
Your Capital almost always stays busy, but secondary cities are ideal for training Caravans. These things change after you get a second city up and running. Because of that, barbarians are a massive threat to your Caravans. To make things worse, your small initial military forces won't have many units to spare. You also won't have a good route to get to any nearby cities, making your options highly limited. Rushing to get a Trade Route first thing is worthless because you have more important structures to build and people to train. The income from your Trade Routes heavily depends on the resources in your city and the size/ buildings of the city you're going to trade with.

Hold off on these while you're still in the frantic early turns. Once you meet other civilizations and research Animal Husbandry, Caravans become a potential source of money. The first real changes appear when you get some of the Ancient and Classical Era Technologies that allow for greater trade between the nations. Grab as many ancient ruins as you can, discover Natural Wonders, and keep an eye out for rival nations, City-States, and barbarians. Get a Scout out there and look for ancient ruins. Your early scouting is the same as it was in the last expansion and the base version of Civilization V.

Many players settle on the hex where their Settler begins, to save time and get started on the important tasks ahead. You have a Settler and a martial unit (usually a Warrior) to defend your tribe. Your people appear in the world, seeing only the terrain nearby. The game begins in much the same way as it always has. What's New in Brave New World: In with the New Sid Meier's Civilization V: Brave New World
