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Any civilization can also earn points by collecting treasures and delivering them to the capital. Treasures are special units that appear whenever a city or City-State is razed. Two of the [[Natural wonder (Civ5)|natural wonders]] - [[Cerro de Potosi (Civ5)|Cerro de Potosi]] and [[El Dorado (Civ5)|El Dorado]] - also generate treasures at regular intervals if they are within a civilization's cultural borders. A civilization that returns a treasure to its capital will score 100 points. Treasure units are unable to defend themselves and can be plundered by enemy military units, so it's important to protect them from marauding [[Barbarian (Civ5)|Barbarians]] and opportunistic neighbors on the way to the capital.
 
Any civilization can also earn points by collecting treasures and delivering them to the capital. Treasures are special units that appear whenever a city or City-State is razed. Two of the [[Natural wonder (Civ5)|natural wonders]] - [[Cerro de Potosi (Civ5)|Cerro de Potosi]] and [[El Dorado (Civ5)|El Dorado]] - also generate treasures at regular intervals if they are within a civilization's cultural borders. A civilization that returns a treasure to its capital will score 100 points. Treasure units are unable to defend themselves and can be plundered by enemy military units, so it's important to protect them from marauding [[Barbarian (Civ5)|Barbarians]] and opportunistic neighbors on the way to the capital.
   
Victory goes to the first civilization to score 1,000 points, or to the civilization with the highest score after 100 turns have elapsed.
+
Victory goes to the first civilization to score 1000 points, or to the civilization with the highest score after 100 turns have elapsed.
   
 
===Deluxe===
 
===Deluxe===
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===Standard===
 
===Standard===
===European===
 
All of these civilizations have their unique units omitted for the scenario.
 
 
 
*[[Spanish (Civ5)|Spain]] (European)
 
*[[Spanish (Civ5)|Spain]] (European)
 
**Leader: [[Isabella (Civ5)|Isabella]]
 
**Leader: [[Isabella (Civ5)|Isabella]]
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===Deluxe===
 
===Deluxe===
The Deluxe edition of this scenario adds four new civilizations.
+
The Deluxe edition of this scenario adds four new civilizations, three of which have scenario-specific unique features.
   
 
*[[Dutch (Civ5)|The Netherlands]] (European)
 
*[[Dutch (Civ5)|The Netherlands]] (European)

Revision as of 20:49, 2 March 2015

Conquest of the New World is a scenario of Civilization V that came along with the Incan and Spanish DLC. The objective is to get the most points by playing as a European nation or a Native American tribe. It is somewhat similar to Colonization.

An updated version of the scenario, called Conquest of the New World Deluxe, was added on 4 February 2014 as a free DLC for the Brave New World expansion pack.

Gameplay

Standard

Caravel reaching China in Conquests of the New World

An Incan Caravel reaching "China"

The Native American tribes spawn in various locations around the American continent(s), which will be randomly generated each time a new game is started. They begin play with several Settlers, Workers, and military units and a large amount of gold, and should focus on claiming as much territory as possible and increasing their military and economic strength before dealing with expansionist neighbors.

The European nations start from the far eastern side of the map. They each begin play with a well-developed capital city, a Worker, and a Caravel, and should focus on exploring the New World and finding choice tracts of land to settle. They may declare war on the Native Americans freely, but are unable to declare war on each other until they have researched Piracy. Additionally, all European naval units begin play with the Scurvy "promotion," which gives them a chance to lose 1 HP each time they end a turn outside of friendly territory. This promotion persists until the Navigation School - a national wonder unique to this scenario - is constructed.

In addition to the standard scoring methods, European civilizations can earn points by sending Caravels to China. China's cultural borders will always be on the far western side of the map, and moving a Caravel adjacent to them will remove the unit from play and award points to its owner - 200 for the first Caravel, 100 for the second, and 50 for the third. These rewards are only given for the first three Caravels to reach China, and one nation can earn multiple rewards, so naval dominance can quickly propel a civilization toward victory in this scenario.

Any civilization can also earn points by collecting treasures and delivering them to the capital. Treasures are special units that appear whenever a city or City-State is razed. Two of the natural wonders - Cerro de Potosi and El Dorado - also generate treasures at regular intervals if they are within a civilization's cultural borders. A civilization that returns a treasure to its capital will score 100 points. Treasure units are unable to defend themselves and can be plundered by enemy military units, so it's important to protect them from marauding Barbarians and opportunistic neighbors on the way to the capital.

Victory goes to the first civilization to score 1000 points, or to the civilization with the highest score after 100 turns have elapsed.

Deluxe

This section needs expansion.

Civilizations

This scenario features six playable civilizations, split into two subgroups. All of the European civilizations have their unique units omitted for the scenario, whereas the Native American civilizations retain both their unique features and their regular city names.

Standard

  • Spain (European)
    • Leader: Isabella
    • Unique Ability: Seven Cities of Gold - Gold bonus for discovering a Natural Wonder (Bonus enhanced if first to discover it). Culture, Happiness, and Tile Yields from Natural Wonders doubled.
    • City List: Seville, Santo Domingo, Nombre de Dios, San Juan, Havana, Panama, Veracruz, Acapulco, Cartagena, Buenos Aires, Callao, Ascuncion, Valparaiso, Antigua
  • England (European)
    • Leader: Elizabeth
    • Unique Ability: Sun Never Sets - +2 Movement for all Naval Units.
    • City List: Plymouth, Roanoke Island, Jamestown, St. Orange, St. Johns, Plymouth Colony, Portsmouth, Salem, Boston, Windsor, Wethersfield, St. Mary's City, Saybrook, Providence
  • France (European)
    • Leader: Francis I (a re-used Napoleon)
    • Unique Ability: Native Allies - City-State Influence degrades at half and recovers at twice the normal rate.
    • City List: La Rochelle, Charlesbourg Royale, Montreal, Antarctique, Fort Caroline, Tadoussac, Port Royal, Quebec, Saint Cristophe, Trois Rivieres, Dominica, Fort Saint Pierce, Cayenne, La Grenade
  • The Inca (Native American)
    • Leader: Pachacuti
    • Unique Ability: Great Andean Road - Units ignore terrain costs when moving into any tile with Hills. No maintenance costs for improvements in Hills; half cost elsewhere.
    • Unique Unit: Slinger (Replaces Archer)
    • Unique Improvement: Terrace Farm
  • The Aztecs (Native American)
    • Leader: Montezuma
    • Unique Ability: Sacrificial Captives
      • Original Version: Gains Culture from each enemy unit killed.
      • Deluxe Version: Gains Faith from each enemy unit killed.
    • Unique Unit: Jaguar (Replaces Warrior)
    • Unique Building: Floating Gardens (Replaces Water Mill)
  • The Iroquois (Native American)
    • Leader: Hiawatha
    • Unique Ability: The Great Warpath
      • Original Version: Units move through Forest and Jungle in friendly territory as if it is Road. These tiles can be used to establish Trade Routes upon researching the Wheel.
      • Deluxe Version: Units move through Forest and Jungle in friendly territory as if they were Roads. These tiles can be used to establish City Connections upon researching The Wheel. Caravans move along Forest and Jungle as if they were Roads.
    • Unique Unit: Mohawk Warrior (Replaces Swordsman)
    • Unique Building: Longhouse (Replaces Workshop)

Deluxe

The Deluxe edition of this scenario adds four new civilizations, three of which have scenario-specific unique features.

  • The Netherlands (European)
    • Leader: William
    • Unique Ability: Dutch West India Company - 50% more Trade Routes available (Round Down).
  • Portugal (European)
    • Leader: Catherine (a re-used Maria I)
    • Unique Ability: Mare Clausum - Resource diversity grants twice as much Gold for Portugal in Trade Routes.
  • The Maya (Native American)
    • Leader: Pacal
    • Unique Ability: Hero Twins - Receive a second Pantheon Belief when forming their minor religion at the start of the game.
    • Unique Unit: Atlatlist (Replaces Archer)
    • Unique Building: Pyramid (Replaces Shrine)
  • The Shoshone (Native American)
    • Leader: Pocatello
    • Unique Ability: Great Expanse - Founded Cities start with additional territory. Units receive a combat bonus when fighting within their own territory.
    • Unique Unit: Pathfinder (Replaces Scout)
    • Unique Improvement: Tipi

Non-Playable

In addition to the six playable civilizations (ten in the Deluxe edition), these two civilizations appear in this scenario as non-playable civilizations, and do not have units or cities.

  • China
    • Leader: Wu Zetian
    • Additional Info: European civilizations can send explorer ships to its thin strip of territory in the West to gain additional points.
  • Old World
    • Leader: Oda Nobunaga (!)
    • Additional Info: This civilization is only used to restrict access from additional parts of Europe.

City-States

Not all of these City-States will appear in any given game.

Standard

  • Inuit (white and Cultured)
    The Inuits are indigenous people inhabiting the Arctic regions of Greenland and North America.
    [Note: Maritime would have suited them better due to the ocean being their primary food source.]
  • Maya (light orange and Cultured)
    The Maya are indigenous inhabitants of the Yucatán Peninsula. They were a civilization skilled in mathematics and astronomy and builders of elaborate carved stone pyramids.
    [Note: This City-State was removed in the Deluxe edition of the scenario.]
  • Yanomami (light orange and Cultured)
    The Yanomami are an indigenous tribe of the Amazon basin. They are a stone age culture that had no known contact with Europeans until 1929.
    [Note: The Yanomami were too deep in the rainforest to encounter early explorers and their society is significantly warlike.]
  • Muisca (light orange and Cultured)
    The Muisca are a group of indigenous inhabitants of the central highlands of Colombia. They first had contact with the Spanish in 1537 and are a likely source of the legend of El Dorado.
  • Hopi (light orange and Cultured)
    The Hopi are some of the indigenous people of the southwestern United States. They were the first encountered by Coronado’s expedition in 1540.
  • Anasazi (light orange and Cultured)
    The Anasazi are an ancient indigenous culture, forerunners of the modern Puebloan peoples. The Anasazi are known for having build the Mesa Verde cliff dwellings.
    [Note: the Anasazi were long gone by the time of contact and are ancestors to Puebloan groups like the Hopi.]
  • Seminole (grey and Militaristic)
    The Seminoles are some of the indigenous people of Florida, and are closely related to the Muscogee (both are Creek peoples).
    [Note: Seminole are descended from Creek (Muscogee) Indians, the first groups encountered in Florida include the Calusa and the Timucua.]
  • Lakota (blue and Militaristic)
    The Lakotas are a group of indigenous inhabitants of the North American plains.
  • Cherokee (peach and Militaristic)
    The Cherokee are a group of indigenous inhabitants of the southeastern Unites States. They are closely related to the Iroquois, so it is thought they migrated south from the Great Lakes in prehistoric times.
  • Muscogee (middle cyan and Militaristic)
    The Muscogee are some of the indigenous people of the southeastern United States and descended from the Mississippian culture.
  • Mapuche (goldenrod and Militaristic)
    The Mapuche are some of the indigenous people of Chile and Argentina. They were referred to as Araucanians by the Spanish colonists.
  • Carib (green and Maritime)
    The Caribs are some of the indigenous people of the West Indies. They fought some of the earliest wars against the Spanish.
    [Note: The Caribs have a fairly warlike culture.]
  • Algonquin (light green and Maritime)
    The Algonquin are a group of indigenous inhabitants of Quebec. They became archrivals of the Iroquois with whom they competed in the fur trade.
  • Huron (light purple and Maritime)
    The Huron are some of the indigenous people of Canada, primarily living on the north shore of Lake Ontario at the time of European contact.
  • Wabanaki (middle purple and Maritime)
    The Wabanaki are the "people of the dawn" — indigenous people of the maritime provinces of eastern Canada.
  • Arawak (light orange and Maritime)
    The Arawaks are a group of indigenous inhabitants of the West Indies. They were the first natives encountered by Christopher Columbus.

Deluxe

This section needs expansion.

Below is a list of new City-States included in the Deluxe update.

Special Techs

All of the units enabled by these technologies have different statistics than they do in the main game.

Special Unit

Special Wonder

Special Unit Names

Caravels

  • De Leon
  • Narvaez
  • De Vaca
  • Magellan
  • De Soto
  • Ulloa
  • Vespucci
  • Cartier
  • Roberval
  • Champlain
  • Rut
  • Chancellor
  • Willoughby
  • Grenville
  • Hudson

Conquistadors

  • Cortes
  • Cordova
  • Pizarro
  • Orellana
  • Coronado
  • Montejo
  • Balboa
  • Villegagnon
  • Laudonnierre
  • Ribault
  • Devereux
  • Norreys
  • Mountjoy
  • Smith
  • Winthrop

Privateers

  • Menendez
  • Santa Cruz
  • Fleury
  • Le Clerc
  • Le Testu
  • De Sores
  • Drake
  • Raleigh
  • Hawkins
  • Cavendish
  • Frobisher
  • Gilbert

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