. . . "The following units are classified as Civilians: \n* Citizens (see below) \n* Scholars (see below) \n* Caravans \n* Merchants Despite being armed and capable of engaging enemies, Dutch Armed Merchants and Armed Caravans are also considered civilians. Fishermen, Transport Ships, Merchant Fleets and Modern Merchant Fleets are flagged as Civilians in the game files, however, this actually no effect in the game (Ships are generally immune to special abilities). Patriots have the Civilian flag as well, making them immune to special abilities. Note that when Citizens and Scholars are converted to Militia, Minutemen or Partisans, they become combatants (non-civilians) and can be sniped as well. They can also be bribed; however, bribed Militia-type units who were Scholars will revert to Citizens instead. Also, the Korean special Citizen abilities are nation-based and do not transfer when bribed; a formerly-Korean Citizen who was bribed due to being in Militia form will lose the Korean special Citizen abilities when reverted, and a Citizen bribed by Koreans due to being in Militia form will gain the Korean special Citizen abilities when reverted."@en . . . . . . . . . . . . . . . . "Civilians"@en . . . "Vincent Parker"@en . . . . . ""@en . . "Civilians are found throughout the game in immediate danger of being killed by zombies, and the player must act quickly to rescue them before it's too late. If the player accidentally shoots a civilian themselves, they will lose one life. While most civilians will thank the player for rescuing them, some civilians will reward the player with a life bonus, and in the first two games of the series, could alter the path the player takes through the game. The player will also have an advantage of earning another life bonus depending on the amount of civilians rescued by the end of each chapter."@en . "N/A"@en . . "Workers"@en . . . . . . "Civilians are characters appearing in Manhunt 2 who sometimes appear as Hunters."@en . . . . "Jay Capozello"@en . . . . . . . . "Civilians are featured in both Crackdown games. In both games, they can be killed, but it reduces the skill that the player used to kill them. The Agency Director will angrily tell the player to stop killing the civilians, and if the player continues, the Peacekeepers will consider the agent a threat and attempt to kill the agent. In the first Crackdown, the civilians are made up of different cultures and speak different languages. La Mugre plays host to predominantly Hispanic civilians, who speak Spanish. The Den has citizens of Eastern-European origin, who speak a presumably Slavic language. The Corridor plays host to typical American-esque civilians, who speak English. However, in Crackdown 2, all civilians appear to speak English and have predominantly American-like culture. Some civil"@en . . . . "Civilians are a common element of the Command & Conquer franchise. They usually serve no other purpose other than to provide ambiance to the environment, although in some cases, they play a small role in some missions and in Red Alert 2: Yuri's Revenge, they can be mind controlled to act as a distraction. Most of the time, civilians will run away in terror when a battle occurs nearby, and may occasionally get killed, whether accidentally or deliberately. In Command & Conquer: Generals, civilians were relegated to being a mere background prop, and cannot be selected (except GLA mission 2); they also do not show a lifebar, though they are still susceptible to damage. This was continued in Command and Conquer 3: Tiberium Wars. Civilians do not appear in Red Alert 3, or in any game after. Possibly due to moral issues involving innocents in war. They also do not show up in Generals Zero Hour, with the exception of a single man in the final GLA mission. Yet they appear in Generals vanilla. However, in the final USA mission of Zero Hour, the USA EVA at one point in her briefing states, \"Try to minimise civilain casualties\". This piece of audio also appears at other points in the game, suggesting that they originally intended to use Civilians in the maps. Also, one of the skirmish maps from Generals vanilla that had Civilian units in it, was ported over to Zero Hour, but with the complete removal of said Civilains. No children appear in any game. Again possibly having to do with moral reasons, with children in video games."@en . . . . . . . . . . . . . . . . . . . . . "Civilians are unarmed and non-hostile people of the Rook Islands in Far Cry 3. They can be seen driving in a Technical or a Stryus. Since Jason is allied with the Rakyat it is forbidden to kill them even if Jason is wearing the Privateer uniform. Failure to comply with the in-game warning will cause instant death to happen if Jason kills more than two civilians in short succession. Jason will occasionally run into situations where civilians are in danger; it is the player's choice if Jason will help, or leave the civilians to their deaths. These situations include, two pirates or privateers escorting civilians at gunpoint, if Jason saves them, the civilians will thank Jason and run away in a random direction, and a civilian vehicle being pursued by a pirate or privateer vehicle, if Jason s"@en . . . . . . . . . "Civilians are featured in both Crackdown games. In both games, they can be killed, but it reduces the skill that the player used to kill them. The Agency Director will angrily tell the player to stop killing the civilians, and if the player continues, the Peacekeepers will consider the agent a threat and attempt to kill the agent. In the first Crackdown, the civilians are made up of different cultures and speak different languages. La Mugre plays host to predominantly Hispanic civilians, who speak Spanish. The Den has citizens of Eastern-European origin, who speak a presumably Slavic language. The Corridor plays host to typical American-esque civilians, who speak English. However, in Crackdown 2, all civilians appear to speak English and have predominantly American-like culture. Some civilians can also be found using certain types of guns, such as the Ingalls XGS. Civilians in Crackdown 2 fit five behavior modes: \n* Wandering civilian, where the subject walks around doing his/her day to day business. The subject may distract a freak by taunting the target if there is an agent fighting freaks nearby or may flee from the fight. \n* Driving civilian, where the subject drives a vehicle. \n* Advertising civilian, where the subject advertises weapons, transport, cars, or \"Freak Safaris\". \n* Musician civilian, where the subject plays a guitar and sings. If subject is startled, the subject drops it guitar and flee from danger with the guitar breaking upon hitting the ground. \n* Armed civilian, where the subject is armed usually with an Ingalls XGS and will shoot nearby freaks or the agent if it kills a civilian nearby. \n* Hunting civilian, where the subject mans a turret machine gun on top of a Cell military truck that shoots at freaks and sometimes Cell soldiers, while another civilian follows the driving civilian behavior mode. If the driver is absent, the civilian manning the turret will assault any freaks or Cell nearby. If the gunner is missing, the driver acts like a panicked driver but does not try to drive away from the danger, instead stays idling in place. It should be noted that all subjects enter a \"Panicked\" behavior mode when threatened or startled, whereupon subjects flee the source of the danger as quickly as possible. When panicked, civilians will attempt to flee from the danger that startled them without notice of that action may result in death or injury."@en . . . . . "Anthony Macbain"@en . . . . . . . . . . "Neutral"@en . . . . . . . . . . . . . . . "Citizens"@en . . . . "Civilians are encountered on various missions in both NOLF 1 and NOLF 2. It is your job to protect them, as too much civilian casualties will lead to failure of your mission. In Scene 2 of Misfortune in Morocco civilians are targeted, forcing the player to react quickly and rescue the civilians to prevent mission failure. You can also interact with most civilians and sometimes they even give you useful information. Killing a civilian, either deliberately or not, will lead to instant mission failure, Civilians might cry out (out of fear) or react in any other way to anyone carrying guns and might alert enemy troops this way."@en . . . "Rob Nelson"@en . . . . . "Civilians are encountered on various missions in both NOLF 1 and NOLF 2. It is your job to protect them, as too much civilian casualties will lead to failure of your mission. In Scene 2 of Misfortune in Morocco civilians are targeted, forcing the player to react quickly and rescue the civilians to prevent mission failure. You can also interact with most civilians and sometimes they even give you useful information. Killing a civilian, either deliberately or not, will lead to instant mission failure, Civilians might cry out (out of fear) or react in any other way to anyone carrying guns and might alert enemy troops this way."@en . . . . . "The following units are classified as Civilians: \n* Citizens (see below) \n* Scholars (see below) \n* Caravans \n* Merchants Despite being armed and capable of engaging enemies, Dutch Armed Merchants and Armed Caravans are also considered civilians. Fishermen, Transport Ships, Merchant Fleets and Modern Merchant Fleets are flagged as Civilians in the game files, however, this actually no effect in the game (Ships are generally immune to special abilities). Patriots have the Civilian flag as well, making them immune to special abilities."@en . . . "Workers"@en . . . . . . . . "Civilians are a type of character in the Just Cause game series."@en . . . . . . . . . . "Civilians of New York simply walk along the sidewalks of New York, heading to their various destinations. They pose absolutely no threat to Alex or Heller, and are sources of biomass during warfare or murder. When civilians see any Infected, aside from a disguised Prototype or Evolved, or a fight, they will scream and run away in horrific panic. The only \"threat\" civilians pose to player is when they become a Hunter or Brawler's food to replenish health, or become Walkers after being infected by Whitelight. Note that grabbing a civilian near Military units will still trigger alert."@en . . . "Citizens"@en . . . . . . . "Civilians of New York simply walk along the sidewalks of New York, heading to their various destinations. They pose absolutely no threat to Alex or Heller, and are sources of biomass during warfare or murder. When civilians see any Infected, aside from a disguised Prototype or Evolved, or a fight, they will scream and run away in horrific panic. The only \"threat\" civilians pose to player is when they become a Hunter or Brawler's food to replenish health, or become Walkers after being infected by Whitelight. Note that grabbing a civilian near Military units will still trigger alert. In Prototype, as the infection spreads thought out manhattan the civilians will gradually be substituted by the Infected on the street level among hunters and hives. In Prototype 2, civilians are abundant in the Yellow Zone and Green Zone, while some only appear on some rooftops, in the streets, trying to escape from the Infected and near the Blackwatch Bases in the Red Zone."@en . . . . . . . . . . . "They are generally unaware of the existence of either Templars or the Assassins, or of the on-going conflict between the two Orders."@en . . . . "{| class=\"mw-collapsible centerbox\" style=\"\" id=\"mw-customcollapsible-notice\" | |} Civilians (or Pedestrians) are the characters who populate Stilwater, Steelport and Virtual Steelport."@en . . . . . . . . . . . . . . "Civilians"@en . . . "They are generally unaware of the existence of either Templars or the Assassins, or of the on-going conflict between the two Orders."@en . . . . "Anthony Mangano"@en . "Civilians are characters appearing in Manhunt 2 who sometimes appear as Hunters."@en . . . . . . . . . . . . . . . . . . . . . . . . "{| class=\"mw-collapsible centerbox\" style=\"\" id=\"mw-customcollapsible-notice\" | |} Civilians (or Pedestrians) are the characters who populate Stilwater, Steelport and Virtual Steelport."@en . . "Civilians are a common element of the Command & Conquer franchise. They usually serve no other purpose other than to provide ambiance to the environment, although in some cases, they play a small role in some missions and in Red Alert 2: Yuri's Revenge, they can be mind controlled to act as a distraction. Most of the time, civilians will run away in terror when a battle occurs nearby, and may occasionally get killed, whether accidentally or deliberately. In Command & Conquer: Generals, civilians were relegated to being a mere background prop, and cannot be selected (except GLA mission 2); they also do not show a lifebar, though they are still susceptible to damage. This was continued in Command and Conquer 3: Tiberium Wars. Civilians do not appear in Red Alert 3, or in any game after. Poss"@en . . "Chris Cook"@en . . . "Civilians"@en . . "Civilians"@en . . . . . . . . . . . . . . . . . . "Civilians are unarmed and non-hostile people of the Rook Islands in Far Cry 3. They can be seen driving in a Technical or a Stryus. Since Jason is allied with the Rakyat it is forbidden to kill them even if Jason is wearing the Privateer uniform. Failure to comply with the in-game warning will cause instant death to happen if Jason kills more than two civilians in short succession. Jason will occasionally run into situations where civilians are in danger; it is the player's choice if Jason will help, or leave the civilians to their deaths. These situations include, two pirates or privateers escorting civilians at gunpoint, if Jason saves them, the civilians will thank Jason and run away in a random direction, and a civilian vehicle being pursued by a pirate or privateer vehicle, if Jason saves the civilian vehicle, the civilians will thank Jason and drive away very fast on the path. There are also unique situations where Jason will see civilians performing actions such as, a civilian standing next to a random dead animal, if the player approaches, the civilian will skin the dead animal, and a female civilian standing near some dead Rakyat warriors, if Jason approaches, the civilian will loot their bodies and walk away, it is worth noting that a pack of animals, usually rabid dogs, will spawn when the woman is approached, and when the woman walks away, she will unknowingly walk in the direction of the pack, it is the player's choice if Jason will save the woman, or let her die, if saved, the woman will thank jason and run away in a random direction. Also when you defeat pirates driving an armed vehicle and the villagers are next to you, just go to use the gun located on top of the vehicle, do nothing and one of the villagers will start driving you around the island and of course you can shoot the gun at hostiles. Civilians will attempt to hide in the event of hearing gunfire."@en . . . . . . . . "Civilians are a type of character in the Just Cause game series."@en . . . . . . . . "Civilians are found throughout the game in immediate danger of being killed by zombies, and the player must act quickly to rescue them before it's too late. If the player accidentally shoots a civilian themselves, they will lose one life. While most civilians will thank the player for rescuing them, some civilians will reward the player with a life bonus, and in the first two games of the series, could alter the path the player takes through the game. The player will also have an advantage of earning another life bonus depending on the amount of civilians rescued by the end of each chapter. Survivors play a large role in the first two House of the Dead games. The survivors, as first featured in The House of the Dead were Curien's own researchers, and were encountered throughout the first three chapters. Some, such as Sophie Richards, could not be saved in-game for story purposes. Civilians are featured again in The House of the Dead 2, now everyday citizens of Venice. The player encounters them while traversing the ancient city in the first four chapters. Civilians are also present in The Typing of the Dead. Zombie Revenge, a spin-off maintaining similarities found in the main series, features one civilian named Yoko, whose fate determines the ending seen in the game. Civilians are not featured in the third and fourth game as during the events of these games, most of humanity is destroyed. They are featured again in Overkill, having similar roles like in the first and second installments."@en . . . . . . "Natalya Wilson"@en . . "Civilains in Command and Conquer: Generals"@en . "Dan Van Zant"@en . .