlands civilization'. Civilizationmaps.com. August 16, 2018.
- ^'Carthage civilization'. Civilizationmaps.com. August 16, 2018.
- ^'Austria civilization'. Civilizationmaps.com. August 16, 2018.
- ^'Sweden civilization'. Civilizationmaps.com. August 16, 2018.
- ^ ab'Sid Meier's Civilization V: Gods & Kings for PC Reviews, Ratings, Credits, and More - Metacritic'. Metacritic. Retrieved 2012-07-06.
- ^Kelly, Kevin (2012-06-25). 'Sid Meier's Civilization 5: Gods and Kings Review for PC'. G4. Retrieved 2012-06-25.
- ^Navarro, Alex (2012-06-18). 'Sid Meier's Civilization V: Gods & Kings Review'. Giant Bomb. Retrieved 2012-06-18.
- ^ abGallegos, Anthony (2010-06-19). 'Civilization V Review'. IGN. Retrieved 2020-06-07.
- ^David M. Ewalt (2012-04-18). 'Civ Gets Good With God In Civilization V: Gods & Kings'. Forbes. Retrieved 2012-07-06.
- ^Civilization V: Gods & Kings Review. 'Civilization V: Gods & Kings Review'. The Escapist. Retrieved 2012-07-06.
- ^Pitts, Russ (2012-06-18). ''Civilization V: Gods & Kings' review: manifested destiny'. The Verge. Retrieved 2012-07-06.
- ^'GameSpy: Civilization V: Gods & Kings Review - Page 1'. Pc.gamespy.com. Retrieved 2012-07-06.
External links[edit]
I could spend months writing about “Civilization V”…yes, it’s that big of a game. I gave the base game a 9/10 in the review I published last year, but held off on buying any of the expansions due to financial reasons. Low and behold, Steam came through with a summer sale that allowed me to upgrade to the “Gold Edition” for a measly five bucks and catch the “Brave New World” for twenty. For those of you confused by all of the DLC the game contains, the “Gold Edition” includes all of the smaller DLC packs and the first major expansion “Gods & Kings”. Basically, everything up to “Brave New World”, which is the second major expansion in the series. For the sake of simplicity, I’ll be briefly touching on each of these two major expansions and providing my thoughts on each. I probably could have separated them both into two separate articles, but hey, it’s my blog and I’ll cheatbe efficient if I want to.
Sid Meier’s Civilization V: Gods & Kings and Brave New World (Windows, Mac)
Gods & Kings
“Civilization IV” was well received for a lot of reasons, the inclusion of religion mechanics being among them. For purposes I can’t fathom, the developers removed religion from “Civilization V”. I honestly didn’t mind this approach as the game is still a mighty beast worth taming, but I was glad to see religion being reintroduced in the “Gods & Kings” expansion. While religion plays a major role in this expansion, military and combat mechanics have received a bit of attention too. Players will be able to make use of new units (27), buildings (13), civilizations (9), city-state types (2), and wonders (9) in their conquests. Those numbers don’t include the special units and techs found in the expansion’s three new scenarios.
Religion acts a bit like culture in that it is its own separate entity, complete with various bonuses depending on the faiths that you choose to adopt. In this expansion, there are about eleven different faiths to choose from. Unlike culture and combat, it does not have its own victory trigger. Rather, religion serves to compliment your civilization with various buffs, which are customizable depending on your needs. Faith is accumulated through various buildings (like culture) and those points can be used to purchase certain units, among other things.
Faith can be used to purchase certain buildings as well, like cathedrals.
In the early stages of the game, players will be trying to found pantheons (beliefs) and eventually, religions. Founding a religion involves choosing an icon and a name for it. Before you ask, yes, you can give it a custom name like “Dad’s Gaming Addiction-ism-ish-stuff” or just “Bob”. Once a player has established a religion, they’ll be trying to spread it far and wide through passive and active means. Why you ask? Depending on how you shape your religion, you might gain a certain amount of gold for each follower you have, just to name an example. Since more followers equals more free stuff, you’ll obviously want as many citizens to flock to your cause as possible. If you don’t want to go the economic route, you can instead shape your religion to accommodate your military or cultural needs.
Diplomacy and espionage make their way into the game, giving players more to think about when they decide to wage war and make peace. Like past “Civilization” games, spies generally serve to gather information on enemy civilizations and even steal their technologies. A well-timed spy mission could cause a city-state to switch alliances, though it’s a risky business and can result in your spy being caught and killed. Needless to say, this end result won’t win you any proverbial “Civilization of the Month” awards.
Combat has received an overhaul and for the better, I think. The game has shifted from a ten point scaling system to a one hundred point scaling system. What does this mean? Well, a unit that used to have ten health points now has one hundred. Instead of doing three points of damage, a unit might inflict twenty-nine. This system makes units last a bit longer, giving the player a chance to get attached to them. I can’t tell you how many units I lost due to some unlucky encounters / die rolls. Now I have a better chance to upgrade them and keep them alive. Naval units are now either melee or ranged, with the former being allowed to plunder / capture coastal cities if they are weak enough.
Brave New World
Where “Gods & Kings” focuses on military and religion, “Brave New World” addresses culture. Culture received a pretty big overhaul and introduces things like ideologies to the mix. Before touching on that, it’s important to note that this particular expansion introduces new civilizations (9), wonders (8), scenarios (2), gameplay systems (4), and a plethora of new units. I wasn’t big on culture in “Civilization V” and considered it more of an afterthought, but this expansion really made me consider changing my usual technological / military stance to one more focused on tourism…I’ll get to that in a minute.
Ideologies, if I could sum them up, are social policies that players will be trying to develop and spread throughout the world. In this case, you’ll have your choice between Freedom (Democracy), Autocracy (Fascism), and Order (Communism). Players will receive a prompt to choose one once they’ve reached the modern era or have built three factories. The ideology you choose will influence how others look at your civilization…like ideologies will be more friendly towards you, for example. You can’t go changing ideologies on a whim (not unless your public opinion is in the gutter), so choose wisely. Each of the three ideologies have their own tech trees to where players can purchase tenets, which act similarly to the social policies found in the base game.
Culture plays a huge role in this particular expansion pack.
Public opinion ties in with ideology and represents just how happy the people are with how you’re running things under that belief system. Public opinion decreases when other civilizations pressure your cities with their culture and tourism. As I mentioned above, if your public opinion drops too low, you may end up with cities that revolt and convert to the prefered ideology. Obviously, losing cities is something any civilization would hope to avoid. Switching ideologies when public opinion is low is possible, but you’ll lose any tenets that you may have purchased under that ideology’s tech tree. This makes tourism a mighty offensive weapon, as it allows you to apply pressure to neighboring cities and possibly acquire them, all without firing a single shot. Likewise, this makes culture a very important defensive shield, as it helps to stave off the cultural influence of other civilizations.
Sid Meier's Civilization V Cheat
The World Congress, one of the ways a player can achieve a diplomatic victory, gives players more of a reason to lay out the “Welcome” mat. At a certain point in the game, all of the civilizations will be revealed and meet every so often to decide on important game changing decisions. It’s similar to what “Galactic Civilization II” did with the United Planets Council, if you happened to play that 4x space sim. Eventually, the World Congress becomes the United Nations. On a semi-related note, spies can be converted into diplomats, which serve to report how a particular civilization might vote on a key issue during the next meeting.
Use diplomats to see how other civs will vote on proposals.
Archeology finds its way into the mid-game, allowing players to dig up rare finds from events that occurred earlier in the game. Yes, you read that right. A battle that occurred thousands of years ago could potentially be a resource for your civilization via the archeology mechanic. I find that pretty darn cool, if you youngins even still use that word. They act a bit like wonders and great works in that they provide bonuses to the cities they’re moved to. Archeologists are now the only ones who can create landmarks, something that great artists used to have the ability to do.
Editor’s Note: Keep in mind that I didn’t cover everything found in both expansions, but those are the hi-lites.
Final Thoughts
Both expansions add a ton of depth to the game. Just when I thought the game couldn’t get any more complex, the developers find a way to make my head throb. White rodgers 50a50 manual. That’s not a complaint mind you, but it does serve as a warning for the faint of heart who have no idea what they’re getting into. They both introduce mechanics that change the way you’ll play, and that can take some getting used to. Combat, for one. Battles take a bit longer, but make for satisfying victories should you come out on top. Trade routes become much more prominent in “Brave New World” and are necessary if you want to keep that economic competitive edge. While you can send trade caravans to your own cities and pick bonuses of your choosing, you’ll earn much, much more if you establish routes with another civilization. There’s a reason now to play nice…something I generally don’t do.
The one hundred point system also makes barbarians a pain to exterminate.
At first, I gawked at the price tag on both expansions. Both cost around twenty to thirty bucks at launch and with the core game currently priced at thirty (down from the full fifty/sixty dollar price tag), you’re looking at about a hundred bucks for all three. That’s a rather large investment for one game, but I can see why they are priced that way. There is a ton of new content in both expansions, moreso than a lot of other DLC packs I’ve seen floating around for five to ten bucks. The game is roughly two to three years old now, so the frequency of sales has increased as of late. I highly recommend picking both up during a sale, if you don’t have the money otherwise. Both are worthy additions to your collection and a must for serious “Civilization” fans.
Final Verdicts: 9/10 and 9/10
Editor’s Note: I’ll let you figure out which is which.
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Sid Meier's Civilization 5
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