![]() Power, meanwhile, is reflected in the way you can see and control your new units. Thanks to Civ V’s wonky AI, alliances and friendships often felt artificial and fickle now, while they’re still far from perfect, the formality and importance of the World Congress really brings everyone together. ![]() These units are always on the map, can be tracked, and in times of war attacked and seized by you (or your enemies).Īll of this helps lend the expansion some feelings the series has long been missing: the sensations of community and power. ![]() This doesn’t just see money change hands, but is also a new (and effective) means of spreading other things, like religion. To establish trade routes, you need to build land (caravans) or sea (cargo ship) units and have them actually move to the cities they’re trading with. Instead, they’re now a part of the game world. Culture is no longer simply a modifier that expands your borders, and trade isn’t just a magic money connection between two cities. Brave New World completely alters the way culture, diplomacy and trade are handled. Let’s start with the biggest and most important additions. There are nine new civilisations, new units, new buildings and new wonders.īut then it goes and does so much more, and does it in a way that, when you look back on 2010’s original effort, you’ll think you’re now playing the sequel. It does the things you’d expect from a major expansion.
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