games-pc sid s meiers-civilization iii 사용자 설명서

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can greatly increase a unit’s chance of surviving an attack. For example, while a unit
standing on plains (defense value of 10) doesn’t get much tactical help from the flat land-
scape, the same unit hiding in the rugged mountains (defense value of 100) would enjoy
a much greater chance of victory.The defense values of all the terrain types are listed
in the Appendix.
Calculating the Winner
Combat is essentially like a rapid-fire boxing match. Units fight one-on-one rounds,
with damage being subtracted from the hit points of the loser of each round.When one
unit loses all its hit points, it is destroyed.
The important factors in combat are the attack and defense strengths of the combat-
ants, as well as their hit points, the presence of veteran or elite units on either side, the
terrain occupied by the defender, and any defensive improvements in the square. In addi-
tion to considering all of these factors, combat also includes an element of chance. Some-
times a unit just gets lucky.We don’t want to drag you through lots of heavy arithmetic
for each combination of factors, but the calculations for each round of combat can be
boiled down to a simple comparison.
The total modified attack and defense factors are combined, and the probability of either
side winning is approximately the ratio of each side’s factor compared to this total. For
example, if a Knight (attack factor 4) attacks a Spearman (defense factor 2), the total of
the factors is 6 (4 + 2).The Knight has about a 66% chance (4 out of 6) of winning
each round.
The battle rages until one or the other completely loses its health bar. It is possible for
one opponent to win every round and take no damage at all, and it is possible for the
opponents to trade damage for damage until even the eventual winner is badly beaten
up. Most battles fall somewhere in the middle.
Adding in Adjustments
How do the adjustments for terrain and so on work? They’re added into each factor
they affect before the total is determined. For instance, if the Spearman is behind city
Walls (which adds 50% to a unit’s defense factor, making the Spearman a 3), the odds
are changed to 4 out of 7 for the Knight and only 3 out of 7 for the Spearman.
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