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Civ 5 Android Apk
Civ 5 android apk Continue Where's the modding kit? Modding SDK is available as a free download on Steam: Open Steam and select Library. Civilization free download - Laws of Civilization, Age of Forge: Civilization and Empire, Civilization Revolution 2, and many other programs. November 05, 2019 There are developers who build some mods for this game and release it online where we can download and enjoy the benefits of mods. READ ALSO: 7 best sleep tracking apps for Apple Watch 2019; An easy way to eradicate Vivo without a PC (all models) How to remove pop-up ads on Android, forever! (Without root) HOW TO BE IN CIVILIZATION 5. Download Game: Civilization 5 APK 1.1.0 (Latest version) - com.publishadventures.gqciv - Post Adventures. Learn more about your favorite game - guidebooks, secrets, Easter eggs and tactics. Civilization Sid Meyer VI Free download PC Game Multiplayer Full Repackaging Direct Download Links Squeezed Civilization By Sid Meyer 6 Free Android download. How to download gta 5 iso ppsspp game for Android in 78mb only for Android download now. Sid Meier's Civilization VI Game Overview: With almost every age and tribe, Civilization VI Side Meyer is indeed the flagship killer of Sid Meyer's video game trilogy. Being the sixth main installment of Sid.Civilization Download for PcExperience one of the greatest in turn strategy games of all time, The Civilization of Sid Meyer® V.———————————————————————————B E G I N W I T H 2 0 H I S T O R I C L L L E A D E R R S———————————————————————————Become Ruler of the world by creating and leading civilization since the dawn of man in the space age. -
Civ V Civiliza Tion Over View
Unique Unit Unique U/B/I Civ Leader (Replaces) (Replaces/Improves) Special Ability Minuteman B-17 America Washington (Musketman) (Bomber) Manifest Destiny: All land military units have +1 sight range. 50% discount when purchasing tiles. Camel Archer Bazaar Arabia Harun al-Rashid Trade Caravans: Caravans have 50% greater range and Arabia spreads religion along trade routes at double the (Knight) (Market) normal rate. Siege Tower Royal Library Assyria Ashurbanipal (Catapult) (Library) Treasures of Nineveh: Steal an enemy technology when taking a city. Can be used only once per city. Hussar Coffee House Austria Maria Theresa (Cavalry) (Windmill) Diplomatic Marriage: Can spend Gold to annex or puppet an allied City-State. Jaguar Floating Gardens Aztecs Montezuma (Warrior) (Water Mill) Sacrificial Captives: Gain Culture for the empire from each enemy unit killed. Bowman Walls of Babylon Babylon Nebuchadnezzar II Ingenuity: Receive a free Great Scientist when you discover Writing. Earn Great Scientists at double the normal (Archer) (Walls) rate. Pracinhas Brazilwood Camp Brazil Pedro II (WWII Infantry) (Improves Jungle) Carnival: Tourism output doubled and spawn rate of Great Artists (all types) increased during Golden Ages. Cataphract Dromon Byzantium Theodora (Horseman) (Tireme) Patriarchate of Constantinople: Choose one more Belief than normal when you found a Religion. Forest Elephant Quinquereme Carthage Dido Phoenician Heritage: All coastal Cities get a free Harbor. Units may cross mountains after the first Great General is (Horseman) (Tireme) earned, taking 50 HP damage if they end a turn on a mountain. Pictish Warrior Ceilidh Hall Celts Boudicca Druidic Lore: +1 Faith per city with an adjacent unimproved Forest. Bonus increases to +2 Faith in Cities with 3 (Spearman) (Opera House) more more adjacent unimproved Forest tiles. -
Soldiering and the Making of Finnish Manhood
Soldiering and the Making of Finnish Manhood Conscription and Masculinity in Interwar Finland, 1918–1939 ANDERS AHLBÄCK Doctoral Thesis in General History ÅBO AKADEMI UNIVERSITY 2010 © Anders Ahlbäck Author’s address: History Dept. of Åbo Akademi University Fabriksgatan 2 FIN-20500 Åbo Finland e-mail: [email protected] ISBN 978-952-12-2508-6 (paperback) ISBN 978-952-12-2509-3 (pdf) Printed by Uniprint, Turku Table of Contents Acknowledgements v 1 Introduction 1 1.1 Images and experiences of conscripted soldiering 1 1.2 Topics in earlier research: The militarisation of modern masculinity 8 1.3 Theory and method: Conscription as a contested arena of masculinity 26 1.4 Demarcation: Soldiering and citizenship as homosocial enactments 39 2 The politics of conscription 48 2.1 Military debate on the verge of a revolution 52 2.2 The Civil War and the creation of the “White Army” 62 2.3 The militiaman challenging the cadre army soldier 72 2.4 From public indignation to closing ranks around the army 87 2.5 Conclusion: Reluctant militarisation 96 3 War heroes as war teachers 100 3.1 The narrative construction of the Jägers as war heroes 102 3.2 Absent women and distant domesticity 116 3.3 Heroic officers and their counter-images 118 3.4 Forgetfulness in the hero myth 124 3.5 The Jäger officers as military educators 127 3.6 Conclusion: The uses of war heroes 139 4 Educating the citizen-soldier 146 4.1 Civic education and the Suomen Sotilas magazine 147 4.2 The man-soldier-citizen amalgamation 154 4.3 History, forefathers and the spirit of sacrifice -
Narrative Representation and Ludic Rhetoric of Imperialism in Civilization 5
Narrative Representation and Ludic Rhetoric of Imperialism in Civilization 5 Masterarbeit im Fach English and American Literatures, Cultures, and Media der Philosophischen Fakultät der Christian-Albrechts-Universität zu Kiel vorgelegt von Malte Wendt Erstgutachter: Prof. Dr. Christian Huck Zweitgutachter: Tristan Emmanuel Kugland Kiel im März 2018 Table of contents 1 Introduction 1 2 Hypothesis 4 3 Methodology 5 3.1 Inclusions and exclusions 5 3.2 Structure 7 4 Relevant postcolonial concepts 10 5 Overview and categorization of Civilization 5 18 5.1 Premise and paths to victory 19 5.2 Basics on rules, mechanics, and interface 20 5.3 Categorization 23 6 Narratology: surface design 24 6.1 Paratexts and priming 25 6.1.1 Announcement trailer 25 6.1.2 Developer interview 26 6.1.3 Review and marketing 29 6.2 Civilizations and leaders 30 6.3 Universal terminology and visualizations 33 6.4 Natural, National, and World Wonders 36 6.5 Universal history and progress 39 6.6 User interface 40 7 Ludology: procedural rhetoric 43 7.1 Defining ludological terminology 43 7.2 Progress and the player element: the emperor's new toys 44 7.3 Unity and territory: the worth of a nation 48 7.4 Religion, Policies, and Ideology: one nation under God 51 7.5 Exploration and barbarians: into the heart of darkness 56 7.6 Resources, expansion, and exploitation: for gold, God, and glory 58 7.7 Collective memory and culture: look on my works 62 7.8 Cultural Victory and non-violent relations: the ballot 66 7.9 Domination Victory and war: the bullet 71 7.10 The Ex Nihilo Paradox: build like an Egyptian 73 7.11 The Designed Evolution Dilemma: me, the people 77 8 Conclusion and evaluation 79 Deutsche Zusammenfassung 83 Bibliography 87 1 Introduction “[V]ideo games – an important part of popular culture – mediate ideology, whether by default or design.” (Hayse, 2016:442) This thesis aims to uncover the imperialist and colonialist ideologies relayed in the video game Sid Meier's Civilization V (2K Games, 2010) (abbrev. -
Integrating Reinforcement Learning Into Strategy Games
Integrating Reinforcement Learning into Strategy Games by Stefan Wender Supervised by Ian Watson The University of Auckland Auckland, New Zealand A Thesis submitted in fulfillment of the requirements for the degree of Master of Science in Computer Science The University of Auckland, February 2009 Abstract The present thesis describes the design and implementation of a machine learning agent based on four different reinforcement learning algorithms. The reinforcement learning agent is integrated into the commercial computer game Civilization IV. Civilization IV is a turn- based empire building game from the Civilization series. The reinforcement learning agent is applied to the city placement selection task. The city placement selection determines the founding sites for a player’s cities. The four reinforcement learning algorithms that are evaluated are the off-policy algorithms one-step Q-learning and Q(λ) and the on-policy algorithms one-step Sarsa and Sarsa(λ). The aim of the research presented in this thesis is the creation of an adaptive machine learning approach for a task which is originally performed by a complex deterministic script. Since the machine learning approach is nondeterministic, it results in a more challenging and dynamic computer AI. The thesis presents an empirical evaluation of the performance of the reinforcement learning approach and compares the performance of the adaptive agent with the original deterministic game AI. The comparison shows that the reinforcement learning approach outperforms the deterministic game AI. Finally, the behaviour and performance of the reinforcement learn- ing algorithms are elaborated on and the algorithms are further improved by analysing and revising their parameters. -
Nokian Tyres Financial Statement Release 2020 Presentation EN
GOOD PERFORMANCE I N AN UNPRECEDENTED MARKET ENVIRONMENT Q4 AND FULL - YEAR RESULTS 2020 FEBRUARY 9, 2021 JUKKA MOISIO – CEO TEEMU KANGAS - K Ä R K I – CFO Q4 IMPACTED BY COVID -19 AND DELAYED WINTER • Net sales EUR 413.4 million (474.8), -7.1% with comparable currencies • COVID-19 and delayed winter affected Passenger Car Tyres’ sales • Heavy Tyres and Vianor performed well • Segments operating profit EUR 80.1 million (106.8) • Negative impact from lower passenger car tire sales • Tailwind from lower raw material unit cost 2 SOLID END TO AN EXCEPTIONAL YEAR • Strong performance by the Nokian Tyres team • Net sales EUR 1,313.8 million (1,585.4 ), -13.3% with comparable currencies • Negatively impacted by COVID-19, measures taken in Russia, and mild winter 2019–2020 • Segments operating profit EUR 190.2 million (337.2) • Decline mainly due to COVID-19, measures taken in Russia and low factory utilization rate • Tailwind from lower raw material cost and cost-cutting measures • The Board proposes a dividend of EUR 1.20 per share to be paid in two instalments 3 CASH FLOW IMPROVED SIGNIFICANTLY - BALANCE SHEET CONTINUES TO BE STRONG EUR million 10– 10– CC* CC* 12/20 12/19 Change Change 2020 2019 Change Change Net sales 413.4 474.8 -12.9% -7.1% 1,313.8 1,585.4 -17.1% -13.3% Segments operating profit 80.1 106.8 190.2 337.2 Segments operating profit % 19.4% 22.5% 14.5% 21.3% Segments EPS, EUR** 0.44 0.63 1.04 3.06 Segments ROCE, % 9.3% 18.6% Equity ratio, % 65.3% 75.9% Cash flow from operating activities 429.0 398.2 422.4 219.8 Gearing, % -1.1% 2.3% Interest-bearing net debt -17.2 41.1 Capital expenditure 31.6 65.4 149.9 290.1 * Comparable currencies ** Segments EPS 2019 excl. -
Soldier, Structure and the Other
CORE Metadata, citation and similar papers at core.ac.uk Provided by Helsingin yliopiston digitaalinen arkisto SOLDIER, STRUCTURE AND THE OTHER SOCIAL RELATIONS AND CULTURAL CATEGORISATION IN THE MEMOIRS OF FINNISH GUARDSMEN TAKING PART IN THE RUSSO- TURKISH WAR, 1877-1878 Teuvo Laitila Dissertation in Cultural Anthropology, University of Helsinki, Finland, 2001 1 ISSN 1458-3186 ISBN (nid.) 952-10-0104-6 ISBN (pdf) 952-10-105-4 Teuvo Laitila 2 ABSTRACT SOLDIER, STRUCTURE AND THE OTHER:SOCIAL RELATIONS AND CULTURAL CATEGORISATION IN THE MEMOIRS OF FINNISH GUARDSMEN TAKING PART IN THE RUSSO-TURKISH WAR, 1877-1878 Teuvo Laitila University of Helsinki, Finland I examine the influence of Finnish tradition (public memory) about the ’correct’ behaviour in war and relative to the other or not-us on the ways the Finnish guardsmen described their experiences in the Russo-Turkish war, 1877-1878. Further, I analyse how the men’s peacetime identity was transformed into a wartime military one due to their battle experiences and encounters with the other (the enemy, the Balkans and its civilian population) and how public memory both shaped this process and was reinterpreted during it. Methodologically I combine Victor Turner’s study of rituals as processes with Maurice Halbwachs’s sociologial insights about what he termed mémoire collective and what I have called public memory, and Eric Dardel’s geographical view about the meaning of space in remembering. My sources are the written recollections of the Finnish guardsmen, both volunteers and professionals. I have broken each recollection (nine together) down into themes (military ideals, views of the enemy, battle, the civilians or Bulgarians, etc.) and analysed them separately, letting every author tell his story about each thema. -
Repor T Resumes
REPOR TRESUMES ED 017 908 48 AL 000 990 CHAPTERS IN INDIAN CIVILIZATION--A HANDBOOK OF READINGS TO ACCOMPANY THE CIVILIZATION OF INDIA SYLLABUS. VOLUME II, BRITISH AND MODERN INDIA. BY- ELDER, JOSEPH W., ED. WISCONSIN UNIV., MADISON, DEPT. OF INDIAN STUDIES REPORT NUMBER BR-6-2512 PUB DATE JUN 67 CONTRACT OEC-3-6-062512-1744 EDRS PRICE MF-$1.25 HC-$12.04 299P. DESCRIPTORS- *INDIANS, *CULTURE, *AREA STUDIES, MASS MEDIA, *LANGUAGE AND AREA CENTERS, LITERATURE, LANGUAGE CLASSIFICATION, INDO EUROPEAN LANGUAGES, DRAMA, MUSIC, SOCIOCULTURAL PATTERNS, INDIA, THIS VOLUME IS THE COMPANION TO "VOLUME II CLASSICAL AND MEDIEVAL INDIA," AND IS DESIGNED TO ACCOMPANY COURSES DEALING WITH INDIA, PARTICULARLY THOSE COURSES USING THE "CIVILIZATION OF INDIA SYLLABUS"(BY THE SAME AUTHOR AND PUBLISHERS, 1965). VOLUME II CONTAINS THE FOLLOWING SELECTIONS--(/) "INDIA AND WESTERN INTELLECTUALS," BY JOSEPH W. ELDER,(2) "DEVELOPMENT AND REACH OF MASS MEDIA," BY K.E. EAPEN, (3) "DANCE, DANCE-DRAMA, AND MUSIC," BY CLIFF R. JONES AND ROBERT E. BROWN,(4) "MODERN INDIAN LITERATURE," BY M.G. KRISHNAMURTHI, (5) "LANGUAGE IDENTITY--AN INTRODUCTION TO INDIA'S LANGUAGE PROBLEMS," BY WILLIAM C. MCCORMACK, (6) "THE STUDY OF CIVILIZATIONS," BY JOSEPH W. ELDER, AND(7) "THE PEOPLES OF INDIA," BY ROBERT J. AND BEATRICE D. MILLER. THESE MATERIALS ARE WRITTEN IN ENGLISH AND ARE PUBLISHED BY THE DEPARTMENT OF INDIAN STUDIES, UNIVERSITY OF WISCONSIN, MADISON, WISCONSIN 53706. (AMM) 11116ro., F Bk.--. G 2S12 Ye- CHAPTERS IN INDIAN CIVILIZATION JOSEPH W ELDER Editor VOLUME I I BRITISH AND MODERN PERIOD U.S. DEPARTMENT OF HEALTH, EDUCATION & WELFARE OFFICE OF EDUCATION THIS DOCUMENT HAS BEEN REPRODUCED EXACTLY AS RECEIVED FROM THE PERSON OR ORGANIZATION ORIGINATING IT.POINTS OF VIEW OR OPINIONS STATED DO NOT NECESSARILY REPRESENT OFFICIAL OFFICE OF EDUCATION POSITION OR POLICY. -
2020 Annual Report
TAKE-TWO INTERACTIVE SOFTWARE, INC. 2020 ANNUAL REPORT 3 Generated significant cash flow and ended the year with $2.00 BILLION in cash and short-term investments Delivered record Net Bookings of Net Bookings from recurrent $2.99 BILLION consumer spending grew exceeded original FY20 outlook by nearly 20% 34% to a new record and accounted for units sold-in 51% 10 MILLION to date of total Net Bookings Up over 50% over Borderlands 2 in the same period One of the most critically-acclaimed and commercially successful video games of all time with over units sold-in 130 MILLION to date Digitally-delivered Net Bookings grew Developers working in game development and 35% 4,300 23 studios around the world to a new record and accounted for Sold-in over 12 million units and expect lifetime units, recurrent consumer spending and Net Bookings to be 82% the highest ever for a 2K sports title of total Net Bookings TAKE-TWO INTERACTIVE SOFTWARE, INC. 2020 ANNUAL REPORT DEAR SHAREHOLDERS, Fiscal 2020 was another extraordinary year for Take-Two, during which we achieved numerous milestones, including record Net Bookings of nearly $3 billion, as well as record digitally-delivered Net Bookings, Net Bookings from recurrent consumer spending and earnings. Our stellar results were driven by the outstanding performance of NBA 2K20 and NBA 2K19, Grand Theft Auto Online and Grand Theft Auto V, Borderlands 3, Red Dead Redemption 2 and Red Dead Online, The Outer Worlds, WWE 2K20, WWE SuperCard and WWE 2K19, Social Point’s mobile games and Sid Meier’s Civilization VI. -
“From the Stone Age to the Information Age” History and Heritage in Sid Meier’S Civilization VI
DIGITAL REVIEWS “From the Stone Age to the Information Age” History and Heritage in Sid Meier’s Civilization VI Angus A.A. Mol, Aris Politopoulos, and Csilla E. Ariese-Vandemeulebroucke Video games are one of today’s quintessential media as a cultural and ideological artifact, entangled with and cultural forms, but they also have a surprising changing perceptions and politics of the past. and many-sided relation with the past (Morgan 2016). This certainly holds true for Sid Meier’s Civilization (MicroProse & Firaxis Games 1991–2016), which is a CIV’S HISTORY AND HERITAGE series of turn-based, strategy video games in which you lead a historic civilization “from the Stone Age As you are reading this review, between 50,000 to 90,000 people are busy building their empires, one turn at a time, in Civ V or to the Information Age” (Civilization ca. 2016). Sid Civ VI (SteamSpy 2017a; SteamSpy 2017b). Since its debut, the Meier’s Civilization VI, the newest iteration of the Civ series has sold more than 37 million copies worldwide and, together, players have played over one billion hours across all series developed by Firaxis and released on Octo- versions (Takahashi 2016). Its roots lie with developer and pub- ber 21, 2016, allows players to step into the shoes of lisher MicroProse in Maryland, USA, where in 1991 Sid Meier and Bruce Shelley launched what would become one of the most rec- idealized political figures such as Gilgamesh, Mon- ognizable and critically acclaimed franchises in the video game tezuma, Teddy Roosevelt, and Gandhi. Via these and industry. -
HOW to PLAY with MAPS by Ross Thorn Department of Geography, UW-Madison a Thesis Submitted in Partial Fulfillment of the Require
HOW TO PLAY WITH MAPS by Ross Thorn Department of Geography, UW-Madison A thesis submitted in partial fulfillment of the requirements for the degree of Master of Science (Geographic Information Science and Cartography) at the UNIVERSITY OF WISCONSIN–MADISON 2018 i Acknowledgments I have so many people to thank for helping me through the process of creating this thesis and my personal development throughout my time at UW-Madison. First, I would like to thank my advisor Rob Roth for supporting this seemingly crazy project and working with me despite his limited knowledge about games released after 1998. Your words of encouragement and excitement for this project were invaluable to keep this project moving. I also want to thank my ‘second advisor’ Ian Muehlenhaus for not only offering expert guidance in cartography, but also your addictive passion for games and their connection to maps. You provided endless inspiration and this research would not have been possible without your support and enthusiasm. I would like to thank Leanne Abraham and Alicia Iverson for reveling and commiserating with me through the ups and downs of grad school. You both are incredibly inspirational to me and I look forward to seeing the amazing things that you will undoubtedly accomplish in life. I would also like to thank Meghan Kelly, Nick Lally, Daniel Huffman, and Tanya Buckingham for creating a supportive and fun atmosphere in the Cartography Lab. I could not have succeeded without your encouragement and reminder that we all deserve to be here even if we feel inadequate. You made my academic experience unforgettable and I love you all. -
Playing Games with Technology: Fictions of Science in the Civilization Series Will Slocombe, University of Liverpool
Playing Games with Technology: Fictions of Science in the Civilization Series Will Slocombe, University of Liverpool Introduction Videogames might be thought to be too recent, and to concerned with entertainment, to reveal appropriately historicised attitudes to technology. However, as this essay will demonstrate, there is value in considering how one type of game, the “4X strategy” game, encodes particular assumptions about technology and its development. Although closely affiliated to the “God game” (a videogame in which the player is given absolute, and often supernatural power over a civilization or tribe’s development), “4X strategy” games are defined by the phrase “EXplore, EXpand, EXploit and EXterminate”. That is, such games encourage players to “explore” the in-game environment, “expand” their civilizations, “exploit” the resources of their civilization’s territory, and “exterminate” rival civilizations. Whilst this phrasing is loaded, it provides a sense of the kind of activities within the game, although it does not foreground the importance of technological research. Using the Civilization series of videogames (six games and various “expansions” over the period 1991- 2016) as an exemplar, this article asserts that “technology trees”, as the underpinning structural element of such many 4X strategy games, reveal not only a specific cultural attitude to technology, but also towards the history of technology. Whilst this essay will describe and examine “technology trees” later, it is important to realise at the outset that these