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Sid Meier's Civilization V - Brave New World Game Guide by gamepressure.com

Sid Meier's Civilization V - Brave New World Game Guide

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Diplomacy | Ideologies Civilization V - Brave New World Guide

Last update: 11 May 2016

World Congress

Founding of the World Congress - Diplomacy - Sid Meiers Civilization V - New Brave World - Game Guide and Walkthrough
Founding of the World Congress

World Congress becomes available if any of the players discovers all civilizations and discovers the Printing Press.

Required Technology - Diplomacy - Sid Meiers Civilization V - New Brave World - Game Guide and Walkthrough
Required Technology

The operation of the World Congress is based on voting resolutions. Resolutions can be proposed by the Host and one, or more members. Each civilization has an appropriate number of votes but, the founder has one vote more and City-States add votes if they are allied with one of the major civilizations. Congress meetings take place every 30 turns but, with time, they occur more and more often.

When you achieve the Atomic Era or any of the remaining players achieves the Information Era earlier, then the World Congress will automatically turn into the United Nations and the option of electing the world's leader will become available, which starts the diplomatic victory.

Resolutions

Resolutions are acts that have bearing on the entire world. They can concern the military elements (e.g. a tax from each unit) or civilian (e.g. ban on using the luxury resources). When you are deciding on the resolution that you would like to have discussed in the session, you can look up its description to find out what the other civilizations think about it. Some of them can be a disaster in diplomatic terms.

Some resolutions are not available until you discover appropriate technologies or achieve to appropriate level of social development. For example, you cannot implement the world ideology if you still do not have one.

Thanks to resolutions you can:

  • Set Embargo on a country or Embargo on all City-States.
  • Move funds for science or culture (which will prove effective when the Great Men appear).
  • Increase income to the culture from buildings, Natural Wonders and historical places (founded by Archeologists). To pass one of these resolutions, a civilization needs to discover Archeology.
  • Ban a luxury resource, which will result in unhappiness with it.
  • Prevent the popularization of Nuclear Weapons.
  • Speed up the scientific research in less developed civilizations.
  • Increase the costs of keeping armies.
  • Choose the world ideology, available with the invention of Radio by all civilizations.
  • Select the World religion.
  • Elect the chairman of the congress, every new Technological Era.
  • After the transformation into the UN elect the World Leader. If you become one, you achieve the diplomatic victory!

Resolutions also are for starting Great World Projects. For their completion (they cost a lot of production points and everyone can chip in) each civilization to exceed a threshold will receive a reward. There are three thresholds (places), whose exceeding grants rewards. If you win the contest (i.e. you donate the most of all to a noble cause) you will receive rewards for all three places.

These are the three Great Projects:

  • World Fair - cost [350* civilization amount] production points. There are three prizes for finishing it in one of the first two places: (1)culture+100% every 20 turns, (2) Free social policy, (3) points to the Golden Era.
  • World Games - available when one of the civilizations invents the Radio. It costs [720* civilization amount] production points. For finishing it on one of three first places: (1)tourism+100% for 20 turns, free social policy, (2) Permanent +3 of happiness, +30 to influence in all discovered City-States, (3) Permanent +3 to happiness.
  • International Space Station (ISS) - available as soon as one of the civilizations invents Satellites. Costs [850* civilization amount] production points. For finishing it in one of the first three places you receive: (1) ISS as your own, which gives +33% science from Great Scientists and makes the specialist-scientists generate production and specialist-engineers science, (2) Free Great Scientist, (3) onetime bonus to research.

Diplomats

From now one, once you have a spy at your disposal, and want to send him to the capital city of a foreign country, you will receive a notification urging you to decide if you want to send him as a spy, or as a diplomat.

Diplomat is a spy that ensures intrigue, but does not steal new technologies. Intrigue is obtaining information, finding out about the plans of the ruler of a given country, and ability to influence that ruler during the World Congress. Diplomats can influence the rulers of the neighbor countries, thanks to bribery. You can bribe the ruler of a country to vote for your cause. This gives you ability to steer the global politics without getting dirt on your hands.

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