
At that point, a new automatic vote starts every 20 turns: the vote for the World Leader. The United Nations is not a buildable wonder anymore - instead it develops automatically from the World Congress when a civilization reaches the Information Era or at least half of the world's civilizations reach the Atomic Era. The Brave New World expansion makes changes to the diplomacy feature. City-states will vote only if they are allied with a civilization or a civilization liberated them in the past, so a common way of winning would be allying with the required number of city-states on the turn just before the UN vote occurs. Every civilization leader will vote for another civilization that liberated his capital (in which case this leader will get the vote). The player who built the United Nations first has two votes instead of the usual one, giving them an extra edge when voting. To win the vote, you must have the majority vote, and in order to gather more votes, players can become allies with city-states, or return captured cities to defeated AI players.

The difficulty is increasing your cultural influence from Tourism with other civilizations while simultaneously protecting your own civilization from their influence using Culture.ĭiplomatic victory is achieved by winning a vote in the United Nations. The task is to use the new Tourism game mechanics to influence all other civilizations still in game and achieve at least the Influential level of cultural influence with each one.īased upon the difference between a civ's Tourism and others' Culture, there are six possible stances: Unknown, Exotic, Familiar, Popular, Influential, and Dominant. In the Brave New World expansion pack, cultural victory conditions change dramatically, and have been replaced with what is best described as a "Cultural Domination" victory. To work around this issue, you can limit the foundation of new cities and, when capturing other players' cities, you can make them puppets instead of annexing them. Also, founded and annexed cities increase the amount of Culture needed depending on map size, which makes this path very hard for large empires. Social policies are acquired with Culture, with the cost increasing for each new one. Each tree has 5 policies, so in order to win you must have acquired 25 social policies in 5 different policy trees. In Brave New World, you must control all opposing players' original capitals and be in possession of your own original capital to achieve a domination victory.Ĭultural victory is achieved by filling out five trees of social policies and completing the Utopia Project.

The current capital can, however, be destroyed and does not count towards the domination victory. If your Capital is captured, another one of your cities will be assigned as the current capital. Note that the original capital of a civilization can never be completely destroyed it can only be captured (unless you play the "One City Challenge"). Also, if two other players capture each other's original capitals, you will win the game even if you weren't at war with either of them.

You do not have to wipe out all other players entirely! It doesn't matter who controls the other Capitals: you can, for example, let another player take all the other Capitals but yours and then take their Capital, at which point you win immediately. In vanilla and Gods & Kings, you achieve a domination victory if you are the last player in possession of your original capital.
