![]() In order to get works from different civilizations and eras, you can swap great works with other civs in the tourism menu as well. ![]() You can move the works between different buildings in your empire freely through the new Brave New World tourism menu. Most of the themes involve the type of item, the civ that produced it, and the era it comes from. The theming bonuses vary depending on the type of building. Some buildings and wonders have more than one slot for great works, and these buildings can get "theming bonuses" if certain combinations of great works are placed within them. Note also that they can't establish Landmark improvements. In lieu of creating a great work, they can each provide one-time benefits to your culture or tourism instead. These great people also can't "culture bomb" like the Great Artist could. These replace the Great Artist from pre-Brave New World. Great works are created by Great Artists, Great Writers, and Great Musicians. It's certainly not as easy as flipping a city through culture in previous Civilization iterations. The game hints that it's possible to get cities to flip alliances through this pressure, but so far I've not seen it happen, even when I completely surrounded and my tourism eclipsed the city of another civilization with a different ideology. There's also side benefits such as causing unhappiness and unrest in other civilization's cities due to the ideological differences between you, and the pressure of your tourism. This is the way you achieve cultural victory. The point of tourism is to produce more tourism in your civilization than other civilizations produce culture. Note that most of the culture production of your cultural buildings is now tied to the great works - if your Museum is empty, it's only going to produce a measly +1 culture per turn! As you build certain culture buildings and wonders, you'll unlock slots where you can place "great works." Filling these slots generates tourism points, which is the key to the revamped cultural victory. Tourism is one of the major new mechanics of Brave New World. Brave New World: Cultural Victory via Tourism Since generating these requires great works, a cultural victory is strongly tied to your rate of great person production. Instead, a combination of tourism and culture are required. ![]() ![]() The key from a strategic point of view is that raw culture production, and therefore social policies, have very little to do with cultural victory anymore. Great Works are produced by Great Writers, Artists, and Musicians who replace the previous Great Artist unit and have significant changes to their use.Previous cultural buildings (eg, the Museum) are merely vessels for these works, and they do not produce significant culture on their own. Culture and Tourism are primarily produced through Great Works.You must produce a lot of tourism, enough to overwhelm your opponents' culture, in order to win a cultural victory. Tourism production is the offensive element for a cultural win.Culture production is now defensive against an enemy cultural win - if you produce massive amounts of culture, you're making it harder for others to win culturally, but not getting closer to a cultural win yourself.In later sections, we'll go into this in depth, so hang on if you don't quite get it yet! If you've played a lot of Civ 5 already, here's the highlights of how cultural victory has changed. Brave New World: Culture & Tourism Summary In this article I'm going to cover the big changes and new additions in Brave New World, and help you figure out adjusted strategies to handle them. The tutorials don't really cover all the nuances, unfortunately. I've played a few games so far and it took me a little while to get used to the new core mechanics. The second major expansion pack to Civilization 5, Brave New World, is out now, and it brings with it a bunch of changes to the core gameplay as well as a host of new Civilizations to play as and scenarios to enjoy. ![]() Civilization 5: Brave New World - The Basics ![]()
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