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Civilization V - Gods

& Kings

Game Guide
by guides.gamepressure.com






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Table of Contents:
Religion.............................................................................................................................................3
Espionage.........................................................................................................................................8
Scenarios .............................................................................................................................. 9
Basics................................................................................................................................................9
Fall of Rome....................................................................................................................................10
Mongols...........................................................................................................................................13
Into the Renaissance......................................................................................................................15
Empires of the Smoky Skies ...........................................................................................................17

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Religion
Basics

The Faith system fills up the gap created by the basic game, in which there was no option
like this.
Each part of this system requires Faith points. You can obtain them just like Culture by
building new building and (with time) making new geographical and technological discoveries
and thanks to City-States.
The impact of the Faith system on the game is considerable. Each civilization can have its
own Pantheon, but not each can start a religion. Usually, the number of religions that can be
started is less than half of the players in the game. Thats why you should do it as soon as
possible. The one controlling a religion has influence on all its followers. If our religion has a
bonus depending on the number of followers (e.g. Tithe 1 gold per turn for every 4
followers), its important for it to spread as much as possible. Thanks to religions, you can
also summon Great Prophets and build some buildings thanks to Faith points.
Of course we should care about having our own religion and not believing in something not
fitting us. Thats why the first technology you should develop after setting a city is Pottery.
Thanks to it you will be able to build a Shrine the first building giving you 1 Faith per turn.
With time you should learn more technologies, letting you build further religious buildings.
After building a Shrine and waiting a few turns, its time for the next step







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Pantheon


The first step to starting your own Religion is collecting a dozen or so Faith points. You can
get them by exploring ruins, from City-States and by building a Shrine. Once you have
enough (usually 10-15, depending on the map) you will be able to start your own Pantheon
the main pillar of Faith. There are numerous possibilities as much as 22 though you
must choose only one. Choose wisely! You cannot change your decision later on, just polish
ect of the
it.
Each option has a certain bonus to collecting a given resource or to a different asp
game. I wont try to point out the best one you should decide whats best for you.
Overall no option gives us a large development boost, though there are a few more useful.
The ones influencing production seem a good choice though you should check out which
are more useful for you. The option which increases the food growth is also useful, as the city
will develop faster.
The only option for those who want to use Faith to boost science is the +2 Science in cities
with a Trade Route. Overall, not very useful further on in the game. As pretty much every
focus on gathering Faith
option really.
Apart from that, most Religions which is useful for buying units,
but only those low level ones.
After creating a Pantheon, you will have to wait a bit. In order to start your own religion, your
ivilization must give birth to a... c








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Great Prophet

The Great Prophet can do a number of things:
Convert people in other cities to your religion. He can do it four times before
disappearing. However if he does it even once, he wont be able to do any of the three
other things.
He can build a Holy Site on the map which will take place of any other improvement,
connect strategic resources (but not Luxury ones!) with your empire and give us a
bonus from the upgraded field in form of 6 Faith points.
He can Enhance your Religion if you already have one. The upgrade lets you choose
two additional beliefs, therefore two bonuses to your religion.
He can also (finally!) Found a Religion, assuming you dont already have one and
theres still place for it in the world.
The best way of obtaining the first Great Prophet is investing in... Culture and the Liberty
tree. In return for filling up the whole tree (spending six points) you will get one free Great
Prophet. With your civilization developing at a proper rate, you should have the social policy
tree filled up way before you can obtain him with Faith.
fter obtaining the Great Prophet, send him to one of your cities A (at best the capital) and
se Found Religion...

choo






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Religion

Founding a religion is most of all making a few choices firstly the symbol and name. You
can already see your basic Belief (bonus, right below the name), to which you can add two
more a Founder and Follower Beliefs.
The Founder Belief is a bonus just for you as you have founded the religion. The range of
these bonuses is vast you have to decide on something. Generally its better to take
something tangible that is gold. If youre however planning on aggressively expanding your
religion, you might want to choose an option which gives you Science for each converted
citizen.
Follower Beliefs are bonuses given by followers of a given religion present on a given territory.
One of the best is adding 1% production for each follower in the city.
Now you can also choose an additional Belief if youre playing as the Byzantines. You choose
is from the available Pantheon Beliefs, which is very good as their bonuses are the largest.
From now on, the Faith points start to be useful you can use them to buy certain buildings
(Cathedral, Monastery, Mosque, Pagoda) is you choose a proper Belief, spend on special units
(Missionary and Inquisitor) and also pre-industrial units after choosing a proper Belief.





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Improving the religion
If you decide to use another Great Prophet, you can (or even should) improve your religion.
That way you can add two additional Beliefs to it.

The second Follower Belief can be chosen from the ones left. The list becomes smaller as new
religions are created, so its best to improve yours as fast as possible.
Enhancer Beliefs let you improve the possibilities of spreading your Religion. You can choose
between various ways of influencing the followers. The possible options are, for example,
increasing the speed at which the City-States are converted or the power of missionaries.
Only after enhancing your religion can you use Faith to summon Inquisitors. Its a useful
unit in case a different religion starts in your city. You cant always fully convert all infidels,
though an Inquisitor can root out a religion all infidels will become pagans or convert to the
dominating religion.


Civilization V - Gods & Kings Game Guide 8 / 21


Espionage

This aspect of the game becomes unlocked after one of the players reaches Renaissance.
From now on, each player will receive one Spy for each next era (Renaissance, Industrial,
Modern, Atomic, Information), making a total of five. You can also receive an additional one
for the National Intelligence Agency wonder.
Spies can infiltrate other cities and steal technologies found there, which is also their main
offensive use. Apart from that, if theyre inside an enemy city, they gather other useful
information, for example regarding invasion plans. Looking inside the enemy city is also
possible.
Defensive Spies are set in your own cities. Above all they slow down enemy Spies which is
useful during war. Their second use is protecting your technology from being stolen.
Spies dont have a large influence on the gameplay if you have a technological advantage over
your rivals. Its then better to have them guard your own cities or pull off coups in City-
States, thanks to which you will earn their favour.


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Scenarios
Basics


Basics
Scenarios are something like separate games in the game most of the time they have their
own map and civilizations, out of which each one has their own units. Scenarios also have
their own technologies and Social Policies. All four are a good idea to expand your experience
with Civilization V Gods & Kings. Its worth playing them in order to get more fun from the
game.
The Empires of the Smoky Skies is by far the most interesting scenarios. The developers let
their imagination go wild and created a world dominated by steam-powered machines.
In this chapter I will try to present the problems which can occur while playing these maps,
as well as principles during each of them.
You should read the description of each scenario its available while choosing the difficulty
and (optionally) map and civilization. The goals and special rules are in force are described
there. Those rules are also available during the gameplay.


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Fall of Rome

In this scenario you will face the problems of Rome. Its rulers see that their power is instable,
while the local lesser lords and preparing to attack their outposts. Will you take control of the
Romans or Barbarians?

Overall
You can begin as the ruler of one of the Rome parts Eastern or Western, as Persians or one
of the five Barbarian lords. The game automatically ends after 70 turns points count, so
while playing as Sassanid, Goths, Celts, Huns, Vandals and Franks you need to conquer. On
the other side, the Romans must protect themselves from the enemy armies. Pretty much
everybody is at war with everybody only the two Roman empires are allies.
Beginning as the Barbarians, you will receive only a small part of the map and a considerable
army. The Roman Empire on the other hand, occupies pretty much the whole map. You
objective is to reduce the number of their cities as much as possible.
Each player has all the Ancient and Classical Eras technologies unlocked. All the structures
connected with Science are locked you dont gather any new points or invent new
technologies. Religion is also deactivated you cant create new ones and there arent any
present on the map. Settlers cannot be created, so you cannot establish new cities.
Players
You have eight civilizations to choose from:
Western Rome Barbarians Adopting A party allied with Eastern Rome. Bonus:
defeated barbarians are added to your army with half their original life. Special units:
Legion - (higher Combat Strength), replaces Swordsman and Ballista - (higher Combat

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Strength), replaces Catapult.
Eastern Rome Theodosian Walls A party allied with Western Rome. Bonus: if a
unit is two spaces from a Fort, it gets +10% Combat Strength. Great Generals appear
50% more often and give 10% additional Combat Strength. Special units: Cataphract
(better combat and defence), replaces Horsemen and Dromon (much better Combat
Strength), replaces Trimere.
Sassanid Achaemenid Legacy This civilization is very good with conquering cities
and fighting enemy armies. They begin with three cities. Bonus: Golden Ages last 50%
longer and units during it get +1 move and +10% Combat Strength. Special elements:
Clibanarii - (much better at capturing cities, fast attack), replaces the normal
Horseman and Satrap's Courthouse - (+2 gold, +2 happiness, +25% gold), replaces
the Bank.
Celts Druidic Lore They start with three cities. Bonus: +50% while fighting
civilizations with more cities, embarked units have +1 move and use up only one move
when getting onto the shore, instead of the whole turn, they treat woods on their
territory as roads they can also build trade routes thanks to them. Special
elements: Pictish Warrior (gets a bonus for fighting on enemy terrain, pillage doesnt
consume movement points, +50% strength if hes fighting with other units which
surround the enemy), replaces Spearman and Ceilidh Hall - (+3 happiness, +4
culture), replaces Opera which doesnt give additional happiness.
Franks Phoenician Heritage They start with five cities. Bonus: Terrain cost doesnt
apply to units moving along hills or riversides. Special elements: Feast Hall - (+2
happiness, +2 culture), replaces Circus, which requires Horses or Elephants and Axe
Thrower (a stronger unit, has Landing can attack from the sea, DOESNT require
Iron), replaces Swordsman.
Goths Healthy pillaging They begin with five cities. Bonus: A unit heals completely
after pillaging an improvement which isnt a road. Special elements: Gadrauht
(stronger, can use roads on enemy territories, DOESNT require Iron), replaces
Swordsman and Hov - (+1 happiness, +2 gold), replaces Market, however it does not
give the city a +25% gold bonus.
Huns Scourge of God They begin with only one city, but things get easier after the
first conquest. Bonus: all land units have +2 moves. After conquering the first city you
will receive two Battering Rams, first five cities give two Horses, each pasture +2
production. Special units: Battering Rams (largely effective against cities in a direct
fight), replaces Spearman and Horse Archers (a fast unit with good defence, DOESNT
require Horses), replaces Chariot Archer.
Vandals Pirates of the Mediterranean They begin with three cities and are great on
the sea. Bonus: they adopt enemy ships after defeating them, with half their original
health. Special units: Axemen (greater Combat Strength, Charge additional
strength when fighting a damaged unit, DOESNT require Iron), replaces Swordsman
and Quinquereme (greater Combat Strength), replaces Triremes.
Social Policies
Each player has access to one of three Social Policy tree:
Rome Tree is available for two civilizations the Western and Eastern Rome. Its a
degrading tree each next Policy from it has a negative effect on the country.
Therefore you will get penalties to gold income, keeping units, luck, unit strength and
production.
Sassanid Tree, available only for Persians, gives bonuses to Culture, income in gold,
production and happiness. It can also cause a Golden Age.
Barbarian Tree, available for the others, gives bonuses to the way the country
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functions. One branch gives a bonus to the army, boosting production during
training, experience in battles and combat strength. The second has an influence on
the cities, speeding up the construction of Courts, giving an overall bonus to
production and causing the city to produce two points more of everything.
If you fill up the whole tree before the 70th turn, you will receive gold in the amount of one
third of the Culture income.
Gameplay methods
Winning this scenario depends mostly on the chosen civilization and the tactic:
Playing as one of the Roman Empires, you most of all DONT BUILD ANY CULTURE
BUILDINGS. You have a Monument in each city and cannot destroy them. Additionally
there are other culture buildings in larger cities as well. Each lost city also gives you
culture points. Remember about this, as the social policies tree gives negative effects!
Use the abilities of your units Western Rome lets you adopt enemy units you can
temporarily increase your army using it. Try to keep enemies from large cities like
Rome, Carthage, Trier, Mediolanum, Ravenna in Western and Constantinople,
Salonica, Ephesus, Antiochia and Alexandria in Eastern Rome. Each lost city will
cut your points the larger the city, the larger the loss, of course.
Playing as the Sassanids will require you to take care after your citizens Golden
Ages, apart from an overall boost to the economy, also improve the abilities of your
army. Use your special units Clibanarii are capable of attacking twice a turn! Keep
an eye on the size of your army Sassanids arent barbarians and therefore have to
pay for their units. Your cities give points as well, so you should defend them for your
own good.
Playing as the Barbarians there are five types of them, each starts somewhere else
(Goths from the todays Austria and Romania, Franks Germany, Celts England,
Vandals Morocco, Huns far to the north-east, by the Black Sea) you need to focus
on flooding Rome with your armies. You dont pay for any of your units. Each
nation has other Special units, use them to successively conquer cities theres not
much time and the score isnt certain.

Civilization V - Gods & Kings Game Guide 13 / 21


Mongols
UWAGA! This scenario is only available if after clicking on the DLC option in the Menu you
have a visible Mongolia under Genghis Khan
Genghis Khan this name put fear amongst many. His empire had thousands of kilometres.
Will you be able to satisfy the appetite for conquer, or surrender to your neighbours and
forever be excluded from the pages of history?
Overall

You dont have a choice regarding the civilization in this scenario. You will be the leader of
the Mongols and will have to conquer at least four big civilizations around you in least than
100 turns. Higher difficulties raise the requirements.
There are lots of City-States to be conquered and additionally a couple civilizations with a few
cities. Each plundered city gives you gold, culture and a free social policy, additional units
and much more
Players
You can play only as the Mongols.
Mongols Mongolian Terror Civilization oriented solely on conquering cities. They have
great Mounted units for it. Bonus: +30% Combat Strength when attacking City-States units
and the Cities themselves. Mounted units have +1 move. Special units: Keshik (more moves
and experience, can move after attacking), replaces the standard Knight and Chan - (moves
faster and has more health), replaces the Great General.



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Civilization V - Gods & Kings Game Guide 14 / 21


Social Policies
You have access to the standard Policy trees. Four points are assigned to Honour from the
very start.

Gameplay strategy
You begin the game with one city (Karakorum), two Workers, one Keshik, one Chan and four
Horsemen. Its worth to upgrade those you can to Keshiks. The technology tree is unlocked
fully, but the game ends after 100 turns so you should focus on developing technology,
instead focusing on conquering your neighbours. There a few civilizations waiting to be
defeated, including China, Sayam, Indie and Japan.
Use the Mongols strong sides: they have a +30% attack bonus against City-States. They
also have a great mounted unit Keshik capable of attacking a city and afterwards
retreating from the range of its attacks.
This scenario is challenging even on lower difficulty levels. Its main focus is conquering
new cities, the amount of which will increase fast and so will the dissatisfaction of the
citizens, which will reach rock bottom after a while. When the happiness level drops below
zero (a red number will appear on the bar at the top of the screen), the level at which your
civilization grows will drop to 25% of its normal value. Apart from that, the conquered
cities will still resist you, so you will have to wait quite a long time before building a
Courthouse.



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Into the Renaissance
UWAGA! This scenario is only available if after clicking on the DLC option in the Menu you
have a visible Mongolia under Genghis Khan
Genghis Khan this name put fear amongst many. His empire had thousands of kilometres.
Will you be able to satisfy the appetite for conquer, or surrender to your neighbours and
forever be excluded from the pages of history?
Overall

You dont have a choice regarding the civilization in this scenario. You will be the leader of
the Mongols and will have to conquer at least four big civilizations around you in least than
100 turns. Higher difficulties raise the requirements.
There are lots of City-States to be conquered and additionally a couple civilizations with a few
cities. Each plundered city gives you gold, culture and a free social policy, additional units
and much more
Players
You can play only as the Mongols.
Mongols Mongolian Terror Civilization oriented solely on conquering cities. They have
great Mounted units for it. Bonus: +30% Combat Strength when attacking City-States units
and the Cities themselves. Mounted units have +1 move. Special units: Keshik (more moves
and experience, can move after attacking), replaces the standard Knight and Chan - (moves
faster and has more health), replaces the Great General.



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Civilization V - Gods & Kings Game Guide 16 / 21


Social Policies
You have access to the standard Policy trees. Four points are assigned to Honour from the
very start.

Gameplay strategy
You begin the game with one city (Karakorum), two Workers, one Keshik, one Chan and four
Horsemen. Its worth to upgrade those you can to Keshiks. The technology tree is unlocked
fully, but the game ends after 100 turns so you should focus on developing technology,
instead focusing on conquering your neighbours. There a few civilizations waiting to be
defeated, including China, Sayam, Indie and Japan.
Use the Mongols strong sides: they have a +30% attack bonus against City-States. They
also have a great mounted unit Keshik capable of attacking a city and afterwards
retreating from the range of its attacks.
This scenario is challenging even on lower difficulty levels. Its main focus is conquering
new cities, the amount of which will increase fast and so will the dissatisfaction of the
citizens, which will reach rock bottom after a while. When the happiness level drops below
zero (a red number will appear on the bar at the top of the screen), the level at which your
civilization grows will drop to 25% of its normal value. Apart from that, the conquered
cities will still resist you, so you will have to wait quite a long time before building a
Courthouse.



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Empires of the Smoky Skies
Discovering the steam engine caused the history of Earth to take a turn to an alternative
route. Tracked vehicles like the Landship and Airships in the sky, all powered by steam and
coal are a normal view, while ships powered by a strange green substance known as Luboric
can be seen in the sea. Will you survive in the times of Steampunk? And most importantly,
will you win?
Overall
The scenario doesnt resemble any others its not based on real events, but a variation on
steampunk. Everything is powered by steam engines here tracked vehicles, airships and
ships on the sea.
Gameplay parameters: the map is SMALL, speed NORMAL, one turn last one year you
begin in 1800. The map in this scenario can be fully randomized; you have a list with
available terrain. There are no free military or religious cities on the map; in fact religion is
switched off completely. Strategic resources have been also changed in place of Aluminium
theres Aetherium and Uranium has been replaced with Luboric.
Each player begins with three groups of Settlers, two Workers, two Scouts and two Land
Ironclads. Each group of Settlers starts a city with four citizens and a set of buildings
including a Monument, Library and a couple more starting ones.
You have five fictional civilizations to choose from each one of them reached the technology
of Steam Engine. Each one also has a different bonus to a given aspect of the game and has
a specific building to build, which gives more bonuses developing a given technology gives
access to it. Everyone also have all the technologies including the Industrial Age. The tree
has been modified and all technologies are now connected with the power of steam.
You also receive three Spies at the start its worth to keep two in your own country to
counter enemy Spies and send one to your enemies for information.
Players
You can choose from five fictional technocratic civilizations. Generally each one represents a
different gameplay approach.
Eruch Tireless Guard Most conquest-oriented party Airships and Flying
Fortresses are common later on in the game. Bonus: Airships get +2 moves. Special
building: Aerodrome (+15 EXP for each flying unit produced in the city, +10%
production when building air units), replaces Airship Hangar which doesnt give
production bonus.
Dalmace New World Order A party favouring culture. You cant win culturally, but
you can increase your advantages. Bonus: 10% less culture costs for Social Politics,
Special building: Grandstand (+4 happiness, +2 culture), replaces Stadium which
doesnt boost culture.
Orlin Optimized Extractors An industrial civilization which literally floods enemies
with their units. Bonus: each strategic resource gives +1 production, additionally
Luboric resources are doubled. Special building: Luboric Factory - (+2 Luboric, +2
production, each mined Luboric deposit gives +1 production), replaces Luboric
Refinery, which gives only 2 Luboric units.
Pulias Border Markets A civilization of merchants later on in the game they
commonly just buy units and buildings. Bonus: Each strategic resource gives +1 gold,
Civilization V - Gods & Kings Game Guide 18 / 21

additionally Aetherium resources are doubled. Special building: Aetherium Factory -
(+2 Aetherium, +3 gold, each mined Aetherium deposit gives +1 gold), replaces
Aetherium Plant which gives only 2 Aetherium units.
Vedria Inventors Guild A typical technocracy, focusing mainly on developing
technologies, which results in a special building. Bonus: buildings in the capital
produce 25% more. Special building: Toric Dynamo (+3 gold, +50% science from
the city) replaces Tesla Coil, which gives only 33% science.
Technology

The tech tree is completed all the way to the Industrial Age. The most important invention is
the Steam Engine because of it, from the start we will be able to build Railroads, Land
Ironclads and ... Landships.
Its where the new steam technology tree begins anyone whos ever played a game set in
this scenery should have an idea of what technologies can be found on it. The new
technologies are divided into three eras steam, airship and future.
At start we can build three industrial age wonders: Louvre, Big Ben and The Brandenburg
Gate. As you discover new technologies, you will gain access to new ones (most of the real)
like The Statue of Liberty, Eiffel Tower, as well as the Analog Machine or Perpetual
Mobile.
There are as many orders of discovering the technologies as there are gameplay strategies. I
described the technologies order for each party:
Playing as Eruch, you should focus on getting Airships before anyone else does later
on you can just destroy them. The first thing to develop should be the Propulsion
giving access to the first flying unit Flyer. Afterwards in any order you like (if
available): Economic Imperialism, Explosives, Expeditions and Landships. Afterwards
enter the Airship Age by inventing the Airship which will give you a military advantage,
thanks to the modern army and civilization bonuses. Its good to push forward and
invent the Sky Fortress for them you will need the Hellish Ignition, Uranography and

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Land Leviathan. Of course dont forget about production here the Analog
Computation and the building it provides Difference Engine will come in handy.
Additionally on your way you should build a Patent office. With that, you have all the
important things invented: Land-Leviathan, Sky Fortress, Flyers which operates from
it, as well as Battleships and Submarines.
Playing as Orlin or Pulias your big advantage will be developing production. The first
technology should be Analog Computation and the Difference Engine. Afterwards
reaching the Patent office develop Propulsion and Explosives followed by Landship.
Further gameplay depends on how you want to dominate your enemies
technologically or militarily. For military look above, for technology below.
Playing as Vedria, which focuses on technology, you have a wide spectrum of choices
to play with. The basic thing is developing Analog Computation, placing a Difference
Engine in all cities and an Analytical Engine in the capital. It will give you a big boost
to science and production. Of course dont forget about the other aspects building
Libraries and Universities should also interest you. The next step should be developing
your special building, the Toric Dynamo, for which you need: Economic Imperialism,
Propulsion, Explosives, Vertical Integration, Expeditions (gives a nice building: the
Trade Academy giving science and culture), Submarines, Noblesse Oblige and
Airships. That will give you the chance to develop Galvanometrics and afterwards Toric
Dynamo (or Tesla Coil if youre playing as someone else). With these buildings, you will
be light years away from others with technology.
Dalmace doesnt have a specific way of discovering technologies. You can use any of
the above ones additionally you can focus on culture in cities and place proper
buildings, but that wont give you a large advantage either way.
Social Policies
You have five trees to choose from. Each is available to anyone from the very beginning. You
can connect points from given trees. Each represents a given aspect of a country
production, army, commerce etc. At the beginning, right after building the first city it is
worth to allocate policies you have Culture for three points.
Labour tree Shoulder to shoulder: +10% production when building a wonder,
population of new cities is 1 larger, Aristocracy: +15% production when building a
wonder, +1 to happiness for every 10 citizens, Securalism: +2 do science for each
specialist, Democracy: the population of specialists generates half unhappiness,
Educated elite: allied City-State will occasionally grant you with Great people.
Culture tree Mandate of Heaven: half of happiness is added to culture, Reformation:
Culture grows 33% in cities with a wonder, additionally start a Golden Age, Legalism:
provides a free culture building in your first 4 cities, Representation: Each next city
increases the cost of new policies by 33% less, additionally starts a Golden Age. After
accepting Reformation and Representation you can add Religious Tolerance, which will
lower the cost of further policies by 10%.
Industry tree - Socialism: building maintenance cost reduced by 15%, Communism:
+2 production in each city, +1 production for each mine and quarry, Republic: +1
production in each city, +5% production when constructing buildings, Planned
Economy: Factories increase the science in cities by 25%, +50% production when
constructing Factories, Fascism: The amount of Strategic resources doubles, Great
Generals have +2 moves.
Commerce tree Trade union: Cost of road and railroad maintenance reduced by 33%
Harbours and Seaports give additionally +1 gold, Free Speech: free maintenance for 8
units, Meritocracy: +1 happiness in each city with a trade route to the capital, lower
unhappiness in unoccupied cities, Mercantilism: prices of units and buildings lowered
by 25%, +1 science for each bank, market, mint and stock market, Protectionism: +2
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happiness for each exclusive good.
Military tree Discipline: +15% combat strength for military units with another
military unit in an adjacent space. Military Tradition: units gain 50% more
experience, Nationalism: +15% attack when fighting on an allied space, Discipline
and Military Tradition lead to Professional Army: upgrading units costs 33% less and
+1 happiness for each defensive building, Military Tradition and Nationalism lead to
Militarism: cost of buying units reduced by 33%.
Overall the policies are grouped so that each civilization can focus on one of them. The
Vedria however doesnt have its own tree, while bonuses to production are always welcomed.
Victory
Basically you can win in two ways by wiping out all the opponents or diplomatically, by
f the League of Empires. The latter one is easy becoming the leader o you just have to hold
three titles (form the below ones) for five turns:
d a better, older ones stop
Defender of Progress the leader is whoever has the most modern army. Only the
best models count whenever someone manages to buil
counting. Easy to achieve with well developed technology.
Grand Philanthropist the leader is whoever has the most world and national
wonders. Thats why you should start building wonder form the very beginning, and in
case someone beats you, you can always conquer his city...
Captain of Industry the leader is whoever has the most industrialized city. The task
is childishly easy if the city is placed around hills, has a Factory and other
improvements, it should gather over 100 production points without any problems.
Lord of Refinement the leader is whoever has the most social policies. Generally its
worth to try it only when playing as Dalmace because of their bonus otherwise you
wont succeed in other fields.
Master of Wealth the leader is whoever earned the most gold from the start of the
game. The amount shown here is the sum of all INCOMES from the very start of the
scenario.
place in at least one title. You have to survive e turns of their attempts to win the scenario.
Whenever you get three titles (its rather easy), your neighbours will start being problematic
almost instantly. They will stop trusting you and start condemning and will try to take your
fiv

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