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It turns out the actual name is “Brave New World”, so pretty close (I actually think I prefer One World though). The Culture Victory is now substantially altered it is still a primarily passive system of waiting to have enough tourism for the victory to occur, but actually acquiring that tourism is definitely more involved than (more…)ĢK has finally broken radio silence about their new expansion, which saavy Steam users had discovered a while back and determined would be called “One World”. My Opinion: A needed and fun improvement once you grasp how it works
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I haven’t used the interior trade routes much, boosting food or production in my own cities, but that seems like a very powerful ability for pro players to use at key moments, especially if you are short on trading partners or can spare the gold. Trading with city-states is less lucrative but often much safer and less interesting than trading with other civilizations and I would like to see trade with city-states nerfed a bit further as I think it detracts from the depth of the system and how it interplays with diplomacy. My main complaint with the balance of the system though is the ease at which you can simply trade with city-states. Tying religion and technology boosts to the trade routes was brilliant, but the tech portion seems underpowered later in the game as the small fixed bonus becomes too miniscule to have any effect. I find that while trade routes only make up a third or less of my income, using them wisely is absolutely necessary to succeed in the game. Later, as more trade routes become available, it becomes more a problem of setting up trade routes that won’t be broken by enemies or lost when you go to war unexpectedly. In practice, this system takes some getting used to the trade units are quite expensive to build early on and balancing your income to expenses seems more difficult if you aren’t careful. Naval trade routes earn significantly more which makes naval trade very important, even on Pangaea maps. The actual amount per trade route varies but when you have the chance to create one you can see all values up front so it’s pretty easy to decide which city to trade with, and generally you want the most lucrative trade routes possible that you can protect. In place of this lost income you now get trade routes which you can connect to other civilization or city-state cities to make additional gold per turn. You no longer get gold from river and coast tiles your cities can still produce gold from luxury tiles but overall the amount of gold coming from your cities is much reduced. Probably the largest change right up front when you start playing is the new gold economy. My opinion: Big hit, probably my favorite addition to the game.

Knowing that 2K is paying attention and has planned for at least one major balance patch, I’ll also point out which features I think still need some work.

I’m gonna try to break down the new changes as I have in my previous articles and give my thoughts on how they actually play out. However, there is no doubt that Brave New World has substantially increased the complexity of the game, at least on the higher end difficulties in a good way, I think for me at least, but in a way possibly not everyone will love. I’m now playing my 4th game of Civilization 5: Brave New World, so I think I’m finally in a position to at least comment on the new features.
