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Conquest of the New World (Civ5)

Conquest of the New World image

Conquest of the New World Deluxe (Civ5)

Conquest of the New World Deluxe image

Conquest of the New World is a scenario in 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 the Colonization games.

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.

Scenario Description[]

The year is 1492. To the courts of England, France, and Spain come intrepid explorers, anxious to voyage across the Atlantic in search of a western route to China and the Indies. Will they find a new trade route and uncover untold riches from the Asian shores? Or will they perhaps run aground on undiscovered lands along their way? Will native peoples be receptive to the knowledge and trade prospects presented to them, or will they fight against the invaders of their homeland? What riches, fame, and opportunities await those who brave the unknown waters? What path will you choose? Who will prevail in the struggle for supremacy over this New World?



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 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 Capital, 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 nations 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 its Capital Capital. Treasures are special units that appear whenever a city or city-state is razed. Except for those in Europe and the last city (not necessarily the Capital Capital) of an American civilization, all cities may be 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 Capital will score 100 points. Treasures 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 Capital.

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


The Deluxe version of the scenario adds the religion of Gods & Kings and the international trade routes of Brave New World and integrates them into the scoring system. Native American tribes receive 1 point for every 2 Faith Faith they generate, whereas European nations receive 1 point for every 12 Gold Gold they earn.

The Social Policy trees are replaced with Ideology trees, which are different for the Native American and European civilizations.

Each of the Native American tribes can found a pantheon (and choose from a list of enhanced scenario-specific beliefs) at the start of the game. They are also able to build wonders in their cities, which grant significant advantages but are destroyed if the city is captured.

The European nations automatically receive points toward Great Admiral generation every turn. Reaching China with a Great Admiral (rather than using a Caravel) grants points and Gold Gold.

This version of the scenario also adds Bison Bison as a bonus resource and Cocoa Cocoa as a luxury resource.

Conquest of the New World Deluxe lasts for 150 turns, after which the civilization with the highest score wins.



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.


  • England
    • Leader: Elizabeth
    • Unique Ability: Sun Never Sets - +2 Movement 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
    • Leader: Francis I (a reused Napoleon)
    • Unique Ability: Native Allies - City-State Influence (Civ5) Influence degrades at half and recovers at twice the normal rate.
    • City List: La Rochelle, Charlesbourg Royale, Montreal, France Antarctique, Fort Caroline, Tadoussac, Port Royal, Quebec, Saint Cristophe, Trois Rivieres, Dominica, Fort Saint Pierce, Cayenne, La Grenade
  • Spain
    • Leader: Isabella
    • Unique Ability: Seven Cities of Gold - Gold Gold bonus for discovering a Natural Wonder (Bonus enhanced if first to discover it). Culture Culture, 20xHappiness5 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

Native American[]

  • The Aztecs
  • The Inca
    • 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 Iroquois
    • 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)


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


  • The Netherlands
    • Leader: William
    • Unique Ability: Dutch West India Company - 50% more Trade Routes available (Round Down).
    • City List: Amsterdam, Beverwijck, New Amsterdam, Pavonia, Curacao, Bonaire, Aruba, Sint Eustatius, Fort Doede Hoop, Sint Maarten, Saba, Wiltwijck, Paramaribo, Fort Kyk-Over-Al
  • Portugal
    • Leader: Catherine (a reused Maria I)
    • Unique Ability: Mare Clausum - Resource diversity grants twice as much Gold Gold for Portugal in Trade Routes.
    • City List: Lisbon, Porto Seguro, Sao Vicente, Recife, Salvador da Bahia, Sao Paulo, Rio de Janeiro, Joao Pessoa, Sao Cristovao, Vitoria, Belem, Igarassu, Olina, Sao Bernardo do Campo

Native American[]

  • The Maya
    • 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
    • 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


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 (a reused Japan)
    • Leader: Oda Nobunaga
    • Additional Info: This civilization is used only to restrict access to additional parts of Europe. It is not present in the Deluxe version of the scenario.


Not all of these city-states will appear in any given game.


  • Inuit (Cultured and white)
    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 (Cultured and light orange)
    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 (Cultured and light orange)
    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 (Cultured and light orange)
    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 (Cultured and light orange)
    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 (Cultured and light orange)
    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 (Militaristic and grey)
    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 (Militaristic and blue)
    The Lakotas are a group of indigenous inhabitants of the North American plains.
  • Cherokee (Militaristic and peach)
    The Cherokee are a group of indigenous inhabitants of the southeastern United States. They are closely related to the Iroquois, so it is thought they migrated south from the Great Lakes in prehistoric times.
  • Muscogee (Militaristic and cyan)
    The Muscogee are some of the indigenous people of the southeastern United States and descended from the Mississippian culture.
  • Mapuche (Militaristic and goldenrod)
    The Mapuche are some of the indigenous people of Chile and Argentina. They were referred to as Araucanians by the Spanish colonists.
  • Carib (Maritime and green)
    The Caribs are some of the indigenous people of the West Indies. They have a fairly warlike culture and fought some of the earliest wars against the Spanish.
  • Algonquin (Maritime and light green)
    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 (Maritime and light purple)
    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 (Maritime and purple)
    The Wabanaki are the "people of the dawn" - indigenous people of the maritime provinces of eastern Canada.
  • Arawak (Maritime and light orange)
    The Arawaks are a group of indigenous inhabitants of the West Indies. They were the first natives encountered by Christopher Columbus.


  • Tzintzuntzan (Mercantile and grey)
  • Mixtec (Mercantile and tan)

Special Techs[]

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



Special Units[]

Privateer Conquest of the New World (Civ5)

Privateer icon in Conquest of the New World scenario



Special Buildings/Wonders[]



Special Natural Wonders[]


Special improvements[]


Special Eras[]


  • Archaic Era
  • Enlightenment Era
  • Exploration Era
  • Formative Era
  • Late Horizon Era
  • Woodland Era

Special Unit Names[]


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


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


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



Civilization V- Conquest of the New World Deluxe Scenario

Related achievements[]

Huitzilopochtli's Arrow
Huitzilopochtli's Arrow
Win the New World Scenario as the Aztecs.
A reference to a myth surrounding Huitzilopochtli, the Aztec god of war, the sun, human sacrifice and the patron of Tenochtitlan.
Tea and Crumpets for Everyone
Tea and Crumpets for Everyone
Win the New World scenario as England. Tea and crumpets are traditional English fare from Elizabethan times to today.
Tout le Monde Francophone?
Tout le Monde Francophone?
Win the New World Scenario as France.
Translates to "All the world French-speaking?"
Macho Picchu
Macho Picchu
Win the New World scenario as the Incas .
A pun on the Incan world wonder, Machu Picchu.
League of Extraordinary Hoyanehs
League of Extraordinary Hoyanehs
Win the New World scenario as the Iroquois.
A reference to The League of Extraordinary Gentlemen comic book, the Iroquois League formed in the 16th century between the Iroquois and neighboring tribes, and the Iroquois tribal chieftains, called hoyanehs.
Siglo de Oro
Siglo de Oro
Win the New World Scenario as Spain.
Translates to "Golden Age", referring specifically to the Spanish Golden Age from the 15th to 17th centuries.
Raleigh's Road to Riches
Raleigh's Road to Riches
Discover El Dorado.
Applies to the Conquest of the New World scenario.
Dr. Heidegger's Experiment
Find the Fountain of Youth.
Applies to the Conquest of the New World scenario.
Dr. Heidegger's Experiment refers to a short story by Nathaniel Hawthorne in which a group of scientists drink water from the legendary Fountain of Youth.
Au in the EU
Au in the EU
Return a Treasure to Europe.
Applies to the Conquest of the New World scenario. Au is the chemical symbol for Gold. EU is, of course, a reference to the European Union.
All Aboard the Orient Express
All Aboard the Orient Express
Discover a route to the Orient.
Discovering China in the New World DLC. The Orient Express was a famous train line that ran from Paris to Istanbul from the late 19th to early 20th centuries.
Civilization V Scenarios [edit]
1 Requires a DLC

GodsKings5 clear Added in the Gods & Kings expansion pack.
BNW-only Added in the Brave New World expansion pack.