How to get delegates

Sid Meier's Civilization V60 views1 favorites3 min readby Roanald McReaganUpdated Apr 30, 2023View on Steam ↗

Brave New World

WC Era
Delegate Source(s)
Notes
Renaissance
  • 1 delegate per Nation
  • +1 delegate for the current host
  • Initial era; automatically reached
  • Initial host is whoever met all nations and researched Printing Press first
  • Normal Session held every 30 turns
Industrial
  • 2 delegates per Nation
  • +1 delegate for the current host
  • +1 delegate per allied City-State
  • Reached when half the nations reach the Industrial era
    • Alternatively: reached when any nation reaches the Modern era
  • Normal Session held every 25 turns
Modern
  • 3 delegates per Nation
  • +2 delegates for the current host
  • +1 delegate per allied City-State
  • Reached when half the nations reach the Modern era
    • Alternatively: reached when any nation reaches the Atomic era
  • Normal Session held every 20 turns
Atomic
(“United Nations”)
  • 4 delegates per Nation
  • +2 delegates for the current host
  • +2 delegates per allied City-State
  • +1 delegate per outbound diplomat
    (requires Globalization)
  • +2 permanent delegates added each time placing 1st or 2nd in failed World Leader Elections
  • Reached when half the nations reach the Atomic era
    • Alternatively: reached when any nation reaches the Information era
  • Normal Session held every 20 turns
  • World Leader Election held 10 turns after each Normal Session
All Eras
  • +2 delegates per nation with majority of population following the World Religion (if any)
  • +2 delegates per nation maintaining the World Ideology (if any)
  • +2 delegates to owner of the Forbidden Palace
  • "Atheism" is not a religion for the purposes of WR bonus
  • "Non-ideologue" is not an ideology for the purposes of WI bonus
  • Special Session held to change host whenever the WC Era changes

Base Game

Functions exactly as in Brave New World, except that:
  • The United Nations is created by building its Wonder (Cost: 1000P; requires Globalization).
    • The Renaissance, Industrial, and Modern “World Congress” phases do not exist.
    • The host is whoever built the Wonder, and does not change except by elimination.
  • World Ideology cannot be proposed (because the Ideology policy trees do not exist).

Gods and Kings

Functions exactly as in the base game, with the slight caveat that Globalization is 5000S more expensive (+157%) starting in GnK, which could make a difference in how early the U.N. can be built.

Basic Information (all editions)

Each normal session votes on two proposals: one made by the current host, and the other made by whoever has the most delegates (aside from the host). The proposals are committed several turns before the actual session.

Each delegate gives you one vote. You can allocate these votes as you please between “Yea: Proposal 1”, “Nay: Proposal 1”, “Yea: Proposal 2”, “Nay: Proposal 2”, and abstention.

Obviously, you can't send your delegates to vote against each other on the same proposition. However, you can send City-State delegates to vote against your core delegates if you'd already traded the latter away via the in-game diplomats.

Normal session outcomes are just decided on a plurality basis, with no minimum delegate count to pass or repeal, but world leader (diplomatic victory) outcomes require a majority vote.

City-State delegates cannot be securely traded with the in-game trade interface; the controlling nation always manually controls their votes. (Obviously, the game can't stop you from doing advanced diplomacy with other Human players; it only won't enforce the inclusion of delegate votes in any such trades.)

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