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Of the many lessons I’ve learnt throughout the 511 hours that I’ve sunk into Civilization 5, the dire consequence of goading my fiancée during hot-seat multiplayer games is amongst the most enduring. That I have learned such lessons in diplomacy and yet still frequently return to push my luck with both my AI neighbours and, foolishly, my fiancée is a testament to the longevity offered by Sid Meier’s Civilization series. Certainly, it’s not for everyone but those that it ensnares tend to stay rapt for an awfully long time as hours upon hours are clicked away and games span virtual millennia and real-world days.īrave New World is the second major expansion for Civilization 5 and Firaxis intends for it to be the last. Lead producer Dennis Shirk tells me that it’s aimed at further filling out the mid to late game to bolster the additional content that Gods and Kings added to the campaigns early to mid stages. That said, the first of its new concepts is one that’s introduced very early on (for those to whom this will mean something, it opens up as soon as you’ve researched Animal Husbandry), so let’s have a look at what it entails and what else Brave New World is bringing to the table. Initially, trade routes can be established between your capital and any city belonging to another player or city-state. Trade routes last for 30 turns before being eligible for renewal and unlike the more formal trade agreements that often involve negotiation (or flat-out refusal from certain sullen AI opponents) it is not necessary to obtain consent from another player to establish a trade route between your city and theirs.