Sit tight, this one's a doozy. Taken from the 2k forums. Found a new german preview with lots of new details. I jotted down some keywords of each paragraph in the article for you guys. Trade System - International Trade Routes with Caravans (land) and trade Ships (sea) - You'll get to see in advance, what you and your trade partner will get from it - The target city may be up to 10 (land routes) or 45 (see routes) tiles away at the beginning - Radius can be increased by buidlings and tech. - Besides the gold, trade routes also exchange Production, Food, Science or even Religion. - trade units are automated and can move through military units and agents - they can be attacked and will be killed if not protected - they can be moved manually if in danger Archaeology and great pieces of art - There will be the possibility of archeological sites showing up where 1. a barbarian camp was destroyed 2. A city of a civ was destroyed 3. A big battle has taken place - If you send an archaeologist there and let him dig for 3 turns you'll get the choice: 1. Let the resulting artefact become a "Great Piece Of Art" in the nearest city with a free slot or 2. Build a historical momument at that tile (+1 culture for each era that has passed since the original city/camp on that tile was built) Ideology System - Before being able to choose the first ideology policy, you have to reach modern age OR build 3 factories - There are the 3 ideologies autocracy, freedom and order - Each one provides 16 special policies which are structured in 3 tiers - There are seven tier-1, four tier-2 und three tier-3 slots, so you can unlock 14 of the 16 policies max - To unlock a policy of the next tier you need to unlock two "neighbors" of the previous tier before - The player being first to unlock an ideology policy gets 2 policies for free - Ideology policies provide more of the well known effects, mostly little bonuses in production, food, science and so on - There are some specials though, like: Autocracy - "kamikaze": Allows all aerial units to sacrifice themselves to deal massive damage. - "Gunship Diplomacy": yields +6 influence boost each turn with city states of which you could demand tribute - "Total War": yields a 25% production bonus for military units, which gain additional 15 EXP right from the start Freedom - "Voluntary army": yields 6 free "Foreign Legion" Units right away (no maintenance) - "space procurement measure": (3-tier policy) you may buy spaceship parts for gold, instead of producing them Order - "Junge Pioniere": +1 local happiness for workshops, factories and all kinds of plants - "Double agents": Spies double up their chance for defending against enemy agents - "Iron Curtain": free courthouse in conquered cities The World Congress - Once a player meets all other civs AND researches "Printing Press" he becomes the first president of the World Congress - Therefore he gains two seets, all other nations get one. - In later eras, the president gets i.e. 4 seets and each other nations gets 2, allied city states each get one. - Each nation can propose resolutions - After that there are 29 turns to get some support for proposals or even fight them. - Resolutions are integrated into the trading screen („Vote for/against proposal X, then you'll get my luxury Y“ - Leaders will react positively or negatively on your proposals (i.e. warmongers will hate you for proposing taxes on standing armies) All 18 Resolutions 1. World Leader (Diplomatic Victory with 2/3 majority) 2. Elect Chairman (Who gets double vote?) 3. City State Ban (City State X cannot be a partner in international trade routes anymore) 4. Trade Embargo against Player X 5. Ban Luxury resource X (Players won't get happiness from that luxury anymore) 6. Tax on standing armies 7. Scholars Circle (Members research techs 20% faster, if another member already researched it before) 8. World Fair (Every Civ contributes to this project for a couple of turns. The 3 main contributors get a bonus) 9. World Games (see above) 10. International Space Station (see above) 11. Cultural Heritage Site (Each wonder yields +3 culture) 12. Nature Cultural Site (Each worked natural wonder yields +5 culture) 13. Nuclear Containment (No nation is allowed to build atomic bombs (existent ones stay ready for use) 14. World Religion (The civ which has the most city of this religion gets 2 additional votes and this religion speads faster and the holy city generates plus 50% tourism) 15. World Ideology (+ 2 seats in the world congress for nations with this ideology) 16. Art Funding (Great Writers, Musicians and Artists get +33 % tourism, Great scientists, engineers, and merchants get -33 % of what they do.) 17. Science funding (The opposite of Art Funding) 18. Historical monuments (Each Great Persons Monument yields +2 culture, Historical monuments yield +4 culture (if worked). That was the most important stuff. For the guys of you speaking german, here is the link to the article. http://www.gamersglobal.de/angetestet/civ-5-brave-new-world?page=0,0 Also, found this, but I took it from Google translate: "The Royal Library is a research bonus and extra EXP in combat units, where their masterpiece slot is filled."