As in previous games, there are many ways to achieve victory. The player can focus on scientific research and become the first to assemble and launch a spaceship and win the space race. The player can focus on a diplomatic victory that requires the support of other civilizations and city-states to the United Nations. In the new cultural system of civilization V, composed of “trees” of social policy, the cultural victory over the Brave New World Expansion Pack included the filling of five of the ten “trees” and the completion of the Utopia project (reminiscent of the secret project to Ascent Transcendence in Sid Meiers Alpha Centauri).  As in previous versions, cities remain the central pillar of civilization gameplay. A city can be based on a site desired by a unit of settlers manufactured in the same way as military units. The city will then increase in population; Production of units and buildings; And create research, wealth and culture.  The city will also expand its boundaries by one or more tiles at a time, which is essential for the claim of territory and resources. The expansion process is automated and adapted to the needs of the city, but the tiles can be purchased with gold.   City-states, a new feature of the series, are small civilizations with which one can interact, but are not capable of winning. Unlike the great powers, city-states can develop on the territory, but they never create new cities (although they can conquer other cities with military units). In addition to total conquest, great civilizations have the opportunity to befriend city-states through bribes or services.
City-states offer the player bonuses such as resources and units that increase as players advance to new eras. In the “Brave New World” expansion package, city-states give allied players additional delegates to the World Congress, which begins in industry time. There are three types of city-state in the basic game, each with different personalities and bonuses: maritime, cultured and militaristic. Two other types of city-states (mercantile and religious) have been added to the Gods-Kings expansion package to add new gameplay mechanics. City-states play a leading role in diplomacy among great civilizations, as well as concrete demands and rewards.  While an early game academy is the obvious choice, later in the game, all the great scientists should be used to give you a technical boost. This is because if an academy approaches just before the end of the game, it cannot generate as much science over 100 rounds as a single use of the Great Scientist`s ability to discover the technology. Given the performance of Discover Technology is based on your latest edition of Science Civ (about 8 valuable rounds), it is obvious that using them at the beginning of the game is a big mess. Getting 200 science from them would be a joke if a city could get this in 7 rounds later in the game with an academy and all the buildings research boost.
Under the best conditions (excluding civs, all the techs explored and all buildings of 4 – 50%) an academy will generate 36 searches per turn. Freedom`s New Deal Tenet allows you to get 16 sciences per academy or 48 per lap in the best conditions. Korea would get 54, due to the science 2 for all the improvements of The Great Tile Person. On February 16, 2012, an expansion package entitled Gods and Kings was announced. Published June 22, 2012 in North America and June 22, 2012 in the rest of the world. The expansion added to the basic game new features like religion, Espionage, three new scenarios, an expanded technological tree, several new units, new religious and commercial cities, nine new wonders and nine new playable civilizations: Austria (directed by Maria Theresa), Byzantium (directed by Theodora), Carthage (led by Dido), the Celts (led by Boudica), Ethiopia (led by Haile Selassie) , the Hunnen (led by Haile Selassie), the Huns (led by, the Maya (led by Pacal), the Netherlands (led by William) and the Swedish