games-pc sid s meiers-civilization iii 사용자 설명서

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Peace treaties are most useful when you want a long period of quiet on a particular bor-
der, since their recognition of territorial borders keeps enemy units from harassing you
and fortifying near your cities. By the same token, they impede you from entrenching
your units in your treaty partner’s territory. A peace treaty, when combined with 
an embassy, also opens up negotiations to several other agreements and, just as impor-
tantly, makes trade with the other civilization possible.
M i l i t a r y   A l l i a n c e
Once you have an embassy with a friendly nation, you can sign a military alliance against
a common enemy. This type of alliance lasts for 20 turns. At the end of that period,
either party can cancel the agreement with no hard feelings. Leaving the military
alliance won’t cancel the state of war with the third party, of course.That has to be taken
care of in separate negotiations. On the other hand, if either party to the alliance makes
peace with the third party, it effectively destroys the alliance.
Breaking an alliance for any reason is remembered as a major transgression by all of the
other civilizations. If you sign a peace treaty with the third party or, even worse, attack
your ally, your reputation suffers a black mark that is only very slowly erased by time.
To cancel an alliance without getting a black mark, you must wait for its natural expi-
ration date to do so.
R i g h t   o f   P a s s a g e
You can sign a right of passage if you have an embassy with a friendly nation. In a right
of passage agreement, your two civilizations agree to let each other’s units pass freely
through each other’s territory.This includes the ability to use (and enjoy the movement
bonuses of) each other’s roads and railroads.That’s the extent of the agreement.
A right of passage agreement lasts for 20 turns. At the end of that period, either party
can cancel the agreement without consequences. Using a right of passage to infiltrate
your troops for a surprise attack is remembered as a cold-hearted breach of trust by all
of the other civilizations. If you attack your ally, your reputation takes a nose dive and
you’ll find it difficult, if not impossible, to get anyone to trust you in the near future.To
cancel a right of passage without trouble, wait for its natural expiration.
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