Full manual text
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Content of New Expansion for Sid
Meier’s Civilization - The Board Game
(Unofficial Expansion Draft)
by
Wenxin Peng
Updated
6.22.2016
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Table of Contents
New Civilizations ....................................................................................................................................... 3
1. The Koreans ..................................................................................................................................... 3
2. The Dutch ......................................................................................................................................... 4
3. The Polynesians ............................................................................................................................... 5
4. The Portuguese ................................................................................................................................ 6
5. The Brazilians .................................................................................................................................. 7
New Basic Resource Icon ......................................................................................................................... 8
New Technologies ..................................................................................................................................... 9
1. Sculpture .......................................................................................................................................... 9
2. Compass ........................................................................................................................................... 9
3. Electricity ....................................................................................................................................... 10
4. Penicillin ......................................................................................................................................... 10
Religion ..................................................................................................................................................... 11
1. Introduction ................................................................................................................................... 11
2. Founding a religion ....................................................................................................................... 12
3. Effect of religions ........................................................................................................................... 12
4. Converting a City ........................................................................................................................... 12
5. World Religion ............................................................................................................................... 13
6. Great Prophet................................................................................................................................. 13
Natural Wonders ..................................................................................................................................... 14
City-States ................................................................................................................................................. 15
New Hut and Village Markers ............................................................................................................... 15
Appendix ................................................................................................................................................... 16
1. Religious Culture Event Cards (two cards for each, 24 cards for each level) ........................... 16
2. Great Prophet (total of 20) ........................................................................................................... 19
3. Natural Wonder ............................................................................................................................. 21
4. Neutral Map Tile ............................................................................................................................ 22
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New Civilizations
1. The Koreans
Note: In Civilization 5 the Koreans have significant advantages in tech victory. In the board game
they start with two techs and gains addition Trade from great person markers, which helps Korea
build up tech pyramids faster than other civilizations. They also benefit from previous two
expansions Fame & Fortune and Wisdom & Warfare when social policies and new Monarchy
government are added, because their home tile has a 5-trade point (first turn tech with
Expansionism) and a 6-hammer point (first turn wonder with building program and extra action).
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2. The Dutch
Note: The Dutch played an important role in the history of banking. In this game the Banking tech
seems “mild” without early access to Grain comparing to other level 3 techs, which could be the
starting tech of the Dutch’s. Their unique abilities allow them to increase economic dial quickly in a
few rounds.
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3. The Polynesians
Note: The Polynesians start in an island-shaped home map tile. They develop fast as they explore
and build. Their two unique abilities grant them a good amount of Trade, Culture and random
resources. If the Polynesians appear OP in game, their seconded UA could be nerfed as “choose one
marker from the two”.
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4. The Portuguese
Note: The design of Portugal is based on the PC game Civilization 5. The Portuguese have gain
double amount of gold and have good relationship with city-states. Note that in the board game the
Portuguese only collect double coin only from empty squares. Coins on the great person marker,
building markers or harvested by scouts are not doubled. The starting tech Compass is a new tech
which allows player to move their figures during city management, adding flexibility to both city
development and military strategies.
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5. The Brazilians
Note: The Brazil is a culture-oriented civilization. The Brazilians gain culture when building figures
and units, which may proximately provide 10 to 20 extra culture tokens in the game. They are also
the first civilization which interacts with the new religion system.
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New Basic Resource Icon
Archaeology Icon
Note: The Archaeology icon is new to the basic resources as Trade, Production and Culture. Each
Archaeology Icon owned by the player reduced the building cost of wonders by 1 for that player.
And when a player builds a wonder, he gains culture tokens equal to the total number of
archaeology icons accessed (outskirts and scouts). Archaeology icons can be found from buildings,
city-states, natural wonders or archaeology pits on the map.
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New Technologies
1. Sculpture
Note: Level 1 tech, also the starting tech of the Polynesians. This tech introduces a new monument
building, which can provide extra trade and archaeology in the desert square. The resource ability
allows players to boost their cities’ construction plan with resources. Monument markers are
placed next to trading post markers in the market board, with a market board overlay.
2. Compass
Note: Level 2 tech, also the starting tech of the Portuguese. This tech allows player to move their
figures during city management, which provides flexibility to scouts for harvesting or army figures
for launching attacks in advance.
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3. Electricity
Note: Level 3 tech, boosting the production of cities. Additional limited building can provide extra
battle bonus or coin than normal. This tech requires the building program to be individually
introduced in this expansion for players who don’t have Fame and Fortune or Wisdom and Warfare
expansions.
4. Penicillin
Note: Level 4 tech, advanced version of Logistics. The expectation of this tech is to save spaces for
level 3 techs that are not upgrading units. The strength of this tech is to be tested. It could be buffed
by adding a resource ability: “Battle: [silk] save a killed unit after battle”.
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Religion
1. Introduction
Religion is the major content of this expansion. It is an alternative of great person rewards when
players are advancing on culture track. An additional religious culture track is attached under the
original one. Player may start on either track of culture, and have a chance to switch between one
another when advancing to the next level.
When players enter spaces on the religious culture track, they gain culture event cards from a
different set of cards other than the original culture decks.
(Check the full set of religious culture event cards in Appendix)
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2. Founding a religion
Once the player enters the space containing a religion symbol , that player gain a great
prophet, which allows player to found a religion among Catholicism, Buddhism, Islam, Judaism and
Taoism, or to add a belief if the player has already founded one. The beliefs are on the back side of
each religion cards.
Great Prophets are also great persons. They are an option when players gain great persons through
the ability of Philosophy or from relics, but not from the sources marked as .
A religion is unique. The player cannot found a religion which is already founded by others.
3. Effect of religions
Religions usually have two kinds of effects.
--The Founder effect applies only to the player founded the religion.
--The City effect applies to any city that follows the religion. Even the religion has not been founded,
players still collect bonus from the religion marker on the city.
4. Converting a City
--Your capital is automatically converted when you found a religion.
--You can convert a city to the religion you found by ending movement of your scouts in the target
city. The scout used to convert a city is scarified.
--The converted city will have a religion marker on top of it indicating the religion it follows.
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--You cannot convert a city to the same religion it is following.
--You can only convert a city when you are a founder of a religion.
5. World Religion
When one player meets the requirement of World Religion, he or she may gain a one-time bonus.
6. Great Prophet Cards
If the Great Prophet cards are enabled in game, players also receive a random great prophet card
when they enter the space containing a religion symbol. If the Fame and Fortune expansion is
added, the great prophet cards should be enabled or disabled the same time with great person
cards.
(Check the full set of great prophet cards in the Appendix)
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Natural Wonders
Natural wonder can be found on certain map tiles or by exploring huts or villages. If a map tile is
revealed and contains a natural wonder icon, place a random natural wonder marker on the square
containing the icon, face-down as unexplored.
Then players may explore that natural wonder marker by ending movement of their army figures
and scouts. Players can also explore natural wonder markers by building a city next to it, including
diagonal (which makes the natural wonder icon become outskirt of the city). If the natural wonder
marker becomes outskirt of a player’s city, that player receives a corresponding natural wonder
card.
Players cannot build a city above the natural wonder marker.
Natural wonders are regarded as ancient wonders. They can be obsoleted and overbuilt. And each
city can only have one wonder at the same time, including natural wonders.
(Check the full set of natural wonders in Appendix)
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City-States
City-states have already been introduced in Wisdom and Warfare. In this expansion five new city-
states are added, which also ensuring the Portuguese civilization is playable if the player doesn’t
have city-states in W&W expansion.
New Hut and Village Markers
New hut and village markers added including city-states, natural wonders, settlers and missionaries.
City-state: immediately place a random city-state to the square (2 huts, 1 village)
Great prophet: Gain a great prophet. (2 villages)
Natural Wonder: place a random natural wonder marker to the square. (1 hut, 1 village)
Settlers: build a scout at the square (cannot exceed stack limit) or gain a resource from
the market of your choice. (1 hut)
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Appendix
1. Religious Culture Event Cards (two cards for each, 24 cards for each level)
Level 1
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