User Guide
are destroyed as well (exception: see Improvements below). Successful attackers
that have movement points remaining after combat may continue moving
normally.
The important factors in combat are the attack and defense strengths of the
combatants, the presence of veteran units on either side, the terrain occupied by
the defender, and any defensive improvements in the square. After all of these
factors are considered, the combat is resolved as a simple calculation.
The total modified attack and defense factors are combined and the probability
of either side winning is the ratio of each sides factor compared to the total. For
example, if a Chariot (attack factor 4) attacks a Phalanx (defense factor 2), the
total of the factors is 6 (4 + 2). The Chariot has a 66% chance of winning (4 out
of 6) and the Phalanx 33% (2 out of 6). If the both units were veterans, the odds
are 6 out of 9 for the Chariot and 3 out of 9 for the Phalanx. If both are veterans
and the Phalanx is behind City Walls (which
triples the defense factor), the odds are 6 out of
15 for the Chariot and 9 out of 15 for the
Phalanx.
Shore bombardments, city attacks, nuclear
attacks, air battles, and bribing enemy armies
are special types of combat.
Attack Factor: The basic attack strength of all
armies. This full strength is brought to bear so
long as the army has at least one movement
factor remaining for movement. Armies with less
movement available may still attack but are penalized. Armies with high
movement rates may make several attacks each turn at full strength.
Defense Factor: The basic defense strength of all armies.
Veteran Status: Veteran units have their attack and defense strengths increased by
50% before any other modification. Armies become veterans when built at cities
containing the Barracks improvements, or they may become veterans after
winning a battle (50% chance).
Terrain: Many of the world terrain types increase the strength of defenders. See
the Terrain entries in the Civilopedia for details.
Plastics
(Refining & Space Flight)
Spaceship
Component
Naval Transport: Ground units may be carried over sea squares only by
Triremes, Sails, Frigates, or Transports. See the following section on Military
Units or refer to the Civilopedia for specific information about these ship units.
Units may load onto a ship by moving onto it from an adjacent land square.
Also, units on sentry duty in a city with a ship automatically load when the ship
leaves. Units aboard ship are on sentry duty unless activated by the presence of
adjacent enemy units. When ground units are being carried by ships, the icon of
the ship on the map is elevated slightly and appears to be stacked on top of other
units. When considering an attack against enemy ships, first attack those that
appear to be carrying other units. When a ship is destroyed, all of the units it is
carrying are lost as well.
Units may unload when activated from sentry duty and adjacent to land. They
can be activated by adjacent enemy units, by the normal method of activation, or
by pressing the Unload key when the transporting ship is blinking. (Press the U
key for the IBM/ DOS and Windows versions or the CMD + U keys for the
Macintosh.)
GoTo Order: Units can be given orders to move to a distant square by using the
GoTo command. When the unit you wish to give this order to is active, choose
the option “GoTo” from the Orders menu. This changes the mouse pointer into
the GoTo icon. Move the GoTo pointer to the square where you wish the unit to
move and click on the destination with the LMB. The unit will begin moving to
that destination and continue to do so each turn until it reaches the square. Be
aware that units moving a long distance under the GoTo order may not follow
roads or railroads if available. Units using the
GoTo command move at the road movement
rate when traveling on railroads.
Combat
Combat occurs when a unit from one
civilization attempts to enter a square occupied
by a unit of another civilization. When this
happens a battle is immediately resolved, resulting
in the destruction of one army or the other.
When there is more than one unit in the defender’s square, the unit with the
highest defensive strength defends. If it loses, then all other armies stacked with it
Physics
(Mathematics & Navigation)
a
101
a
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CIVILIZATION
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CIVILIZATION
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