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==Combat mechanics==
==Combat mechanics==
In every game there is a way of fighting against either barbarians or other players.  What determines the outcome of the battle is largely the same in every game.  Each unit in any ''Civ''(except ''Civilisation IV, where it is represented by 'stength' and 'movement', accompanied by a large selection of modifiers and promotions) game has an ''attack/defense/movement rating'' (or ''ADM rating''), which determines its power when attacking other units, its power in resisting attacks, and how many spaces it can move (or, if attacking, how many attacks it can make in one turn).  The ADM rating can be modified by various factors, such as "veteran status", the terrain it is in, and whether the unit is in a fortified position.
In every game there is a way of fighting against either barbarians or other players.  What determines the outcome of the battle is largely the same in every game.  Each unit in any ''Civ''(except ''Civilisation IV'', where it is represented by 'stength' and 'movement', accompanied by a large selection of modifiers and promotions) game has an ''attack/defense/movement rating'' (or ''ADM rating''), which determines its power when attacking other units, its power in resisting attacks, and how many spaces it can move (or, if attacking, how many attacks it can make in one turn).  The ADM rating can be modified by various factors, such as "veteran status", the terrain it is in, and whether the unit is in a fortified position.


In each turn of ''Civ'', every unit has a chance to move to an adjacent square.  Each type of terrain has its own ''movement cost'', and the movement cost is taken out of a unit's movement rating whenever it moves.  The movement ends for a unit whenever a unit's movement rating falls below zero for the turn.  Movement points are replenished every turn.  Most games also have a form of terrain enhancement that would reduce or eliminate movement costs for units.  In some games, some forms of terrain are impassible.  Also, some games may also have air units that use a fuel system, and thus must return to a form of refueling station (such as a city or airbase) after a certain number of turns.  In addition to ADM ratings, many ''Civ'' games also have a hit point system, where a unit is destroyed when out of hit points (instead of instantly, as in the early games).
In each turn of ''Civ'', every unit has a chance to move to an adjacent square.  Each type of terrain has its own ''movement cost'', and the movement cost is taken out of a unit's movement rating whenever it moves.  The movement ends for a unit whenever a unit's movement rating falls below zero for the turn.  Movement points are replenished every turn.  Most games also have a form of terrain enhancement that would reduce or eliminate movement costs for units.  In some games, some forms of terrain are impassible.  Also, some games may also have air units that use a fuel system, and thus must return to a form of refueling station (such as a city or airbase) after a certain number of turns.  In addition to ADM ratings, many ''Civ'' games also have a hit point system, where a unit is destroyed when out of hit points (instead of instantly, as in the early games).