Rules for Sid Meier's Civilization: the Board Game
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
2K Announces Sid Meier's Civilization® VI for Nintendo Switch September
2K Announces Sid Meier’s Civilization® VI for Nintendo Switch September 13, 2018 6:46 PM ET The full Civilization VI experience comes to a home console for the first time Join the conversation on Twitter using the hashtag #OneMoreTurn NEW YORK--(BUSINESS WIRE)--Sep. 13, 2018-- 2K and Firaxis Games today announced that Sid Meier’s Civilization® VI, winner of The Game Awards’ Best Strategy Game, DICE Awards’ Best Strategy Game and latest entry in the prestigious Civilization franchise, is coming to Nintendo Switch™ on November 16, 2018. Additionally, 2K and Firaxis Games have partnered with Aspyr Media to bring Civilization VI to Nintendo Switch and ensure the experience meets the same high standards of the beloved series. This press release features multimedia. View the full release here: https://www.businesswire.com/news/home /20180913005109/en/ Originally created by legendary game designer, Sid Meier, Civilization is a turn-based strategy game in which you build an empire to stand the 2K and Firaxis Games today announced that Sid test of time. Explore a new land, research technology, conquer your Meier's Civilization® VI, winner of The Game Awards' Best Strategy Game, DICE Awards' Best enemies, and go head-to-head with history’s most renowned leaders as Strategy Game and latest entry in the prestigious you attempt to build the greatest civilization the world has ever known. Civilization franchise, is coming to Nintendo Switch™ on November 16, 2018. (Graphic: Business Now on Nintendo Switch, the quest to victory in Civilization VI can Wire) take place wherever and whenever players want. -
Philosophy Emerging from Culture
Cultural Heritage and Contemporary Change Series I. Culture and Values, Volume 42 General Editor: George F. McLean Associate General Editor: William Sweet Philosophy Emerging from Culture Edited by William Sweet George F. McLean Oliva Blanchette Wonbin Park The Council for Research in Values and Philosophy Copyright © 2013 by The Council for Research in Values and Philosophy Box 261 Cardinal Station Washington, D.C. 20064 All rights reserved Printed in the United States of America Library of Congress Cataloging-in-Publication Philosophy emerging from culture / edited by William Sweet, George F. McLean, Oliva Blanchette. -- 1st [edition]. pages cm. -- (Cultural heritage and contemporary change. Series I, Culture and values ; Volume 42) 1. Philosophy and civilization. 2. Philosophy. 3. Culture. I. Sweet, William, editor of compilation. B59.P57 2013 2013015164 100--dc23 CIP ISBN 978-1-56518-285-1 (pbk.) TABLE OF CONTENTS Introduction: Philosophy Emerging From Culture 1 William Sweet and George F. McLean Part I: The Dynamics of Change Chapter I. What Remains of Modernity? Philosophy and 25 Culture in the Transition to a Global Era William Sweet Chapter II. Principles of Western Bioethics and 43 the HIV/AIDS Epidemic in Africa Workineh Kelbessa Chapter III. Rationality in Islamic Peripatetic and 71 Enlightenment Philosophies Sayyed Hassan Houssaini Chapter IV. Theanthropy and Culture According to Karol Wojtyla 87 Andrew N. Woznicki Chapter V. Al-Fārābī’s Approach to Aristotle’s Eudaimonia 99 Mostafa Younesie Part II: The Nature of Culture and its Potential as a Philosophical Source Chapter VI. A Realistic Interpretation of Culture 121 Jeu-Jenq Yuann Chapter VII. Rehabilitating Value: Questions of 145 Meaning and Adequacy Karim Crow Chapter VIII. -
Civilizations As Networks: Trade, War, Diplomacy, Command-Control
Civilizations as Networks: Trade, War, Diplomacy, Command-Control Wilkinson, D. UCLA Political Science Department Los Angeles, CA 90024 Email: [email protected] Abstract Civilizational studies have been advanced by using network concepts for defining and bounding units of analysis, and for examining and comparing command-control networks. Several future applications of network concepts can be identified. Highly contextualized, "natural-historical" approaches will likely be most fruitful. Introduction Complex physical systems exist simultaneously as an interacting combination of atomisms and as a coherent field, itself an atomism on another level of interaction (Wilkinson and Iberall, 1986:37-38). "Complex systems have embedded interiors with many interacting parts, networks, and fields. From a mechanical point of view, emergent field processes often lead to 'surprising' results that are not reducible to a mechanical or deterministic account" (White and Johansen, 8/8/2002, xxiii). Indeed, "complexity" is informational: complex systems surprise and educate their observers by their unpredicted, and therefore informative, behavior. Complex systems are complex in spatial structure: they are wholes whose identity is more than the collection of their parts. They are also complex in temporal structure: the timescales of the whole are not those of the parts. "[A]ll complex physical systems display 'long' cycles...." (Wilkinson and Iberall, 1986:38). Complex systems are objects of study for many disciplines, and similar principles and research strategies seem to apply across many scales, and across "social," "biological," and "physical" sciences. Of particular importance is the determination of their process timescales, their "spectroscopy" (Wilkinson and Iberall, 1986; Iberall and Wilkinson, 1987, 1991; Iberall et al., 2000). -
D3D11 Software Tessellation
D3D11 Software Tessellation John Kloetzli, Jr Graphics Programmer, Firaxis Games About Firaxis ● Founded in 1996 ● Strategy games! ● Sid Meier lead designer ● 20+ shipped games ● Civilization V ● XCOM: Enemy Unknown “Games that stand the test of time” About Me ● I work on the Civilization team ● Graphics programmer ● Over 7 years at Firaxis ● Procedural modeling ● Terrain rendering Civilization V ● Shipped Sept. 2010 ● One of the first DX11 games ● Variable-bitrate GPU texture decompression ● Hardware tessellation ● Two large expansions ● Gods & Kings ● Brave New World OLANO et al. Variable Bit Rate GPU Texture Decompression. In EGSR 2011 Civilization V ● Low-res Heightmap ● 64x64 per hex ● Procedurally generated ● Unique – no repeat ● High-res Materials ● 512x512 per hex ● Artist-created ● Repeats across the world Better Terrain ● Problem: Sharp features ● Low-res heightmap cannot display unique, high-res detail ● Solution: High-res heightmap ● More data (Compression? Streaming?) ● Efficient Tessellation GPU Displacement Tessellation Demo Simple procedural terrain... ● Ridges to test difficult case ● Assume strategy game camera (lots of pan/zoom) ● High res: 256x256 Heightmap per tile ● Large: 128x128 tiles (32,768x32,768 heightmap) ...all done on the GPU ● Heightmap/Normalmap created on demand ● Use texture arrays to implement megatexture ● Tessellation created on demand using GPU CPU GPU Resources Compute Visible Tiles Create Heightmap Height Build New Tiles Create Normalmap Normal Render Visible Cells Tessellation ? Shade Overview -
Freecol Documentation, User Guide for Version V0.11.6
FreeCol Documentation User Guide for Version v0.11.6 The FreeCol Team December 30, 2019 2 Contents 1 Introduction7 1.1 About FreeCol..........................7 1.2 The Original Colonization....................7 1.3 About this manual........................9 1.3.1 Differences between the rule sets.............9 1.4 Liberty and Immigration..................... 11 2 Installation 13 2.1 System Requirements....................... 13 2.1.1 FreeCol on Windows................... 14 2.2 Compiling FreeCol........................ 14 3 Interface 15 3.1 Starting the game......................... 15 3.1.1 Command line options.................. 15 3.1.2 Game setup........................ 19 3.1.3 Map Generator Options................. 21 3.1.4 Game Options....................... 22 3.2 Client Options........................... 25 3.2.1 Display Options...................... 25 3.2.2 Translations........................ 26 3.2.3 Message Options..................... 27 3.2.4 Audio Options...................... 28 3.2.5 Savegame Options.................... 29 3.2.6 Warehouse Options.................... 29 3.2.7 Keyboard Accelerators.................. 29 3.2.8 Other Options....................... 29 3.3 The main screen.......................... 30 3 4 CONTENTS 3.3.1 The Menubar....................... 31 3.3.2 The Info Panel...................... 36 3.3.3 The Minimap....................... 36 3.3.4 The Unit Buttons..................... 36 3.3.5 The Compass Rose.................... 37 3.3.6 The Main Map...................... 37 3.4 The Europe Panel......................... 42 3.5 The Colony panel......................... 43 3.5.1 The Warehouse Dialog.................. 46 3.5.2 The Build Queue Panel.................. 46 3.6 Customization........................... 47 4 The New World 49 4.1 Terrain Types........................... 49 4.2 Goods............................... 50 4.2.1 Trade Routes....................... 52 4.3 Special Resources........................ -
HUBERT, Our Freeciv AI
HUBERT, Our FreeCiv AI Michael Arcidiacono, Joel Joseph Dominic, Richard Akira Heru Friday 7th December, 2018 Abstract FreeCiv is an open-source alternative to Civilization, which is a turn-based strategy game that allows the player to control an empire by building cities, constructing and moving units, and engaging in diplomacy and war with other nations. We build an artificial intelligence (AI) nicknamed HUBERT to play this game. We use a modified SARSA algorithm with linear approximation of the Q function. We have also tried training HUBERT using a memetic algorithm. 1 Introduction The Civilization video game series is a collection of turn-based strategy games that allow the player to control an empire by building cities, constructing and moving units, and engaging in diplomacy and war with other nations. There are several different ways of winning the game such as through military dominion (i.e. by taking over all the cities of other empires). We use an open-source alternative to Civilization, FreeCiv and focus on getting the highest score for this agent. A screenshot of the game in progress can be seen in Figure1. We model this game as a Markov Decision Process (MDP) with states, actions and re- wards. In our model, the states are quantified as a β vector per city containing the total number of cities, total amount of gold, tax, science, luxury, gold per turn, turn number, the number of technologies, city population, city surplus, city unhappiness level, and city food. At any given turn, the player can choose to build cities, build units, move units, declare war, trade resources, research technology, and engage in many other possible actions. -
The Death of Christian Culture
Memoriœ piœ patris carrissimi quoque et matris dulcissimœ hunc libellum filius indignus dedicat in cordibus Jesu et Mariœ. The Death of Christian Culture. Copyright © 2008 IHS Press. First published in 1978 by Arlington House in New Rochelle, New York. Preface, footnotes, typesetting, layout, and cover design copyright 2008 IHS Press. Content of the work is copyright Senior Family Ink. All rights reserved. Portions of chapter 2 originally appeared in University of Wyoming Publications 25(3), 1961; chapter 6 in Gary Tate, ed., Reflections on High School English (Tulsa, Okla.: University of Tulsa Press, 1966); and chapter 7 in the Journal of the Kansas Bar Association 39, Winter 1970. No portion of this work may be reproduced in any form or by any electronic or mechanical means, including information storage and retrieval systems, without permission in writing from the publisher, except by a reviewer who may quote brief passages in a review, or except in cases where rights to content reproduced herein is retained by its original author or other rights holder, and further reproduction is subject to permission otherwise granted thereby according to applicable agreements and laws. ISBN-13 (eBook): 978-1-932528-51-0 ISBN-10 (eBook): 1-932528-51-2 Library of Congress Cataloging-in-Publication Data Senior, John, 1923– The death of Christian culture / John Senior; foreword by Andrew Senior; introduction by David Allen White. p. cm. Originally published: New Rochelle, N.Y. : Arlington House, c1978. ISBN-13: 978-1-932528-51-0 1. Civilization, Christian. 2. Christianity–20th century. I. Title. BR115.C5S46 2008 261.5–dc22 2007039625 IHS Press is the only publisher dedicated exclusively to the social teachings of the Catholic Church. -
Playing a Strategy Game with Knowledge-Based Reinforcement Learning
Noname manuscript No. (will be inserted by the editor) Playing a Strategy Game with Knowledge-Based Reinforcement Learning Viktor Voss · Liudmyla Nechepurenko · Dr. Rudi Schaefer · Steffen Bauer Received: date / Accepted: date Abstract This paper presents Knowledge-Based Reinforcement Learning (KB- RL) as a method that combines a knowledge-based approach and a reinforcement learning (RL) technique into one method for intelligent problem solving. The pro- posed approach focuses on multi-expert knowledge acquisition, with the reinforce- ment learning being applied as a conflict resolution strategy aimed at integrating the knowledge of multiple exerts into one knowledge base. The article describes the KB-RL approach in detail and applies the reported method to one of the most challenging problems of current Artificial Intelligence (AI) research, namely playing a strategy game. The results show that the KB-RL system is able to play and complete the full FreeCiv game, and to win against the computer players in various game settings. Moreover, with more games played, the system improves the gameplay by shortening the number of rounds that it takes to win the game. Overall, the reported experiment supports the idea that, based on human knowledge and empowered by reinforcement learning, the KB-RL system can de- liver a strong solution to the complex, multi-strategic problems, and, mainly, to improve the solution with increased experience. Keywords Knowledge-Based Systems · Reinforcement Learning · Multi-Expert Knowledge Base · Conflict Resolution V. Voss arago GmbH, E-mail: [email protected] L. Nechepurenko arago GmbH, E-mail: [email protected] Dr. R. Schaefer arXiv:1908.05472v1 [cs.AI] 15 Aug 2019 arago GmbH, E-mail: [email protected] S. -
Into the Cosmos: Board Game Project Blending 4X and Eurogame Styles
Salvation: Into the Cosmos: Board Game Project Blending 4X and Eurogame Styles A Senior Project Presented To: the Faculty of the Liberal Arts and Engineering Studies Department California Polytechnic State University, San Luis Obispo In Partial Fulfillment of the Requirements for the Degree Bachelor of Arts in Liberal Arts and Engineering Studies by Zachary Griffith June 2017 © Zachary Griffith 2017 Griffith 1 Table of Contents Introduction .................................................................................................................................................. 2 How to Play................................................................................................................................................... 3 Blending Eurogames and 4X ........................................................................................................................ 3 Eurogames ....................................................................................................................................... 3 4X Strategy ....................................................................................................................................... 4 Putting it All Together ...................................................................................................................... 4 Influences ..................................................................................................................................................... 4 The Game Design Process ........................................................................................................................... -
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. -
Course Name: HIST 4 Title: History of Western Civilization Units
Course Name: HIST 4 Title: History of Western Civilization Units: 3 Course Description: This course is a survey of western civilization from the Renaissance to the present, emphasizing the interplay of social, political, economic, cultural, and intellectual forces in creating and shaping the modern world. The focus is on the process of modernization, stressing the secularization of western society and examining how war and revolution have served to create our world. Course Objectives: Upon completion of this course, the student will be able to: identify and correctly use basic historical terminology distinguish between primary and secondary sources as historical evidence compare and evaluate various interpretations used by historians to explain the development of western civilization since the Renaissance evaluate multiple causes and analyze why a historical event happened identify the major eras and relevant geography of western civilization since the Renaissance evaluate major economic, social, political, and cultural developments in western civilization since the Renaissance evaluate the experiences, conflicts, and connections of diverse groups of people in western civilization since the Renaissance draw historical generalizations about western civilization since the Renaissance based on understanding of the historical evidence describe and evaluate the major movements and historical forces that have contributed to the development of western civilization. Course Content: 4 hours: Introduction to the Study of Western Civilization, Historiography; Age of Transition: The Early Modern Period. 3 hours: The Nature and Structure of Medieval Society; those who work, those who pray, those who fight, the Great Chain of Being, manorialism; Decline of the Medieval Synthesis; The Renaissance and the Question of Modernity: humanism, individualism, secular spirit, Petrarch, Bruni, Pico, Castiglione, Machiavelli, etc., literature, art, and politics. -
Filatova N.P. PHILOSOPHICAL ASPECTS of FORMING OF
SWorld – 18-27 December 2012 http://www.sworld.com.ua/index.php/ru/conference/the-content-of-conferences/archives-of-individual-conferences/december-2012 MO DERN PROBLEMS AND WAYS OF THEIR SO LUTIO N IN SCIENCE, TRANSPORT, PRODUCTION AND EDUCATION‘ 2012 Filatova N.P. PHILOSOPHICAL ASPECTS OF FORMING OF INDIVIDUAL’S POLYCULTURAL COMPETENCE North-Eastern Federal University, Yakutsk, Russia (677000, Yakutsk, 2 Lenin Avenue Abstract. The article is devoted to the formation of pupils’ polycultural competence. We consider the most effective phases, structure, pedagogical conditions of polycultural competence formation based on pedagogical projection. Key words: polycultural education, polycultural competence, pedagogical projection, project and research work, integration, interaction. The idea of polyculturalism began to develop in the beginning of XX century. Since then it has become a fundamental trend of modern cultural and civilizational development. L. Gurlitt, F. Gansberg, G. Sharrelman included in the concept of polyculturalism ethnic and world culture, promoting the development of human consciousness and predicating the idea of a common world. They connected polyculturalism with the freedom of the spiritual development of individuals and peoples: a person may not consciously and deeply possess culture, if he imposed foreign ideas and views, if the development of his natural strength and abilities are not provided. L. Gurlitt argued that foreign influence can never be harmful, if it is imposed not forcibly or from the outside, if it does not suppress or obscured individual characteristics and distinctive spiritual life of the given people [6, 41]. Thus, the basic idea of polyculturalism is reflecting the coexistence of different cultures in the society.