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The number of votes a Civilization gets is based on the era it is in, and the amount of City-State allies it has. Civilizations then get some time to gather allies and votes for their cause, either through diplomacy or bribery. The host Civilization will gain double the votes compared to other Civilizations, and gain the ability to choose which resolutions to nominate. After the discovery of the Printing Press, the first Civilization to get into contact with all the other Civilizations will be able form the World Congress, become its first host. Similar to the United Nations in Civilization IV, the World Congress allows all Civilizations in the game to meet up every few turns to propose global resolutions and vote on them. Civilizations can also dig up antiquity sites in lands occupied by other Civilizations, but most of them will not be happy about it. On the other hand, the Landmarks will generate additional Culture the older the antiquity site is. These artifacts are similar to Great Works, and can be placed in the appropriate buildings to generate Tourism. Civilizations can employ Archeologists to dig these sites, searching them for ancient artifacts or turning them into Landmarks. With the discovery of Archeology, special antiquity sites will appear throughout the world. Great Works can be traded between Civilizations, and plundered when a city is conquered. Placing the appropriate Great Works together will also generate a theming bonus, which will increase the Tourism output. Great Works are then placed in cultural buildings like the Museum or the Opera House, which will then generate Tourism based on the amount of works in the building. Tourism is gained primarily through the creation of Great Works, created by the new Great Musicians and Writers, and the revamped Great Artists. This revamped victory condition requires the player to gain cultural supremacy over all the other Civilizations in the game, overpowering their cultural defenses with the player's Tourism output. The Cultural Victory in Brave New World has been revamped, dropping the Social Policies route and instead relying on a new yield, Tourism. These yields are not drained from the host city, but additionally produced. When a city has a Granary (for Food) or a Workshop (for Production), a caravan can be used to trade the respective yields to another city in that Civilization. Trade units can also be used to increase both Food and Production yields of a Civilization's city. The trade units are also vulnerable to attack whilst making their way along their trade routes, and must be protected from barbarians and enemy Civilizations. Trade units are limited in range, and each Civilization has a limit on the amount of trade routes that can be active at once. These trade routes will bring in Gold to both parties, and additional effects like religious pressure and bonus science. 2 new economic units, the Caravan and the Trade Ship, can be used to establish trade routes between both other Civilizations and City-States. While domestic city connections remains unchanged, Brave New World adds a new economic level with international trading and caravans. New Additions International Trade Trade Options All game mechanics introduced in Gods & Kings will be present in Brave New World, but not the Civilizations and game scenarios. There are nine new civilizations, eight new wonders, and two new scenarios in the package. Brave New World reintroduces international trade, last seen in Civilization IV, and revamps the game's Cultural and Diplomatic victories. It was released on Jin North America and Jin Europe for the PC and Mac. The second expansion to Sid Meier's Civilization V, Brave New World, was announced on March 15, 2013.
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