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Sid Meier's Civilization V: Gods & Kings Review

4
  • PC

Civ V's first real expansion is no revolution, but it's as good an excuse as any to take the plunge back into Firaxis' wonderfully addictive strategy game.

I'll spare you the big overarching explanation of why Civilization V, and frankly the Civilization series in general, is a delightfully soul-devouring time suck. Many words have already been written on this subject, many of which are likely to be more eloquent than my own. All I will say on the subject is that if you have extricated yourself from Civ V in the time since its release in 2010, and hope to avoid plunging headfirst back down that rabbit hole of "just one more turn" addiction, then by all means, avoid the newly released Gods & Kings expansion back. Because if you don't, you're going to be sucked down that hole yet again, and God only knows when you'll find yourself able to wrest free of it again.

Choosing your religion is kinda arbitrary, since you'll be formatting it to fit your own style anyway. Just like real life!
Choosing your religion is kinda arbitrary, since you'll be formatting it to fit your own style anyway. Just like real life!

It's not that Gods & Kings does anything to especially revolutionize, or even dramatically improve Civilization V. In fact, for an expansion coming nearly two years after the game's original release (with only some DLC civilizations and map packs to supplement the time in between), it's actually a bit lighter on content than you might be expecting. However, the content that is in there is unquestionably good, making this expansion as devious a gateway back into the throes of Civ V addiction as you're likely to find nowadays.

The biggest addition to Gods & Kings is the religion mechanic. Though religion has existed in the series previously, the version of religion built for this expansion is far more detailed and involved than anything previously seen. It's in keeping with the spirit of the game in that it is a concept that can be built out in a variety of different ways that suit your particular play style. All religion is predicated on faith, which like science, production, and gold, you'll earn over time by building items and structures that increase it over time. Early in a game, you'll have the option to choose a "pantheon," a culture-specific religion that allows you one statistical benefit. This could be something as simple as more gold attained from spaces that generate faith, or more rapid border expansion via the "religious settlements" option. Once your pantheon is founded and your civilization begins to grow, you'll eventually spawn a great prophet, a unit that can be used multiple ways down the road, but initially will be consumed to create your religion.

Religion is non-specific in Gods & Kings. Which is to say that there are religions pre-made in the game that run the gamut from Christianity to Zoroastrianism, but it's not as though choosing Christianity will suddenly grant you a Jesus unit you can use to turn lakes into wine vineyards and eventually sacrifice for the sake of some kind of martyrdom boost. The names are just templates. You can name them whatever you want, actually, and the additional benefits you reap from the religion don't have any specificity to the religion itself. They're chosen by you when you first found, and then eventually improve your religion. Again, it's all tailored to how you want to play.

Like all things in Civilization V, religion is really more about expansion and diplomacy than anything especially holy. You can build prophets, missionaries, and even inquisitors to spread your religion and stamp out opposing religions. Making other cities and city states fall under your religious banner helps build influence with them. Likewise, pushing enemy cities into your kind of faith helps reduce resistance should you decide to conquer them. It doesn't mean they won't put up a fight, and in fact it may rile up the opposing leader to do something drastic against you. But if you use religion correctly, you'll be dominating the world in no time.

The other big mechanical change is espionage, a more passive mechanic that allows you to plant spies in rival civilizations' cities and city states. The key benefits to espionage are technology and alliances. Planting a spy in a city state ensures that your spy will continuously rig elections in your favor, and even conduct coups if the city state is loyal to another civilization. For major civs, you can place spies in key cities to both keep an eye on what rival leaders are planning, as well as potentially steal the technologies they develop. It's a helpful boost that gives you a bit more diplomatic interaction with your opposing civs, but truthfully it doesn't do a whole lot to change the overall flow of the game. It's just a nice little bonus that, frankly, you might just forget about as the game goes along.

The nine new civilizations bring the total number up to 34. Which is kind of a lot.
The nine new civilizations bring the total number up to 34. Which is kind of a lot.

Most of the other changes come in the form of tweaks to the existing game and in the form of new civs and items. There are nine new civilizations in Gods & Kings--including the Celts, Swedes, Carthaginians, Ethiopians, and more--each with their own unique units and abilities. In-game, you'll play Gods & Kings pretty much exactly as you did in the main game, though a few adjustments have made for a smoother experience, especially in combat. Ground units can now be stacked with naval units, making it easier to attack sea-adjacent cities, and combat in general has been switched from a 10-point system to a 100-point system. Opposing A.I. has definitely been improved a bit, though other civs can still be oddly non-aggressive when it's clear that you're about to start wrecking shop all over them. Their strategies have improved in some key areas, but with all the additional tools at your disposal to help depose your enemies, odds are you'll want to stick to some of the tougher difficulty levels if you want a noteworthy challenge.

All of this, plus three new scenarios, including the steampunk-themed Empire of the Smoky Skies (which I've detailed previously here) makes up this add-on. It's a good chunk of content that probably would have looked a lot more impressive a year ago. Given how much time and piecemeal DLC has passed since Civilization V first hit store shelves, Gods & Kings suffers only by virtue of not being overwhelming in its revamping of the Civ V formula. And yet, neither is it underwhelming, given that the things it does add are all distinct improvements, and some are even pretty fantastic. This is a useful and enjoyable expansion to a game that's still one of the great time-stealers of this generation. To put it succinctly: it is more Civilization V to add to your copy of Civilization V. If you still have even a flicker of a desire to play more Civilzation V, that news should be all you need to justify picking up Gods & Kings.

Alex Navarro on Google+

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SuperVHS

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Onno10

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@sear said:

@darukaru said:

No offense, but when the final verdict on one of the expansion's two major bullet points (in this case, espionage) is that it has little impact on the game and is forgettable, it sounds like the expansion isn't delivering what it promised. It definitely doesn't sound like a 4/5.

Welcome to the world of Professional Game Journalism(TM), where the goal is to put out editorial content as quickly as possible and provide scores and opinions that aren't necessarily informative, but safe. I see this a lot in genres that reviewers don't have real experience with - sports games, strategy and tactics, wargames, more traditional RPGs, etc. - and they tend to go with the almighty 8/10 in those cases because it's a good, inoffensive default that won't anger anyone and hides the fact they might not really know what they're talking about.

With a ton of extra civs (which people care a lot more about then religion and espionage combined) , 3 scenarios (that probably last around 10 hours each) and major new gameplay elements you really get a ton of content for a great price. The return of espionage actually annoyed quite a bit civ fans, it makes sense that it got a small role.

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TheHT

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Edited By TheHT

God damn Alex, you're working hard over there in New York aren't you?

I don't think I've even played enough of Civ V to warrant buying an expansion yet. Great game.

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AndrewB

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Edited By AndrewB

Can I just chime in here?

I'm a huge detractor of DLC, but every Civilization V DLC pack added a bonus in play hours of whatever length in game time that you were willing to choose, plus a certain amount taken into consideration as that civilization could also be your enemy and require interesting strategies to overcome.

Keep in mind that the base game, without DLC civs, could have potentially run you into the hundreds of hours on its own.

Now, if you're a skeptic of the hour to dollar conversion, let me just say that it's a heck of a lot of fun. In fact, bordering on game of the year quality for anyone interested in games of strategy.

With that in mind, if you were already a fan of the game, the added civilizations plus changes to many of the underlying systems of the game (differences in the tech tree ranging from subtle to insane, religion, I guess espionage... but I've never been a fan of it myself, new resources, new tech routes for ranged and naval units, and Great Admirals are some of the changes I've spotted in an hour or so with the game so far) make it well worth the cost, especially if you haven't bought any DLC prior (because it includes a little bit of that content including Spain, which is one of the more interesting, if challenging, civilizations to play).

If you havent played Civ V or played very little, you definitely *shouldn't* be buying this, because you already have a ton of content you should explore first.

For fans of the game that are growing tired of the same old strategies, you really should get it.

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xymox

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Edited By xymox

So what you're saying is no work and no studying.

Gotcha.

PS: it's 10% off on steam right now

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granderojo

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Edited By granderojo

I have been playing this game since the minute it unlocked on Steam until now, I really enjoy the changes they've made, although it sort of feels like this should have been what the original game was. When they announced Civ 5 I expected as many civs as we have now with this expansion in the vanilla and this faith mechanic feels like something that was in vanilla originally that they scrapped due to time constraints of the development process. That said I won't bitch because as I said, I've been playing this for something approaching over 12 hours straight. I need to sleep.

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Krystal_Sackful

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Edited By Krystal_Sackful

I like it better than Civ V. But, it didn't blow my mind. 30 dollars is a bit much.

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mekon

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Edited By mekon

Good to see Alex getting something decent to review.

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Onekumar

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Edited By Onekumar

Well this review convinced me to buy Civ 5 and the expansion pack

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raidingkvatch

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Edited By raidingkvatch

Not being able to get this provoked me to play Civ III again. Spent 8 hours playing the day I installed it.