games-pc sid s meiers-civilization iii 사용자 설명서

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No home city:
Support for military units now comes directly from your civilization’s
treasury. Unhappiness due to military units in the field is also managed in a new way,
called “war weariness.” (For the details, see Chapter 12: Managing Your Empire.)
These two changes, taken together, make the idea that each unit has a home city no
longer relevant.When units in an ally’s territory are returned after an “accidental” incur-
sion, they simply return to the nearest square that’s neutral or in your territory.
Paying for support:
All units beyond those supported for free (as determined by gov-
ernment type and number and size of cities) require funds from your treasury for sup-
port—even Settlers. No unit requires shields or food for support.
Upgrading:
When some units become obsolete, you can upgrade them. Move the unit
into any city with a Barracks and press [U]. If it’s possible to upgrade the unit and the
city is capable of building the new unit, the job is done.
Diplomats and Spies:
Diplomats and spies are no longer units that move around the
map. Instead, diplomatic and espionage missions are initiated and carried out through
embassies. Read Chapter 13: Diplomacy and Trade for more information.
Caravans or Freight:
Caravans and freight are also no longer units to be moved around
the map. Instead, trade occurs along trade networks comprised of roads, harbors, and
airports. See Chapter 13: Diplomacy and Trade for the details.
Settlers and Workers:
Settlers are now good for only two things: founding cities and
adding to the population of existing ones. They no longer improve terrain. That’s now
the job of the Worker.A Worker can also add to the population of an existing city, but
can’t establish a new one. A Settler costs two population to build; a Worker costs only
one. Each contributes the same number when adding to a city as they originally cost.
Neither Settlers nor Workers need food for support, as Settlers did in previous versions.
Like all other units, they’re supported with funds from your treasury.
Capture:
Enemy forces can now capture defenseless units, like Settlers,Workers, and
artillery. If there’s no defender nearby, any military unit (one with an attack factor) can
take control of a unit that’s incapable of defending itself. A captured Settler or Worker
retains its nationality, but serves its new civilization as unquestioningly as it did its pre-
vious ruler. A captured Settler becomes two Workers, because founding a city with 
only foreign nationals is a bad idea.
Firepower gone:
Combat has been improved so that the concept of firepower is no
longer necessary. For details, check out Chapter 8: Units.
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