Prima Games eGuides Civilization V: Brave New World

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Civilization V: Brave New World World Congress

Resolutions

The World Congress is a major force in the game long before anyone gets a chance to vote on a World Leader, so we should deal with specific Resolutions. Let's see what democracy can do for the world.

Arts Funding

Arts Funding increases generation of Great Writers, Artists, and Musicians by 33%. Decreases generation of Great Scientists, Engineers, and Merchants by 33%.

Use this to promote Cultural Victories or to hamper someone else who is trying to win a Science Victory.

Ban Luxury

Ban Luxury destroys the Happiness bonus of a given Luxury while the ban is in effect.

World Congress screenshot 6

Ban an enemy's Luxury to limit their Happiness bonus and trading potential for a given item. Spy or scout their cities to learn which Luxuries they have in greatest abundance, and enact the ban against that item specifically. Try to make sure that it's not something that your friends have, because this will not endear you to them.

Choose Host

Choose Host comes up automatically when enough nations advance to a new Era. Hosts get +2 Delegates and can propose a Resolution for each meeting of Congress.

You can't really control when these special sessions come up; it's just a matter of progress around the world. Try to get the most Delegates you can through various means, and use them on yourself if you're the person with the most votes. Otherwise, vote for someone else who has the potential to win and is not antithetical to your interests. Better to have a Host that isn't proposing nasty things against your civilization! Try not to vote for people who you plan on attacking soon unless you're very certain that you can win expediently.

Cultural Heritage Sites

Each World Wonder provides 3 more Culture in its city.

World Congress screenshot 7

Almost everyone benefits from this Resolution, but major Production civilizations get the most from it. People who have super Capitals, Tradition Policies, and higher Tech are often going to love this. Avoid voting for this when you're low on the Wonder construction tally ("The Most Wonderful People in the World" list). The higher you are, the more this Resolution helps you, in a very direct sense.

Embargo

Stops all Trade Routes with the civilization in question.

This is a sledgehammer to damage the economy of a target nation. They'll be very angry if you propose it, and even more upset if it passes. Use this against trade empires that are getting too big for their britches, as long as you have the Delegates to back it up.

Embargo City-States

Embargo City-States kills International Trade Routes with all City-States at once.

This embargo is more of a scattershot; it's going to frustrate even more nations than a standard Embargo because many more people have interests in a City-State here or there.

Historical Landmarks

Great Person Tile Improvements add 2 more Culture when worked, and Landmarks provide 4 more. This cannot be proposed until all civilizations have researched Archaeology.

World Congress screenshot 8

Historical Landmarks add Culture for many nations, but it isn't much that gets used for Tourism. Instead, this can be much more of a defensive Resolution for those who are trying to resist the power of Tourism from another country. Nations that have been using Great People to improve tiles near their cities are in the best shape here. Nations with Manufactories, Academies, and other special improvements are going to be pleased.

International Games

International Games begins an International Project to promote Tourism and Happiness. This is available once any nation researches Radio.

World Congress screenshot 9

Culture players love this project, and they get away with it most of the time because other nations still enjoy the free Happiness that they score for contributing. Expect non-Culture nations to let this pass and then put in enough to try and secure a Silver contributor level. They pocket the free Happiness and call it a day.

At the top, Culture players are going to compete fiercely over the Gold reward. Anyone who wants a chance at a Culture Victory is going to get excited about double Tourism, even on a moderate duration. The free Policy isn't bad either.

Don't let Brazil steal this from you. They'll find a way to get a Golden Age triggered (likely with a saved Great Artist for the free Policy they gain). Having Carnival + Double Tourism from the games is a great deal to handle. They'll get crazy Influence over everyone else.

GOLD Doubles Tourism for 20 Turns. Gain a Free Social Policy.
SILVER +3 Happiness. One-time bonus of 30 Influence with City-States.
BRONZE +3 Happiness.

International Space Station

International Space Station begins another International Project. This is available after a nation researches Satellites.

World Congress screenshot 10

ISS Bonus: +1 Production for Scientists, +1 Science for Engineers, +33% Science from Great Scientist discoveries!

The ISS is another project that often gets passed even if people know that Science players are going to get so much out of it. The lesser prizes are good for anyone. Science players need every bit of research they can get their hands on, and nations with lower Science per turn are dying for anything to help catch up. The late game is all about research.

Most civilizations should compete for the Gold prize in this project. It's too dangerous to let a Science player win! They already have a tendency to spawn Great Scientists left and right during the late game, and the ISS gives its nation more Production, more Science, and better Great Scientists. It's way too good.

So even if you are trying to win by other means, put your cities onto this project and deny everyone else control of the mission. Space must be yours, whether you need it or not.

As a final note, Freedom civilizations get even more power from the ISS. Those with this Ideology often have more specialists in their cities, so the bonus to Scientists and Engineers is amazing for them.

GOLD Your nation gets the International Space Station Wonder in your Capital.
SILVER Spawn a free Great Scientist.
BRONZE A brief burst of research.

Natural Heritage Sites

Natural Wonders gain +5 Culture when worked.

This is clearly a situational Resolution. It's great if you want more Culture and have access to a couple Natural Wonders. Don't bring it up or pass it if you don't.

Nuclear Non-Proliferation

Nuclear Non-Proliferation prevents construction of Atomic Bombs and Nuclear Missiles (existing weapons are not disarmed). This is available after any nation has researched Advanced Ballistics.

World Congress screenshot 11

If you're trying to win the game via non-martial methods, this is a fairly good Resolution for you. Enemies are likely to deploy nuclear weapons in late-game wars. However, the nation that really stands to gain from this Resolution is the one that is currently in the lead (for any type of victory). Nuclear weapons are a way for players/nations to knock down anyone who's getting ahead of the pack. They might need that level of destructive power to make inroads against powerful empires that have accrued too many resources.

In truth, you should avoid Nuclear Non-Proliferation if you're losing and try to pass it if you're winning. Winners want the world to be stable and predictable.

When possible, rush ahead in Technology and get your nukes stockpiled. Pass this Resolution soon after, and lord your weapons over the rivals that didn't get to them in time. If they mess with you, boom. This isn't fair, but neither is war (or diplomacy).

Scholars in Residence

Research is 20% faster when a nation is trying to discover Tech that is already known to any other civilization.

Everyone except the Science leader enjoys this Resolution; it helps to balance the field and speed late-game research. If a heavy Science nation is in the forefront, use this to start chase after them. Combine Scholars in Residence with Arts Funding for maximum benefit (it slows the Science leader's progress somewhat and keeps you chugging away).

Sciences Funding

Sciences Funding increases generation of Great Scientists, Engineers, and Merchants by 33%. Decreases generation of Great Writers, Artists, and Musicians by the same amount.

World Congress screenshot 12

Speaking of Science players, this is what they want to pass. Sciences Funding lets researchers blaze through the late game. Go for this if you want a Science Victory, and avoid it at all costs if you think someone else is more likely to get their space research done before you.

Pass Sciences Funding if you'd like to stymie a Culture player that is beginning to get too much Tourism. They'll keep what they already have, but it'll hurt for them to gain fewer Great People over time.

Standing Army Tax

Standing Army Tax adds 25% to unit maintenance costs.

Slow down large conquerors with this Resolution. It's bad for everyone, but there is a whole order of magnitude difference for a huge military nation compared with a tiny Diplomatic or Culture player. Small and peaceful nations can afford this better than warlords.

World Ideology

World Ideology designates an Ideology that gains increased public favor. Adds two Delegates for nations with that Ideology. This becomes available as soon as a nation researches Radio.

World Congress screenshot 13

Always try to get this passed for your Ideology. It puts pressure on other nations to switch to your way of thinking, or it makes them start dealing with Unhappiness if they get behind on public opinion. The bonus Delegates are even more important because they help you pass or counter Resolutions that are against your interests.

World Leader

World Leader attempts to end the game through a Diplomatic Victory. Begins as soon as the World Congress becomes the United Nations.

You need quite a few Delegates to win this vote, so don't expect to finish the game as soon as the United Nations is formed. Often, each vote gets you a bonus Delegate, bringing you closer and closer to victory. Pass World Religion and World Ideology, make more City-State Allies, deploy all of your Spies as Diplomats, and be patient. You'll get there.

World Religion

World Religion designates a World Religion and grants two Delegates to nations that have that religion in the majority of their cities. Adds 25% to the spread of that religion and +50% Tourism for its Holy City.

World Congress screenshot 14

Diplomats should spread their religion early and often. The more people in the world that adopt your beliefs, the easier it will be to pass World Religion later on. Target nations that don't have their own beliefs yet so that you can convert them without giving offense. Trying to convert a nation that already founded their own religion is difficult, so avoid them whenever possible.

When the time comes, propose this Resolution and back it to the hilt. You get major bonuses without any huge downsides (except that it annoys nations of other faiths). That's a small price for free Delegates, more religious pressure, and bonus Tourism!

World's Fair

World's Fair starts a new International Project.

World Congress screenshot 15

This project is easy to pass because the Silver prize gets all/most of the contributors a free Policy and also a push toward their next Golden Age.

If you're a Culture player, you want to postpone this project until later in the game. Once you have Hotels and Airports, Culture bonuses start to add into your Tourism. A late World Fair is thus better for a Culture Victory because it raises Culture and Tourism. Early on, it helps people get Policies but won't do anything for their Tourism values.

Players that don't want to pursue a Culture Victory should get this project out early so they can benefit without helping a Culture player achieve their goals.

GOLD Doubles your Culture for 20 Turns.
SILVER Free Policy.
BRONZE +500 Points toward your next Golden Age.