Ok, so, say you want to hear some about
Gods and Kings but don't want to read a million billion words about
stuff with me talking very little about the actual game. I'm going to
try a review format where I give an ultraquick take above the fold,
and then talk a little bit about things below.
Supershort take-
I liked Gods and Kings. It makes
navel combat worthwhile, improves the tactical and diplomatic AI
somewhat (note, tactical AI still makes some silly moves (though no
more than it did in Civ4), and certain AI powers are really kinda
dopey-aggressive (see- Bismark, Atilla, Monty)) and adds two nice
features in the form of religion and espionage. Religion is a lot of
fun, and I really like the way they model beliefs. Espionage does a
good job of helping weaker powers to catch up, and is a worthwhile
addition (unlike building spies in civ2-3 or the miserable espionage
slider in Civ4 BTS). The new civilizations are fun without being
overpowering (except for the Ethiopians, maybe), and the changes to
city states (combined with espionage) make it more than a game of
“who has more money” to win the diplomatic war (though money
helps!)
Civilization 5 was an excellent game
in the Civ. Series at release, marred by two pretty significant
issues, the tactical AI wasn't very good, and a slightly
schizophrenic diplomatic AI. This meant that the excellent changes to
the tactical combat were somewhat wasted, as the AI didn't know how
to make use of it's troops, and the endgame (always a weakpoint in
the civilization series) was annoying, as previous AI “friends”
would gang up to murder your ass if you looked like you were going to
win, which is something your actual human friends would do anyway,
but was objectionable if you wanted “verisimilitude”
Gods and Kings fixes these issues
(though not completely), makes a host of minor changes which strongly
improve gameplay, and introduces two new subsystems- religion and
espionage, both of which are fairly mechanically interesting, in addition to new wonders,
etc. I particularly want to gush about the religion system, which
helps to stabilize diplomatic relations in the early game, as well as
being both interesting and able to let you channel your inner five-year-old (I was the founder of the religion of
Board Games in my Dutch game, and many city states clamored for it to
be spread to their shores, though I'm sure they would have clamored for Cock as well, if you chose to name your religion that).
The minor fixes are probably best to
talk about first, as they solve some of the things that bothered me.
To begin with, the tactical AI is better. Better doesn't mean
perfect, as the AI tends to prioritize killing your units over
strategic objectives, but, considering the power of upgraded units,
that's not terrible. I had a long war with Attila in my Dutch game,
and was only able to persevere through the power of my advanced
technology, though it was very touch and go for a while. The
diplomatic AI will ignore minor slights provided you have a good
enough base relationship, though when you accumulate enough negative
modifiers, expect them to get really pissed. Moreover, there is a
bonus to your relationships with people of the same religion, giving
you a stabilizer in the early game, especially if you spread your
teachings to the rest of the world.
The changes to navel combat- ships are
now split into two tracks, one close range and one longer-ranged, as
well as an across the board buff to the power of navel units makes
combat much more interesting on the high seas. Additionally naval
units are able to capture cities, meaning that being a strong navel
power matters a lot- you don't need to be a strong land power too.
The gunpowder age has been extended, with musket-men serving for much
longer before the advent of rifling, making the many civilizations
which depend on a unique musket much stronger, though the addition of
a composite bowman in the classical age is less interesting. Some of
the policy trees have been rebalanced to suck less as well, for
example, commerce and piety (which was previously disqualified due to
shutting out rationalism in a game in which science is king) are now
both worth taking. The end-game policy trees (communism, fascism, and democracy) also give diplomatic bonuses/penalties to civs which take the same/different policies, though the problem remains that civilizations
which engage in a lot of conquest are unlikely to see any of those
trees without building enormous numbers of cultural buildings.
Great scientists no-longer allow you to
magically slingshot through a tech, instead, giving you a fat stack
of beakers depending on your average science per turn, which, when
combined with a slightly larger tech tree, make the code of laws
slingshot and other silly technology games worth substantially less.
City states now offer a lot more quests, and you have expanded
diplomatic options in dealing with them, such as shaking them down
for cash, or offering to protect them. Moreover, your spies can rig
elections and generally monkey with city states, letting you get
influence without having to pay cash. This means that you can
interact with the “diplomatic game” without having to be mr.
moneybags, though if you want to win diplomatically, you need to have
fat stacks of chedder.
The religion system is cool, which you
generating “faith” from tiles and structures, which is spent
initially to establish a pantheon (a sort of microreligion, which can
“tag along” on the back of an actual religion), and, afterwords,
to buy great prophets (who can found a religion or add new beliefs to
an existing one, as well as to spread the good news of Board Games),
missionaries (who spread religion), inquisitors (who eliminate enemy
religions from your cities), as well as buying crusaders or religious
buildings, depending on your beliefs. Religions have a founder belief
(a bonus to the founder) as well as one or more follower beliefs (a
bonus to people who follow the religion). The interaction of
pantheons with religions is neat (you can think of them as being
different “sects” of the same religion, in the case of people
with the same religion but different pantheons), as is the way
religions accumulate beliefs over time.
Despite these strengths, there are some
annoyances with religion, such as a janky detection algorithm for
when you have enough faith to do stuff (it checks at the beginning on
the turn, unlike everything else). As well as the problem of having a
neighbor with a lot of faith constantly prophet-bombing your holy
city, as there's no way to tell him to fuck off short of murdering his ass. As you move through
the ages, the costs to do “religious stuff” increase, so by the
industrial age, building up the faith for a missionary takes a while,
which means that a scientific civ will tend to be infiltrated by the
cheaper missionaries of their more backwards neighbors, which is
interesting, but somewhat annoying.
Espionage is a system that kicks in
during the renaissance, and helps to keep civilizations from being
completely overwhelmed by their bigger neighbors. When any player
advances an age, each player, regardless of which age they are in,
gets a spy. The spy can be deployed in a number of different
missions, including tech theft, city-state influence, general
reconnaissance, or counter-spying. If you're ahead in the tech game,
you will need to dedicate your spies to counter-spying if you want
to keep your neighbors from getting a free tech boost. Moreover, if
you're sufficiently advanced, your neighbors will be able to steal
some tech from you, as you don't have the spies to patrol ALL your
cities, and since spies gain experience (and effectiveness) through
successful missions, you'll need to build buildings and devote spies
to keeping the loss-rate under control.
Of course, your spies can also die, and
if they do so, you'll be out an agent for a couple dozen turns before
a new rookie shows up. Some people might not care for the fixed
number of spies, but I feel it helps to keep the spy-wars of civ2-3
under control. Also, the whole thing is menu driven, which might
annoy those who are battle-spreadsheet averse.
Some of the things that hasn't been
fixed, and is still somewhat annoying, is the need to choose a
victory path fairly early in the game, and the ability of a
civilization which isn't culture-focused to interact with the culture
trees is low. Happiness is easier to acquire through religion, which makes keeping a large empire under control easier, which sort of defeats the purpose of empire wide happiness, though it's still impossible to go on gigantic conquest-sprees without investing a lot in placating the people your conquer. Also, DLC civilizations piss me off, as they're a
particularly transparent way to nickle-and-dime people out of more
money, after 60 and 20 dollaring them for the game.
All in all, I recommend that people try
the expansion if they liked Civ5. If you didn't care for Civ5 due to
annoyance with the diplomacy and tactical AI, now might be a good
time to give it another go. If you just hate empire-wide happiness,
or are bored by the tactical combat, or found the user-interface
citizen-control infuriating, or even felt that the culture-trees and
diplomatic victories too “game-y,” this is not the expansion for
you.
See you in the funny papers!
I quite like the expansion. I have not noticed any improvement in the AI's tactics, but I generally only fight two types of wars: those in which I hide out in my cities hoping the walls will stand while I build up enough of an army to force peace, and those in which my blitzkrieg mercilessly rolls through another enemy city every five turns with bombers knocking down anything that makes the mistake of poking its head out. I do love the changes in naval combat.
ReplyDeleteI thought religion was handled well in Civ 4: BtS, but even better here. The choices of beliefs adds back in some of the opportunity to make interesting decisions that I thought was lacking in Civ 5 otherwise. As you noted, some of the civs are quite aggressive about spreading their religion to your cities, and short of war the only thing you can do about it is fight back in kind. Annoying? Perhaps, but it adds another dimension that you can decide how much you care about.
I have never been a fan of espionage in any Civilization game, but this may be the one I find least objectionable. The problem is that my particular playstyle, regardless of what victory condition I have in mind, is centered around technological dominance, and espionage always helps those jerks who prefer to focus their resources elsewhere and leach off of my hard-earned science. But it (with some of the other changes) makes city-state relations a little less one-dimensional.
By the way, I think the way you characterize gaining new spies is not quite accurate. Whenever the first player reaches the Renaissance Age everyone gets a spy, but for all future ages each player gets the spy only when they reach it.
By the other way, releasing things as paid DLC is annoying, and for most other games I refuse to purchase it. But this series has built up enough goodwill that I do not mind. Besides, I have been impressed at the amount of free balancing patches they have released.