Sid Meier's Civilization 5: Gods and Kings - PC

Sid Meier's Civilization 5: Gods and Kings
  • Publisher: 2K Games
  • Genre:
  • Developer: Firaxis
  • Release Date:Jun 19, 2012
  • # of Players:1 player
  • ESRB:E10+ - Everyone 10+ (Drug Reference, Mild Language, Suggestive Themes, Violence)
  • Platforms:
Game Description: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 5: 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.
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Civilization 5: Gods and Kings First Look Preview -- Have Faith in Civ!

Civilization 5: Gods and Kings First Look Preview -- Have Faith in Civ!

By Eric Eckstein - Posted Apr 06, 2012

This Civilization 5: Gods and Kings preview is going to change the way you look at Faith, but I promise not to get too religious. Yes, there will be new scenarios, units, wonders, technologies, blah blah blah, but really there are three core additions to Civ 5, one is espionage, one is naval combat and the other is religion. When I wrote my Civilization 5 review, I remember missing the way religion was handled from Civ 4, but the way it's implemented in Gods and Kings is more impressive than what was done in that game.

Civilization 5 Gods and Kings

Quite simply, you gotta have Faith. It's a new resource that is earned each turn by either building shrines or discovering ruins, much like gold, science, or culture. As a nation, you'll need to make a choice as to whether or not you want to go down a faith-based path and reap those rewards, possibly putting your might or social influence at a disadvantage. Eventually, as you earn faith, you'll hit a milestone which opens up the Pantheon of the Gods, which is basically a bonus you choose to affect a city. Do you want to add +1 Culture to your cities, or maybe +1 Food for camps near your city? Depending on how you plan on leading your empire, these are critical decisions.

Later, if you stay the course, you'll unleash the power of a Great Prophet who can found your religion. From here, you'll pick a symbol; traditional religious symbols are available, but they can be renamed to whatever you want. Then you'll pick a bonus for the founder of the religion, i.e. you, and again bestow bonuses such as +2 gold for each city that follows this new ideology. You'll also pick a bonus for those that follow your religion, so you can grant cities with additional Happiness, making them more likely to want your faith in their cities.

The way religion spreads in Civ 5: Gods and Kings is simple: Any city within 10 hexes of a religious source will slowly feel the effects of religious conversion. Missionaries can help quicken the spread, while Inquisitors can stamp it out. While there are no negative effects you can attach to religions, it's still not wise to let a rival empire sway your people during the early parts of civilization.

As your nation develops, religion becomes less important and information takes its place. And so is born the age of espionage, where players unleash spies on the world to subtly nudge it in their best interest. Unlike previous Civilization games, spies are not units you can build, but they are awarded throughout the game. You'll unlock your first Spy during the Renaissance age, and another two for the last two ages. You can also earn more through wonders as well.


These spies are organized via another screen, where you can move them to cities (enemy or city-states) to establish surveillance, or once there incite them to do a variety of actions. They can rig elections within city-states to make them like you more and everyone else less, or even force a coup to make it happen quicker… but at a high risk to the agent itself. They can also steal technology from rivals, an old standby of the Civ series.

Civilization 5 Gods and Kings

There's also an Intrigue tab, which allows you gain insight as to the goings on of your enemy civilizations. News reports detailing civs gearing up for a sneak attack on a third party, or even yourself, will come in, granting you an opportunity to prepare or take advantage of the newfound information. For example, if you learn of one nation's plot to attack another, you can inform the soon-to-be victim about the plot and earn major brownie points in diplomacy.

The most controversial change though, in my opinion, is the retooling of naval combat. Now, destroyers act as melee units and are able to take over undefended, weakened cities. With battleships and aircraft carriers softening up a coastal city, all it takes is one destroyer to sneak in and claim it as its own. This will certainly cause players to safeguard their port cities, but maybe there's a bit of a stickler in me that doesn't believe it's strategically accurate to be able to win a city with a boat. I'm happy to be challenged on that front.

As you can see, Gods and Kings is looking mighty impressive for an expansion pack to the original Civilization 5. While I'm still waiting for a fantasy or space-faring scenario, I'm content to settle for the wonders of religion and espionage in this follow-up. If you loved Civ 5, you're going to thank the heavens for Gods and Kings.  

Civilization V: Gods and Kings
ships on June 19 for PCs everywhere.

Comments are Closed

  • Footballte8388

    i have no problem with the melee destroyer, it was something the xbox civ game sort of tried out and worked well in my opinion, as a long standing civ player (since civ 1 on two 3.5 floppies), i am glad to see them finally making a civ game that encompasses everything they've done in the past...the main thing i do still miss is Civ 3's extremely simple scenario maker that let you change everything from rules to making your own units to changing tile yield

    Posted: May 10, 2012 4:07 PM
  • qec

    This expansion sounds amazing. I'm looking forward to added layers of depth with the Religion and espionage. But, damn Tuesday release dates! Would it kill them to release it on a Friday so people have the whole weekend to play. I hate lying, but I may need to call in fake sick on the day this ones released because otherwise I won't get a damn thing done at work.

    I don't think the addition of melee ships is really necessary because they have already announced that embarked units can now stack with naval units, so as long as you have a strong melee unit with the promotion that removes penalties for attacking from sea, or over a river, stacked with a ship then you have your attacking force already.

    I'm not sure about the strategic accuracy of having a melee boat take a city, they can also pillage coastal tiles and attack units on ground tiles, but I would write it off as a ship's crew doing the pillaging or attacking. They haven't went into specifics about how this will work yet, but I imagine that the ship's crew disembarks on the coastal tile, leaving the ship vulnerable to attacks from other melee ships, and the ship can't leave the tile its on until the crew re-embarks and the crew has to stay on the tile it disembarked on.

    Posted: April 9, 2012 7:09 AM
  • wyman856

    I hope they fix some of the multiplayer problems...my friends and I frequently play Civ V online with each other and frequent bugs and connection issues. Furthermore, I would like to see an experience or clan system a la Age of Empires/Total War. That being said, multiplayer connectivity should still be priority numero uno.

    Posted: April 8, 2012 6:04 PM
  • NanbanJim

    Each unit is not "1 of x." A Destroyer unit is not one small ship. It is a Destroyer tactical unit, including support ships--just like each Phalanx is not one man with a long spear, but dozens of them plus supply animals and organic tactical support (a few skirmishers, for example). Since fleets are modeled by the Capital Ship method (Carrier, Battleship, Cruiser, Destroyer, with a few in-between models), your lighter watercraft such as small landing boats for shore teams (ship's crew going ashore, not large enough or trained enough to hold their own against any real land force).

    So it makes sense that they could take a city defended only by police, who are there to maintain peace not fight invaders.

    Posted: April 8, 2012 8:16 AM
  • KaptainMorganWo

    America "Conquered" Hawaii with a single boat. It's not unheard of that, under the right circumstances, the crew of a ship would be all you need to secure a city.

    Posted: April 7, 2012 10:06 PM
  • khalfani

    Love this new way of playing, cant wait to undermine my enemies. It's been a weak point in the game compared to the past where a military option wasn't always the best option to handle an ally or enemy. With this included, it adds that much needed touch that can make everything in game more interesting from battle strategy. To the diplomacy mentioned, and so on throughout the rest of the game. Love the game update....

    Posted: April 7, 2012 12:53 PM