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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 › What's New in Brave New World

Buildings

Culture, Trade Routes, and Tourism are major focuses of Brave New World, and there are a few new buildings to support these enhancements.

Caravansary

CaravansaryCaravansaries are almost required if your city is going to participate in land-based trade. The increased range lets you deal with an even greater circle of potential trade partners, and then the Gold bonus for each route can net you a large sum of money over the years. Even a city with a single foreign Trade Route should build a Caravansary.

Cost 120 Production
Comment +50% Land Route Range, +2 Gold per Trade Route to a Foreign Civilization
Prerequisite Horseback Riding
New screenshot 79

Writers' Guild

Writers GuildThese buildings are the only reliable way to generate Great Writers. Construct a Writers' Guild, staff it to get even more Great Writer points, and wait for rewards. Great Writers help you create Great Works for Tourism and some Culture, or they write Political Treatises for even more Culture. Great Works of Writing help you win via a Culture Victory. Political Treatises are very good at defending against someone else's pursuit of Cultural Victory.

Cost 100 Production
Maintenance 1
Yield 1 Great Writer Point
Comment Two Writer Slots
Prerequisite Drama and Poetry
New screenshot 80

Artists' Guild

Artists GuildArtists' Guilds let your city generate Great Artists. These Great People are even more universally important than Great Writers. Great Writers help with Culture Victories and defense against nations that are trying to win that way. Great Artists can help with a Culture Victory as well (by making a Great Work of Art), but someone who doesn't care about that route can use them to spawn an instant Golden Age instead. This is why players that aren't heavily focused on Culture might still consider an Artists' Guild. Cultural players will want to have all of the guilds.

Cost 150 Production
Maintenance 1
Yield 2 Great Artist Points
Comment 2 Great Artist Slots
Prerequisite Guilds
New screenshot 81

Musicians' Guild

Musicians GuildThe last of the new guilds, the Musicians' Guild, is similar to the Writers' Guild. It helps you create Great Musicians, and these Great People are major factors in the pursuit of a Cultural Victory. Use them to either create a Great Work of Music for sustained Culture and Tourism or for a sudden burst to Tourism by playing a Concert Tour inside a foreign power's borders.

Concert Tours not only give you a huge jump in Tourism over the nation that you target but they also causes a moderate bump with all other nations. It's better to use these Great People once other players already know that you're well on your way toward a Culture Victory. Using Great Musicians for Concert Tours is a great way to shout, "Here's how I'm trying to win." If you do that too early, your rivals might start building more Culture, thus delaying your victory.

Cost 200 Production
Maintenance 1
Yield 3 Great Musician Points
Comment 2 Musician Slots
Prerequisite Acoustics
New screenshot 82

Zoo

ZooZoos are a replacement for the Theatre (from the earlier versions of Civilization V). The Zoo is functionally similar in that it raises Happiness for your empire. The effect of Zoos is not as great as the old Theatre bonus, but it is still quite important if your nation is having trouble with maintaining its Happiness levels.

Cost 200 Production
Maintenance 2
Yield 2 Happiness
Comment Requires a Colosseum
Prerequisite Printing Press
New screenshot 83

Hotel

HotelHotels are simple to figure out strategically. If you're trying to win via Culture, it is essential that you place one of these in every major city. If you're not trying to win that way, Hotels have much less value. They still help contribute to the spread of your nation's Ideology, but that's only a modest bonus.

Once Hotels become available, the threat from someone going after a Culture Victory becomes much greater. Start to check your Tourism Screen more often to see if anyone is getting a large amount of influence over the other civilizations. You may need to increase your Culture or take more direct action against those rivals.

Cost 300 Production
Maintenance None
Yield N/A
Comment 50% of your local Culture is added to Tourism, also adds 50% to Great Works Tourism
Prerequisite Refrigeration
New screenshot 84

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