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About the product
- Expanded Epic Game: The core game experience has been greatly expanded with the addition of new technologies, 27 new units, 13 new buildings, and 9 new Wonders.
- Religion: A righteous people will seek out Faith to found a Pantheon of the Gods. As your Faith becomes stronger, you can cultivate Great Prophets who build on these simple beliefs to create a religion that you can customize and enhance as desired
- Enhanced Diplomacy and Espionage: Establish embassies at foreign courts for closer ties (or clandestine operations).
- Naval Combat: Your navy is now split into two different ship types, melee and ranged. This means that no coastal city should be considered safe, and can now fall to a surprise naval attack.
- World Domination: The fight for world domination is now more dynamic than ever before. The Gods and Kings expansion features a reworked combat system and AI that puts more emphasis on a balanced army composition.
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Sid Meier's Civilization V: Gods and Kings is the first expansion pack for Civilization V - the critically acclaimed 2010 PC Game of the Year. This robust expansion covers the entire scope of time from founding your first Pantheon of the Gods and spreading religion across the world, to deploying your spies in enemy cities in order to steal information and technology. As you move through the ages, you’ll interact with new types of city-states, engage in new city-state quests and global competitions, and master exciting new systems for land and naval combat. Civilization V: Gods and Kings will also include nine new civilizations, nine new wonders, three original scenarios, and dozens of new units, buildings, and techs that will offer even more ways for players to expand their empire and dominate the world.
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. Additional features include, a variety of benefit types for the establishment and adoption of religion, spies that both level with mission completion and that can be a liability if captured, several new playable civilizations, improved battle abilities, and new units, buildings and wonders.
Expanded Power with Religion and Enhanced Diplomacy
The Sid Meier's Civilization V: Gods and Kings expansion pack* introduces the power of religion and improved diplomatic abilities to Civilization V. Religion, used as a major tool, was left out of the 2010 base game release, but now joins culture, technology, diplomacy, and warfare as the fifth pillar of the game's turn-based statecraft and empire building game mechanic. Use of religion begins during a civilization's infantcy, with the player interweaving select core beliefs with particular realities of their civilization. This in turn unifies people and generates faith, setting the stage for the emergence of unit's like The Great Prophet, Missionaries and The Inquisitor, along with the founding of a religion. Religions available initially correlate to actual world religions such as Buddhism, Christianity, Confucianism, Hinduism, Islam, Shinto, etc., but they are designed to be renamed and customized with player chosen tenets. Civilizations that found religions enjoy certain exclusive benefits, while a later series of benefits connected to a religion can be enjoyed by any civilization that is converted to it. This includes rival civilizations. As the timeline of the game progresses to the renaissance and beyond, religion becomes less important, but remains a surprisingly powerful tool.
The Sid Meier's Civilization V: Gods and Kings expansion pack also improves on the base game's use of diplomacy, especially in the area of espionage. With spies players can do a wide range of things, including steal technologies, provide intelligence, rig elections, and even counter the actions of foreign spies planted domestically in their own cities.
New Unit Battle Abilities and New Civilzations
Although religion and diplomacy are potent tools of state craft, war is inevitable. This is why Sid Meier's Civilization V: Gods and Kings includes expanded abilities to units in battle. Improvements include: expanded general health of units to ensure more time for strategy and changes to forces during exchanges, the inclusion of early multi-winged aircraft, expanded offensive abilities of naval units pitted against other ships and against land tagets, and improved defensive abilities of ground units during transport by sea.
Gods and Kings also includes additional civilization not included in the initial release of the base game. In many cases, following the theme of the expansion pack these new peoples possess an extreme potential for influence by/and manipulation of religion. A sampling of the new civilizations available include, the Celts lead by Boudicca, the warrior queen of the proto-British Iceni tribe, and the Maya featuring Pacal the Great the long-time ruler of the powerful city-state of Palenque.
Key Game Features
- Introduces religion, wielded through faith, as a crucial tool of the state into the Civilization V game franchise
- A multi-layered belief system that allows for civilization-specific benefits, as well as benefits to any game civilization holding that belief
- Changing benefits to religion depending on the time period of the game
- An improved diplomacy and espionage component that allows for technology theft, foreign intelligence and election rigging, and domestic counter espionage
- Improved capabilities of battle units including, improved general health, the inclusion of early aircraft, and expanded abilities of naval and ground units
- Several new civilizations available for play, including Celtic - featuring the warrior queen of the proto-British Iceni tribe Boudicca, and Mayan, featuring Pacal the Great the longtime ruler of Palenque
- Many new units, buildings and wonders
Improved unit capabilities.
New playable civilizations.
New units, buildings & wonders.
Addictive turn-based gameplay.
* Sid Meier's Civilization V -- sold separately -- is required for play.
Top customer reviews
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First off, my PC far exceeded the minimum specifications recommended to play Civ V, however, as I got further into the game my video would always suddenly freeze up or would go to a black blank screen and the only way to recover was by using the task manager to close down the game and restart. This happened when running DirectX 11. When running the game in DirectX 9, video artifacts would start appearing later in the game. Once I installed Gods and Kings, the game has been running smoothly and flawlessly with no issues whatsoever. So whatever issues Civ V had with my PC, Gods and Kings corrected it.
As I had already touched on, Gods and Kings is everything that Civ V should had been from the start. Bringing back to the series Religion and espionage truly improves interest in the game as well as being able to come up with different strategies or influence changes in strategies as the game progresses. The new civilizations, wonders, buildings, technologies and military units with increased chance of survival in combat, have, all told, just made Civ V a much more enjoyable and challenging game to play. Of the many new military units I particularly like the addition of the gatling gun and machine gun. I would had liked to have seen the addition of a troop transport ship....perhaps someday down the road?
For those who had bought Civ V, played it and found themselves going back to play Civ IV out of frustration or in disgust of Civ V, get this expansion, I'm sure Civ IV will go back in retirement in favor of Civ V. Everything that was good about Civ IV is back and the additions and changes in my opinion are all for the better. I have been playing Civilization since the beginning and own every game in the series and feel this is definately the best.
As many people have noted, the religion addition is far, far better than the religion aspect of Civ III and Civ IV. It adds a new dimension and especially a new resource to enhance your quest for culture, productivity, money, and happiness, plus the new commodity, faith. If I had any regrets about the religion addition, it is that there is no bit reward, like a new victory condition, for succeeding in spreading one's religion. The only drawback of such a victory condition is that to be realistic, it would probably peak early in the Industrial age, and one would lose about half the game narrative. Well, one could make it difficult, with perhaps a 1 in 10 chance of attaining it before the advent of the Modern Age. Even if not a win, then maybe a big boost in culture.
The diplomacy addition is a neat addition, but it is less engaging than the religion addition. Like the religion addition, it puts a premium on getting a really fast start, to be the first to reach the Renaissance, when you get your first spy, and when you can start building spy deterrents such as constabularies early in the game. Both additions add annoyances which tend to spoil things if you like to "win big". It seems virtually impossible to prevent one of your competitors from stealing at least one technology, and short of going to war with an opponent, it seems almost impossible to keep an opponent from converting one of your cities. While stealing techs is reasonable, it seems entirely unlikely that by missionary efforts alone, one could convert a major city from one religion to another. It's like imagining Billy Graham would go to Medina and convert it from Islam to Baptist Christianity.
Combat units have been improved in several ways. I'm especially happy with the set of combat units which bridge the gap between the Civil War and WW II, such as the Gatling gun, Great War Infantry, Great War Bomber, Triplane, and Land Ship (early WW I tanks.) Defence seems to have been strengthened for the early game, but there is still a huge jump in advantage to the offense with the advent of artillery, the bomber, and the battleship, when attacking indirect fire units can stand off and damage a target, whiile remaining out of range (except for the bomber). Possibly the greatest single improvement in unit capabilities is the ability for sea units to attack and capture coastal cities. Oddly, while this capability may have been more common in ancient times, in the game time, it is easier after the arrival of privateers. (I just wish they would have kept the clever ruse of making the nationaltiy of privateers unknown, as long as you were only doing ship to ship combat.
Regarding diplomacy, I am still annoyed with how an AI country can denounce you and turn from friend to hostile for no apparent reason. There are simply no provocations apparent, except perhaps national character. The Aztecs and Alexander the Great, for example, seem to do it far more often than the relatively peaceful Arabians. But even Ghandi can get erratic and turn against you for no clear reason.
The designers seem to have made a point of coming close to parity between male and female leaders. There are several female leaders of civilizations where there are more prominant male leaders one could have chosen, such as Dido of Carthage in place of Hannibal and Maria Theresa in place of Emperor Franz Joseph of Austria. On the other hand, it is quite true that Isabella may have been the strongest Spanish leader, even stronger than her husband, Ferdinand. I do miss some of the more colorful leaders from earlier versions, such as Winston Churchill for England, Abraham Lincoln for the US, and Fredrick the Great for Germany.