- Civ 5 Brave New World Best Civ 2
- Civ 5 Civ Tier List
- Civ 5 Brave New World Best Civ For Cultural Victory
Civilization 5: Brave New World – The Basics
The second major expansion pack to Civilization 5, Brave New World, is out now, and it brings with it a bunch of changes to the core gameplay as well as a host of new Civilizations to play as and scenarios to enjoy.
I’ve played a few games so far and it took me a little while to get used to the new core mechanics. The tutorials don’t really cover all the nuances, unfortunately. In this article I’m going to cover the big changes and new additions in Brave New World, and help you figure out adjusted strategies to handle them.
Brave New World: Culture & Tourism Summary
If you’ve played a lot of Civ 5 already, here’s the highlights of how cultural victory has changed. In later sections, we’ll go into this in depth, so hang on if you don’t quite get it yet!
- Culture production is now defensive against an enemy cultural win – if you produce massive amounts of culture, you’re making it harder for others to win culturally, but not getting closer to a cultural win yourself.
- Tourism production is the offensive element for a cultural win. You must produce a lot of tourism, enough to overwhelm your opponents’ culture, in order to win a cultural victory.
- Culture and Tourism are primarily produced through Great Works. Previous cultural buildings (eg, the Museum) are merely vessels for these works, and they do not produce significant culture on their own.
- Great Works are produced by Great Writers, Artists, and Musicians who replace the previous Great Artist unit and have significant changes to their use.
The key from a strategic point of view is that raw culture production, and therefore social policies, have very little to do with cultural victory anymore. Instead, a combination of tourism and culture are required. Since generating these requires great works, a cultural victory is strongly tied to your rate of great person production.
Brave New World: Cultural Victory via Tourism
Tourism is one of the major new mechanics of Brave New World. As you build certain culture buildings and wonders, you’ll unlock slots where you can place “great works.” Filling these slots generates tourism points, which is the key to the revamped cultural victory. Note that most of the culture production of your cultural buildings is now tied to the great works – if your Museum is empty, it’s only going to produce a measly +1 culture per turn!
The point of tourism is to produce more tourism in your civilization than other civilizations produce culture. This is the way you achieve cultural victory. There’s also side benefits such as causing unhappiness and unrest in other civilization’s cities due to the ideological differences between you, and the pressure of your tourism.
The game hints that it’s possible to get cities to flip alliances through this pressure, but so far I’ve not seen it happen, even when I completely surrounded and my tourism eclipsed the city of another civilization with a different ideology. It’s certainly not as easy as flipping a city through culture in previous Civilization iterations.
Brave New World: Tourism via Great Works
Great works are created by Great Artists, Great Writers, and Great Musicians. These replace the Great Artist from pre-Brave New World. These great people also can’t “culture bomb” like the Great Artist could. In lieu of creating a great work, they can each provide one-time benefits to your culture or tourism instead. Note also that they can’t establish Landmark improvements.
Some buildings and wonders have more than one slot for great works, and these buildings can get “theming bonuses” if certain combinations of great works are placed within them. The theming bonuses vary depending on the type of building. Most of the themes involve the type of item, the civ that produced it, and the era it comes from.
![Civ 5 Brave New World Best Civ Civ 5 Brave New World Best Civ](/uploads/1/2/3/7/123713172/902743413.jpg)
You can move the works between different buildings in your empire freely through the new Brave New World tourism menu. In order to get works from different civilizations and eras, you can swap great works with other civs in the tourism menu as well.
In addition to creating great works with great people, you can also extract artifacts from “historical sites” around the map. These historical sites represent areas where conflict occurred or ruins were discovered in previous eras. Archaeologist units can be built that can build “excavation” improvements on tiles that have historical significance.
Once the archaeologist is finished, you can choose to create a Landmark (like the Great Artist used to do) or you can choose to recover the artifact for display in a great work of art slot.
Also note that you can excavate areas that aren’t part of your territory – for instance, you can raid city-state or other major civ ruins and steal their tourism in this fashion!
Brave New World: Social Policies & Ideologies
This new focus on tourism for cultural victories has some interesting side effects, though. For one, social policies now have very little to do with cultural victory. Effectively, producing culture for yourself is simply defensive against enemy tourism. You don’t need to max out your social policy trees anymore in order to win. You can cherry pick policies if that suits you, although they have added more to the bonuses for policy completion to try to offset this.
Also, there have been some changes to social policies. The “final three” policy trees – Freedom, Order, and Autocracy, are now called ideologies and are managed differently. Once you’ve unlocked ideologies (by building 3 Factories or getting to the Modern Era), you can access the ideology menu from the social policy screen. You can only pick one at a time. When you have enough culture to unlock a new policy, you can instead opt to add another tenet to your ideology.
There are three tenet levels, and it takes two of the previous level to unlock the ability to add one to the next level. For instance, you need 4 tier 1 tenets to be able to unlock 2 tier 2 tenets. Once you have those 2 at tier 2, you can then unlock one at tier 3. Again, there is no direct relation between these ideological tenets and cultural victory. There are some things in here that will help, but you could completely ignore this and focus on the “standard” policy trees if you wish.
Since the Freedom, Order, and Autocracy policy trees are gone, many of the remaining policies have been rebalanced and some new trees were added.
Brave New World: Caravans & Trade
Trade routes used to be managed by the player in early Civ games, but Civilization 5 brought the concept of establishing a “trade route” via an unbroken chain of roads that served a similar purpose. Brave New World returns to an earlier era and reintroduces the concept of manually established trade routes.
Caravans and Cargo Ships are the backbone of your trade empire. They can’t be moved manually around the map like normal units. They are tied to the city in which they are based, which defaults to the city where they are built. The only other interaction you have with these units is telling them what city you wish to establish trade with. They will automatically move themselves around the map until they reach their home city again.
Establishing trade outside your empire, either with a city state or another major civ brings three benefits:
- Gold, which depends on several factors including the different resources available at each city
- Science, which only occurs with trade with other major civs, and is increased the more you’re behind the other civ in technology
- Religious pressure, which can bring a foreign religion in or export your domestic beliefs
Both parties benefit to varying degrees from each trade route.
Sadly, you have to re-pick the trade route each time your Caravan or Cargo Ship arrives in its home city. This does give you a chance to edit your routes, though, should a more profitable route arise.
You can also establish trade within your own empire. Doing this can bring extra food (with a Granary) or production (with a Workshop) to another city, without causing any ill effects on the origin city. This can be extremely powerful for establishing new cities and growing them quickly to the point of self sufficiency.
There is a limit to the number of trade routes you can have at any given time, and when this limit is reached you won’t be able to build more Caravan or Cargo Ship units. As technology improves, so will your maximum trade route allowance, as does the range of your trade units. The cap is also effected by certain wonders.
Brave New World: World Congress & Diplomacy
In “vanilla” Civilization 5, a Diplomatic Victory is won when you build the United Nations and win a vote for world leader. This has been expanded significantly in Brave New World.
Once you’ve moved into the medieval era and discovered all the other civilizations, the World Congress will be established. The host is decided periodically by a vote, and the host and the runner-up for host get to propose resolutions for the World Congress to vote on. There are several World Congress resolutions, ranging from subtle game mechanic changes to projects that everyone can contribute to for a significant leap towards victory.
Eventually the city states will get a vote, and then the civ they are allied with will get the benefit of those votes to do with as they please. In a later era, once the World Congress becomes the United Nations, periodic votes will be held for a world leader. Win this vote and you’ll win a Diplomatic Victory. Note that there aren’t any buildings for these – there’s no need to “build” the United Nations, for instance.
By sending spies to other civs’ capitals as “diplomats” you can gain knowledge about how other civs plan to vote. Additionally, this allows you to trade votes with other civilizations in return for luxuries, gold, or anything else you care to trade. In this way, you can turn a powerful economy or luxury empire into a diplomacy win.
Brave New World: Analysis & Conclusion
Brave New World adds and edits Civilization 5 pretty significantly. Some of the changes are interesting:
- The “trade routes” give you many interesting choices. Do you boost your own cities, or do you trade with others? On the one hand, you can rush Wonders and support fast expansion. On the other, you can give yourself massive boosts to your economy and science production.
- Archaeology is similarly interesting. Raiding other civs for quick tourism bonuses can be an interesting way to abuse Open Borders.
- Diplomacy finally seems a bit more balanced. I didn’t find other civs backstabbing me quite so often so far, and long-standing alliances don’t just dissolve overnight.
- The policy tree rebalancing adds some better consistency between policies in a tree. For instance, there is a separate tree for Exploration that contains more movement/sight bonuses that used to be part of “Commerce” and didn’t quite fit.
However, there are a number of rough edges:
- The new Ideologies are a mixed bag. They feel more like small bonuses than the old policy tracks. I’d more liken them to religions for the late game. I didn’t much care for the tiny bonuses from religion in the early game, so having a late game substitute just feels weird. Having a single tenet cost as much as a new policy also seems unbalanced.
- The removal of policy impact on cultural victory takes away most of the reason why you’d want to finish a tree before moving on. I can’t decide if this is a good thing or a bad thing.
- Managing your great works to maximize tourism and culture is a real chore. The UI for this is just terrible. Swapping works, moving them around, and trying to understand theming bonuses is too complicated and not really any fun. If there was some highlight that showed the works that would trigger the combo bonus, that would be awesome.
- The manual aspects of trade routes could be streamlined. I don’t really need to re-pick a route 5 times in a row if nothing has changed since the last time. It would also be nice to be able to filter the trade route list and sort it a bit easier.
I will say that I think overall there is a lot to like about this new expansion, and it’s certainly more of a positive game-changer than the first one was. I don’t think it’s perfect, and there are elements that the tutorial pop ups gloss over or just don’t cover. However, on the whole, it’s worth getting and playing for any serious Civilization 5 player.
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There are those who feel that Civilization V, as it was first released, was a little thin. The game's first expansion, Gods & Kings, addressed some of that criticism. Its second, Brave New World, transforms the game into one of the best the PC has ever seen.
Gods & Kings 'Fixes' Civilization V (If You Think it Needed Fixing)
I appear to be one of a rare breed of person who, on the internet at least, is proud to have…
Read more ReadIt does the things you'd expect from a major expansion. There are nine new civilizations, new units, new buildings and new wonders.
But then it goes and does so much more, and does it in a way that, when you look back on 2010's original effort, you'll think you're now playing the sequel.
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Let's start with the biggest and most important additions. Brave New World completely alters the way culture, diplomacy and trade are handled. Culture is no longer simply a modifier that expands your borders, and trade isn't just a magic money connection between two cities.
Instead, they're now a part of the game world. To establish trade routes, you need to build land (caravans) or sea (cargo ship) units and have them actually move to the cities they're trading with. This doesn't just see money change hands, but is also a new (and effective) means of spreading other things, like religion. These units are always on the map, can be tracked, and in times of war attacked and seized by you (or your enemies).
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The idea of culture also gets its own land units. A new introduction to the series, Archaeologists, appear later in the game and are able to travel the world visiting special sites, which in a neat touch are based on ancient in-game events or locations like old battles or barbarian camps. These units can either build landmarks commemorating the event or, if a site is outside your territory, you can make like the British Museum and steal the stuff, putting it on display back home.
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Great Artists have now been broken down into three types: Great Writers, Great Artists and Great Musicians, with all three able to attach their works to a city like a perk, increasing its cultural worth. The Great Musicians can even go on tour, similar to the religious missionaries, travelling the map spreading your culture and helping increase your 'tourism' score.
Below is a video showing this sort of stuff in action.
'Tourism' isn't the greatest term for what's really a new tally measuring your cultural might. The more wonders you build, the more great works your artists put on show, the higher this score gets, and later in the game this gets important.
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Why? I'll get to that in a minute. First up, though, the way all these units work is fantastic. Civilization has long offered you the possibility of a cultural victory but it's always been the most boring path available. Military action always gave you battles to plan, units to move, things to do; the pursuit of cultural victory, meanwhile, left you doing little but hitting 'next turn' 500 times in a row.
Now, however, you've got something to keep you busy! Which is important not just for cultural players, but for all players in the mid-game lull, once the races for religion and expansion are over and before the modern world's military showdowns have begun.
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Archaeologists can sneak around raiding tombs, musicians can tour the land spreading culture, your trade empire can reach out and literally touch every corner of the globe. You're almost as busy as a more hostile player, but with none of the bloodshed.
There's a point to this. Get your culture score big enough and you'll start influencing other civilizations, whose leaders will solemnly approach you and tell you their people are now 'wearing your blue jeans'. Influence enough civilizations and you'll be granted a cultural victory.
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You can compare and compete with civilizations pursuing other means of victory via another big new feature, the World Congress. Beginning in early times as an infrequent get-together and eventually evolving into the United Nations, it's a way for every civilization in the game to meet and enact global laws and policies, as you'll see in the video below.
Have an enemy who's more powerful? You can try and enact a trade embargo, hitting their back pocket. Industrious and/or after some cultural benefit? You can elect to hold Civilization's versions of the World's Fair and Olympics. Peaceful players can even try and get global laws passed taxing standing military units, which can cripple larger powers.
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Motions live and die on the number of votes they receive, but what's cool is that you can lobby behind the scenes - via the regular diplomacy screen - to assemble voting blocs. I had an instance playing as Japan where I was a global superpower, but I was in some ways too powerful; other civs frequently ganged up and tried to cripple me by blocking my own proposals and enacting others to restrict me.
There's a bigger point to this as well. Late in the game, votes can be taken to elect a 'world leader'. If you can wrangle enough of the votes to win - and it takes a lot, so you'll need to be smart - you'll be granted diplomatic victory.
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All of this helps lend the expansion some feelings the series has long been missing: the sensations of community and power. Thanks to Civ V's wonky AI, alliances and friendships often felt artificial and fickle; now, while they're still far from perfect, the formality and importance of the World Congress really brings everyone together.
Power, meanwhile, is reflected in the way you can see and control your new units. It's one thing seeing your bank balance trickle upwards, it's another to get to see your trade network in the flesh. It's also supremely satisfying to be a global superpower at the World Congress, able to exert your will over other players.
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Being in the top position of an arbitrary points leaderboard had long been the game's only way of measuring success, reliant on size and strength, but now, even the smallest civs can work their way to the big table through culture, diplomacy and trade.
Note that I've really so far only touched on the game's biggest and most important additions. There are plenty more. Your civilization's religion is joined late in the game by a chosen ideology (essentially democracy, fascism and communism), which is not only a further means of alienating/allying with other civilizations, but also of customising your strengths, as like with religion your ideology lets you augment your civilization with bonuses and perks, some of them - like the ability to double your output of strategic resources - ridiculously powerful.
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There's also a new civilization that's a radical departure from the way the game is normally played. Usually, a new faction simply means a few new units, but the addition of Venice to the game is a great challenge for seasoned players, as after you establish your capital you're forbidden from building or annexing cities. You can only create puppets from conquered enemies, meaning in most cases you're reliant on diplomacy and trade, though if you really must expand your Great Merchants can buy entire city states.
There are only really two areas that Brave New World fails to impress. The first is the way trade actually affects your growth; I found that even on a few different difficulty settings, by the time I hit the industrial period I was making more money than I knew what to do with, which made things a little too easy.
Civ 5 Brave New World Best Civ 2
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The other is sadder, at least on a personal level. As someone who still feels that Civilization II's Second World War scenario is one of the best strategy games ever made, the two scenarios included with Brave New World underwhelm. The game's lack of stacking makes the US Civil War scenario a bizarre exercise, while the colonial Africa map is an overly-complicated mess.
But, um, whatever. I thought Gods & Kings had done enough to turn Civilization V into the best game in the series. The advances made here, turning trade, diplomacy and culture into things you can actually manage, go so much further. In addressing some of the series' longest-standing issues, such as long periods of inactivity and less appealing pursuits of victory, Firaxis have turned Civilization V into one of the best strategy games of all time, regardless of how you want to play the game.
Posted by2 years ago
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I've only played this game (with no dlcs) for 10 hours only against friends (all have 100+ hrs) and today I finally got all the DLCs, so we will start a new game today. I've only played as Russia and lost my very first game (mainly because I had no clue what to do and just radomly learned new technologies instead of getting the most useful ones for me) and did failry well (was 2-3rd on the scoreboard, but we didn't finish it) during my second game. We have an agreement that we won't attack each other at the early stages of the game and most of the time we don't fight each other until the very end. We also have an agreement to tell each other about building wonders so we don't get fucked over when multiple people start building the same stuff. What civ would you advice me to play as?
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Civilization 5: Brave New World – The Basics
The second major expansion pack to Civilization 5, Brave New World, is out now, and it brings with it a bunch of changes to the core gameplay as well as a host of new Civilizations to play as and scenarios to enjoy.
I’ve played a few games so far and it took me a little while to get used to the new core mechanics. The tutorials don’t really cover all the nuances, unfortunately. In this article I’m going to cover the big changes and new additions in Brave New World, and help you figure out adjusted strategies to handle them.
Brave New World: Culture & Tourism Summary
If you’ve played a lot of Civ 5 already, here’s the highlights of how cultural victory has changed. In later sections, we’ll go into this in depth, so hang on if you don’t quite get it yet!
- Culture production is now defensive against an enemy cultural win – if you produce massive amounts of culture, you’re making it harder for others to win culturally, but not getting closer to a cultural win yourself.
- Tourism production is the offensive element for a cultural win. You must produce a lot of tourism, enough to overwhelm your opponents’ culture, in order to win a cultural victory.
- Culture and Tourism are primarily produced through Great Works. Previous cultural buildings (eg, the Museum) are merely vessels for these works, and they do not produce significant culture on their own.
- Great Works are produced by Great Writers, Artists, and Musicians who replace the previous Great Artist unit and have significant changes to their use.
The key from a strategic point of view is that raw culture production, and therefore social policies, have very little to do with cultural victory anymore. Go kart frame table and chairs. Instead, a combination of tourism and culture are required. Since generating these requires great works, a cultural victory is strongly tied to your rate of great person production.
Brave New World: Cultural Victory via Tourism
Tourism is one of the major new mechanics of Brave New World. As you build certain culture buildings and wonders, you’ll unlock slots where you can place “great works.” Filling these slots generates tourism points, which is the key to the revamped cultural victory. Note that most of the culture production of your cultural buildings is now tied to the great works – if your Museum is empty, it’s only going to produce a measly +1 culture per turn!
The point of tourism is to produce more tourism in your civilization than other civilizations produce culture. This is the way you achieve cultural victory. There’s also side benefits such as causing unhappiness and unrest in other civilization’s cities due to the ideological differences between you, and the pressure of your tourism.
The game hints that it’s possible to get cities to flip alliances through this pressure, but so far I’ve not seen it happen, even when I completely surrounded and my tourism eclipsed the city of another civilization with a different ideology. It’s certainly not as easy as flipping a city through culture in previous Civilization iterations.
Brave New World: Tourism via Great Works
Great works are created by Great Artists, Great Writers, and Great Musicians. These replace the Great Artist from pre-Brave New World. These great people also can’t “culture bomb” like the Great Artist could. In lieu of creating a great work, they can each provide one-time benefits to your culture or tourism instead. Note also that they can’t establish Landmark improvements.
Some buildings and wonders have more than one slot for great works, and these buildings can get “theming bonuses” if certain combinations of great works are placed within them. The theming bonuses vary depending on the type of building. Most of the themes involve the type of item, the civ that produced it, and the era it comes from.
You can move the works between different buildings in your empire freely through the new Brave New World tourism menu. In order to get works from different civilizations and eras, you can swap great works with other civs in the tourism menu as well.
In addition to creating great works with great people, you can also extract artifacts from “historical sites” around the map. These historical sites represent areas where conflict occurred or ruins were discovered in previous eras. Archaeologist units can be built that can build “excavation” improvements on tiles that have historical significance.
Once the archaeologist is finished, you can choose to create a Landmark (like the Great Artist used to do) or you can choose to recover the artifact for display in a great work of art slot.
Also note that you can excavate areas that aren’t part of your territory – for instance, you can raid city-state or other major civ ruins and steal their tourism in this fashion!
Brave New World: Social Policies & Ideologies
This new focus on tourism for cultural victories has some interesting side effects, though. For one, social policies now have very little to do with cultural victory. Effectively, producing culture for yourself is simply defensive against enemy tourism. You don’t need to max out your social policy trees anymore in order to win. You can cherry pick policies if that suits you, although they have added more to the bonuses for policy completion to try to offset this.
Also, there have been some changes to social policies. The “final three” policy trees – Freedom, Order, and Autocracy, are now called ideologies and are managed differently. Once you’ve unlocked ideologies (by building 3 Factories or getting to the Modern Era), you can access the ideology menu from the social policy screen. You can only pick one at a time. When you have enough culture to unlock a new policy, you can instead opt to add another tenet to your ideology.
There are three tenet levels, and it takes two of the previous level to unlock the ability to add one to the next level. For instance, you need 4 tier 1 tenets to be able to unlock 2 tier 2 tenets. Once you have those 2 at tier 2, you can then unlock one at tier 3. Again, there is no direct relation between these ideological tenets and cultural victory. There are some things in here that will help, but you could completely ignore this and focus on the “standard” policy trees if you wish.
Since the Freedom, Order, and Autocracy policy trees are gone, many of the remaining policies have been rebalanced and some new trees were added.
Brave New World: Caravans & Trade
Trade routes used to be managed by the player in early Civ games, but Civilization 5 brought the concept of establishing a “trade route” via an unbroken chain of roads that served a similar purpose. Brave New World returns to an earlier era and reintroduces the concept of manually established trade routes.
Caravans and Cargo Ships are the backbone of your trade empire. They can’t be moved manually around the map like normal units. They are tied to the city in which they are based, which defaults to the city where they are built. The only other interaction you have with these units is telling them what city you wish to establish trade with. They will automatically move themselves around the map until they reach their home city again.
Establishing trade outside your empire, either with a city state or another major civ brings three benefits:
- Gold, which depends on several factors including the different resources available at each city
- Science, which only occurs with trade with other major civs, and is increased the more you’re behind the other civ in technology
- Religious pressure, which can bring a foreign religion in or export your domestic beliefs
Both parties benefit to varying degrees from each trade route.
Sadly, you have to re-pick the trade route each time your Caravan or Cargo Ship arrives in its home city. This does give you a chance to edit your routes, though, should a more profitable route arise.
You can also establish trade within your own empire. Doing this can bring extra food (with a Granary) or production (with a Workshop) to another city, without causing any ill effects on the origin city. This can be extremely powerful for establishing new cities and growing them quickly to the point of self sufficiency.
There is a limit to the number of trade routes you can have at any given time, and when this limit is reached you won’t be able to build more Caravan or Cargo Ship units. As technology improves, so will your maximum trade route allowance, as does the range of your trade units. The cap is also effected by certain wonders.
Brave New World: World Congress & Diplomacy
In “vanilla” Civilization 5, a Diplomatic Victory is won when you build the United Nations and win a vote for world leader. This has been expanded significantly in Brave New World.
Once you’ve moved into the medieval era and discovered all the other civilizations, the World Congress will be established. The host is decided periodically by a vote, and the host and the runner-up for host get to propose resolutions for the World Congress to vote on. There are several World Congress resolutions, ranging from subtle game mechanic changes to projects that everyone can contribute to for a significant leap towards victory.
Eventually the city states will get a vote, and then the civ they are allied with will get the benefit of those votes to do with as they please. In a later era, once the World Congress becomes the United Nations, periodic votes will be held for a world leader. Win this vote and you’ll win a Diplomatic Victory. Note that there aren’t any buildings for these – there’s no need to “build” the United Nations, for instance.
By sending spies to other civs’ capitals as “diplomats” you can gain knowledge about how other civs plan to vote. Additionally, this allows you to trade votes with other civilizations in return for luxuries, gold, or anything else you care to trade. In this way, you can turn a powerful economy or luxury empire into a diplomacy win.
Brave New World: Analysis & Conclusion
Brave New World adds and edits Civilization 5 pretty significantly. Some of the changes are interesting:
- The “trade routes” give you many interesting choices. Do you boost your own cities, or do you trade with others? On the one hand, you can rush Wonders and support fast expansion. On the other, you can give yourself massive boosts to your economy and science production.
- Archaeology is similarly interesting. Raiding other civs for quick tourism bonuses can be an interesting way to abuse Open Borders.
- Diplomacy finally seems a bit more balanced. I didn’t find other civs backstabbing me quite so often so far, and long-standing alliances don’t just dissolve overnight.
- The policy tree rebalancing adds some better consistency between policies in a tree. For instance, there is a separate tree for Exploration that contains more movement/sight bonuses that used to be part of “Commerce” and didn’t quite fit.
However, there are a number of rough edges:
- The new Ideologies are a mixed bag. They feel more like small bonuses than the old policy tracks. I’d more liken them to religions for the late game. I didn’t much care for the tiny bonuses from religion in the early game, so having a late game substitute just feels weird. Having a single tenet cost as much as a new policy also seems unbalanced.
- The removal of policy impact on cultural victory takes away most of the reason why you’d want to finish a tree before moving on. I can’t decide if this is a good thing or a bad thing.
- Managing your great works to maximize tourism and culture is a real chore. The UI for this is just terrible. Swapping works, moving them around, and trying to understand theming bonuses is too complicated and not really any fun. If there was some highlight that showed the works that would trigger the combo bonus, that would be awesome.
- The manual aspects of trade routes could be streamlined. I don’t really need to re-pick a route 5 times in a row if nothing has changed since the last time. It would also be nice to be able to filter the trade route list and sort it a bit easier.
Civ 5 Civ Tier List
I will say that I think overall there is a lot to like about this new expansion, and it’s certainly more of a positive game-changer than the first one was. I don’t think it’s perfect, and there are elements that the tutorial pop ups gloss over or just don’t cover. However, on the whole, it’s worth getting and playing for any serious Civilization 5 player.
Civ 5 Brave New World Best Civ For Cultural Victory
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