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Sid Meier's

Civilization V - Brave
New World

Game Guide
by guides.gamepressure.com






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Table of Contents:
Civilization V: Brave New World Game Guide..................................................................................3
Trade routes .......................................................................................................................... 4
Basic information...............................................................................................................................4
Route types.......................................................................................................................................6
Tourism ................................................................................................................................. 8
Great Artisans and Archeology.........................................................................................................8
Great Works....................................................................................................................................10
Fighting the enemy culture..............................................................................................................11
Ideologies ............................................................................................................................ 12
Introduction.....................................................................................................................................12
Ideology types.................................................................................................................................14
Social Policies..................................................................................................................... 17
Diplomacy ........................................................................................................................... 19
Scenarios ............................................................................................................................ 22
The American Civil War ..................................................................................................................22
Scramble for Africa..........................................................................................................................25

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Civilization V: Brave New World Game Guide

Have you ever wanted to divide and rule? Or maybe you wanted to destroy all of the other
nation on the earth? Now, Sid Meyers Civilization makes that possible. The Brave New World
expansion pack allows you to use many new mechanisms that ill allow you to have even
greater and impact on the matters of this world. Will you give birth to a civilization that will
stand the test of time?
Among others, in this guide you can find:
Whats new in commerce and how to create trade routes to your friends and the
neighboring cities.
Description of a new element tourism, which replaced the cultural victory.
What are the changes to diplomacy and what the World Congress is for.
Changes in the trees of Social Policies, as well as new elements in these trees i.e.
ideologies that exclude each other
Legend:
Black resources, other important and useful information
Blue technologies
Green - units
Brown map fields, buildings and improvements
Orange systems and ideologies
Dawid "Kthaara" Zgud

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Trade routes
Basic information

In this expansion pack, new kind of help to the cities and moneymaking was introduced.
These are the trade routes. On the status bar, they are symbolized by two loping arrows, the
number that stands for the available trade units and available routes.
Trade routes can be delineated on both land and (for which you need the technology of
Animal Husbandry, for the Caravan production),and see (sailing, for the production of a
Transport Vessel), and both within your territory and outside of it. The trade routes extend
for 20 hexagons from your city. There are technologies that you can discover and
improvements to implement (e.g. Caravanserai and Port) which increase the distance and
the income.
There is a lasting time to each trade route. At the beginning, the time is 30 turns. Then, the
times may vary depending on the activity along that route, discovering of new technologies
and other. Once specified a trade route cannot be cancelled and you need to wait for it to
terminate.
Once you accept a trade route, its parameters will not change until it terminates. This means
that if you, for example discover a new luxury resource, that you could make money on, it
will not be taken into account until you establish a trade route.












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Technologies

Basic trade technologies
The below technologies have the bearing on the trade routes.
Animal Husbandry the basic technology. It allows you to build Caravans land
trading units. It also adds the first slot for the trade route.
Sailing another important technology. IT adds a slot and allows you to build Trade
Vessels.
Engineering adds a trade route.
Compass adds a trade route and, additionally, increases the length of the sea trade
routes.
Banking adds a trade route.
Rail adds a trade route.
Penicillin adds a trade route.
Cooling increases the length of the sea trade routes.
Fuel engine increases the length of the land trade routes.

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Route types
International routes

The international routes (the ones in the above screenshot lead to Kayseri, Gaziantep and
Zanzibar) can be established each time another players city is within reach, and you have
an empty slot for a trade route. This gives you mainly gold.
Additionally, civilizations receive half of the science points for each exchanged technology.
This means that, if you have made two discoveries that your opponent does not yet have
access t. and you establish with him exchange via a trade route, he will receive additionally
one science point per turn. This also works the other way round: if, both you and the
opponent, have access to two technologies unknown to the other, each one of you will receive
a science point. The amount of science points is rounded up.
In the very same way, you can export your religion. The Cities that already follow some
different piety, exert pressure on the cities at the other end of the route. If, every city has its
own religion then the influence varies and cities will gain/lose followers to the other piety. .



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As you can see, trade routes may help you increase your wealth . Still, there are other
elements that can effectively discourage trade. If the difference in the technological
advancement is big, your opponent (or you, but then it is good) may earn a lot of science
points, which will increase his development rate. Still, this aspect loses its value with time.
Once you reach Renaissance, even ten science points do not make much difference because,
if you take a good care of erecting the right buildings, your science points probably way
exceed two hundred. In the next Epochs you probably have even more.
Internal routes

The internal routes (the ones in the above screenshot lead from Krakow and Lodz to
Warsaw) are used for different purposes to help your own cities with their enterprises. They
are subject to the same rules that apply to the international routes and, additional ones
described below.
The aim of the internal routes is to supply food or manufacture to the needy cities. In order
to supply the right kind of resource, you need to have the right kind of building on the city
that you depart from. In the case of food it is the Granary, and the Workshop for
manufacture.
The city of departure in no way suffers from this kind of help. This does not decrease its
pool of food or manufacture. The only cost it has to bear is the cost of the trade vessel, and
an occupied slot for a trade route.
Internal trade routes are very helpful for the developing cities, e.g. for the newly started ones.
Thanks to the routes, it is possible to help at the construction of buildings or facilitate
their natural growth. Dispatching several routes with manufacture to one city, effectively
reinforces the building of wonders.

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Tourism
Great Artisans and Archeology
Tourism is an absolutely new domain that supplanted cultural victory present in the
previous installments of the game. Now, in order to win culturally, you need to bring the rest
of the world down to their needs in awe and amazement with your heritage, achievements
and masterpieces.
You can now build buildings with the available spaces for Great Works. A Great Work may be
a Work of Writing, a Painting or a Piece of Music, but also Artifacts of the ancient
cultures, which you can excavate and put in the proper fields.
Great Artists
From now on, you will have three Great Artisans in the game. They can create either a Great
Work, or contribute to the development in a different way. . Each way of using the Great
Artisan causes him to disappear.
Great Writer this sir here can create a Great Work, such as a Novel, Poem or a
Drama. He can also write a Political Treatise, that provides a huge amount of
culture, thanks to which you can quicker achieve the next political system.
Great Artist this person can paint a Painting or other Work of Art. Another way to
make use of him is to start the Golden Era which lasts for 8 turns.
Great Musician Apart from creating Etudes, Operas or Symphonies this one can
also take a tour. The tour needs to take place outside of the limits of your kingdom,
and it generates tourism. Thanks to this, your influence on another country increases.
Great artists appear, on a regular basis, in the cities where there are Artisans Guilds.
Each one of them appears after the right technology is obtained.
Writers Guild becomes accessible after the invention of Drama and poetry, two
specialists acan work inide, which generates culture and Great Writers points.
Artists Guild becomes available after the invention of Guilds, creates two slots for
specialists that generate culture and the Great Artists points
Musicians Guild becomes available after the discovery of Acoustics, it has two slots
available for specialists that generate culture and Great Musicians points.
They function as the National Wonders (you can only have one of each kind). You can build
an Artists city and build all three in one place. You will then dispatch six workers, to write,
compose or paint and maybe one of them will become an Artist. Still, such a city is not
productive when it comes to the remaining fields.
It is a much better idea to build each of the Guilds in a different city. The governor
automatically dispatches workers for them, if the population is at the right level in the city
(around 8-10 citizens) and the manual dispatching of specialists is off. Of course, the city
must meet the requirement and feed all of its citizens.


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Archeology
Archeologists are special units that become available after you examine a technology from
the Industrial Era Archeology. This allows you to establish archeological works in the
right areas which, when successful, give you an Artifact of the long-forgotten cultures. It
works like a Masterpiece.
Archeological sites can be created after you examine Archeology. Their numbers depend on
how big the map is. On the biggest one, there are 50 available, plus a dozen or so of the
hidden ones. You gain access to these after you have fulfilled all of the government system of
the Exploration branch.
Game Guide 10 / 29


Great Works
When your empire creates its first Great Work, it will start to generate tourism. Visitors
from another country will want to see it, read it or hear it.
Great Works Management
When you have several great works, from different historical periods, and from different
countries, in your country, you can try increasing your tourism inflow.

An example of how to reinforce tourism
If, in a given object (A Wonder or a Museum) you can place more than one Great Work, then
this object may generate additional tourism due to the combination of works of art
contained in it. Thanks to such elements, it is easier to achieve tourism. Each one of such
structures has its unique combination required to achieve a bonus.
For example, if you put two literary works of art originating in the same country and in the
same historical period in Globe Theater, you will receive to additional tourism points,
which you can increased with correct buildings and social systems.
Most of the buildings, however, require works of art of other cultures. For example The
Louvre requires two works of art and two artifacts to ensure you with a bonus. And each of
these needs to originate in a different historical period. This cannot be achieved without the
international cultural exchange. You can exchange a work of literary art, an artistic work
of art or an Ancient Artifact. Musical works of art cannot be exchanged for a simple
reason you can store them in Opera houses only, and they can store single works of arts
that do not provide you with a bonus.

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Fighting the enemy culture

The window of your influence on the neighboring civilizations
Tourism can be checked out in the tourism overview that includes, among others, your
influence on the other civilizations.
Your tourism points are accumulated in the pool of the neighboring countries. The more
tourism you have, the faster it grows. Tourism can be compared to a sword in the cultural
clash. If your tourism points exceed the accumulated culture pool of another empire, you will
gain influence on that empire, which nears you to the peaceful completion of this game.
If that country performs an action in relation to your empire, and it is not a friendly action,
tourists will rebel. This can lead to the cities of the foreign empire will start siding with you.
The Ideology influences this process additionally if the ideologies of the countries are
different, the process will be faster and more violent.
If you compare tourism to sword, then culture is the shield. First of all, the larger reserve
of culture you have at your disposal, the more difficult you are to influence by the other
countries. Apart from that, if your culture growth rate is higher than the tourism growth rate
of the other countries, you rather are not going to face such a threat.
Tourism bonuses are awarded to a country that engages itself in active politics towards
another country it trades with that country, has open borders or shares religion with that
country. Thanks to this, the interest in your country as a destination will become even
higher.

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Ideologies
Introduction

Ideology selection





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Ideology is a powerful tool for the shaping of your country. Thanks to it, you can chose the
direction in which your citizens will follow. Access to the Ideology tree remains locked until
you build three Factories (which you can do after you have discovered Industrialization) or
you will not enter the Modern Era, whichever happens in the first place.
Once you achieve the requisite development level, you will be able to choose one of three
ideologies: Autocracy, Freedom and Order they originate in the three trees of political
systems available in the previous expansion pack. It is a good idea to hurry and be the first
one to achieve an ideology the first one receives two free tenets.
Ideology gives you a big boost in the development. Thanks to this, you can revitalize a
country that leads a hand-to-mouth existence, as long as your cultural development is
high. In comparison with the bonuses that an ideology gives the political sytem bonuses
are negligible.
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Ideology types

Ideology is based on the selection of tenets, that your society will follow. There are three
levels of tenets, where each next ones gives better results. The above diagram defines the
way of to acquire them. If you fill the two fields in the uppermost row, you can accept a tenet
of the second row and, after you acquire two tenets of the second row, you can accept a
tenet of the third row.
The element common to all the ideologies is the Social Healthcare System, that grants +to
happiness for every National Wonder.
Autocracy
Autocracy is an ideology based on the personality cult. You are a dictator who rules the
country with a rod of iron. Thanks to this ideology, the country fares better in the field of
culture, diplomacy, military. This is not to say that, if you chose this direction, you cannot
win in any other way, but this does not win you any bonuses.
This is taken from the real world the path of Autocracy is based on the tenets of various
dictators all over the world. This king of rule is usually based on the strong support from the
army and terrorizing the society.


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If you choose this ideology you will be able to build Prora (after you discover Flight).
Choose this ideology if you know that you stand no chance against the other players in
the technological race . If you intend to win as the head of the UN, thanks to this ideology,
this is going to be a bit easier. An additional advantage is the possibility to help your armies
if you intend to wage a war.
The social tenets of the first level allow you to increase the might of the military state thanks
to bringing down the price of units and increasing their strength. The City-States will be able
to double their numbers, the spies will be twice as fast while doing their job and the citizens
will enjoy the castle in the city. Additionally, for each Great Artist you may be granted a
bonus to tourism in the known empires.
The social tenets of the second level are discernibly stronger and they will allow you to
decrease the cost of units, increase the effectiveness of the capital, increase the happiness
with the barracks and other military installations, and courts. Thanks to these tenets, , the
units will gain additional protection, movement and abilities. They will also be built faster
due to the limited costs of their production.
The most powerful tenets of the third level unlock such abilities as increased influence on the
City-States, increase in the strength in battle and increasing tourism in your allies.
Freedom
Selection of Freedom will result in a liberal society. Using the original countries where
similar tenets are followed, it can be said that such societies are cultured, creative and open
minded.
The path of Freedom is based on the societies of the widely-understood West
Thanks to the selection of Freedom you can build the Statue of Liberty (after you discover
Replaceable Parts).
If you have chosen Freedom as your ideology, this means that you are going to attempt
victory in the race to Alpha Centauri. The technological victory will become much easier with
this ideology. The additional advantage to this choice is the UN which you can use to your
aid.
Thanks to the tenets of the first level, you can achieve large bonuses to happiness ,to the
sped of appearance of Great People and to culture. Additionally, this will make the work of
your spies in the free City-States and you will limit food consumption by the specialists.
The second level tenets give you access to the following bonuses: decrease in social
unhappiness for specialists, increase happiness for some buildings, increase production
from fields created by the Great People (Manufacture, Academy, Holy Place, Customs
Service) and provide free units and decrease the costs of their production.
The third-level tenets give the most powerful effects. Among others: increase of income in
City-States with a trade route, increase the generated tourism and allow buying of the
Spaceship parts for gold.
Order
The path of Order will fill the orderly societies with social layering for the peasants, workers
and intelligentsia. Thanks to accepting this ideology, the state will witness the growth of
social culture, expenditures for the army and a slight improvement in the quality of
scientific research.
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As based on the real world Order is Communism but in its idealized version without
dictators omnipresent party (although it exists, as such) and the similar elements thanks to
which Markss communism failed.
Thanks to the Order it is possible to erect the Kremlin (after the invention of railway).
Order is an ideal choice if you do not want to win peacefully. Thanks to this path, you can
simply flood the enemy with considerably reinforced units. Additionally, they will be more
modern thanks to the research bonus although the technological victory cannot your main
aim.
The tenets of the first level can provide you with a bonus to the speed of appearing Great
People to the happiness with monuments and factory buildings, decrease the cost of
buildings in gold, provide advantage in counter-intelligence and increase the strength of
your army on allied terrains.
The tenets of the second level also give you bonuses to happiness, this time of the scientific
buildings, increase the production and income from the cities. Additionally, increase
tourism, make factories generate science points and cities will have three citizens from the
onset.
The third level of the Order tenets provide the following: increase in tourism, increase in the
income of science, provides free Court after seizing a city and makes the Great Engineers
can finish the elements for the Spaceship.
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Social Policies

New Social Policies trees
The new expansion pack gets rid of three old social policy trees that included elements that
can now be found in Ideologies. One of these places, in the social policies view has been
replaced with the Ideology view, and in the other two, there are two trees of policy now:
Aesthetics and Exploration.
Aesthetics
This tree allows considerable increase in the cultural efficiency of the State. Thanks to it,
you will learn new social policies faster. Requires Classical Era.
Accepting this branch increases, automatically, the speed of creating Great Writers,
Muicians and Artists by 25%, and also unlocks the Uffizi building (after the discovery of
Architecture). After you accept all of the elements (i.e. after you spend 6 points,) you receive
a bonus of doubling the bonus for Motifs of all buildings that generate tourism and you can
by Great Artists for piety, beginning with the Industrial Era.
Elements of the tree:
Cultural Centers doubles the speed of building Monuments, Amphitheaters,
Opera houses, Museums and Broadcast Towers.
Fine Arts 50% surplus of happiness adds every turn to your culture (which
increases its growth rate).
Artistic Genius a Great Artist appears straight away.
Rozkwit sztuk in the cities that built a world wonder, culture grows by 33% and
the empire enters the Golden Era (10 turns).
Ethics decreases the cost of Policies by 10%.



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Exploration
The Exploration tree may be found useful with empires with coastal cities. Thanks to this,
the efficiency of such cities will grow considerably. Requires the Middle Ages.
After you assume this branch, your units will automatically gain one point of movement
and your military vessels will receive an additional hexagon to their range of vision.
You will also unlock the Louvre (after the discovery of Archeology). Once you have
assumed all policies from this tree, you will see the hidden relics of the past on the world
map (which will provide you with an advantage in the artifacts) and also you will be able to
buy Great Admirals for piety, starting with the Industrial Era.
Elements of the tree:
Maritime Infrastructure- +3 production in all coastal cities.
Naval Tradition- +1 happiness with each Lighthouse, Port and Pier.
Marynarka handlowa - +1 gold for each Lighthouse, Port and Pier.
Navigation School the Great Admiral appears in the capital city. Admirals gain +2
to movement, and they appear 25% faster.
Treasure Fleets - +4 gold from all international see trade routes.
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Diplomacy
World Congress

Founding of the World Congress
World Congress becomes available if any of the players discovers all civilizations and
discovers the Printing Press.

Required Technology
The operation of the World Congress is based on voting resolutions. Resolutions can be
proposed by the Host and one, or more members. Each civilization has an appropriate
number of votes but, the founder has one vote more and City-States add votes if they are
allied with one of the major civilizations. Congress meetings take place every 30 turns but,
with time, they occur more and more often.
When you achieve the Atomic Era or any of the remaining players achieves the Information
Era earlier, then the World Congress will automatically turn into the United Nations and the
option of electing the worlds leader will become available, which starts the diplomatic
victory.

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Resolutions
Resolutions are acts that have bearing on the entire world. They can concern the military
elements (e.g. a tax from each unit) or civilian (e.g. ban on using the luxury resources). When
you are deciding on the resolution that you would like to have discussed in the session, you
can look up its description to find out what the other civilizations think about it. Some of
them can be a disaster in diplomatic terms.
Some resolutions are not available until you discover appropriate technologies or achieve to
appropriate level of social development. For example, you cannot implement the world
ideology if you still do not have one.
Thanks to resolutions you can:
Set Embargo on a country or Embargo on all City-States.
Move funds for science or culture (which will prove effective when the Great Men
appear).
Increase income to the culture from buildings, Natural Wonders and historical
places (founded by Archeologists). To pass one of these resolutions, a civilization
needs to discover Archeology.
Ban a luxury resource, which will result in unhappiness with it.
Prevent the popularization of Nuclear Weapons.
Speed up the scientific research in less developed civilizations.
Increase the costs of keeping armies.
Choose the world ideology, available with the invention of Radio by all civilizations.
Select the World religion.
Elect the chairman of the congress, every new Technological Era.
After the transformation into the UN elect the World Leader. If you become one, you
achieve the diplomatic victory!
Resolutions also are for starting Great World Projects. For their completion (they cost a lot
of production points and everyone can chip in) each civilization to exceed a threshold will
receive a reward. There are three thresholds (places), whose exceeding grants rewards. If you
win the contest (i.e. you donate the most of all to a noble cause) you will receive
rewards for all three places.
These are the three Great Projects:
World Fair cost [350* civilization amount] production points. There are three prizes
for finishing it in one of the first two places: (1)culture+100% every 20 turns, (2) Free
social policy, (3) points to the Golden Era.
World Games available when one of the civilizations invents the Radio. It costs [720*
civilization amount] production points. For finishing it on one of three first places:
(1)tourism+100% for 20 turns, free social policy, (2) Permanent +3 of happiness, +30
to influence in all discovered City-States, (3) Permanent +3 to happiness.
International Space Station (ISS) available as soon as one of the civilizations
invents Satellites. Costs [850* civilization amount] production points. For finishing it
in one of the first three places you receive: (1) ISS as your own, which gives +33%
science from Great Scientists and makes the specialist-scientists generate
production and specialist-engineers science, (2) Free Great Scientist, (3) onetime
bonus to research.

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Diplomats
From now one, once you have a spy at your disposal, and want to send him to the capital
city of a foreign country, you will receive a notification urging you to decide if you want to
send him as a spy, or as a diplomat.
Diplomat is a spy that ensures intrigue, but does not steal new technologies. Intrigue is
obtaining information, finding out about the plans of the ruler of a given country, and ability
to influence that ruler during the World Congress. Diplomats can influence the rulers of the
neighbor countries, thanks to bribery. You can bribe the ruler of a country to vote for your
cause. This gives you ability to steer the global politics without getting dirt on your hands.
Game Guide 22 / 29


Scenarios
The American Civil War
In years 1861-1865 the Civil war was waged in the North America. Each of the sides to the
conflict had their own vision of what the country, known today as the United States, should
look like. Will you be smart enough to lead your cause to the happy end? Or maybe you will
fail ond your opponent will fly his standard in the streets of your capital city?

The Capital City of the Union - Washington.
Scenario description
The scenario covers the Civil War which lasted for four years and ended in the failure of the
Confederate States, as well as in the banning of slavery in the United States. Now you have
the opportunity to rewrite history or, improve the results. You need to capture the enemys
capital city before the enemy seizes yours. You have 50 turns to achieve that.

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This scenario has special tenets:
You cannot destroy or found new cities.
Units can be built only in cities that have special buildings: Arsenal (infantry),
Stable (cavalry), Ironworks (artillery), Port (naval units).
The first strategic resource has been created: Conscripts, who are produced by
Barracks each infantry unit requires one conscript.
To ensure yourself with power and new men, you need to seize cities that supply new
conscripts.
Cities do not have a long-range attack and their defense is a little bit higher than in
the case of land units.
The range of Great Generals is increased to 5 move points and, instead of dying
they are transferred to the nearest allied city.
The tactical elements like: trade routes, religion, social policy and culture,
tourism, happiness and Golden Eras have been disabled.
Sides to the conflict
There are two sides to choose from: The Union and The Confederation.
The Union Abraham Lincoln Anaconda Plan Bonus: apart from the military
Engineers only the units of the Union can enlist and move around the water fields
Unique units: Frigate (a quick, one-sail unit with decent armory) and Monitor
(heavily armored unit with incredible firepower, available after the invention of
Ironclad).
The Confederacy Jefferson Davis Rebel Yell Bonus: New units start with the
battle promotion of +10% - Unique units : Blockade runner (a swift sailing boat, a
counterpart of the Frigate, exchanged for gold when it reaches the Eastern end of
the map) and the Ironclad (Available after the invention of Ironclad, a formidable
ship that can deal with any threat)
Research

Scientific development tree

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Each of the sides has a dozen or so technologies to research, starting with threading (which
has already been researched). Thanks to these discoveries, you will gain access to units like
Monitor, Ironclad, Gatling Guns, new infantry and cavalry units or, military engineers.
The last ones can build roads, railways and reinforcements, and pontoon bridges. Having
built these, they disappear.
Additionally, researching will allow you to introduce a few improvements to your units, like
faster healing, increased defense or the ability to plunder the fields by cavalry and
infantry. IT also enables you to equip several units with atmospheric balloons, which
improve the range of vision.
Strategy
While playing as the Union you can start defensively although your enemy has vast
territory and you have more population and resources of Conscripts under your control.
That is why you can enlist more soldiers. When your army is big enough, you can start your
march to victory towards Richmond the enemys capital city. Capturing it before the 50th
turn results in victory.
If you assume the role of the leader of the Confederacy, it is important to exert constant
pressure on the enemy a bonus to the defense, ensured by your allies, proves useful here.
You need to capture new cities with Barracks only then you will be able to maintain soldiers
that will allow you to reach Washington.
Game Guide 25 / 29


Scramble for Africa
When the Europeans visited and conquered most of the world, in 1881 they turned their eyes
to Africa. Will you take on the role of an European leader and start exploring and conquering
the unknown lands? Or maybe you will side with the locals and repel the invasion? And,
which is even more important, will you emerge victorious?

Scenario description
Towards the end of the 19th Century, the colonial empires such as England, Portugal or
France had a large portion of the World under their control. Therefore, they turned to Africa,
its riches and unexplored lands. You can assume the role of one of such empires and take as
much land as you can. As an alternative, you can take on the role of one of the African tribes
in order to protect Africa from the invaders. The game I played for points. Your objective is to
win as many as possible within 100 turns.
Scenario tenets:
The European civilizations, i.e. England, Belgium, Germany, Portugal, Italy and
France earn victory points for being the first European nation to discover a natural
wonder, for seizing Suez and the longest railway line on the continent.
The North-African civilizations, i.e. Morocco, Egypt and the Ottoman Empire earn
points for earning gold and controlling Suez.
The Mid-African civilizations, i.e., Ethiopia, Boers and Zulus earn points for
accumulating culture, for controlling Suez.
The European civilizations cannot declare war on each other.
The North-African civilizations cannot declare war on each other.
Suez is initially controlled by Egypt.
Only the European civilizations can board their land units, lay rails and excavate
in search of artifacts. Additionally, they have a special units at thir disposal

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Explorers, that replaces the Archeologist and Scouts, doesnt slow down in difficult
terrain and does not need the University.
As an European, you have at the beginning, at your disposal, all the inventions of the
industrial Era, and the technology of the Railway from the Modern Era , which
enables to lay rails and discovers the Relics of the Past. The Europeans start with
several cities scattered all along the continents coastlines. The only European
civilization with no cities at the beginning is Belgium.
As an African nation, you already have at your disposal all the technologies up to the
Industrial Era but WITHOUT THE Railway. The North-African civilizations already
have several cities, and quite vast areas at their disposal . The Sub-Saharan
civilizations do, or do not have cities and you need to start them.
Only the Sub-Saharan civilizations can create Great Artists and their Guilds.
Science and religion are off.
Civilizations
Europeans:
England Colossus of Rhodes Bonus: double the speed of building improvements and
fields Special: Ship of the Line (unit, replaces Frigate, its faster and tougher).
Belgium Paddle steamers Bonus: rivers and the adjacent difficult terrain is treated
as dry land. Rivers are extensions to the on-land trade routes. +2 to production from
plantation Special: Force Publique (unit, replaces Riflemen, it has bonus to fights
in difficult terrains and against damaged units).
France The Third Republic Bonus: the already started cities have additional
territories from the beginning Special: Foreign Legion (unit, bonus to fight in foreign
territories, replaces Infantry).
Germany Gunship Diplomacy Bonus: +9 influence on the turn in City-States that
you can claim tribute from. The City-States are not bothered by your units on their
land Special: Brandenburg Warship (unit, the mightiest unit in this scenario,
replaces the Steam Battleship).
Italy Mare Nostrum Bonus: the boarded units acquire +1 movement point and their
going off-board costs only one movement point Special: Caio Duilio (unit, additional
promotion in city attacks, replaces the Steam battleships).
Portugal Mare Clausum Bonus: double bonus in gold for a trade route Special:
Feitoria (improved fields, gives one unit of the resources owned by the free City-
State).
Northern Africa:
Egypt Muhammad Alis Heritage Bonus: Bonus to gold for Ports and
Caravanserais is doubled special: Dervish cavalry (unit, replaces Cavalry, it is
stronger out in the open and faster to create Great Generals) and Tomb (building,
replaces the Temple, does not require keeping but, plundering the city gives double
the amount of gold to the enemy).
Morocco The Gateway to Africa Bonus: +3 gold and +1 culture for every
interntional trade route. The other civilizations have +2 gold for a trade route to
Morocco Special: Casbah (field improvement, adds fields to desert +1 food,
production and gold) and Berber Cavalry (unit, adds bonus within Morocco and in
the desert, replaces Cavalry).
The Ottoman Empire Barbarian Corsairs Bonus: ships that use melee in fight can
seize the defeated ships of the enemy, maintaining sea units equals a third of the
regular cost Special: Spahisi (unit, faster and quicker than Lancers) and Turkish
Game Guide 27 / 29

Bath (building, replaces the stock exchange, adds bonus to gold and ads gold to
trade routes).
Sub-Saharan Africa:
Ethiopia Duch Adwy Bonus: +20 combat bonus in fighting a civilization with more
cities than Ethiopia Special: Stella (building, replaces the Monument, increases
culture and piety) and Mehal Sefari (unit, bonus to fighting near the capital city,
replaces riflemen).
Boers Great Trek Bonus: +1 culture and +1 food from each farm Special: Foreign
volunteers (unit, replaces Riflemen, weaker in attack, stronger in defense, heals own
wounds) and Staatsmuseum (building, replaces Museum, after building, the Great
Work of Art is there, adds bonus to culture to the city where it was built, but after
seizing, gives victory points to the opponent).
Zulus Sun Eclipse Bonus: +25% combat bonus, when your unit fights an enemy
unit that requires a more modern technology Special: Impia Infantry (unit,
replaces Pikemen, throw pikes before attacking) and Ikanda (building, replaces the
Barracks, provides unique set of promotions before the invention of Gunpowder).
Social Policies

Trees of Policies
In the scenario, you have access to three trees of cultural development. One for Europeans,
one for Northern Africans and one for Sub-Saharan Africans.
European Tree combat units have -1 to the range of vision and can heal only on their
terrain. Systems:
Advanced Siege Tactic Units receive a bonus of 30% to attacking a city.
Influence zone purchase of fields for cities is lower by 50% and by 33% in the case
of the unit purchase.
Trade Unions 50% cost for maintaining roads and railway, +2 happiness for every
luxury resource.
Capitalism - +1 gold to trade routes and +2 happiness for each city connected with
the Capital City.

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Colonialism the speed of building improvements by Workers increases by 25% and
near the Capital City three Settlers appear.
The rule of Actual Seizing Units receive a combat bonus of 30% for attacking
reinforcements. Ensures free court in every city.
Northern Tree you gain gold for every destroyed enemy unit. Systems:
Caravans - +2 gold from on-land trade routes.
Better merchanidise - +1 gold from each market.
The Army of Sahara 50% combat zone to fighting in deserts.
Berber Heritage faster training of cavalry by 25%. Great Generals ensure the
cavalry speed.
Enlistment Decreases the cost of maintaining units by a third.
Business center - +10 gold in the capital city.
Sub-Saharan Tree you receive culture for each killed unit, excluding the barbarians.
Systems:
Fine Arts 50% surplus of happiness is stored as culture.
Warrior Code faster training of units that fight at close quarters by 15%, a free
Great General, Great Generals appear faster by 25%
Nationalism - 15% of combat bonus for fighting on your ground.
Genius free, any available, Great Person.
Cultural Centers you gain +5 culture for each Great Work of yours.
Discipline 15% bonus to combat strength for units fighting at close quarters, when
neighboring the allied units.
Strategy
Europeans should focus on recapturing Suez and building the Railway connecting their
cities. It is going to be difficult, due to the fact that the territories of individual nations are
spread all around the continent. Military action against the neighboring nations is an
alternative.
Africans create their empires basing on the maps tenets they try to achieve a large income
in gold the more gold the more points.
The South tries to achieve high cultural efficiency thanks to this they will quickly acquire
big amounts of points. The number of points may be increased by creating Great Artists,
who, by creating Great Works contribute to the increase in culture.
Game Guide 29 / 29



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