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

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When possible, you should locate your cities to take advantage of these resources. See
Chapter 7:Terrain and Movement
for more details and a discussion of the resources’
benefits.
Proximity of Cities
A serious consideration when planning new cities is the current or potential location
of other cities.You want to minimize the chance that one city’s radius overlaps another’s.
Since a map square can only be used by one city at a time, radius overlap restricts the
potential growth of one or both cities. Explore nearby lands as soon as possible to begin
planning the placement of future cities.
Strategic Value
The strategic value of a city site is a final—but vital—consideration. A city square’s
underlying terrain can increase the city’s defensive strength when it comes under attack.
In some circumstances, the defensive value of a particular city’s terrain might be more
important than the economic value. Good defensive terrain (Hills, for example) is 
generally poor for food production and inhibits the early growth of a city, but can be a
valuable military asset. You’ll have to do a little extra to get these cities to grow and 
prosper. Regardless of where a city is built, the city square is easier to defend than the
same unimproved terrain.
The larger a settlement’s population, the better the innate defense it provides to mili-
tary units stationed there. In a town you can build Walls, which increases this defense
factor to equal those of units in a city of size 7. (Walls have no effect on defense factors
in a city of size 7 or above.)
Placing some cities on the seacoast gives you
access to the ocean.You can launch ships to
explore the world and to transport your units
overseas. You can build Harbors to enlarge
your trade network to include other conti-
nents. (Trade networks are discussed in Chap-
ter 13: Diplomacy and Trade
.) With  few  or
no coastal cities, your sea power and commercial potential are limited.
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Walls help
keep out the
riff-raff.