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Version 0.

ERRATA: Sid Meier’s


CIVILIZATION: The Boardgame
Technology Cards:
Computers: The SETI Wonder was deleted from the game during development
and play balancing, but the reference to it on the Computers technology card was
not. There is no SETI Wonder in the final version of the game.
Miniaturization:
Add Space Flight to the Prerequisites.Technology Chart:
There should be an arrow from Space Flight to Miniaturization in the Standard
Rules Reference Chart:
Wonders:
The milestone for the first wonder in the modern era says 10 Metropolises, but
should read 8 Metropolises.

The Manual:
Page 3: CONTENTS:
(clarification) 61 square city cards includes the following: 5 of each resource (40
cards), 17 no resource city cards (17), and 4 blank cards (4).
Page 9: Wonders Chart:
The milestone for the first wonder in the modern era says 10 Metropolises, but
should read 8 Metropolises.
Page 12: Right column; paragraph 4:
Delete the third word: the
Page 12: Right column; paragraph 5:
Chris rolls three dice since the cannon is a gunpowder/industrial era unit, and
adds three to the result…
This should read: Chris rolls three dice since the cannon is a
gunpowder/industrial era unit, and adds four to the result…
Page 13: Left column; last paragraph:
The last word at end of the second line should be “by” not “b”.

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Page 21: Right column; first paragraph of the Example:
Chris should not be able to own a cannon, since Brad owns artillery (a more
advanced Gunpowder era unit of the same type). Chris’s cannon should have
been automatically upgraded to artillery.
Page 21: Right column; second paragraph of the Example:
The second sentence should read: Chris selects her cannon. (Chris is female).
Page 21: Right column; last paragraph; 4th sentence:
“After adding the bonus, Brad’s total is eighteen.” This should read: “ After
adding the bonus, Brad’s total is seventeen.”
Page 24: Left column; second paragraph (Advanced Rules):
“You can only purchase military units of the same era you are playing.” This is
incorrect. You may purchase military units from the current era or any past era.
However, when buying units from past eras, only the best unit available of each
type may be purchased. The price paid for the unit is the correct price from the
past era for that type of unit. (Example: The game is in the modern era, but Brad
wants to buy a gunpowder era fleet. He must purchase an Ironclad rather than a
Frigate as long as the technology for Ironclads has been discovered. He will pay
40 gold for the Ironclad.)
Page 28: Neolithic Corner #6:
“The Megalithic Stoneage…” This should read: “The Megalithic Stonehenge…”

Clarifications:
Naval Battle Timing:
Naval Battles: The rule states that: “When you move any game pieces into a
space where one or more players already have military units, any one of the
other players” (with military units in that space) “ may declare a battle.”
This means that if you intend to invade an enemy coastal region with fleets
loaded with armies, and the enemy has at least one fleet in a sea zone that is
adjacent to the coastal region, he may attack your fleet when it enters the sea
zone and before you can land your armies (thus ending your movement).
If your fleet survives this battle, it may be attacked again by the enemy fleets (or
any other player’s fleets) on their turn. However, on your next turn, you may
land the armies in the coastal region without interference. You may also move
out of the sea zone without being attacked.
The only time that you may start a battle when it is not your turn is when the
moving player moves units into a space occupied by your military units.

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Placing Units: City Size Limitations (Advanced Rules):
Players may place a maximum number of newly built units in a region equal or
less than the size of their settlement in that region. The size of the settlement is
the size before that Purchase Phase (i.e. before any upgrades during that
Purchase Phase).
Obsolete City Improvements: (Advanced Rules):
The rules state that when a new era begins, all city improvements from the era
that has just ended are made obsolete and the cards are turned in. In games
where the technology race is being actively pursued, this can result in city
improvements that do not pay for themselves before becoming obsolete.
Therefore, the following may be used as an optional rule (replacing the current
rule) if the players agree before the game begins:
“City improvements do not automatically become obsolete when a new era
begins. Instead:”
“After a new era begins, each time a new city improvement is BUILT for the first
time in the game, the player that built it may choose one city improvement from
an earlier era (than the newly built city improvement) and make it obsolete. If no
city improvements currently exist from an earlier era, no improvement is made
obsolete.”
“When a city improvement is made obsolete, it is obsolete for all players.
Obsolete city improvements may not be built and all current owners of that city
improvement must turn in their cards. Players should create a pile of obsolete
city improvements, with one card in the pile for each obsolete improvement
(with the correct improvement at the top of the card).”

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