games-pc sid s meiers-civilization iii 사용자 설명서

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advantage of their speed and the proximity of an enemy unit remains.These units can
launch an attack on any enemy unit foolish enough to pass through an adjacent terrain
square.
Engineers:
As your technological know-how grows, your Workers will be able to put
some discoveries to practical use—they gain new abilities. (Engineering and Electric-
ity grant new skills to your Workers.) When your Workers excel at self-improvement,
Engineers become unnecessary.
Caravans and freight:
Trade is conducted differently in the Civilization III game than
in previous versions. (For details on the new trade system, see Chapter 13: Diplomacy
and Trade
.) The new system makes units whose purpose was solely for trade purposes
unnecessary, so they’re not in the game.This raises a couple of questions:
Without them, how do you set up trade routes? Trade routes have been revamped too.
This is now a function of your trade network (roads, harbors, and airports) and
diplomacy.You no longer need to send special units to do the job.
What about speeding up the production of large projects (i.e.,Wonders)? The only way to
speed production of a Wonder is to use a leader. Stockpiling Caravans or Freight
units around a city in preparation for building a Wonder in record time is no longer
possible.
Bribery:
Even though we mentioned it when discussing spies, it doesn’t hurt to make
things completely clear.You can no longer bribe enemy units.Your enemies cannot bribe
your units. Clearly, this change will have a major effect on many players’ strategies.
Fundamentalism:
Government based on religious fanaticism is no longer an option.
The Senate:
That’s right. Republics and Democracies no longer have those pesky Sen-
ators refusing to let you go to war and forcing you into unwanted treaties. However,
your citizens’ war weariness affects your decisions in a similar way. For a discussion of
war weariness, see Chapter 12: Managing Your Empire.
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