Sid Meier's Civilization V: Complete Strategy Guide

This is a practical guide to Civilization V with both expansions (Gods & Kings and Brave New World): openings, economy rules, happiness, policy trees, civ picks, and how to close out each victory type.

Researched September 2026. Current as of the final Brave New World ruleset (the game has not been patched in years). Live games change; check the linked sources if something differs.

Civ V is a finished game. Almost every player today uses the Complete Edition (base game plus Gods & Kings, Brave New World, and the DLC civs). This guide assumes Brave New World rules. Some mechanics, like trade routes, tourism, and the World Congress, don't exist without it.

Quick Start

  1. Settle your capital on turn 1 unless the spot is clearly terrible. A river or coast start is worth much more than a few tiles of wandering.
  2. Open with Scout, Scout (or Monument), Settler. Early exploration finds city-states (first-contact gold and Faith) and ancient ruins.
  3. Pick Tradition or Liberty first. Tradition suits 3 to 4 strong cities (tall). Liberty suits many cities (wide). Honor is for early war.
  4. Happiness is your real expansion limit. Every city and every citizen costs happiness. Luxury resources, Circus/Colosseum-type buildings, and policies fix it.
  5. Build trade routes as soon as you get Animal Husbandry. Caravans (and later Cargo Ships) are the best early gold and food source in Brave New World.
  6. Work tiles with food and production early. Growth and hammers matter more than gold in the first 50 turns.
  7. Walls and ranged units win defensive wars. The AI throws units at cities. A city with walls plus two archers behind it holds far longer than you'd expect.
  8. Know your victory condition by the Medieval era. It changes what you build, which policies you take, and whether you should be at war.

Core Mechanics

Yields

Yield What it does
Food City growth (more citizens working tiles)
Production Builds units, buildings, wonders
Gold Buying things, unit and building maintenance, city-state bribes
Science Tech progress
Culture Social policies, border growth
Faith Pantheon, religion, and later Great People purchases
Tourism Cultural victory pressure (Brave New World)

Happiness

Social Policies

Tree Best for Key perk
Tradition Tall, 3 to 4 cities Free Aqueducts in first cities, capital growth and border expansion
Liberty Wide, many cities Free Settler, free Worker, faster Settlers in the capital, free Great Person on completion
Honor Early conquest Culture from kills, barbarian bonuses
Piety Religious play Faster religion, faith bonuses
Patronage City-state allies Slower influence decay
Aesthetics Culture and tourism Faster Great Works
Commerce Gold and naval Extra gold in the capital, unlocks Big Ben
Exploration Naval maps Extra movement, hidden antiquity sites
Rationalism Science Science boosts, especially with Research Agreements and Universities

Building three Factories or entering the Modern era (whichever comes first) unlocks Ideologies: Freedom, Order, or Autocracy. Ideologies matter a lot in the late game because civs with different ideologies generate unhappiness pressure on each other through tourism.

Culture cost rises with each city you own, so ultra-wide empires fall behind on policies unless they generate a lot of culture.

Religion (Gods & Kings)

City-States

Trade Routes

Opening Build Orders

Tradition, 4-city (the safe default): Scout, Monument, Settler (at size 2 to 3), Settler, Shrine, Worker, then a Settler or Library depending on space. Take Tradition, Legalism (free culture buildings), Aristocracy or Monarchy, then Landed Elite. National College in the capital early.

Liberty, wide: Scout, Monument, Settler, Settler (Liberty's Citizenship gives a free Worker), Worker, Settler... Take Collective Rule early for the free Settler. You must plan luxuries and happiness carefully.

Early tech path (common): Pottery or Mining depending on terrain, then Animal Husbandry (caravans and horses), Writing (Library, Great Library), Calendar or Bronze Working (luxuries and your wonder), then Philosophy (National College timing).

Victory Types

Victory How Key tools
Domination Hold every other original capital Composite Bowmen, Trebuchets, Artillery, strong generals, Honor/Autocracy
Science Build and launch the spaceship parts Rationalism, Universities, Research Agreements, Great Scientists, Apollo Program
Cultural Your tourism must be Influential over every other civ Aesthetics, Great Works, Archaeology, Hotels and Airports, Freedom ideology
Diplomatic Win the World Leader vote in the United Nations City-state allies, Patronage, Mercantile gold, delegates
Time Highest score at the end (2050 AD by default) Balanced play

Strong Civs

Civ Unique Why it's strong
Babylon Great Scientists come faster, free scientist with Writing Top-tier science
Korea Science from specialists and buildings Science
Poland Free policy each era Flexible, great with any victory
Maya Great People from the Long Count Science or flexible
Shoshone Bigger starting land, better ruins Early expansion
Venice Can't settle but buys city-states Unique diplomatic play
Mongolia / Zulu / Huns Strong ancient-medieval units Domination
Brazil / France Tourism bonuses Culture

Your pick matters less than your plan. Any civ can win at Prince or King difficulty with a clear victory focus.

Warfare Basics

Common Mistakes to Avoid

Advanced Tips

Mods and Modern PCs

FAQ

Should I play Civ V or Civ VI/VII? They play differently. Civ V is famous for one-unit-per-tile tactical combat, the tall-vs-wide debate, and Brave New World's trade and tourism. Many players still prefer it.

Tradition or Liberty? Tradition is the safer default for new players and most science games. Liberty is strong with lots of good land and plenty of luxuries.

How do I fix unhappiness? Connect new luxuries (build the right improvement), trade for luxuries, build Colosseums and Temples, take happiness policies or religious beliefs, and ally Mercantile city-states.

What difficulty should I start on? Settler to Prince for learning. Prince is the "fair" difficulty where the AI gets no bonuses. Beyond King, the AI gets meaningful head starts.

How do I win culturally? Stack Great Works and Wonders, dig antiquity sites with Archaeologists, build Hotels and Airports, and use trade routes plus open borders to boost your tourism against each civ.

Can I play multiplayer? Yes, via Steam, but multiplayer is known for desyncs. Hosting with a stable connection and fewer mods helps.

Sources