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Log in. Sign up. Fortunately, the addition of the World Congress allows you to redress the balance on a regular basis. Being first to research the Printing Press and come into contact with every other civilisation allows you to host the inaugural World Congress, which in turn enables you to propose resolutions. While resolutions won't win you the game, they do facilitate collaborative projects that can benefit multiple nations, impose sanctions in the hope of pegging back an overachiever, or attempt to make up for resource shortfalls in your own game.

After the proposal of each resolution there follows a number of turns in which you can attempt garner support by cajoling leaders that you're on friendly terms with and gaining sway over city-states to help swing the vote in your favour. Deploying spies as diplomats in capital cities around the world can help reveal a rival leader's feelings about a resolution and how they might vote. Like much of Brave New World's content, the World Congress goes a long way to adding variety to the late game that in the past has been its most rigid and predictable section.

In addition to trade routes, the cultural victory and World Congress, there's a glut of new leaders with unique powers and units in Brave New World, an expanded social policies system and two new standalone scenarios. This latter addition offers a break from the intricacies of empire-building to indulge in combat on multiple fronts or a race for points over turns.

None of the new content introduced by Brave New World feels superfluous or half-baked. Where Gods and Kings fleshed out the early-to-mid game with Religion and Espionage, Brave New World significantly bolsters the mid-to-late game content and links its features and systems so intrinsically with the existing ones that it's not long before you can't imagine playing Civilization 5 without them. However, the addition of the extra content and more specifically how it ties in with existing systems is not explained in the clearest of terms.

The Civilopedia entries for many of the new concepts are surprisingly sparse, which makes it difficult to fully appreciate their intricacies without playing through them, and on the harder difficulty levels there's little margin for uncertainty. On a more positive note, the in-game advisors can be set to notify you when new options are available that pertain specifically to the new content, which at least makes you aware of your options as they become available, even if they don't fully explain their knock-on effects.

Understandably, all of this extra content equates to more menus and stats to pore over, which increases the time between turns as the CPU crunches the necessary numbers to take account of everyone's decisions. But then Civilization has never been a game to rush, and the increased scope for short-term gains that feed longer-term strategies pay tribute to that. You are commenting using your Twitter account. You are commenting using your Facebook account. Notify me of new comments via email.

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