Into the Renaissance (Civ5)

Into the Renaissance is a scenario in Civilization V: Gods & Kings. The scenario is based on religion in medieval times in which you must "Grow your medieval kingdom into one of the great nations of Renaissance Europe, fending off outside invasions from the Mongols and the Ottoman Turks and fighting the religious wars of the Crusades and Reformation!"
== Intro ==
=== Scenario Description ===
The Great Schism has divided the Christian church into east and west. All attempts to reconcile Byzantium and Rome have failed. Meanwhile, the Islamic armies of the Great Turk threaten Constantinople with capture. In response, Pope Urban II issues a call for a crusade to bolster the Byzantines and liberate the Holy Land. The stage is set for a dramatic battle between the faiths. With such bloodshed on the horizon, will you be able to preserve civilization as we know it and lead the world into the glory of the Renaissance?
=== Victory Conditions ===
Victory is awarded based on score after 200 turns. Earn special scenario VP as follows:
* Holy City Control: Control (or be allied with) the Holy City for your religion or Jerusalem (10 VP per turn).
* Holy Roman Emperor: Win the election by receiving the most votes from all powers and City-States (250 VP per election).
* New World: Send Caravels west after researching Exploration.
* Religious War: Capture cities following a different religion.
=== Special Rules ===
Three religions are established before the game starts: Catholicism (Holy City is Vatican City), Orthodoxy (Holy City is Constantinople) and Islam (Holy City is Mecca). Control your Holy City (or Jerusalem) to gain the benefits of the Founder beliefs for your religion
== Gameplay ==
There are twelve playable civilizations in this scenario: the Almohads, Austria, the Ayyubids, Byzantium, the Celts, England, France, the Netherlands, Russia, Spain, Sweden, and the Turks. In addition, Mongolia appears as a non-playable civilization.
There are three playable world religions in the scenario: Roman Catholicism, Eastern Orthodoxy, and Islam, whose holy cities are Vatican City, Constantinople, and Mecca, respectively. Austria, the Celts, England, France, the Netherlands, Spain, and Sweden are all Catholic, while Byzantium and Russia are Orthodox, and the Almohads, Ayyubids, and Turks are all Islamic. Your relationships with other civs can be helped or hindered depending on whether or not that civilization follows your religion. In addition, a fourth religion, Protestantism, will be founded in the of Wittenberg late in the game and will begin to deal massive damage in particular to the Catholic civilization's religion. All religions enter the game fully enhanced.
The winner of the scenario is whichever civilization has the most victory points after 200 turns. Apart from attaining victory points normally, there are also several methods to acquire additional points. Civilizations can gain victory points by controlling holy cities. Jerusalem also counts as a Holy City in this sense, even though there is no religion based in it. All of the holy cities exist as s, except Constantinople, the capital of Byzantium, which gives the Byzantines an advantage.
In addition, a wonder specific to this scenario, St. Peter's Basilica, will be immediately built in Vatican City. Upon the completion of construction, a 50-turn timer begins to count down to a vote for the Holy Roman Emperor, which is similar to the United Nations vote, except winning the vote does not win the game, but rather provides victory points, and the Holy Roman Emperor vote repeats every 25 turns. The possession of St. Peter's Basilica provides an additional vote for the owner. This means that Vatican City will provide two votes for its allies. If the owner is a civ (by capturing Vatican City or acquiring it through Diplomatic Marriage as Austria), the extra vote automatically gives that vote to its owner.
Despite being a vote for the Holy Roman Emperor, civilizations and s do not actually need to be Catholic to vote, be voted for, or to win the Holy Roman Emperor title. This means that it is even possible for the Mongols to win Holy Roman Emperor (though this is incredibly unlikely, due to their extremely aggressive attitude towards civs and s), as well as any of the three Islamic civilizations or the two Orthodox ones.
Additional victory points can be acquired by sending Caravels to the New World (in the same manner as sending Caravels to China in the Conquest of the New World scenario) or through Holy War, in which the player has to capture cities of competing religions. The amount of victory points acquired through this method is determined by the population of said city.
=== Strategy ===
Walkthroughs for every civilization except Sweden, which have been tested on Deity difficulty and on the Historical map, are available online.http://www.kalle-online.net/blog/tag/into-the-renaissance/ Below are some key strategy points gathered from each:
* Tech Tree: Civil Service (for Pikemen) and Guilds, then Machinery (for Crossbowmen) are absolutely vital as soon as possible for early war. Afterwards, there are some key options:
** Focusing on the top part of the tree will give you more (Education), extra victory points from sending Caravels to the west (Exploration) and a powerful navy (Navigation).
** Focusing on the middle and bottom part of the tree will give you better units (albeit very resource dependent), more (Metal Casting), more (Printing Press) and more (Humanism).
** Finishing the tree will give access to Freedom, Autocracy, and Order, as well as an extra Spy, but will render scientific buildings useless. Sell them.
* Culture: On the historical map prioritize Collective Rule (Liberty) in most cases for the free Settler, as the AI settles quickly, and Legalism (Tradition) for the boost to . Later, dive into Honor and then Commerce.
* War: The AI gets aggressive quickly, and will likely declare on you before you are ready. Bribe them against each other, build Citadels, and use other tricks to fight a successful defense. Offensive war is a lucrative way of getting Victory Points, as multiple religions are dominant in this game, and cities following different religions are easy to find.
== Civilizations ==
=== Playable ===
* Almohads
** Leader: Ya'qub al-Mansur (a reused Harun al-Rashid)
** Unique Ability: Trade Caravans (+2 from each Trade Route.)
** Unique Unit(s): Camel Archer
** Unique Building: Bazaar
** City List: Marrakech (capital), Rabat, Fez, Safi, Seville, Cordoba, Bejaia, Tinmel, Sijilmasa, Granada, Murcia, Bidzala, Kabis, Mahdija
** Religion: Islam
* Austria
** Leader: Maria Theresa
** Unique Ability: Diplomatic Marriage (Can spend to annex or puppet a that has been your ally for 5 turns.)
** Unique Unit(s): Hussar, Landsknecht
** City List: Same as standard game
** Religion: Roman Catholicism
* Ayyubids
** Leader: Saladin (a reused Askia)
** Unique Ability: Justice of Saladin (Receive a free Courthouse in every city conquered. Start with the Pyramids constructed in Cairo.)
** Unique Unit(s): Mamluk
** Unique Building: Madrasah
** City List: Cairo (capital), Dvin, Ba'albek, Bilbais, Alexandria, Aswan, Zabid, Aden, Ta'izz, Sana'a, Yanbu, Medina, Damascus, Hama, Homs, A'zaz Qus, Kafr Sabt, Jaffa
** Religion: Islam
* Byzantium
** Leader: Theodora
** Unique Ability: Logothete of the Course (Receives 1 extra Spy. Only civilization that starts the scenario in control of a Holy City.)
** Unique Unit(s): Cataphract, Dromon
** City List: Same as standard game
** Religion: Eastern Orthodoxy
* Celts
** Leader: Boudicca
** Unique Ability: Braveheart (Combat bonus (+20%) when fighting units from a civilization with more cities than the Celts.)
** Unique Unit(s): Pictish Warrior, Welsh Longbowman
** City List: Same as standard game
** Religion: Roman Catholicism
* England
** Leader: Elizabeth
** Unique Ability: Sun Never Sets (+2 for all naval units. Receives 1 extra Spy.)
** Unique Unit(s): Longbowman, Ship of the Line
** City List: Same as standard game
** Religion: Roman Catholicism
* France
** Leader: Francis I (a reused Napoleon)
** Unique Ability: Ancien Régime (+2 per turn from cities.)
** Unique Unit(s): Musketeer
** Unique Building: Chateau
** City List: Same as standard game
** Religion: Roman Catholicism
* Netherlands
** Leader: William
** Unique Ability: Dutch East India Company (Retains 50% of the benefits from a Luxury Resource if your last copy of it is traded away.)
** Unique Unit(s): Sea Beggar
** Unique Improvement: Polder
** City List: Same as standard game
** Religion: Roman Catholicism
* Russia
** Leader: Catherine
** Unique Ability: Lay of Igor's Campaign (All land combatants have +1 . All units pay just 1 point to enter any tile adjacent to a river.)
** Unique Unit(s): Cossack
** Unique Building: Krepost
** City List: Same as standard game
** Religion: Eastern Orthodoxy
* Spain
** Leader: Isabella
** Unique Ability: Seven Cities of Gold (After researching Exploration, may send up to three Conquistadors to the Western map edge for additional New World Victory Points and .)
** Unique Unit(s): Conquistador, Tercio
** City List: Same as standard game without Seville, Cordoba, Granada, and Murcia (Barcelona is the capital on the historical map)
** Religion: Roman Catholicism
* Sweden
** Leader: Gustavus Adolphus
** Unique Ability: Viking Fury (Embarked units have +1 and pay just 1 point to move from sea to land. Melee units pay no point cost to pillage.)
** Unique Unit(s): Hakkapeliitta
** Unique Building: Stave Church
** City List: Same as standard game
** Religion: Roman Catholicism
* The Turks (a reused Ottomans)
** Leader: Suleiman
** Unique Ability: Barbary Corsairs (All melee naval ships have the Prize Ships promotion, allowing them to capture defeated ships. Pay only one-third the usual cost for naval unit maintenance.)
** Unique Unit(s): Janissary, Sipahi
** City List: Aleppo (capital), Ottoman cities without Istanbul
** Religion: Islam
=== Non-playable ===
* Mongolia
** Leader: Genghis Khan
** Unique Ability: Mongol Terror (All land combatants have +1 and the March promotion, allowing them to heal at the end of every turn.)
** Unique Unit(s): Keshik, Khan (Great Person)
** City List: Same as standard game without Karakorum, Beshbalik, Turfan, and Hsia
** Religion: None
== Special features ==
=== City-states ===
Type	City-State
 	Augsburg
 	Cologne
 	Gdansk
 	Mecca
 	Naples
 	Polotsk
 	Riga
 	Tunis
=== Units ===
* Mamluk
* Welsh Longbowman
=== Buildings ===
* Chateau
* Madrasah
* Stave Church
=== World Wonders ===
* St. Peter's Basilica
=== Technologies ===
* Exploration
* Humanism
=== Beliefs ===
Name 	Beliefs
Apostles to the Slavs	Religion spreads to cities 30% further away
Bible Translations 	Religion spreads 5 times faster (9 times faster with Printing Press)
Clerical Marriage 	+3 from Shrines and Temples
Dawah 	Missionary conversion strength +25%
Hajj 	+5 and +5
Iconography 	+2 and +1 from Temples
Indulgences 	+2 from each
Patriarchates 	+2 for each City following this religion
Reformers 	When each Reformer enters, 40% of Catholics in nearby cities convert
Salat 	+2 from Shrines and Temples
Third Rome 	Holy City switches to largest following city if captured
Work Ethic 	+8 in each following city
Zakat 	+1 for every 4 followers of this religion
== Related achievements ==
== References ==
Category:Scenarios (Civ5)
 
Category:Civilization V: Gods & Kings