games-pc sid s meiers-civilization iii 사용자 설명서

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Terrain and Movement Concepts
As mentioned in “City Concepts” in the previous chapter, the game map is divided
into small squares, each containing a distinct type of terrain. These are called terrain
squares
. To represent that some terrain is easy to walk across and some requires slog-
ging through mud or hacking through thick underbrush, your units spend movement
points 
to enter each new square. Every unit has an ADM rating; the acronym stands for
Attack/Defense/Movement. The third number in the rating (M) indicates how many
movement points it can spend in a turn.You can find out all about units and their ADM
ratings under “Unit Concepts” in Chapter 8: Units.
Each terrain type has its own movement point cost.Your Workers can lower these move-
ment point costs by improving terrain (see “Settlers and Workers” in the next chap-
ter).When a unit moves into a new square, it pays that square’s movement point cost.
If it has any movement points (or fractions thereof) left after moving one square, a unit
can move again until it runs out of movement points. Since an attacking unit moves
into the square vacated by a defeated defender, your units also spend movement points
to attack.
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“We do not inherit the land from our ancestors; we take it from those who defend it poorly.”
T
ERRAIN AND
M
OVEMENT