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Sid Meier’s Civilization V: Brave New World is the second and final major expansion pack for the critically acclaimed turn-based strategy 4X video game Civilization V. Developed by Firaxis Games and published by 2K Games, the expansion launched in North America on July 9, 2013, followed by its international release on July 12, 2013, for Microsoft Windows and macOS.

Designed by Lead Designer Ed Beach, Brave New World is widely celebrated by strategy communities as one of the most transformative expansion packs in the history of the 4X genre. While the previous expansion, Gods & Kings, successfully restored localized mechanics like religion and espionage, Brave New World completely re-engineers the mid-to-late game global loops.

The expansion introduces a dynamic Tourism economy that completely overhauls the Cultural Victory, establishes physical International Trade Routes, introduces the World Congress diplomatic voting matrix, and replaces late-game social policy tracks with three sweeping global Ideologies.

Technical Specifications

AttributeDetails
DeveloperFiraxis Games
Publisher2K Games
(Mobile/Console ports: Aspyr Media)
Lead DesignerEd Beach
Platform(s)Microsoft Windows, macOS, Linux
Release DateJuly 9, 2013
Genre(s)Turn-based strategy, 4X
System RequirementRequires the baseline Civilization V client to execute
Mode(s)Single-player, Multiplayer

The Tourism & Cultural Victory Overhaul

The expansion removes the passive, isolationist cultural victory of the baseline game (which simply required filling out social policy trees to build the Utopia Project). In its place, Brave New World introduces a highly offensive, asymmetric cultural warfare engine driven by Tourism.

Culture vs. Tourism

In this reworked matrix, Culture serves strictly as your domestic defense metric, shielding your empire from external ideological subversion. Tourism, by contrast, acts as your raw offensive power. To achieve a Cultural Victory, a player must project their Tourism across the map until their total accumulated influence aggressively overpowers the internal domestic Culture scores of every single competing civilization.

Great Works & Theming Bonuses

To generate Tourism, cities must cultivate specialized Great People (Writers, Artists, and Musicians). When spawned, these figures are consumed to manifest permanent Great Works of Literature, Art, or Music.

These works are physically housed within specialized structural slots inside museums, cathedrals, wonders, and libraries. Arranging specific combinations of corresponding historical eras and matching foreign civilizations inside a singular museum unlocks highly lucrative Theming Bonuses, multiplying your global Tourism output.

Archaeology & Artifact Hunting

Upon reaching the Industrial Era, players unlock the Archaeology technology tree, revealing hidden Antiquity Sites scattered across the hexagonal map grid. These sites mark coordinates where major military battles, city razings, or barbarian encampment clears occurred during the early eras of that specific match.

Players train Archaeologists to travel across borders and excavate these locations, digging up rare historical Artifacts. Artifacts can be displayed in your domestic museums as Great Works, or preserved as permanent Landmarks to vastly accelerate local city border tile tile yields.

International Trade Routes

Economic logistics are given physical form via the introduction of International Trade Routes. Empires construct land-based Caravans or sea-bound Cargo Ships to actively bridge cities across the map.

Trade routes project far more than simple gold revenues. When routed to a foreign capital, a trade route acts as a physical conduit that propagates multiple systemic pressures simultaneously based on the relative development scales of the two connected societies:

  • Science Siphoning: If a target civilization has researched technologies that you lack, the trade route automatically extracts passive science points, transmitting them back to your domestic treasury.
  • Religious Dissemination: Trade routes aggressively project the home city’s established religion twice as effectively across borders, acting as an organic wave of ideological conversion.
  • Tourism Amplification: Maintaining an active, continuous trade connection with a foreign leader grants a permanent +25% mechanical multiplier to your outbound Tourism influence tracking over their populace.

The World Congress & Diplomatic Victory

Diplomacy transitions away from simple bilateral text negotiations to become a dynamic global institution via the activation of the World Congress. Upon one civilization discovering every other empire on the map while researching printing press technology, the international voting house is established.

Delegates and Resolutions

Empires receive a designated allocation of Delegates based on their active era progression and their status as a suzerain patron over independent City-States. Every fixed number of turns, leaders submit and vote on game-altering global Resolutions. These binding international laws can completely shift the meta of a match:

  • Economic Embargoes: Completely bans and criminalizes trade routes targeted at a specific aggressive or warmongering player.
  • Global Ideological Designation: Declares an official international religion or world ideology, granting massive global happiness bonuses to matching empires while penalizing non-conformists.
  • International Projects: Initiates global cooperative production events, tasking all world empires with pouring manufacturing points into massive shared tasks like the World Games, the World’s Fair, or the International Space Station to earn powerful, tiered rewards.

Accumulating maximum delegate majorities during the final late-game voting phases allows a player to safely lock down an absolute Diplomatic Victory.

Late-Game Ideological Warfare

Upon entering the Modern Era or successfully constructing three factories, civilizations are forced to permanently align their society with one of three sweeping Ideologies: Freedom, Order, or Autocracy. This system completely replaces the legacy policy tracks of the base game, opening massive, customizable tier trees composed of highly specialized tenets.

“In Brave New World, choosing an Ideology is a declaration of total late-game war. You are no longer just fighting for map hexes; you are fighting to prove your societal philosophy is supreme.”

The selection exposes your empire to the crushing weight of global public opinion. If a rival nation outputs dominant Tourism pressure while holding a conflicting Ideology, your local citizens will experience severe Public Dissatisfaction.

If left unchecked, this public misery causes your national happiness metrics to plummet below zero. This triggers structural consequences: violent barbarian revolutionary tanks will physically spawn next to your city centers, or your border metropolises will experience immediate ideological revolts, forcefully seceding from your empire to automatically join a competitor’s nation.

New Civilizations and Leaders

The expansion introduces nine highly specialized playable civilizations, specifically engineered to leverage and showcase the new trade and cultural mechanics:

  • Poland (Casimir III): An exceptionally versatile faction that earns a free, bonus Social Policy tree unlock every single time the empire advances into a new historical era.
  • Venice (Enrico Dandolo): The ultimate mechanical outlier. Venice is strictly forbidden from manually training Settlers or buying cities. Instead, Enrico receives double the standard trade route capacity and utilizes specialized Merchants of Venice to forcefully buy out independent City-States to operate them as puppet nodes.
  • Brazil (Pedro II): A cultural juggernaut that multiplies its total Tourism output by a staggering +100% whenever the empire triggers a Golden Age (Carnival), while generating Great Artists and Musicians at hyper-accelerated velocities.
  • The Shoshone (Pocatello): Newly founded cities instantly claim a massive web of surrounding land tiles immediately upon settlement, while their unique Pathfinder scouting unit permits players to manually select their specific rewards when exploring ancient ruins.
  • Assyria (Ashurbanipal): A militaristic tech-thief. Conquering an enemy city center instantly rewards Assyria with a free, undiscovered technology directly from the defeated player’s research bank.
  • The Zulus (Shaka): A dominant, early-industrial war machine that lowers unit maintenance costs and allows melee units to earn unique, devastating combat promotions via the specialized Ikanda barracks building.
  • Portugal (Maria I): Doubles the gold revenue generated by resource diversity markers across all international trade connections, utilizing the unique Feitoria to exploit luxury resources from allied City-States.
  • Indonesia (Gajah Mada): The first three cities founded on continents outside Indonesia’s starting landmass provide two completely unique, un-razable luxury resources that can never be acquired anywhere else on the map.
  • Morocco (Ahmad al-Mansur): Reaps massive gold bonuses and culture yields for every trade route established with an external foreign civilization, incentivizing world leaders to send trade lines to his hubs.

Legacy & Modern Retention (2026)

As of May 2026, Brave New World stands preserved as the definitive, undisputed masterpiece that completed the structural architecture of Civilization V. Strategy purists and 4X historians regularly maintain that this specific expansion elevated the 2010 game into a permanent pinnacle of turn-based strategy design.

The expansion is natively bundled into the standardized digital installer for Civilization V: Complete Edition across platforms like Steam and GOG.com. Operating with absolute performance and stability under contemporary Windows 11 and Apple Silicon environments, the client scales flawlessly into native 4K display resolutions.

Even alongside the mechanics of subsequent titles, the grand ideological battles, intricate museum theming bonus puzzles, and the cutthroat Venice single-city challenge of Brave New World continue to pull in tens of thousands of active strategy players every single day.

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Civilization

28 titles
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1984
Incunabula
Incunabula
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1991
Sid Meier's Colonization
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1991
Sid Meier's Civilization
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Amiga Atari ST PC PS 1 Sega Saturn +1
1996
Sid Meier's Civilization II Scenarios: Conflicts in Civilization
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1996
Sid Meier's Civilization II
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94
1999
Civilization: Call to Power
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1999
Sid Meier's Alpha Centauri - Alien Crossfire
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1999
Sid Meier's Alpha Centauri
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92
1999
Sid Meier's Civilization II: Test of Time
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PC
2000
Call to Power II
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PC
72
2001
Sid Meier's Civilization III
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PC
90
2002
Sid Meier's Civilization III: Play the World
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61
2003
Sid Meier's Civilization III: Conquests
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PC
86
2005
Civilization IV
Civilization IV
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94
2006
CivCity: Rome
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PC
67
2006
Civilization IV: Warlords
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PC
84
2007
Civilization IV: Beyond the Sword
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PC
86
2008
Civilization IV: Colonization
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PC
83
2010
Civilization V
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90
2012
Civilization V: Gods & Kings
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80
2013
Civilization V: Brave New World
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85
2014
Sid Meier's Civilization: Beyond Earth
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81
2015
Sid Meier's Starships
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64
2015
Sid Meier's Civilization: Beyond Earth - Rising Tide
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79
2016
Civilization VI
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Android iOS (iPhone/iPad) Nintendo Switch PC PS4 +1
88
2018
Civilization VI: Rise and Fall
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79
2019
Civilization VI: Gathering Storm
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80
2025
Civilization VII
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iOS (iPhone/iPad) Nintendo Switch Nintendo Switch 2 PC PS4 +3
79

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