Sid Meier's Civilization V: Gods and Kings is the first official expansion pack for a turn-based strategy game, Sid Meier's Civilization V.* It includes the introduction of religion as a core gameplay component to the game through the religion mechanism. It also adds additional diplomatic abilities to those found in the base game. Additional features include, different types of benefits for creating and adopting a religion, spies that both align with mission completion and that can be a liability in the event of capture, several new playable civilisations, improved combat abilities and new units, buildings and wonders.
Expanded power with religion and improved diplomacy
BUT Sid Meier's Civilization V: Gods and Kings expansion pack* introduces the power of religion and improves diplomatic abilities Civilisation V. Religion used as a core tool was removed from the 2010 release of the base games, but now joins culture, technology, diplomacy, and warfare as the fifth pillar of the step game in government and empire. The use of religion begins during Child Civilisation, where the player interacts selected core beliefs with the particular realities of their civilisation. This in turn brings people together and generates belief, setting the stage for the emergence of units such as the great prophet, missionaries, and inquisitor, along with the foundation of religion. The religions available initially correlate with real world religions such as Buddhism, Christianity, Confucianism, Hinduism, Islam, Shinto, etc. D., but they are meant to be renamed and adapted with the chosen players. Civilisations that have found that religions enjoy certain exclusive advantages, while a later series of religion-related advantages. This includes competing civilisations. As the timeline of the game progresses through the Renaissance and beyond, religion becomes less important but remains a surprisingly powerful tool.
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