Sid Meier's Civilization V: Gods and Kings
The Top PC Games:  Last update: March 10, 2013 

Expansion pack for Civilization V 

Release Date: June 19, 2012 (US)
Game screenshots
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 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 dominate the world.

***Sid Meier's Civilization V  base game required for play. 

System Requirements - Minimum
  • OS - Windows XP (SP2) / Vista (SP1) / Windows 7
  • CPU Processor - Intel Core 2 Duo 1.8 GHz or AMD Athlon X2 64 2.0 GHz
  • RAM - 2 GB RAM
  • Disc Drive - Required for disc-based installation
  • Hard Disk Space - 8 GB or more
  • Video Card: 256 MB ATI HD2600 XT or better, 256 MB nVidia 7900 GS or better, or Core i3 or better integrated graphics
  • Sound Card - DirectX 9.0c-compatible sound card
  • Peripherals - Mouse and keyboard
System Requirements -  Recommended
  • OS - Windows Vista (SP2) / Windows 7
  • CPU Processor - 1.8 GHz Quad Core CPU
  • RAM - 4 GB or more
  • Disc Drive - Required for disc-based installation
  • Hard Disk Space - 8 GB or more
  • Video Card - 512 MB ATI 4800 series or better, 512 MB nVidia 9800 series or better
  • Sound Card - DirectX version 11
  • Peripherals - Mouse and keyboard
Buy Game (For PC)
List Price:$29.99 but at Amazon you can buy at -
Price:$27.24 & this item ships for FREE with Super Saver Shipping.
You Save:$2.75 (9%)
Download size: 8.0 GB
Download time: 4 hours - 12 hours on broadband
Buy Game (For MAC)
Platform: Mac OS X 10.5 Leopard, Mac OS X 10.6 Snow Leopard  
Download size: 8.0 GB
Download time: 4 hours - 12 hours on broadband

Expanded Epic Game
The core game experience has been greatly expanded with the addition of new technologies (like Combined Arms), 27 new units (like the new 1-hex ranged unit Machine Gunner), 13 new buildings (like the Bomb Shelter), and 9 new Wonders. Additionally, there are even more new units and buildings included in the three new Scenarios for modders to use.

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.

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.

Enhanced Diplomacy and Espionage
Establish embassies at foreign courts for closer ties (or clandestine operations). As the religions of the world start settling in, and the world moves into the Renaissance, you unlock your first spy (with more to come). Send them out to establish surveillance of foreign cities, steal advanced technologies from your strongest or wisest competitors, or interfere with city-state alliances. All of your actions can have a diplomatic impact if discovered, so always tread carefully.

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. Additionally, all embarked units now have Defensive Embarkation, and can stack with a naval unit for extra protection. Add to this the new Great Admiral, and the high seas have become a much more dangerous place.

New Wonders
There will be 9 new Wonders with all new effects including Neuschwanstein, the Great Mosque of Djenne, the Terracotta Army, the Great Firewall, and the Hubble Space Telescope.

Two new city-state types have been added (Mercantile and Religious) to bring all new advantages to the table. The city-state quest system has received a complete overhaul to decrease the importance of gold and add a whole range of new quests that further the narrative of the game, as well as make the diplomatic victory a more varied option. Ally with Marrakech to get access to their unique luxury resources! Vatican City and Jerusalem are holy cities that play key roles in the religious struggle.

Three new Scenarios

INTO THE RENAISSANCE - Grow your medieval kingdom into one of the great nations of Renaissance Europe, fending off outside invasions from Mongols and Ottoman Turks and fighting the religious wars of the Crusades and Reformation!

FALL OF ROME - Play as either Eastern Rome or Western Rome trying to fend off the barbarians OR as one of the barbarians themselves.

EMPIRES OF THE SMOKY SKIES - Build flying airships and huge tractor-like tanks from the unique tech tree of this Victorian science-fiction scenario, then spread your empire across the pre-industrial world.

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. The new system allows your lines to stand longer than they could before, so you, as a player, can make smarter tactical decisions without worrying about a single unlucky roll of the dice.

Austria has long been an influential player in the political and military sagas of Europe. Landlocked among rivals and allies, Austria and its people bear a long history of adapting to the ever-changing situations surrounding them. Although the nation's borders have shifted repeatedly throughout history, Austria has emerged as one of the premier nations of Europe, establishing strong alliances and far-reaching trade agreements across the continent.

Special Abilities
Austria can spend gold to annex or puppet an allied city-state.
  • Leader - MARIA THERESA
  • Special Ability - DIPLOMATIC MARRIAGE
  • Special Unit - HUSSAR
  • Special Building - COFFEE HOUSE

Existing for more than 1,000 years, the Byzantine Empire, centered in the legendary city of Constantinople, was initially formed as the eastern seat of power for the mighty Roman Empire. As a source of great cultural growth along the eastern Mediterranean, its affluence allowed for grand displays of art, architecture, science, and music. The Byzantine Empire would rise to succeed Rome, becoming one of the most influential kingdoms on the world's stage.

Special Abilities
Byzantine can choose one more belief than normal when founding a religion.
  • Leader - THEODORA
  • Special Unit - CATAPHRACT
  • Special Unit – DROMON

The ancient kingdom of Carthage grew from a small settlement of exiles to a powerful civilization. Ideally situated along the northern coast of Africa, Carthage became an increasingly crucial center of trade along the Mediterranean. However, this success was not without consequences, as Carthage eventually drew the ire of both Greece and Rome, and the ensuing conflicts with these intimidating rivals became the stuff of legend.

Special Abilities
All coastal cities get a free habor. Units may cross mountains after the first great general is earned, but taking 50 HP damage if they end a turn on a mountain.
  • Leader - DIDO
  • Special Ability - PHOENICIAN HERITAGE
  • Special Unit – QUINQUEREME

The Celtic tribes of Europe, celebrated today as the ancestors to millions throughout the world, were one of history's greatest ancient societies. Said to have developed from the early Iron-Age cultures of Central Europe, the Celts grew to become a diverse, yet formidable, society made up of hundreds of individual tribes spread across the continent. They developed extensive trade routes between their small towns, establishing a culture that would flourish independently for centuries.

Special Abilities
A bonus faith per city with an adjacent unimproved forest. A +2 bonus in cities with 3 or more adjacent unimproved forest tiles.
  • Leader - BOUDICCA
  • Special Ability - DRUIDIC LORE
  • Special Unit - PICTISH WARRIOR
  • Special Building - CEILIDH HALL

The Dutch Empire, often referred to simply as "Holland," has, under the influence of many other ambitious empires, grown from a minor province of northern Europe into one of the world's premier trade centers. Since first establishing themselves as a sovereign nation, the people of the Netherlands have worked tirelessly to establish their own national identity. As the new republic grew to become a leading economic power, many great cultural and scientific figures rose from the newly formed nation.

Special Abilities
Retains 50% of the happiness benefits from a luxury resource if your last copy of it is traded away.
  • Special Ability - DUTCH EAST INDIA COMPANY
  • Special Unit - SEA BEGGAR
  • Special Improvement – POLDER

Ethiopia, covers the majority of the Horn of Africa, nestled along the continent's northeastern coast and is bisected by the Great Rift Valley, which has long been considered the birthplace of human development. Home to ancient empires dating back to the waning centuries of the first millennium BC, Ethiopia has a storied history driven by the rule of great kings and emperors. As one of the few African nations to avoid the colonial ambitions of Europe, Ethiopia maintained its sovereignty well into the 20th century, remaining independent until the invasion of Italian forces led by Mussolini in 1935.

Special Abilities
Combat bonus when fighting units from a civilization with more cities than Ethiopia.
  • Special Ability - SPIRIT OF ADWA
  • Special Unit - MEHAL SEFARI
  • Special Building – STELE

Migrating throughout Europe in the 4th and 5th centuries AD, the nomadic Huns were a tribal people originally thought to have their origins on the steppes of Central Asia. United under the charge of their most memorable leader, Attila, the Hunnic army plundered and pillaged its way across Europe, becoming a notorious scourge to the Romans and their allies. Although mysterious in origin, by most accounts, the Huns ate, slept, and died on horseback, which helps explain why they were known throughout history for their expertise in mounted combat and equestrianism.

Special Abilities
Raze cities at double speed. Borrow city names from other civs. Start with animal husbandry. Bonus production per pasture.
  • Leader - ATTILA
  • Special Ability - SCOURGE OF GOD
  • Special Unit - HORSE ARCHER
  • Special Unit - BATTERING RAM

Primarily inhabiting regions of present-day Mexico, Guatemala, and Belize from the 3rd to 10th centuries AD, the Maya people lived in a network of independent kingdoms sharing a common culture and religion. While their true origin is shrouded in mystery, the first distinctly Maya settlements were established around 2000 BC. Growing from pre-agricultural communities into vast urban centers, the Maya city-states came to rely on sophisticated farming techniques for both sustenance and trade. The immense cities of the Maya were fiercely independent, invariably going to war with one another over territory, trade, and political disputes. Despite this independence, all of the great Maya cities shared a role in influencing their culture as a whole, as each contributed the unique characteristics that defined them as individuals.

Special Abilities
After researching theology, receive a bonus great person at the end of every Maya calendar cycle ( 394 years ).
  • Leader - PACAL
  • Special Ability - THE LONG COUNT
  • Special Unit - ATLATLIST
  • Special Building – PYRAMID

Sweden's early history was chronicled in the Norse Sagas, within which the first records of their legendary kings appeared. The conquests and expansion of the Vikings into central Europe wreaked havoc on unsuspecting settlements across the region. Over time the loosely collaborated Viking chiefdoms gave way to a united Swedish people. In the present-day, Sweden is known as a progressive and economically powerful nation.

Special Abilities
Bonus influence with a great person gift to a city-state. When declaring friendship, Sweden and their friend both gain a bonus to great person generation.
  • Special Ability - NOBEL PRIZE
  • Special Unit - HAKKAPELIITTA
  • Special Unit - CAROLEAN 
Religion is a new system that can enhance your Civilization with benefits, or be used to hamper the competition. While there is no Religious victory, a properly designed religion can be used to bolster science, culture, relations with city states, or the power of your army. Religions are founded and enhanced via a new resource called Faith. New nations such as The Maya, The Celts, and Byzantium have abilities or buildings that are well suited for building Faith. For other nations, buildings such as Temples and Shrines will help you build Faith.

After gaining a set amount of Faith your Civ will be able to establish a Pantheon that gives cities a single bonus. This Pantheon will also be the basis for your future Religion. Try and pick a Pantheon that matches both your Civ and planned Victory. Such examples include picking Messenger of the Gods if you are playing as China and want a Science Victory, or choosing Ancestor Worship while playing the Aztecs for a Cultural Victory.

Upon gaining a second boon of Faith a Great Person known as a Great Prophet will be born. Move him to the city where you wish to establish your new order and the found Religion screen will pop up. You will need to pick a Founder Belief--bonuses that effect you (or the Civ that founded the Religion)--and Follower Beliefs that can be enjoyed by any city that follows your faith.

It's best to pick beliefs that complement each other and also align with your planned victory. For example, if you are seeking a Cultural Victory try coupling together World Church and Choral Music. Keep in mind that Happiness and Food are normally at a surplus, so basing a Religion around those can be a tad foolish. Once a second Great Prophet is born he can strengthen the Religion by adding a second Follow Belief and an Enhancer Belief. These Enhancers can include spreading your Religion faster or bonuses to combat, making them great for those seeking Domination Victories.

Keep in mind that only so many Religion can be formed (this can be set in the options before creating a game; the amount is based on map size and amount of Civs). If your Faith is too low you may miss out on establishing a Religion and can be at somewhat of a disadvantage.

Now for the most important step of your Religion: Spreading it to other cities and defending against other Religions. Religion on its own can spread to nearby cities, but to really increase global followers you will need to deploy messengers of god. As you build up Faith you can purchase more Great Prophets and also Missionaries that can spread Religion by moving next to a city and using their abilities. Great Prophets can do this four times, while Missionaries can only do it twice. These units can freely move through borders and can use their skills while embarked. This can also make them somewhat of a low end scout to watch over other Civs or spy on City States.

Another unit type that can be bought with Faith are Inquisitors that will purge rival religions from a city, or if garrisoned help defend against Missionaries. Keep in mind that some City States and Civs without Religion will welcome your new type of Faith. However, spreading Religion to nations of other home Religions can easily hinder diplomacy, especially if you tell those Civs that you will stop spreading your Religion but continue anyway.

Inquisitors are the only means of combating Missionaries in times of peace (Or directly surrounding all of your cities with units). On the other hand you can also outright kill or capture the religious units by going to war. This might not always be worth the trouble, as other Civs of the world may see you as a warmonger for taking innocent faith workers
As you enter later technology eras Faith and Religion will start to wane, but don't neglect it entirely. Civs and City States that follow your Religion are more inclined to work with you, though that still won't override political alliances. Sidon and Lhasa might follow your brand of Hinduism, but don't be shocked if they attack you once Greece has some beef with you.
Espionage is the second new system within the Gods and Kings expansion. When any Civ in the game enters the Renaissance era, all nations will gain a single spy (England also gets an extra spy). As a nation enters new technology eras they will gain more spies. A spy will also be awarded to the Civ that builds the National Intelligence Agency Wonder.
A spy can be moved to other nations to steal technology and gather intrigue. You are more likely to gain technology and intrigue in cities with higher populations. Stealing technology will only work if the current Civ you've targeted is more advanced along the technology tree. Intrigue on the other hand can give you information about who that Civ is about to go to declare war on or who they are plotting against. You can then share this knowledge with the third party and advance diplomatic relations.
There is also counter intelligence: by placing spies in your own cities they can defend against theft, identify who is spying on your or even kill of enemy spies. Dead spies will be replaced by fresh new spies after a set amount of turns. Discovering spies in your cities (or being caught by an enemy) can lead to national incidents, such as weakened relations or outright war. You can however choose to forgive the nation that wronged you, or request nations stop their operations within your territory. Some Civs will adhere to your wishes, while others may become hostile.
Spies can also occupy City States and will attempt to rig elections. After every 15 turns your spy will attempt to increase your influence with the City State, though rival Spies in the City State will often prevent this. You can also actively stage a coup to completely overthrow the City State's current alliance. However, if you fail this coup option your spy will be killed. If you are a third party spy who witnesses another spies' failed coup you may also gain that information.

As a spy completes any of these above missions they will be awarded experience and possible level ups. A higher rank spy will be able to complete missions faster and at a greater success rate. For the most part send high level spies to complete dangerous tasks such as coups and let newbie spies gather intrigue on lesser Civs.

War Has Changed
Gods and Kings has new combat mechanics designed to make fights longer and more strategic. All combat units now have 100 HP instead of the small amount of 10. This makes it important for troops to travel and explore in small groups or they can easily find themselves overwhelmed by hearty enemy forces. It is recommended that a melee unit travel with a second melee unit or ranged fighter to help stay well guarded, mainly if there is a high chance of war.

Healing per turn and instant heal promotion are also not nearly as powerful; the former heals for a mere 10 HP outside friendly borders and the latter for 50. Because a unit can no longer bunker down and turtle as well as before it is typically a good idea to retreat and regroup when pitted against overwhelming odds.

Cities are also stronger both defensively and offensively. Each city has 200 HPs, a defense score, and bombardment attacks deal heavy damage to most units. With these bonuses it is very easy to defend your own lands with the aid of only a few units, namely those garrisoned within the city itself. On the flip side, taking over enemy cities will require plenty of siege units (and later bombers) to effectively pierce through the walls.
Another major change is to naval combat. All embarked units can defend themselves, preventing them from being as easily destroyed. The embarked unit can also stack with true naval units to create powerful combinations. There is also a new Great Person: The great Admiral which provides a 15% combat bonus to nearby ships, or can be consumed to heal friendly naval units surrounding his hex.
Finally, melee naval units can now directly attack and capture cities. Because of these changes, no costal city is safe any more. You'll want to create navies to defend your waters as well as harass enemy territory. By taking over costal cities and city-states you will be able to gain a much stronger foothold on a continent compared to sending in a rogue settler.

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    March 2013
    July 2012


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