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

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

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Scramble for Africa | Scenarios Civilization V - Brave New World Guide

When the Europeans visited and conquered most of the world, in 1881 they turned their eyes to Africa. Will you take on the role of an European leader and start exploring and conquering the unknown lands? Or maybe you will side with the locals and repel the invasion? And, which is even more important, will you emerge victorious?

Towards the end of the 19th Century, the colonial empires such as England, Portugal or France had a large portion of the World under their control - Scramble for Africa - Scenarios - Sid Meiers Civilization V - New Brave World - Game Guide and Walkthrough

Scenario description

Towards the end of the 19th Century, the colonial empires such as England, Portugal or France had a large portion of the World under their control. Therefore, they turned to Africa, its riches and unexplored lands. You can assume the role of one of such empires and take as much land as you can. As an alternative, you can take on the role of one of the African tribes in order to protect Africa from the invaders. The game I played for points. Your objective is to win as many as possible within 100 turns.

Scenario tenets:

  • The European civilizations, i.e. England, Belgium, Germany, Portugal, Italy and France earn victory points for being the first European nation to discover a natural wonder, for seizing Suez and the longest railway line on the continent.
  • The North-African civilizations, i.e. Morocco, Egypt and the Ottoman Empire earn points for earning gold and controlling Suez.
  • The Mid-African civilizations, i.e., Ethiopia, Boers and Zulus earn points for accumulating culture, for controlling Suez.
  • The European civilizations cannot declare war on each other.
  • The North-African civilizations cannot declare war on each other.
  • Suez is initially controlled by Egypt.
  • Only the European civilizations can board their land units, lay rails and excavate in search of artifacts. Additionally, they have a special units at their disposal Explorers, that replaces the Archeologist and Scouts, doesn't slow down in difficult terrain and does not need the University.
  • As an European, you have at the beginning, at your disposal, all the inventions of the industrial Era, and the technology of the Railway from the Modern Era , which enables to lay rails and discovers the Relics of the Past. The Europeans start with several cities scattered all along the continent's coastlines. The only European civilization with no cities at the beginning is Belgium.
  • As an African nation, you already have at your disposal all the technologies up to the Industrial Era but WITHOUT THE Railway. The North-African civilizations already have several cities, and quite vast areas at their disposal . The Sub-Saharan civilizations do, or do not have cities and you need to start them.
  • Only the Sub-Saharan civilizations can create Great Artists and their Guilds.
  • Science and religion are off.



  • England- Colossus of Rhodes- Bonus: double the speed of building improvements and fields - Special: Ship of the Line (unit, replaces Frigate, it's faster and tougher).
  • Belgium - Paddle steamers- Bonus: rivers and the adjacent difficult terrain is treated as dry land. Rivers are extensions to the on-land trade routes. +2 to production from plantation- Special: Force Publique (unit, replaces Riflemen, it has bonus to fights in difficult terrains and against damaged units).
  • France - The Third Republic - Bonus: the already started cities have additional territories from the beginning- Special: Foreign Legion (unit, bonus to fight in foreign territories, replaces Infantry).
  • Germany - Gunship Diplomacy- Bonus: +9 influence on the turn in City-States that you can claim tribute from. The City-States are not bothered by your units on their land - Special: Brandenburg Warship (unit, the mightiest unit in this scenario, replaces the Steam Battleship).
  • Italy - Mare Nostrum - Bonus: the boarded units acquire +1 movement point and their going off-board costs only one movement point- Special: Caio Duilio (unit, additional promotion in city attacks, replaces the Steam battleships).
  • Portugal - Mare Clausum - Bonus: double bonus in gold for a trade route- Special: Feitoria (improved fields, gives one unit of the resources owned by the free City-State).

Northern Africa:

  • Egypt -Muhammad Ali's Heritage - Bonus: Bonus to gold for Ports and Caravanserais is doubled - special: Dervish cavalry (unit, replaces Cavalry, it is stronger out in the open and faster to create Great Generals) and Tomb (building, replaces the Temple, does not require keeping but, plundering the city gives double the amount of gold to the enemy).
  • Morocco - The Gateway to Africa - Bonus: +3 gold and +1 culture for every international trade route. The other civilizations have +2 gold for a trade route to Morocco - Special: Casbah (field improvement, adds fields to desert +1 food, production and gold) and Berber Cavalry (unit, adds bonus within Morocco and in the desert, replaces Cavalry).
  • The Ottoman Empire - Barbarian Corsairs- Bonus: ships that use melee in fight can seize the defeated ships of the enemy, maintaining sea units equals a third of the regular cost- Special: Spahisi (unit, faster and quicker than Lancers) and Turkish Bath (building, replaces the stock exchange, adds bonus to gold and ads gold to trade routes).

Sub-Saharan Africa:

  • Ethiopia - Adwa's Ghost - Bonus: +20 combat bonus in fighting a civilization with more cities than Ethiopia- Special: Stella (building, replaces the Monument, increases culture and piety) and Mehal Sefari (unit, bonus to fighting near the capital city, replaces riflemen).
  • Boers - Great Trek - Bonus: +1 culture and +1 food from each farm- Special: Foreign volunteers (unit, replaces Riflemen, weaker in attack, stronger in defense, heals own wounds) and Staatsmuseum (building, replaces Museum, after building, the Great Work of Art is there, adds bonus to culture to the city where it was built, but after seizing, gives victory points to the opponent).
  • Zulus - Sun Eclipse- Bonus: +25% combat bonus, when your unit fights an enemy unit that requires a more modern technology- Special: Impia Infantry (unit, replaces Pikemen, throw pikes before attacking) and Ikanda (building, replaces the Barracks, provides unique set of promotions before the invention of Gunpowder).

Social Policies

Trees of Policies - Scramble for Africa - Scenarios - Sid Meiers Civilization V - New Brave World - Game Guide and Walkthrough
Trees of Policies

In the scenario, you have access to three trees of cultural development. One for Europeans, one for Northern Africans and one for Sub-Saharan Africans.

European Tree- combat units have -1 to the range of vision and can heal only on their terrain. Systems:

  • Advanced Siege Tactic - Units receive a bonus of 30% to attacking a city.
  • Influence zone - purchase of fields for cities is lower by 50% and by 33% in the case of the unit purchase.
  • Trade Unions- 50% cost for maintaining roads and railway, +2 happiness for every luxury resource.
  • Capitalism - +1 gold to trade routes and +2 happiness for each city connected with the Capital City.
  • Colonialism - the speed of building improvements by Workers increases by 25% and near the Capital City three Settlers appear.
  • The rule of Actual Seizing- Units receive a combat bonus of 30% for attacking reinforcements. Ensures free court in every city.

Northern Tree - you gain gold for every destroyed enemy unit. Systems:

  • Caravans - +2 gold from on-land trade routes.
  • Better merchandise - +1 gold from each market.
  • The Army of Sahara- 50% combat zone to fighting in deserts.
  • Berber Heritage - faster training of cavalry by 25%. Great Generals ensure the cavalry speed.
  • Enlistment - Decreases the cost of maintaining units by a third.
  • Business center - +10 gold in the capital city.

Sub-Saharan Tree - you receive culture for each killed unit, excluding the barbarians. Systems:

  • Fine Arts- 50% surplus of happiness is stored as culture.
  • Warrior Code - faster training of units that fight at close quarters by 15%, a free Great General, Great Generals appear faster by 25%
  • Nationalism - 15% of combat bonus for fighting on your ground.
  • Genius - free, any available, Great Person.
  • Cultural Centers - you gain +5 culture for each Great Work of yours.
  • Discipline - 15% bonus to combat strength for units fighting at close quarters, when neighboring the allied units.


Europeans should focus on recapturing Suez and building the Railway connecting their cities. It is going to be difficult, due to the fact that the territories of individual nations are spread all around the continent. Military action against the neighboring nations is an alternative.

Africans create their empires basing on the map's tenets - they try to achieve a large income in gold - the more gold the more points.

The South tries to achieve high cultural efficiency - thanks to this they will quickly acquire big amounts of points. The number of points may be increased by creating Great Artists, who, by creating Great Works contribute to the increase in culture.

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