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]

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]


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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]

Sid Meier's Civilization V: Gods & Kings is the first expansion pack released for Civilization V. It was released June 19, 2012 in North America and June 22, 2012 worldwide. As the name shows, the expansion focuses on a brand new feature: Religion, which adds a whole new level of development for a civilization. Although it doesn't lead to a separate victory, Religion offers a complete new system of bonuses for a nation, allowing it to enrich its abilities in many new ways. The system also introduces an exciting layer of peaceful competition, as different religions strive to win the hearts of the citizens.

The expansion also includes 2 new City-State types - Religious and Mercantile - and many new City-States. It also introduces 9 new civilizations and leaders, 9 new wonders, 27 new units, 13 new buildings, and new resources and technologies.

Espionage can be used in multiple ways. Like in Civilization IV, Spies can steal techs from other civs, but they are not a unit on the map that you can build. Espionage is unlocked when the Renaissance era is reached, this will unlock 1 spy for every age after, an additional spy may be gained from building the National Intelligence Agency National Wonder. When stationed in your cities, spies perform counter-intelligence to prevent other spies from stealing your technologies. Another way to use them is to send a spy into a city-state to rig an election, increasing your influence and decreasing the influence of other civilizations. Spies can also be used to stage a Coup in city-states, a risky move with big payouts if successful. Spies can also be used to gain information on what opposing civilizations will be doing next. If a Spy is caught while stealing technology, they will be killed, and a new, inexperienced Spy will eventually replace them.

The fifth mainline offering in the multi-award winning Civilization series of strategy games, Sid Meier's Civilization V, challenges players to establish and lead a civilization from the dawn of man into the space age. Civ V introduced a number of new features to the series, including City-States, research agreements between leaders, and the now-familiar hexagonal map tiles. Multiple paths to victory are still a staple of the series, so science, culture, and diplomacy are just as viable as military conquest.

Each of the 18 playable civilizations that Civ V launched with plays differently: in addition to their leaders' unique abilities, each civilization has access to at least one unique unit. Many of them can also construct unique buildings and tile improvements. A further seven civilizations were added in the first year after the game's launch via a series of add-on packs that also include new scenarios, custom game maps, and additional world wonders. In the years that followed, still more civilizations and gameplay enhancements were introduced in the two expansion packs detailed below.

Civilization V: Gods and Kings introduces nine additional civilizations, nine wonders, and dozens of units, buildings, and techs that afford players new options as they expand their empire. Three original scenarios are also included, with two based on historical events, and another set in a fictional steampunk world with its own factions, technologies, units, and buildings.

Nine more civilizations also enter the fray in Civilization V: Brave New World, bringing with them dozens of new units, buildings, and tile improvements as well as eight new wonders waiting to be discovered. When you're done building the most powerful empire in the world, there are also two historical scenarios based on the Scramble for Africa and the American Civil War that are sure to test your leadership skills.

City states play a bigger role than ever in Gods & Kings, thanks to the addition of quests. In Civ V, players won favor with these small nations primarily by giving them gold; now the city states give players goals, and if you achieve them, you win favor and receive rewards. These quests take all kinds of forms, including hassling competing city states, developing new technologies and constructing wonders of the world. They allow civilizations that don't have a lot of money to benefit from relationships with city states, and make a nice addition to the game.

Of course, like any Civ expansion, you also get new technologies (including Ballistics and Telecommunications), units (like battering rams and ranged machine gunners), buildings (like the Coffee House and Bomb Shelter) and new Wonders (including Petra and the Hubble Space Telescope). There are also new playable civilizations and leaders, including the Netherlands/William I, Celtica/Boudicca, Maya/Pacal the Great, Carthage/Dido, Byzantium/Theodora, Huns/Attila, Austria/Maria Theresa, Ethiopia/Haile Selassie, Sweden/Gustavus Adolphus, Spain/Isabella, and Mongolia/Genghis Khan. And the game includes three new scenarios which transport players into Renaissance Europe, the fall of Rome, or a pre-industrial steampunk world.

Religion is by far the biggest change, overall. As with all things in Civ V, religion is simply a tool you, the master of your particular civilization, can use to help expand, evolve, and conquer. You use faith as you would culture or gold. It's a resource you accumulate by building religious structures and a variety of other things as the game goes along.

Founding a religion provides multiple new boosts to whatever categories you're looking to focus on. Again, the options run the gamut from resource building to increased conversion rates. Yes, you can use your prophets, when they appear, to help convert other cities and city states to your particular faith. Depending on your friendliness with the cities in question, this can either be viewed as an act of friendship, or an act of war. Bringing religious followers to city states can help keep them under your wing, while doing so to other major civilizations tends to come with more dire consequences.

As is generally the case in recorded history, forcibly converting citizens of another civilization tends to lead to unhappiness from the leader of that civilization. Fortunately, there are other ways to deal with those pesky rival Civs besides religion bombing them.

There's more here, too. Gods & Kings also comes with nine new civilizations (including Sweden, The Netherlands, and The Celts, among others), a gaggle of new units, and some new scenarios to play through. Including one especially strange one. While just about everything in the Civilization series has had its roots in some whimsical version of our world history and reality, the new Empires of the Smokey Skies scenario is pure steampunk fantasy.

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. Are you tolerant of other religions or is this the one true faith? Are you focused on Gold, Arts or Military? Beliefs can even unlock custom buildings that only people of your religion can construct. Great prophets, missionaries and inquisitors help you spread your beliefs to other lands and gain the alliances of City States, and like-minded civilizations.

New Civilizations: The expansion will deliver 9 new civilizations, such as Carthage, Netherlands, the Celts, and the Maya (it is 2012, after all), along with their unique traits, units and buildings. The expansion also includes 9 new leaders including William I, Prince of Orange, Boudicca and Pacal the Great.

Fortunately, the game was not all painful in its start-up. It automatically picked settings that allowed it to run without having to quit. Unfortunately, when I quickly checked to see that the game had some settings appropriate to my little Acer, I failed to notice the options for quick combat and quick movement. Still, the streamlined menu had a Play Now option. I had hoped that the demo would limit the scope such that we could get to gameplay without getting caught up in the set-up. Knowing my dad, a choice of civilizations would quickly have turned into a lecture about British tactics at Trafalgar or Waterloo. 0852c4b9a8

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