User manual GAMES PC SID S MEIERS-CIVILIZATION III

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[. . . ] ® © 2001 Infogrames Interactive, Inc. All Rights Reserved. Manufactured and marketed by Infogrames, Inc. , New York, NY. All trademarks are the property of their respective owners. Windows and DirectX are either registered trademarks or trademarks of Microsoft Corporation in the United States and/or other countries. Pentium is a trademark or registered trademark of Intel Corporation or its subsidiaries in the United States and other countries. [. . . ] To first build a road linking the square the Worker's currently in to the prospective colony site, then establish the colony, use [Ctrl]-[B]. You'll need to select the destination square, in the same way as you do for a GoTo order. Automated Workers If you tire of giving orders to your Workers, you can turn control over to a subordinate. Use the Automate Worker order (or press [A]) to put the unit "on automatic" for a while. Automated units improve the terrain around your cities, and they'll also establish roads between cities. If you want to limit the automated Worker's efforts to only the city it's currently nearest, use [Shift]-[I] instead. If you press [Shift]-[A], the automated Worker will not replace already existing improvements. For example, if you use [Shift]-[A], the automated Worker will not mine an irrigated Desert. Explorers Explorers are non-combat units that treat all terrain as if there were roads across it. That is, movement from square to square costs them only one-third of a point. Their bravery and resourcefulness makes them ideal for opening up new continents and discovering the far reaches of a landmass quickly. The risk is that Explorers, like Settlers and Workers, have no way to defend themselves and can be captured by any military unit. 89 Barbarians Barbarians are small tribes of raiders that are not part of any opposing civilization. They always carry the color white. You can set the likelihood and frequency of barbarian attacks in the initial game choices you make. You will encounter them periodically as your civilization begins to expand and grow. They arise from villages in unsettled parts of any continent. Barbarians will attack your units and plunder your cities. Because barbarians can appear in any unsettled area, it is important to defend your cities with at least one military unit. Barbarians (and rival units) can walk right into an undefended city. Barbarians arise in areas that are outside the borders of any civilization. They will appear at the same distance from civilizations. Thus, expanding your network of cities over a continent eventually removes the threat of barbarians, because the entire area has become more or less civilized by your urban presence. When you find and invade a barbarian tribe's encampment, you wipe out the threat that particular group posed. The village is destroyed and will create no more units. (Any units already outside the village, however, continue to exist. ) You also gain financially, as some of the horde's plunder is always found in the village. 90 "It is in the pursuit and study of the natural sciences that mankind provides the greatest evidence of his nobility, of his spark of the divine. " As humankind progressed by fits and starts through the ages, civilizations rose and fell, their success or failure due to what knowledge they acquired and how they employed it. 9 CIVILIZATION ADVANCES Those who first acquire new knowledge are often able to employ it to build a more powerful position, but there have been many cases when civilizations obtained some new invention first and failed to use it to their advantage. The pace at which a society develops and implements new knowledge depends on many factors, including its social organization, economic organization, geographic location, leadership, and competition. The concept that progress is inevitable--or even that it's desirable--is a relatively recent phenomenon. For most of human history, the pace of progress was so slow as to be barely detectable, but since the Industrial Revolution, the pace of advance and change has dramatically increased. Rapid change is now considered normal. The Concept of Civilization Advances Scientific research is what drives your civilization's intellectual growth. The science each city generates every turn represents spending on research, a percentage of the total income from commerce the city brings in. You can adjust this percentage (for your civilization as a whole) with the Science Rate controller on the Domestic Advisor's screen. A low science rate generates advances slowly; a high rate generates them more quickly. You want to accumulate research to gain civilization advances. The scientific research being performed by each city in your empire is listed in the Domestic Advisor's report. Each new advance that your civilization discovers "costs" a certain amount of science. As you progress, more advanced technologies require more funding to research. The Science Advisor notes the advances you already have, the one your scientists are currently researching, and any plans for future research you've specified. Almost all new advances allow your civilization to build new units, city improvements, or Great Wonders. Most new civilization advances also open up a path to researching further discoveries. You can think of the connections between advances as a flowchart, a web, a tree, or whatever image works for you. [. . . ] EXCEPT AS STATED ABOVE, INFOGRAMES INTERACTIVE AND ITS LICENSORS MAKE NO OTHER WARRANTY OR CONDITION, EXPRESS OR IMPLIED, STATUTORY OR OTHER WISE, REGARDING THIS SOFTWARE. THE IMPLIED WARRANTY THAT THE SOFTWARE IS FIT FOR A PARTICULAR PURPOSE AND THE IMPLIED WARRANTY OF MERCHANTABILITY SHALL BOTH BE LIMITED TO THE NINETY (90) DAY DURATION OF THIS LIMITED EXPRESS WARRANTY. THESE AND ANY OTHER IMPLIED WARRANTIES OR CONDITIONS, STATUTORY OR OTHERWISE, ARE OTHERWISE EXPRESSLY AND SPECIFICALLY DISCLAIMED. Some jurisdictions do not allow limitations on how long an implied warranty or condition lasts, so the above limitation may not apply to You. This limited warranty gives You specific legal rights, and you may also have other rights which vary from jurisdiction to jurisdiction. If you believe you have found any such error or defect in the Software during the warranty period, call Infogrames Interactive Technical Support at 425-951-7108 between the hours of 8:00 a. m. Monday through Friday (Pacific Time), holidays excluded, and provide your Product number. [. . . ]

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