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    Sid Meier's Civilization V: Brave New World

    Game » consists of 1 releases. Released Jul 09, 2013

    The second expansion to Civilization V brings a revamped trade model, a brand new culture and tourism mechanic, two new scenarios, and a plethora of new Civilizations.

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    Overview

    The second expansion to Sid Meier's Civilization V, Brave New World, was announced on March 15, 2013. It was released on July 9, 2013 in North America and July 12, 2013 in Europe for the PC and Mac. Brave New World reintroduces international trade, last seen in Civilization IV, and revamps the game's Cultural and Diplomatic victories. There are nine new civilizations, eight new wonders, and two new scenarios in the package. All game mechanics introduced in Gods & Kings will be present in Brave New World, but not the Civilizations and game scenarios.

    New Additions

    International Trade

    Trade Options
    Trade Options

    While domestic city connections remains unchanged, Brave New World adds a new economic level with international trading and caravans. 2 new economic units, the Caravan and the Trade Ship, can be used to establish trade routes between both other Civilizations and City-States. These trade routes will bring in Gold to both parties, and additional effects like religious pressure and bonus science. Trade units are limited in range, and each Civilization has a limit on the amount of trade routes that can be active at once. The trade units are also vulnerable to attack whilst making their way along their trade routes, and must be protected from barbarians and enemy Civilizations.

    Trade units can also be used to increase both Food and Production yields of a Civilization's city. When a city has a Granary (for Food) or a Workshop (for Production), a caravan can be used to trade the respective yields to another city in that Civilization. These yields are not drained from the host city, but additionally produced.

    Tourism & Archeology

    Cultural Overview
    Cultural Overview

    The Cultural Victory in Brave New World has been revamped, dropping the Social Policies route and instead relying on a new yield, Tourism. This revamped victory condition requires the player to gain cultural supremacy over all the other Civilizations in the game, overpowering their cultural defenses with the player's Tourism output.

    Tourism is gained primarily through the creation of Great Works, created by the new Great Musicians and Writers, and the revamped Great Artists. Great Works are then placed in cultural buildings like the Museum or the Opera House, which will then generate Tourism based on the amount of works in the building. Placing the appropriate Great Works together will also generate a theming bonus, which will increase the Tourism output. Great Works can be traded between Civilizations, and plundered when a city is conquered.

    With the discovery of Archeology, special antiquity sites will appear throughout the world. Civilizations can employ Archeologists to dig these sites, searching them for ancient artifacts or turning them into Landmarks. These artifacts are similar to Great Works, and can be placed in the appropriate buildings to generate Tourism. On the other hand, the Landmarks will generate additional Culture the older the antiquity site is. Civilizations can also dig up antiquity sites in lands occupied by other Civilizations, but most of them will not be happy about it.

    World Congress

    World Congress
    World Congress

    Similar to the United Nations in Civilization IV, the World Congress allows all Civilizations in the game to meet up every few turns to propose global resolutions and vote on them. After the discovery of the Printing Press, the first Civilization to get into contact with all the other Civilizations will be able form the World Congress, become its first host. The host Civilization will gain double the votes compared to other Civilizations, and gain the ability to choose which resolutions to nominate. Civilizations then get some time to gather allies and votes for their cause, either through diplomacy or bribery. The number of votes a Civilization gets is based on the era it is in, and the amount of City-State allies it has.

    The World Congress also allows the Civilizations to vote on a World Leader when the game world reaches the Atomic Era. This replaces the Diplomatic Victory of the base game, and will come up automatically every few turns. The amount of votes needed is based on the number of Civilizations and City-States in the game, and a Civilization must get the requisite number of votes to win. If no Civilization wins, the top 2 Civilizations will get an additional vote to use in the next round. The World Leader resolution cannot be proposed by a Civilization.

    New Wonders and Buildings

    There are 8 new World Wonders in Brave New World. They are:

    • Borobudur
    • Broadway
    • International Space Station
    • Prora
    • The Globe Theatre
    • The Parthenon
    • The Red Fort
    • The Uffizi

    In addition, there are several new buildings and National Wonders, dealing with both international trade and Tourism. They are:

    • Airport (boosts tourism, allows airlifts)
    • Artists' Guild (National Wonder)
    • Candi (Indonesian Unique Building)
    • Caravansary (extends trade route range)
    • Ducal Stable (Polish Unique Building)
    • East India Company (National Wonder)
    • Ikanda (Zulu Unique Building)
    • Musicians' Guild (National Wonder)
    • Hotel (boosts tourism)
    • National Visitors Center (National Wonder)
    • Royal Library (Assyrian Unique Building)
    • Writers' Guild (National Wonder)
    • Zoo (replaces Theatre)

    Many of the existing wonders have been changed and rebalanced, e.g. the Red Fort improves city defence, while The Kremlin provides a free Social Policy.

    Changes

    Ideologies and Social Policies

    The Freedom, Order, and Autocracy Social Policy trees from the base game are now gone, instead becoming part of the new Ideology system. From the Modern Era onwards, Civilizations can choose from 1 of the 3 ideologies, each providing specific bonuses to the Civilization. Each ideology tree has a set of 12-15 tenets that, similar to Social Policies, are unlocked through Culture. Tenets are separated into 3 tiers, and Civilizations must unlock tenets from a lower tier before advancing to a higher tiered one.

    With Freedom, Order, and Autocracy moved to the new Ideology system, 2 new Social Policy trees, Aesthetics and Exploration, take their place. Aesthetics is available from the Classical Era, and focuses on Culture and Tourism. Exploration, on the other hand, gives naval and archeological bonuses and is available from the Medieval Era.

    The other Social Policy trees are rebalanced as well. The Piety and Rationalism Social Policy Trees are no longer mutually exclusive, and the Piety Social Policy tree now provides a new Reformation Belief, powerful new beliefs that help to improve the Civilization's religion. In addition, several wonders are now locked to specific Social Policies and Ideologies. They are:

    • Tradition: The Hanging Gardens
    • Liberty: The Pyramids
    • Honor: The Statue of Zeus
    • Piety: Great Mosque of Djenne
    • Patronage: The Forbidden Palace
    • Aesthetics: The Uffizi
    • Commerce: Big Ben
    • Exploration: The Louvre
    • Rationalism: The Porcelain Tower
    • Freedom: The Statue of Liberty
    • Order: The Kremlin
    • Autocracy: Prora

    Diplomats

    A Spy, when assigned to an opposing Civilization's capital, can either remain as a normal Spy, or become a Diplomat. Diplomats cannot be caught and killed like normal spies, but cannot steal technologies from the city they are in. Diplomats provide aid to the player's World Congress efforts, by providing information about that Civilization's voting habits and giving the player the ability to buy votes from that Civilization via the normal Diplomacy interface. When a Civilization discovers Globalization, Diplomats also add additional votes for that Civilization.

    If the Civilization the Diplomat is in has a differing Ideology, it will add a bonus to the Tourism output to that Civilization.

    Civilizations

    There are 9 new Civilizations in Brave New World. They are:

    Civilization / LeaderUnique UnitUnique 2Special Ability

    Assyria

    Ashurbanipal

    Siege TowerRoyal Library

    Treasures of Nineveh:

    When a city is conquered, gain a free Technology already discovered by its owner. Gaining a city through a trade deal does not count, and it can only happen once per enemy city.

    Brazil

    Pedro II

    PracinhasBrazilwood Camp

    Carnival:

    Tourism output is +100% during their Golden Ages. Earn Great Artists, Writers, and Musicians 50% faster during their Golden Ages.

    Indonesia

    Gajah Mada

    Kris SwordsmanCandi

    Spice Islanders:

    The first 3 cities founded on continents other than where Indonesia started each provide 2 unique Luxury Resources (and can never be razed).

    Morocco

    Ahmad al-Mansur

    Berber CavalryKasbah

    Gateway to Africa:

    Receives +3 Gold and +1 Culture for each Trade Route with a different civ or City-State. The Trade Route owners receive +2 gold for each Trade Route sent to Morocco.

    Poland

    Casimir III

    Winged HussarDucal Stable

    Solidarity:

    Receive a free Social Policy when you advance to the next era.

    Portugal

    Maria I

    NauFeitoria

    Mare Clausum:

    Resource diversity grants twice as much Gold for Portugal in Trade Routes.

    Shoshone

    Pocatello

    PathfinderComanche Riders

    Great Expanse:

    Founded cities start with additional territory. Units receive a combat bonus when fighting in their own territory.

    Venice

    Enrico Dandolo

    Merchant of VeniceGreat Galleass

    Serenissama:

    Cannot gain settlers nor annex cities. Double the normal number of Trade Routes available. A Merchant of Venice appears after researching Optics. May purchase in puppeted cities.

    Zulu

    Shaka

    ImpiIkanda

    Iklwa:

    Melee units cost 50% less maintenance. All units require 25% less experience to earn their next promotion.

    In addition, some of the older Civilizations have been revamped.

    Civilization / LeaderUnique 1Unique 2Special Ability

    Arabia

    Harun al-Rashid

    Camel ArcherBazaar

    Ships of the Desert:

    Caravans gain 50% extended range. Your trade routes spread the home city's religion twice as effectively. Oil resources are doubled.

    France

    Napoleon Bonaparte

    MusketeerChateau

    City of Light:

    Museum and World Wonder theming bonuses are doubled in their capital.

    Iroquois

    Hiawatha

    Mohawk WarriorLonghouse

    The Great Warpath:

    Units move through Forest and Jungle in friendly territory as if they were roads. These tiles can be used to establish City Connections upon researching The Wheel. Caravans move along Forest and Jungle as if they were roads.

    New Scenarios

    • War Between the States: Play as either the Union or the Confederates in the American Civil War. Focusing on the Eastern theater, the one victory condition is to capture the opposing side's capital. Settlers and city razing are disabled, and the only cities that can produce units are ones with special buildings which enable recruitment, such as the Arsenal for Infantry, making it important to safeguard your centers of production. Cities have no ranged attack and only minimal defense, creating a strong emphasis on active unit defenses.
    • Scramble for Africa: Set in the late 19th century in Africa, play as one of the major colonial powers in competition for control over Africa's vast natural resources, play as one of the sub-saharan nations fending off European colonialism, or try to benefit from trade as one of the muslim empires. Features static coastline and starting locations, while the continents interior is randomized with each new game.
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