Just like any particularly good map, Civilization V isn't done yet. Today, 2K and Firaxis Games announced the second expansion for Civ V, "Brave New World," to be released this summer for $29.99. Brave New World will focus on culture and diplomacy with the introduction of systems like International Trade, the World Congress and Culture Victory. Of course, there's plenty of new units, buildings, civilizations and wonders too. So much for the summer drought, huh? Fill it with a million turns of Civilization V.
Here's a shortlist of all the new content and features that will be added in the Brave New World expansion:
Civilizations, Buildings and Units: Nine new civilizations, including Casimir III of Poland, and all the fun new content that goes along with that
Culture Victory: Spread your civilization's culture throughout the world with great artists, great buildings and an assortment of fun new mechanics
World Congress: A new global body whose decisions influence diplomacy for decisions both small and large
International Trade Routes: Spread influence, religion and science through trade hubs and routes, but naturally there's risk and reward too
Wonders: Eight wonders are being added, including the Parthenon, Broadway, and the Uffizi.
Scenarios: Two new scenarios, the "War Between States" that lets players pick either the confederate or union side of the American Civil War, or the "Scramble For Africa" where colonial powers explore the heart of Africa for riches untold.
As with the Gods and Kings expansion, it's likely Brave New World will dramatically change the experience of playing a game of Civilization V. It's exciting to see that this time around all of the changes focus entirely on non-combat features. Hoorah for adding a new depth of play that doesn't focus on who has the bigger cannons!
Look forward to more information of Civilization V's Brave New World expansion in coming months. The package will be available this summer for $29.99 for the PC and Mac. World domination ain't easy.
Thread Recap (last 10 posts from newest to oldest)
Mar 21, 13 at 1:37pm
Slowly but surely. I still think Civ4 is a better game, (international trade routes should have been in from the beginning -_-) but Firaxis is getting there.
Mar 18, 13 at 10:38am
Perhaps, but the worker in this game never gets killed unless you keeping shooting at it with an archer. This strategy is cheap and very effective against AI, which has no sense of priority whatsoever. Seriously, I was attacking China one time and captured all of their cities except for one. Then even as my siege units surrounded their final city city I found out through my spy that they decided to build the Great Library :facepalm:
Mar 18, 13 at 10:27am
Forcing captured civilians to walk in front of your army is not cool. The vienamese and north koreans did that, to clear minefields.
Mar 16, 13 at 7:40pm
I actually prefer to use worker to scout during battle, or rather, capture an enemy worker and use him to scout just ahead of my army. A lot of times the AI will waste its unit's attack to capture the worker, allowing my army to destroy that unit and capture the worker again.
Mar 16, 13 at 10:24am
You must be terrible at the wars in this game then. I don't let any of my units get killed.
A fast moving unit is of an immense strategic value. It can provide reconnaissance for the ranged units and get back out of enemies range before the turn is over. Most military units can't do this and end up getting killed. I often still have a unit or two of scouts by the time the game ends. By then they're very obsolete, so I only use them to have a military unit in a city (which can give extra points).
Maybe they should make the scouts cost half the normal amount of maintenance then? That should motivate people to keep them around during peace time.
Mar 16, 13 at 8:33am
Randome what you say sounds cool and all, but the scout's purpose in this game is to simply explore the landmass during early game. Once all the land has been revealed or if the scout dies early that's pretty much it. What you are suggesting is turning the scout into a another combat unit so it's no longer unique.
Mar 15, 13 at 1:30pm
Great that they'll add international trade routs. I've been wanting that from the beginning. I've always built roads that extend well beyond my nation and will eventually be inside other nations. It's entertaining to see all the traffic that passes through the area when they all use my roads.
But too bad they still haven't added upgradable scouts. Scouts are used by armies of all eras. Even today. The scout should be upgraded as follows:
The original scout.
Horseman scout. - The weakest mounted unt. Can travel far per turn, but has minimal weapons.
Cavalry scout. - Becomes available at the same time as the 19'th century cavalry. It can travel further and has better weapons, but (unles it has several upgrades) is inferor to cavalry.
Volkswagen Schwimmwagen scout. - Becomes available when the WW2 tanks do. It would be based on the amphibious WW2 german army cars. It would be extremely mobile and have 1 machine gun on the car.
Modern scout. - Becomes available when modern armour does. This one would not be amphibious, but it would be based on the modern lightly armoured Iraq war HMMWV. It would have a machine gun in a small turret.
Go see wikipedia for more info on the last 2:
Spoiler:Pictures of the last 2
Mar 15, 13 at 11:42am
I still need to get the first expansion. =T
Mar 15, 13 at 10:00am
Powered by neoforums v2.3.5 (Bolieve) Copyright Neo Era Media, Inc. 1999-2015