

It’s an entirely new system based around the new Faith resource. The most substantial addition by far, the very reason to get Gods and Kings, comes from the addition of religion and espionage. You could easily spend hours playing these scenarios over and over with a variety of different leaders.

Even cooler still, the Empires of the Smokey Skies scenario takes you into a world of steampunk fantasy, complete with exclusive leaders, units and tech tree options. Not only are they shorter, but they all offer unique victory conditions, forcing you to change up your strategy. Normally I only play randomly generated games, but the included scenarios are a great change of pace from a standard Civ V game.

What you do pay $30 for are the substantial changes and additions, such as the surprisingly fun scenarios. Having more content to experiment with, more variables to toss in when you’re randomly generating maps, is fun, but that’s not exactly what you pay any considerable amount of cash for. Units also have their hit points put on a 100 point scale instead of a 10 point, allowing the designers to make combat last a bit longer, and give time for more exciting and strategic fights to develop. City-States can now be bullied, and you can demand tribute from them at a loss of favor. You get new leaders such as Gustavus of the Swedes or Pacal of the Maya, new units, and new buildings. Much of the content in Gods and Kings is predictable expansion stuff. Likewise Civ V’s excellent tool-tips persist, quickly showing you relevant information like whether or not you’ll win in combat and why, as well as offering in-depth explanations of how key game systems work, such as happiness and resource gathering. Advisors return as well, ensuring that even vast empires never feel overwhelming to play, and that you can always get up to date advice as a situation develops after every turn. Pangaea, for instance) and seeing if you can develop your would-be superpower into something for the history books. You still start by selecting the type of world you want to play in (continents vs. The heart of Civilization V isn’t changed by Gods and Kings. Prepare to lose sleep as you fall in love with V all over again. The core of the Civilization V experience remains intact, but new additions like religion, espionage and a host of smaller items and tweaks revamp what was already a fantastic game. As if somehow my whispered prayers and rants on podcasts were heard, developer Firaxis and legendary game designer Sid Meier have released Civilization V: Gods and Kings. While Civ V managed to be the most approachable Civ to date, and a whole lot of fun despite its flaws, I’ve not-so-secretly harbored an intense longing to bring some sort of god back to my people. Keeping this in mind, it shouldn’t surprise anyone that I was sorely disappointed by the removal of religion between Civilization IV and V. Religion is just so uniquely human – a force for good and terror, and one of the biggest factors in shaping the remarkable and bloody history of mankind. Not any one in particular, mind you, just how they interact with one another, influencing individuals, cultures and nations in times of peace and war. No scores have been changed, as this doesn't affect the author's overall opinion. We apologize for the confusion, and have edited the text so it doesn't speak like these are features added in by the expansion. Editor's Note: One savvy commenter pointed out that the political options for "denouncing" and "declaring friendship" were added in via patches earlier, and were not part of the expansion.
