With each cultural building (museums, Oxford University, broadcast towers) you can store a certain number and type of great works, with each one adding +1 to your tourism. Of course, those are just the basics the details of the tourism system are fun to play around with and while a little daunting at first (especially considering the lack of properly helpful tips), it's one of the most strategic concepts to be added to the game yet. Essentially, the higher your tourism, the quicker your culture becomes more dominant in other civs. Tourism is used to spread your influence and is made up of great works that your great artists, musicians and writers can create. Perhaps the most important part of the new culture victory is the concept of tourism. Thankfully, a lot of the new elements introduced alongside the new culture system are great fun. It's a far more developed system that takes even more concentration and effort than a domination victory. Instead you must make your civ the centre of world culture by housing great works, spreading your religion and extending your trade routes to all corners of the globe. That's the aim of this new victory method: building up culture and completing social policy paths is no longer the key to victory. One of the big new features this time round is the all new cultural victory, which essentially eradicates the previous culture strategy and implements a bunch of new features that will help you gain influence over your rivals. This year's expansion, Brave New World, looks to do the same. Last year's Gods and Kings was a good addition to the game that implemented some must have game elements, as well as some fun scenarios. While small DLC like civ and map packs have trickled out over the years, Firaxis have now also released a total of two larger expansions. Sid Meier's Civilization V has consistently provided an intriguing mix of old fashioned and modern post-launch content. Reviews // 25th Jul 2013 - 10 years ago // By Ryan Davies Sid Meier's Civilization V: Brave New World Review
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