games-pc sid s meiers-civilization iii Manual Do Utilizador

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Special Combat Cases
To better reflect their real-world abilities and handicaps, some units have unique com-
bat rules and abilities.There are a number of special combat situations, which have spe-
cial rules, detailed below.
A i r   B a t t l e s
Only units capable of flying air superiority missions (like Fighters) can attack other air
units.When an enemy air unit flies into the defensive radius of an air unit flying air supe-
riority, the defending units have a chance of shooting down the incoming enemy with
no damage to the city. Of course, the enemy might also get through and complete its
mission. Note that defending air units gain no combat benefits from city improve-
ments—even SAM Missile Batteries.
B o m b a r d m e n t
Artillery units (Catapults, Cannons, and all Artillery units) and warships (Frigate, Man-
o-War, Ironclad, Destroyer, Battleship, Aegis Cruiser) have the ability to bombard a tar-
get that’s within their range. Bombardment is an attack that does not involve moving
into the same square as the defender. It’s a “stand-off ” or “ranged” attack.The attacker
takes no risk of damage.
Bombardment affects everything in the target square, not just enemy units. The pro-
jectiles you launch might damage defensive fortifications like Fortresses and city Walls,
harm military units, destroy a portion of a city’s population, or demolish city improve-
ments.
Note that the bombing attacks of fighters and bombers work in much the same way as
this type of bombardment.
C i t y   D e f e n s e s
Just by standing inside a city or metropolis, a unit gains a defensive bonus.The larger a
settlement’s population, the better the innate defense it provides to military units sta-
tioned or garrisoned there.
The Walls improvement raises the defense strength of units within a town (size 6 or less)
by 50%—the same bonus given by a city (size 7–12).This boost is applicable to attacks
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