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Civilization V: Brave New World
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Contents

  • Changes in Brave New World
    • The World's Always Changing
    • Changes to Rules and the World
    • Changes to Original Civilizations
    • Changes to DLC Civilizations
    • Changes to Gods & Kings Civilizations
    • Changes to Units
    • Changes to Buildings
    • Changes to Wonders
    • Changes to National Wonders and Projects
    • Changes to Technology
  • What's New in Brave New World
    • In with the New
    • Units
    • Buildings
    • Wonders
    • National Wonders
    • International Projects
    • Technology
    • Tiles
    • Resources
    • Improvements
    • Changes to Religion
  • New Civilizations
    • Assyria
    • Brazil
    • Indonesia
    • Morocco
    • Poland
    • Portugal
    • Shoshone
    • Venice
    • Zulu
  • Ideologies
    • Social Policies and ideologies
    • New Policy System Overview
    • Normal Policy Branches
    • Ideologies and Their Tenets
    • Using Your Ideology
  • Trade Routes
    • Learning About Trade Routes
    • City Connections
    • International Trade Routes
    • Setting Up a Trade Network
  • World Congress
    • Expanded Roles
    • General Use
    • Resolutions
  • Multiplayer
    • Strategies
    • Being the Best
    • Head to Head
  • Single Player
    • The Single Player's Path
    • Strategies
    • Pursuit of Victory
    • The Game in Action
  • Scenarios
    • New Frontiers and Old Wars
    • American Civil War
    • Scramble for Africa

Civilization V: Brave New World Guide › Changes in Brave New World

Changes to Units

Battleship

BattleshipAs ships trade in wooden hulls for metal, the mighty Battleship once again rises as the dominant naval power in Brave New World. When you need to represent your nation’s power over the waves, few things speak louder than a flotilla of Battleships!

The only notable change to the Battleship is the loss of their previous bonus against cities. This is amply compensated by their durability, firepower, and ability to use units inland as spotters for Indirect Fire bombardment.

Cost 375 Production
Combat Type Naval Ranged Unit
Combat 55
Ranged Combat 65
Range 3
Movement 5
Abilities Indirect Fire, may not melee attack
Required Resources Oil
Prerequisite Tech Electronics

Carrier

CarrierCarriers let you bring your airpower to the shores of an enemy or help you keep the skies above your naval fleet clear of bombers. They now start with only two cargo spaces, but this can be upgraded as they are promoted. Build them in cities with military buildings so that they start with the experience to be promoted immediately and devote a promotion or two to giving them the cargo space they need.

Cost 375 Production
Combat Type Naval Melee Unit
Combat 40
Movement 5
Abilities Can carry 2 Cargo, may not melee attack
Required Resources Oil
Prerequisite Tech Flight

Foreign Legion

Foreign LegionFormerly the exclusive property of France, the Foreign Legion is now available to any civilization that follows the ideology of Freedom and invests a point into the Volunteer Army Tenet. They remain cheaper than Infantry but have become slightly weaker than them in terms of raw Combat Power, unless the Foreign Legion is fighting on another civilization’s territory. Take the fight to the enemy!

Cost 320 Production
Combat Type Gunpowder Unit
Combat 42
Movement 2
Civilization France
Abilities Foreign Lands bonus
Prerequisite Tech Replaceable Parts
Becomes Obsolete With Plastics
Replaces Infantry

Giant Death Robot

Giant Death RobotGiant Death Robots have become slightly more expensive to produce. They remain devastatingly effective against almost everything while they're on the attack, but they must watch out for the new XCOM squadrons.

Cost 550 Production
Combat Type Armored Unit
Combat 150
Movement 5
Abilities No Defensive Terrain bonuses, can move after attacking
Required Resources Uranium
Prerequisite Tech Nuclear Fusion

Ironclad

IroncladIronclads have had their Combat value reduced slightly, though they still excel in their role as coastal raiders and support vessels to larger ships.

Cost 250 Production
Combat Type Naval Melee Unit
Combat 45
Movement 3
Abilities Double Movement on coast, Bonus vs Cities (33)
Required Resources Coal
Prerequisite Tech Steam Power
Becomes Obsolete With Combustion

Nuclear Submarine

Nuclear SubmarineNuclear Submarines have had their attacking bonus reduced slightly. It does not impact their role as surprise attackers, submarine spotters, and carriers of missiles, but this does mean that you should support them with other submarines in a wolf pack or with other naval units when attacking hard targets.

Cost 425 Production
Combat Type Naval Ranged Unit
Combat 50
Ranged Combat 85
Range 3
Movement 6
Abilities Invisible, can spot Submarines, can carry 2 Cargo, may enter ice, may not melee attack, bonus when attacking (75)
Prerequisite Tech Telecommunications

Paratrooper

ParatrooperParatroopers do not have to pay any movement cost to pillage. If you can get them into range, drop them directly onto vital tiles and immediately pillage them! Retreat through a person's rough terrain while ripping up their roads to prevent anyone from catching you on the way out of their borders. Get back to your cities and repeat this to cause healthy anarchy.

Cost 375 Production
Combat Type Gunpowder Unit
Combat 65
Movement 2
Abilities May Paradrop, no movement cost to Pillage
Prerequisite Tech Radar

Pikeman

PikemanThe stalwart Pikemen have had their bonus against mounted units cut in half. You're still going to be brutal in rough terrain, but be somewhat more cautious in the open field. Enemy mounted units can finish off your wounded Pikemen without the same fear that they used to have.

Cost 90 Production
Combat Type Melee Unit
Combat 16
Movement 2
Abilities Bonus vs Mounted (50)
Prerequisite Tech Civil Service
Becomes Obsolete With Metallurgy

Submarine

SubmarineSubmarines have had their attacking bonus reduced slightly. Use them in a wolf pack to overcome this, or go after trade ships instead of harder targets.

Cost 325 Production
Combat Type Naval Ranged Unit
Combat 35
Ranged Combat 60
Range 3
Movement 5
Abilities Invisible, can spot Submarines, may enter ice, may not melee attack, bonus when attacking (75)
Prerequisite Tech Refrigeration
Becomes Obsolete With Telecommunications

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