Civilization 5: Gods and Kings review: March of progress
Posted by Joystiq Jun 18 2012 19:30 GMT in PC Gaming News
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The board game Clue (Cluedo to those in Europe) was created in 1949. About 40 years later Clue Master Detective was created, leaving the core game intact, but adding more suspects, weapons and rooms. Civilization 5: Gods and Kings follows a nearly identical model. Seemingly a response to criticism that there wasn't enough going on in Civilization 5 as there was in Civilization 4, the Gods and Kings expansion tosses a bunch of balanced mechanics into the game simply to give more.

To understand the present we must look to the recent past. Civilization 5 already had its "Game of the Year Edition" launch last year, normally marketing's indication that a game's development has come to a conclusion. Yet, here we are with Gods and Kings, a $30 expansion that adds new civilizations, wonders and buildings; with two big game mechanic additions being religion and espionage.

I appreciated Civilization 5 for being a better game than any of its predecessors, opening up the series to more players, instead of creating the strategy game feedback loop that only builds mechanics for the hardest of hardcore, thus leaving newbies locked out or working eight times harder to understand what's happening. Civilization 5 streamlined nearly every mechanic in the series and made combat tactical for the first time, only allowing one unit per hex instead of a "stack of doom."

Boiled down: Civilization 5: Gods and Kings takes two years of patches and adds religion and espionage to the mix for those who felt the game wasn't busy enough. Oddly, and not in a negative sense, the new mechanics actually simplify the game in many ways, with religion and espionage supplying bonus options that can be used to devastating effect by those with a strategic mind.



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