Social Policies and Ideologies
Ideologies
- The Autocracy, Freedom and Order social policy trees are now the three main ideologies
- Unlocked in Modern Age or once you have built 3 factories; at which point you must chose an ideology
- There will be diplomatic benefits/penalties for those of the same or different ideology
- Can be changed (though this is not generally advised) but you will have a period of Anarchy
- There will be 16 different policies in each Ideology with three different levels, you will have to unlock a certain amount of level one and two policies before level three unlocks
- The first person to unlock an ideology get 2 free policies, Second gets 1 free policy
- Each of the ideologies will give bonuses for 3 out of the 4 victory conditions; Autocracy : Culture, Diplomatic and Domination; Freedom : Culture, Diplomatic and Space; Order : Culture, Domination and Space
Autocracy Ideology
Level 1:
- Elite Forces; Wounded military units inflict 25% more damage than usual.
- Mobilization; Purchasing units 33% cheaper.
- United Front; Militaristic CS give units twice as often when at war with common foe.
- Futurism; +100 Tourism with every civ when a GWAM is born.
- Industrial Espionage; Spies steal techs twice as fast.
- Fortified Borders; +2 local happiness from each defensive building.
- Universal Healthcare; +1 local happiness for each National Wonder.
Level 2:
- Militarism; +2 Local happiness from each Barracks, Armory and Military Academy.
- Lightning Warfare; +3 movement for Great Generals. +1 movement and +15% attack for Armored units, armored units ignore ZoC.
- Police State; +3 local happiness from each Courthouse. Courthouse production is 50% cheaper.
- Nationalism; Unit maintenance reduced by 33%.
- Third Alternative; Strategic resources doubled. +5 science and food in capital.
- Total War; +25% production for military units. New units get +15 XP.
Level 3:
- Cult of Personality; +50% Tourism to civs fighting a common enemy.
- Gunboat Diplomacy; Gain 6 more influence (standard speed) than normal from CSs you could demand tribute from.
- Clauswitz's Legacy; Receive a 25% attack bonus to all Military Units for the next 50 turns after this policy is adopted.
Freedom Ideology
Level 1:
- Avant Garde; +25% GP rate.
- Creative Expression; +1 culture from each Great Work.
- Civil Society; Specialists consume only 1 food.
- Covert Action; Chance of CS election rigging doubled.
- Capitalism; +1 local happiness for each Bank, Mint and Stock Exchange.
- Economic Union; +3 gold for each trade route with another civ with Freedom.
- Universal Healthcare; +1 local happiness for each National Wonder.
Level 2:
- Volunteer Army; 6 units are maintenance free. Receive 6 Foreign Legion Infantry Units immediately.
- Urbanization; +1 local happiness from each Granary, Aqueduct, Water Mill and Hospital.
- Their Finest Hour; Combat strength of cities increased by 33%.
- Universal Sufferage; Specialists produce 1/2 unhappiness, Golden Ages increased by 50%.
- New Deal; All Great Person improvements get +4 to appropriate yield.
- Arsenal of Democracy; +25% production when building military units. +20 influence from gifting units to CSs.
Level 3:
- Media Culture; +34% Tourism generated by cities with a Broadcast Tower.
- Treaty Organization; Gain 4 more influence per turn (standard speed) with CSs you have pledged to protect.
- Space Procurements; May buy spaceship parts with gold.
Order Ideology
Level 1:
- Hero of the People; +25% GP rate.
- Socialist Realism; +2 local happiness from Monuments. Monuments cost 50% less.
- Skyscrapers; Gold cost of purchasing buildings reduced by 33%.
- Patriotic War; +15% attack bonus in friendly territory.
- Double Agents; Spies twice as likely to capture enemy spies attempting to steal a tech.
- Young Pioneers; +1 local happiness from each Workshop, Factory and Solar/Nuclear/Hydro Plant.
- Universal Healthcare; +1 local happiness for each National Wonder.
Level 2:
- Academy of Sciences; +1 local happiness from science buildings.
- Party Leadership; +1 food, gold, science, production and culture in each city.
- Resettlement; New cities start with an extra pop.
- Cultural Revolution; +34% Tourism to other Order civs.
- Workers' Faculties; Factories grant +25% science and production cost is half the amount.
- Five-Year Plan; +2 production per city and +1 production for each mine and quarry.
Level 3:
- Dictatorship of the Proletariat; +34% Tourism to civs that have less happiness.
- Iron Curtain; Free Courthouse upon city capture.
- Spaceflight Pioneers; May finish Spaceship parts with Great Engineers. +10 science in capital.
Social Policies
- Two new trees Exploration and Aesthetics
Aesthetics Social Policy Tree
- Unlocked in the Classical Era
- Opener; 25% faster production of Great Artists, Musicians and Writers. Allows building of the Uffizi.
- Fine Arts; 50% of excess happiness is added to culture.
- Artistic Genius: A free Great Artist appears. Requires Fine Arts.
- Cultural Centers; Monuments, Amphitheaters, Opera Houses, Museums and Broadcast Towers are built 50% faster.
- Flourishing of the Arts; 33% culture in cities with a WW. Starts a Golden Age. Requires Fine Arts and Cultural Centers.
- Ethics; -10% culture costs for policies. Requires FotA.
- Finisher; Doubles the Great Work Theaming bonus you receive from Museums and World Wonders. Allows purchasing GWAMs with Faith in the Industrial Era.
Commerce Social Policy Tree
- Opener; Adopting Commerce will boost gold output in the capital; you can build the Big Ben Wonder
-Entrepreneurship; Great Merchants are earned 25% faster.
-Wagon Trains; +2 Gold from all your land trade routes.
-Trade Unions; Maintenance paid on Roads and Railroads reduced by 50%.
- Finisher; Adopting all polices of the Commerce tree grant +1 gold from every Trading Post and double Gold from Great Merchant trade missions. It also allows you to purchase Great Merchant with Faith starting in Industrial Era.
Exploration Social Policy Tree
- Unlocks in the Medieval Era.
- Opener; +1 movement and +1 sight to Naval Units. Unlocks building the Louvre.
- Maritime Infrastructure; +3 Production in all Coastal Cities.
- Merchant Navy; +1 gold for each Lighthouse, Harbor and Seaport; Requires Maritime Infrastructure and Naval Tradition
- Naval Tradition; +1 happiness for each Lighthouse, Harbor and Seaport.
- Treasure Fleets; +4 gold from all your Sea Trade Routes. Requires Merchant Navy.
- Navigation School; Free Great Admiral. +2 Movement for all Great Admirals. Earn Great Admirals 25% faster. Requires Naval Tradition.
- Finisher; Show hidden Antiquity Sites. Purchase Great Admirals with Faith in the Industrial Era.
Honor Social Policy Tree
- Opener; You can build the Statue of Zeus Wonder; Adopting Honor gives a +33% combat bonus vs Barbarians; notifications will be provided when new Barbarian Encampments spawn in revealed territory; Gain Culture for the empire from each barbarian killed.
- Finisher; You can purchase of Great Generals with faith; grant Gold for each enemy unit killed
Liberty Social Policy Tree
- Opener; You can build the Pyramids Wonder
Patronage Social Policy Tree
- Opener; Influence with city states degrades 25% slower; unlocks Forbidden Palace
- Consulates: Resting point for Influence with all City-States is increased by 20.
- Finisher; City States will occasionally gift you Great People
Piety Social Policy Tree
- Unlocks in the Ancient Era
- Opener; Build Shrines and Temples twice as fast, unlocks building the Great Mosque of Djenne
-Theocracy; Temples increase a city's Gold output by 10%. Holy Sites provide +3 Gold.
-Mandate of Heaven; 20% discount on all purchases of religious units and buildings with Faith.
-Religious Tolerance; Cities with a majority religion also get the Pantheon belief bonus of the second most popular religion.
- Finisher; causes a Great Prophet to appear and Holy Sites provide +3 Culture
Rationalism Social Policy Tree
- Opener; unlocks The Porcelain Tower; 10% Science bonus with happiness
- Humanism; Great Scientists are earned 25% faster.
- Finisher; can purchase Great Scientists with Faith; 1 free tech
Tradition Social Policy Tree
- Opener - unlocks the Hanging Gardens; greatly increases the rate of border expansion in cities and also grants 3 Culture in the Capital
- Finisher; purchasing of Great Engineers with Faith; Adopting all policies in the Tradition tree will grant +15% Growth and a free Aqueduct in your first 4 cities
City States
New City States
- Antananarivo (Mercantile)
- Bratislava (Culture)
- Buenos Aires (Culture)
- Byblos (Maritime)
- Ife (Religious)
- Kabul (Culture)
- Kyzyl (Mercantile)
- Kiev (Culture)
- Malacca (Mercantile)
- M'banza-Kongo (Militaristic)
- Melbourne (Mercantile)
- Mogadishu
- Ormuz (Maritime)
- Panama City (Maritime)
- Riga (Maritime)
- Samarkand (Mercantile)
- Sofia (Militaristic)
- Vancouver (Maritime)
- Ur (Maritime)
Changed City States
- Kathmandu (now Religious)
Religion
Religions
- Christianity has been split into Catholicism, Protestantism and Orthodoxy
Pantheon Beliefs
- Tear of Gods - +2 Faith from each Gems or Pearls resource
Reformation Beliefs
- available if you finish the Piety policy tree
- Charitable Missions; Influence boost from Gold gifts to City States are increased by 30%.
- Evangelism; Missionaries' Spread Religion action erodes existing pressure from other religions.
- Jesuit Education; May build Universities, Public Schools and Research Labs with Faith.
- Religious Fervor; Use Faith to purchase Industrial (and later) land units.
- Sacred Sites; All buildings purchased with Faith provide 2 Tourism each.
- To The Glory of God; Use Faith to purchase any type of Great Person starting in the Industrial Era.
- Underground Sect; Your Spies exert religious pressure on the city they occupy.
- Unity of the Prophets; Inquisitors and Prophets reduce this religion by half (instead of eliminating it).
Diplomacy
- Can only make lump sum gold trades if you have a Declaration of Friendship with the other civilization.
Espionage
- a new spy called a diplomat; placed in an apposing civ's capital; they can not be killed like a spy; can reveal intrigue; can reveal how a civ will vote in the World Congress; Can be used to help influence the vote of the World Congress by opening up a new dialogue between you and the other civ; The diplomat gives a +25% tourism bonus with regard to the civ it's placed in.
Victory
Culture Victory
- This is tied to your cultural pressure that you make from tourism
- you need to have more Tourism than the other Civilization has Culture
- If you have Influential Culture with all Civs you win the Cultural victory
Domination Victory
- you must now control every capital in the game
Changes from Civ 5
Map Tile Changes
- No Gold in Coast and River Tiles
Building Changes
- Amphitheater; +1 Culture; has space for 1 Great Works of Writing
- Broadcast Tower; has space for 1 Great Work of Music
- Market; +25% gold; +1 gold; Trade routes other players make in a city with a market will generate +2 gold for the city owner and the trade route owner gains +1 gold for that trade route.
- Museum; +1 Culture; 2 Art or Artifact Great Work Slots
- Opera House; +1 Culture; 1 Music Great Work Slot
- Palace; 1 Art or Artifact Slot
Wonder Changes
- Big Ben; You need to unlock the Commerce Social Policy Tree
- Eiffel Tower; +5 Happiness; +12 Tourism; +1 Culture
- Forbidden Palace; You need to unlock the Patronage Social Policy Tree; Grants 2 additional Delegates in the World Congress. -10% Unhappiness from Citizens in non-occupied Cities.
- Great Library; has space for 2 Great Works of Writing. 2 works from different countries and eras to gain the theme-bonus
- Great Mosque of Djenne; You need to unlock the Piety Social Policy Tree
- Hermitage; has 3 Great Works of Art slots
- Heroic Epic; 1 Great Literature slot
- Kremlin; Gives 50% production bonus when building armor units. Also gives 1 free Social Policy; You need to Unlock the Order Ideology.
- Louvre; has space for 4 Art or Artifact Great Work Slots; 2 artworks and 2 artifacts from different eras and different nationalities each to gain the theme-bonus; you must unlocked the Exploration Social Policy Tree
- National Epic; has space for 1 Great Work of Writing
- Oxford University; has 2 Great Works of Literature slots
- Pyramids; You have to unlock the Liberty Social Policy Tree
- Petra; +1 Food, +1 Production for all desert tiles worked by this city (except Flood Plains). Gains an additional trade route slot and a Caravan appears in the city. +6 Culture once Archaeology is discovered. City must be built on or next to Desert.
- Sistine Chapel; has space for 2 Great Works of Art
- Statue of Zeus; you have to unlock the Honor Social Policy Tree
- Terracotta Army:Creates a copy of each type of military land unit you control and places the unit near the city where the Terracotta Army is constructed.
- The Colossus - Gains an additional trade route slot and a Cargo Ship appears in the city. Trade routes other players make to a city with the Colossus will generate an extra 2 Gold for the city owner and the trade route owner gains an additional 1 Gold for the trade route. City must be built on the coast.
- The Porcelain Tower - You need to unlock the Rationalism Social Policy Tree
- United Nations: The World Congress becomes the UN, and begins the voting for Diplomatic Victory. Possession of the UN gives the owner 3 additional Delegates.
Gameplay changes
- AI happiness bonuses on high difficulties scaled back.
Inclusions form God and Kings
-Brave New World will include many of Gods and Kings' underlying systems for players who didn't buy the first expansion - Shack News
-From Screenshots we can assume this means Espionage, Religion, 100hps for units and at least some of the Wonders of the Ancient World DLC
Multiplayer
- Firaxis was able to have a full team work on the BNW multiplayer to fix bugs and create new modes
- New Observer mode
- Simultaneous Turn Mode
- Hybrid Turn Mode; Simultaneous turns until combat occurs then switches to normal turn based turns
- Pitboss will be included in BNW
- Custom Maps will be able to be used in Multiplayer
Scenarios
American Civil War
- The Civil War scenario focuses on the key conflict in the Eastern Theater where the Union and Confederate capitals were both at risk.
- It will have unique units, tile yields and Tech Tree
Scramble for Africa
- The Scramble for Africa scenario is set in late 19th Century Africa, just as the European powers were taking an interest in the Dark Continent.
- three groups of nations, North African, Sub-Saharan African and European all with different winning conditions
- The interior of Africa is randomly generated each game.
- the winner will be based of a victory point system after 100 turns