Compare Sid Meier's Civilization V: Gods and Kings (DLC) prices across trusted key stores and find the best deal. Developed by Firaxis Games, Aspyr (Mac), Aspyr (Linux). Published by Aspyr, 2K. Released on 6/18/2012. Available on PC. Genres: Strategy.

Gods and Kings patches the holes Civ V shipped with: religion, espionage, and overhauled combat that finally makes the base game feel complete.

Gods and Kings is an expansion DLC for Sid Meier's Civilization V, and it is the kind of add-on that quietly fixes arguments you forgot you were having with the base game. If you bounced off vanilla Civ V because late-game felt thin, or because every playthrough blurred together after the Renaissance, this is the purchase that changes that. Two major systems land here: a full religion mechanic and a reworked espionage layer, and together they add the mid-game texture that the original release was missing. The religion system is the headliner. You found a Pantheon early by generating enough Faith, then race other civilizations to found a full Religion using Great Prophets. From there you choose Beliefs, which function like a build-order decision tree, shaping whether your religion spreads aggressively through missionaries, buffs your cities passively, or generates gold and science for followers. The downstream effects touch diplomacy, city-state relationships, and even victory path selection. A tall builder going for a Cultural win plays religion completely differently from a domination player, and that variance is exactly the kind of replayability the base game needed. Espionage arrives in the Renaissance era and layers in a low-maintenance but genuinely impactful covert operation system. You assign Spies to cities, your own or rivals', to steal technologies, rig city-state elections, or gather intelligence. It is not a full shadow-war system in the Crusader Kings sense, but it gives you something to think about during the turns when your production queue is humming and diplomacy is quiet. The AI actually uses spies against you with enough frequency to keep you paranoid, which is rarer in Civ AI than it should be. Combat also sees meaningful changes. New unit types fill gaps in both land and naval rosters, and the naval overhaul in particular matters because water maps in vanilla Civ V were borderline unplayable for serious pushes. Embarked units are now more vulnerable in sensible ways, and new city-state types, including Mercantile and Religious variants, give you fresh quest objectives and strategic reasons to care about city-states beyond the standard Cultured or Maritime bonuses. The global competition events, essentially race-to-complete challenges the game announces and tracks, add a light competitive pulse to the mid-game that keeps multiple players honest in multiplayer. For newcomers: Civ V with Gods and Kings is actually a more approachable package than raw vanilla, counterintuitive as that sounds. The religion system in particular gives early-game decisions real weight, so new players have a reason to engage with Pantheon choices from turn 20 onward rather than sitting on autopilot until their first war. The tutorial does not cover the new systems in depth, which is a genuine gap, but the in-game Civilopedia entries are thorough and the fan wiki fills the rest. If you are buying Civ V for the first time, get this expansion at the same time rather than treating it as optional. The mod ecosystem on Steam also picks up considerably with the new hooks Gods and Kings added to the game engine, meaning the Workshop catalog is larger and more interesting with this DLC active. The weaknesses are real but narrow. Espionage never quite reaches the depth it promises, and the AI civics around religion are inconsistent enough that a human player will almost always outmaneuver the computer in faith generation. The new civilizations added by this DLC, including the Celts, Mayans, and others, vary in competitive viability, and a few of their unique units feel underpowered at higher difficulties. These are tuning complaints, not structural ones. Diego, Scout Team

Sid Meier's Civilization V: Gods and Kings (DLC)

Sid Meier's Civilization V: Gods and Kings (DLC)

Add-on / DLC for Sid Meier's Civilization® V — view full game
Jun 18, 2012Firaxis Games, Aspyr (Mac), Aspyr (Linux)Aspyr, 2K
GamerScout Says

Gods and Kings patches the holes Civ V shipped with: religion, espionage, and overhauled combat that finally makes the base game feel complete.

PC
Best Price Available
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Historical low: €1.64

GamerScout Verdict

Essential Civ V content that adds the religion and espionage systems the base game should have launched with - skip it only if you already own Brave New World.

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€1.645 Jun 2026
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About Sid Meier's Civilization V: Gods and Kings (DLC)

Gods and Kings is an expansion DLC for Sid Meier's Civilization V, and it is the kind of add-on that quietly fixes arguments you forgot you were having with the base game. If you bounced off vanilla Civ V because late-game felt thin, or because every playthrough blurred together after the Renaissance, this is the purchase that changes that. Two major systems land here: a full religion mechanic and a reworked espionage layer, and together they add the mid-game texture that the original release was missing. The religion system is the headliner. You found a Pantheon early by generating enough Faith, then race other civilizations to found a full Religion using Great Prophets. From there you choose Beliefs, which function like a build-order decision tree, shaping whether your religion spreads aggressively through missionaries, buffs your cities passively, or generates gold and science for followers. The downstream effects touch diplomacy, city-state relationships, and even victory path selection. A tall builder going for a Cultural win plays religion completely differently from a domination player, and that variance is exactly the kind of replayability the base game needed. Espionage arrives in the Renaissance era and layers in a low-maintenance but genuinely impactful covert operation system. You assign Spies to cities, your own or rivals', to steal technologies, rig city-state elections, or gather intelligence. It is not a full shadow-war system in the Crusader Kings sense, but it gives you something to think about during the turns when your production queue is humming and diplomacy is quiet. The AI actually uses spies against you with enough frequency to keep you paranoid, which is rarer in Civ AI than it should be. Combat also sees meaningful changes. New unit types fill gaps in both land and naval rosters, and the naval overhaul in particular matters because water maps in vanilla Civ V were borderline unplayable for serious pushes. Embarked units are now more vulnerable in sensible ways, and new city-state types, including Mercantile and Religious variants, give you fresh quest objectives and strategic reasons to care about city-states beyond the standard Cultured or Maritime bonuses. The global competition events, essentially race-to-complete challenges the game announces and tracks, add a light competitive pulse to the mid-game that keeps multiple players honest in multiplayer. For newcomers: Civ V with Gods and Kings is actually a more approachable package than raw vanilla, counterintuitive as that sounds. The religion system in particular gives early-game decisions real weight, so new players have a reason to engage with Pantheon choices from turn 20 onward rather than sitting on autopilot until their first war. The tutorial does not cover the new systems in depth, which is a genuine gap, but the in-game Civilopedia entries are thorough and the fan wiki fills the rest. If you are buying Civ V for the first time, get this expansion at the same time rather than treating it as optional. The mod ecosystem on Steam also picks up considerably with the new hooks Gods and Kings added to the game engine, meaning the Workshop catalog is larger and more interesting with this DLC active. The weaknesses are real but narrow. Espionage never quite reaches the depth it promises, and the AI civics around religion are inconsistent enough that a human player will almost always outmaneuver the computer in faith generation. The new civilizations added by this DLC, including the Celts, Mayans, and others, vary in competitive viability, and a few of their unique units feel underpowered at higher difficulties. These are tuning complaints, not structural ones.

Diego
Diego · Scout Team

Strategy & simulation

Tags

steamReligion SystemEspionage MechanicsMid-Game DepthNaval CombatCity-State QuestsReplayabilityExpansion DLCTurn-Based Strategy

System Requirements

Minimum

Processor
Intel Core 2 Duo 1.8 GHz or AMD Athlon X2 64 2.0 GHz
Memory
2GB RAM Hard Disk Space: 8 GB Free Video Card: 256 MB ATI HD2600 XT or better, 2…

Recommended

Processor
1.8 GHz Quad Core CPU
Memory
4GB RAM Hard Disk Space: 8 GB Free Video Card: 512 MB ATI 4800 series or better, 512 MB nVidia 9800 series or better Direct…

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Game Info

Developer
Firaxis Games, Aspyr (Mac), Aspyr (Linux)
Publisher
Aspyr, 2K
Release Date
Jun 18, 2012

Features

Single-playerMultiplayerDownloadable ContentSteam AchievementsSteam CloudFamily Sharing

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What platforms is Sid Meier's Civilization V: Gods and Kings (DLC) available on?

Sid Meier's Civilization V: Gods and Kings (DLC) is available on PC.

When was Sid Meier's Civilization V: Gods and Kings (DLC) released?

Sid Meier's Civilization V: Gods and Kings (DLC) was released on 18 June 2012.

Who developed Sid Meier's Civilization V: Gods and Kings (DLC)?

Sid Meier's Civilization V: Gods and Kings (DLC) was developed by Firaxis Games, Aspyr (Mac), Aspyr (Linux) and published by Aspyr, 2K.