games-pc sid s meiers-civilization iii 사용자 설명서

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surrounding the “5” represent the points of a compass. For example, pressing [7] sends
your unit northwest, while pressing [6] sends your unit east.
The mouse method involves placing your mouse cursor on the unit, then clicking and
dragging in the direction you want it to travel. The cursor turns into a square high-
lighting the unit’s potential destination, with a path leading there from the unit’s cur-
rent position and a number noting how many turns it will take the unit to make the
trip. Release the mouse button to assign the path and make the unit move. (This is an
alternative version—best suited to short paths—of the GoTo order that you use to send
a unit over long distances.) You can also select a destination square, then click and hold
on that square.This assigns the active unit to go to that spot.
Units can move up to the limit of their movement allowance, with a few caveats.The
most important exception is that a unit can always move at least one square in a turn,
regardless of the movement point cost of the terrain.
A unit with a movement allowance greater than one must compare that with the move-
ment point cost of the terrain square you wish it to enter.The unit pays the movement
point cost (subtracts the cost from its remaining allowance) for each new square it enters,
until you choose to stop moving or the unit’s movement allowance is used up.When a
unit is unable to complete a movement order because it doesn’t have any points, its
movement is finished for the turn.The game then activates the next unit.
Roads and railroads speed the movement of ground units.They do this by reducing the
movement point cost of the terrain.Any terrain square with a road across it costs one-
third of a movement point to cross.Any terrain square with a railroad costs nothing at
all to cross. Cities automatically have roads in their city squares, so entering a city square
from a square with a road always costs one-third of a movement point. Once your civ-
ilization discovers Steam Power, city squares are automatically upgraded to railroads too.
Explorers have the ability and equipment to move quickly through even the most dif-
ficult terrain. In game terms, they treat all terrain as roads. This means that it normally
costs them only one-third of a movement point to enter any type of terrain—regard-
less of the actual existence of roads. Explorers can still use railroads for faster movement.
Sailing experience accumulates with new advances. In the early days, your Galleys have
a 50% chance of being lost if they end their move in a Sea or Ocean square. Once your
civilization can build Caravels, however, your crews are better trained. Caravels are never
lost in Sea squares, but founder 50% percent of the time in Ocean squares.The more
modern your navy, the less chance of losing them at sea.
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