Pax East 2012: Civ V: Gods & Kings Changes the Game

Greg Tito

PR for Dungeons & Dragons
Sep 29, 2005
12,070
0
0
Pax East 2012: Civ V: Gods & Kings Changes the Game



Religion and espionage spice up the massive mechanical overhaul to my favorite game from 2010.

More than any game from the last few years, Civilization V has chewed up massive amounts of my time. After talking to Dennis Shirk at PAX East this weekend, the producer of both the vanilla game and the expansion, it looks like Gods & Kings will result in more sleepless nights. The gentle overhaul of all the mechanics aside, there are so many new civilizations, units and game systems that playing it will feel like a whole new game. The Gods & Kings expansion will cost $30 when it comes out on June 19th (22nd outside the US) on Steam.

"We targeted Beyond the Sword as the amount of content we wanted to include," Shirk said, referring to the amazing expansion to Civilization IV. "I think in a lot of ways we have hit that and in some ways, especially in terms of new game systems, we surpassed it."

The big tickets in Gods & Kings are the religion and espionage systems. Religion was in Civ 4, but the way lead designer Ed Beach approached it is completely different and it changes as your culture becomes more advanced. There's a new resource called faith which acts like culture or science in that it's generated from buildings within your cities. Once you reach a set number of faith in ancient times, you can found a pantheon. The pantheon gives you one mechanical benefit or belief from a list of 20 or 30 - for example, if you found the Goddess of the Hunt, all your hunting camps produce more resources. Once you pick your pantheon, that choice is removed from the game so there is an element of speed to get the best pantheon for your civ.

"Pantheons are a halfway layer that introduces religion. With the pantheon, you just pick that one belief so it's like sticking your toe in the water," Shirk said. "Then you get a full-fledged religion when you go even further."

[gallery=692]

The religion system really opens up once you get to found an organized religion. You spend a certain number of faith (around 150 for the first one in a world) to design a religion from a bunch of different parameters. First is the icon - the ten or so available are based on real-world religions like Buddhism or Judaism, but you are free to rename your religion if are so inclined. Then you get to choose a belief that benefits you as the founder of that religion, as well as a belief for each city which converts to your new religion. These benefits are drawn from a pool just like pantheons are, and the number of religions is limited to half the number of civs in the game. If you start a map with 8 civs, only 4 religions can be founded, so there is an urgency to have your civ found one early on.

"I love playing a religious game now because it feeds into almost every strategy," Shirk said. "Seven out of ten games I play as Boudica [the Queen of the Celts, a new civ for G&K] because one of her traits produces faith for free from the start and her Pictish warriors reward you with one faith for every kill."

Espionage sounds just as engaging. In past Civs, you could build spies and send them all over the world, but beyond stealing some tech there wasn't much use for them. In Gods & Kings, you have a set number of spies at your disposal based on what era your civ is in, which sounds very much like a German board game concept. You can move your spies around the map, but it will take them a few turns to travel. Once they are in a city, you have the standard set of actions available like poisoning the water supply, etc. But the really cool addition is there's a chance your spy will learn some real intelligence about your enemy's plans.

For example, if you have a spy in Mumbai, he might learn Gandhi is plotting to attack China. That's a valuable piece of intel derived from the AI system itself, and if you then open up a dialogue with China, you have the option to inform Wu Zetian of Gandhi's plans. If you do, you'll gain a friend in the Chinese lady, while the warmonger Gandhi will be less happy with you. If you're more of a merchant-type, your intelligence can also be sold to the highest bidder, using your spies to make a quick bucket of gold.

"Once you receive the information, it sends a bit back under the hood, and if you go to a leader. Go into the discuss section and you'll now see options there that say 'I want to tell of these plans'" Shirk said. "I like to play the non-aggressive information broker in the late game."

There's so much other stuff to talk about, but let me summarize some of the more pertinent info I found out from the presentation and in talking to Shirk. Navies have been buffed substantially in usefulness, mostly because certain ships like the destroyer are now flagged as "melee". Before you scoff, that just means that they can capture coastal cities as if they were a land unit, and the increased vulnerability of coastal cities takes some getting used to. Also, the HP levels of units went from 10 hp to 100 hp so there is a lot more damage spread around. Siege weapons effectiveness against units has been decreased, while they will be absolutely necessary if you want to capture a city that has built a wall improvement. No more simply trying to overwhelm a city with massive amounts of warriors. Without siege, you are shit out of luck.

City-states have been changed so that you can't just buy their loyalty and two new types - religious and mercantile - ensure a more interesting variety. Religious cities will give you faith points if you're friends with them, while mercantile cities have unique luxury resources that are not available unless you buddy up to them.

The pacing of the game has been overhauled, including the entire tech tree. Shirk and Beach's team have tried to make sure units have a usefulness for a much longer period of time, a worry of mine because adding new units such as "Great War" biplanes and machine gunners would have been very difficult to play with if it kept the pacing of vanilla Civ V.

"The entire system of how units come out, the pacing, the cost, all of that stuff has been reworked," Shirk said. "If you look at the tech tree, there has been a lot of shifting around. We always wanted to get at least one tech level between each unit in the chain. We don't want you to get musketman here, and the very next tech you can get will give you a rifleman."

Based on all I saw, it looks like Gods & Kings will be a whole new game and I will never sleep again.

Permalink
 

Electric Alpaca

What's on the menu?
May 2, 2011
388
0
0
When Civilization V hit, I think I managed to chalk up eighty hours of game time, which bled away without much notice.

This expansion seems very interesting, and I'll have to keep a keen eye trained on it's progress.

In reality, if there are enough new civilizations I'll probably get straight back into it - trying to role play as the leader of each was half the appeal to me.

It would amuse me, especially with the addition of religion and it appearing to be more fleshed out, if Firaxis introduced Hitler as a leader. Although I imagine someone will provide a mod for him with appropriate 'perks' and such.
 

Quesa

New member
Jul 8, 2009
329
0
0
Beyond the Sword, the amazing expansion to Civ IV. Typo, but..

What? Naval units can take cities now? I jus.. is the AI beefed up? Please say yes, there are already too many ways to demolish the crappy combat AI..
 

subtlefuge

Lord Cromulent
May 21, 2010
1,107
0
0
I can probably drop 30 bucks to have Napoleon lead Islamic France on a jihad of Pangaea.

I do love the hypotheticals.

Also, nice to see some risk involved with the coastal cities, rather than pure reward.
 
Apr 28, 2008
14,634
0
0
Sounds awesome.

Civ V changed a LOT, but there was quite a bit that was pretty weak. Mainly the diplomacy system. Hopefully this expansion gives it an overhaul so it can be more than an IM system Civs use to say they denounce you.
 

Joccaren

Elite Member
Mar 29, 2011
2,601
3
43
Uhh, Beyond the Sword was Civ IV

Other than that, this may get me to play another round of Civ V. I really missed the religions, espionage and corporations, and if Religions and Espionage are coming back - and in a better way then ever - then I may end up enjoying it a bit more.
 

SomebodyNowhere

New member
Dec 9, 2009
989
0
0
I really enjoyed Civ V and I am thinking this is just what I need to get me back into it. Now I just need to have it show up on Steam so I can wishlist it so I don't forget.
 

thiosk

New member
Sep 18, 2008
5,410
0
0
These seem like well thought out enhancements. I'll be dusting off civ V on release, most likely.
 

Fat Hippo

Prepare to be Gnomed
Legacy
May 29, 2009
1,991
57
33
Gender
Gnomekin
This all sounds great. Now if only Civ V didn't slow down to a crawl in the late game because of bullshit worker AI...
 

Greg Tito

PR for Dungeons & Dragons
Sep 29, 2005
12,070
0
0
Quesa said:
Beyond the Sword, the amazing expansion to Civ IV. Typo, but..

What? Naval units can take cities now? I jus.. is the AI beefed up? Please say yes, there are already too many ways to demolish the crappy combat AI..
Thanks for pointing that out, changed to Civ 4 in the post.

And yes, Shirk said the AI also got an overhaul along with a streamlining of the code so there will be less slowdown in the late game. Whether that promise follows through is yet to be seen.

Greg
 

Darth_Dude

New member
Jul 11, 2008
1,302
0
0
I don't see why this couldn't have been included in the original game? Religion and Espionage seem like pretty big concepts to not have in the game in the first place (or at a smaller scale).
 

Weaver

Overcaffeinated
Apr 28, 2008
8,977
0
0
I hated espionage in Civ IV, I hope it becomes less cumbersome and more useful.
 

if_then_else

New member
Apr 28, 2005
66
0
0
Looking forward to this. I love Civ V, and Religions are the one thing that I missed the most from Civ IV.

Also diplomacy could use some fixing, the mechanics on Civ IV were almost perfect, and the diplomatic victoy was my favorite kind of victory on that game, in Civ V it's just bribing city states.
 

Mabster

New member
May 8, 2011
59
0
0
I like the hex map and some of the other changes in Civ 5, but overall it just doesn't stack up to BtS. That said, I have put something like 90 hours into the game, so it's not like I don't enjoy it.

If this expansion is anywhere near as good as BtS was for Civ 4, it's gonna make for some great MP fun. I'd love for the SP to be awesome too, but I'm kinda doubtful they'll get the AI up to speed.