games-pc sid s meiers-civilization iii ユーザーズマニュアル

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B u i l d   C o l o n y
Sometimes you find out too late—after you’ve built a city—that there’s a great strate-
gic resource or luxury just a few squares outside the City Radius.You can’t wait until
the city’s border expands to bring it under your dominion; you need the resource now.
If you have a Worker available, you can solve this problem by building a colony.
A colony is not a city, but rather a small settlement with a specific purpose. It gives any
city that’s connected to it access to the strategic resource or luxury in the colonized
square.When your Worker is in the appropriate square, click the Build Colony order or
press [B].
To first build a road linking the square the Worker’s currently in to the prospective colony
site, then establish the colony, use [Ctrl]-[B].You’ll need to select the destination square,
in the same way as you do for a GoTo order.
Automated Workers
If you tire of giving orders to your Workers, you can turn control over to a subordi-
nate. Use the Automate Worker order (or press [A]) to put the unit “on automatic”
for a while. Automated units improve the terrain around your cities, and they’ll also
establish roads between cities. If you want to limit the automated Worker’s efforts to
only the city it’s currently nearest, use [Shift]-[I] instead. If you press [Shift]-[A], the
automated Worker will not replace already existing improvements. For example, if you
use [Shift]-[A], the automated Worker will not mine an irrigated Desert.
Explorers
Explorers are non-combat units that treat all terrain as if there were roads across it.That
is, movement from square to square costs them only one-third of a point.Their brav-
ery and resourcefulness makes them ideal for opening up new continents and discov-
ering the far reaches of a landmass quickly.The risk is that Explorers, like Settlers and
Workers, have no way to defend themselves and can be captured by any military unit.
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