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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

Changes to Religion

Messenger of the Gods

This religious trait used to say "+2 Science from a Trade Route." This Pantheon Belief now adds +2 Science for every city that has a City Connection to your Capital. It does not give you Science for International Trade Routes.

Tears of the Gods

This Pantheon Belief gives your nation +2 Faith for each worked Gem or Pearl in your empire.

Pilgrimage

This Founder Belief is more powerful than it was when Gods and Kings was introduced. Take this to gain +2 Faith for each foreign city that follows your religion. The bonus used to be +1 per city of that type.

Cathedrals

These religious buildings have +1 Culture now instead of +3, but they've gained a slot for a Great Work of Art!

Religious Art

The Hermitage provides +5 Culture and +5 Tourism. It used to provide +8 Culture in Gods and Kings, but that was before Tourism was in the game.

Religious Texts

This Enhancer Belief causes your religion to spread 25% faster (50% faster once you've researched the Printing Press). The old version used to provide 34%/68% bonuses, so this power has been toned down slightly. It's still a powerful choice if you're trying to spread the faith without spending Production to train Missionaries, or if you're avoiding the political problems associated with using Missionaries.

Reformation Beliefs

If you take the Piety Policy Branch all the way to its end, you find a Policy called Reformation. This grants a new set of religion bonuses for your nation, and you have to choose which to enact. Here are your choices.

BeliefBonus
Charitable Missions Influence boosts from Gold gifts to City-States are increased by 30%
Evangelism Missionaries' "Spread Religion" erodes pressure from existing religions in that city
Heathen Conversion Missionaries convert adjacent barbarian units to your civilization
Jesuit Education Faith can be used to construct Universities, Public Schools, and Research Labs
Religious Fervor Use Faith to purchase Industrial Era (and later) land units
Sacred Sites All buildings purchased with Faith provide 2 Tourism each
To the Glory of God Use Faith to purchase any type of Great Person after reaching the Industrial Era
Underground Sect Your Spies exert religious pressure on the cities that they inhabit
Unity of the Prophets Enemy Inquisitors and Prophets reduce this religion's presence by half

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