hyster h60xl manual
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hyster h60xl manualThen try to sell your embassies to the AI for 1 Gold per turn. Remember though that this gives the AI knowledge of the location of your capital city, which could result in them coveting your lands. Think twice about giving embassies to warmongering civilizations (the Zulus, Mongols, Huns, etc.), especially on higher difficulties. Starting to trade with civilizations early on makes them friendlier and more likely to give you a Declaration of Friendship. Early alliances also allow you to sell your luxuries for 240 Gold instead of just 7 Gold per turn, which equals only 210 Gold (though this differs on slower or faster game speeds). Always start your game by building at least 1-2 Scouts on big continental maps and fewer on island maps to explore for new city locations, ancient ruins and meeting more city-states.When a city grows, the new citizen will automatically work the highest production tile and you will get the benefit on the very same turn, because food is consumed fn on a food tile for following turns.You generally shouldn't produce Settlers before having 4 Population, because it will take too long to build a Settler and your city will take too long to catch up to other players when you finish the Settlers. You should always aim at least for another luxury, because settling each city consumes 4 Happiness. It is often advisable to settle directly on luxuries that require a Camp (such as Furs and Truffles ) or a Plantation (such as Cocoa, Citrus, Wine, and Cotton ). Settling on a luxury delays the need for a Worker early on, since the city automatically works it with the appropriate tech; however, it denies your city the tile yields of the improved luxury. Camps and Plantations only yield additional Gold when improved whereas Mines and Quarries yield additional Production (a much more important resource); thus the opportunity cost of settling on a resource that requires a Mine or a Quarry is much higher.http://h04ydivan.ru/userfiles/file/fps-2000-manual.xml
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Something very important to consider early on is that tile improvements can be changed later in the game. Your first focus should be around improving luxury resources you may have that you have the appropriate tech for. Improving tiles that can become Farms is equally important as this will significantly boost food. Improve tiles that do not require preliminary work, such as clearing a forest or a jungle, first so as to have the quickest yield from tiles. If you pursue the Liberty policy tree, be sure to unlock the policy that grants an additional Worker and 25 faster tile improvement speed, as this will help throughout the game.Do not be afraid to steal Workers from city-states or AI opponents early in the game.Depending on the path a city-state follows, you can be granted Culture, Faith, Food, military units (some of which you can't acquire otherwise), or Happiness. You can increase your friendship with a city-state in several ways. Money gifts work well, and the bonus you get when a city-state is working on a project can increase your friendship level dramatically. Gifting units also provides an increase, but each city-state will ask for favors or make special requests, such as building a new world wonder or finding the territory of another civilization. Completing these missions provides friendship points that can be picked up rather easily. Fighting Barbarians is another effective way to gain influence with a city-state. You can gain 12 Influence by killing a barbarian unit in or adjacent to a city-state's territory, and when the city-state asks for help in getting rid of a certain encampment, up to 50 Influence can be awarded.If two city-states' territories come together, and an encampment spawns at their border, killing barbarians will increase friendship with both city-states. Also, rescuing a city-state Worker and returning it to the city-state is worth 45 Influence.http://advanced-digitalphotography.com/admin/uploads/fps-creator-manual-portugues.xml Playing with rampaging barbarians (selected on the setup screen) will increase the rate at which encampments will generate new barbarians. If you can rescue a Worker outside the encampment, it often possible to position your units in a such a way that you can control which direction the Worker heads. By keeping a Worker close to an encampment, you can allow barbarians to capture the Worker again and again, rescuing it each time and gaining points for killing barbarians as well as rescuing Workers. Just be cautious that a wandering unit from another civilization doesn't come and ruin your good thing by killing the barbarians (or their encampment) themselves.If you want to have a strong religion game, you need to pick a civilization that has a religious theme (such as the Celts or Ethiopia ) or have a city with a lot of workable desert tiles (especially oases and hills) while rushing the pantheon Desert Folklore (which makes each desert tile produce 1 Faith ).Generally, you want to fit the religious beliefs to your playstyle but the best are Tithe (for gold generation), Pagodas (buildings purchasable with faith that grant happiness), Religious Texts (faster spread of your religion) and Jesuit Education (can purchase scholarly buildings with faith). If you can't pick those, get some that fit with your overall plan.It also has more information describing how best to start (build order; Tradition, Liberty, Honour; 3 city early National College; rush Oracle; etc.) Finally, it also drops hints on how to manipulate city-states in your favour during wartime. This guide is massively helpful in bridging the gap to a higher difficulty.Despite any bad start (with Greece, no rivers, spawning next to the Zulus ), the guide demonstrates how it can still be pulled off on a Standard sized map. This strategy can likely be refitted for other map sizes and victories too.http://eco-region31.ru/e46-convertible-manual-close Because of the culture from a dominant religion, all the friendships and city-state alliances, you can take Rationalism easily, have multiple Research Agreements, and gain city-state science through Scholasticism, gaining a scientific victory.More science gives you more advanced units, better cultural buildings, a better chance at more advanced wonders, and the opportunity to find important strategic resources before your opponents do.Next comes Animal Husbandry, which allows you to see Horses on the map (aiding your expansion placements) and allowing you to build a Caravan. Sending Caravans between your own cities causes them to grow faster. If your cities are coastal, Sailing may be a better choice as a second technology as sea trade routes are always better than land ones. Next, research the appropriate technologies to improve the luxuries in your capital and expansions (e.g. Calendar, Trapping, Mining, or Masonry ). Next, go for Writing to allow you to build a Library, increasing your science output. Build a Library in all of your cities so that you can build the ever-important National College upon researching Philosophy. If you neighbor a warmongering civilization, you may want to research Construction prior to Philosophy to allow you to build Composite Bowmen. To further increase your science output, research Education. Build Universities in all of your cities as quickly as possible, but hold off on building Oxford University. Then, head into Metal Casting and optionally Machinery. Metal Casting allows you to build the Workshop, an essential building that increases the production of your cities while Machinery allows you to build the Ironworks National Wonder that further increases production (allowing you to complete important buildings and wonders more quickly). If any of your high science output cities are located adjacent to mountains, research Astronomy and build an Observatory wherever possible. The next important technology is Scientific Theory, which allows you to build Public Schools. Next research Electricity. While you are doing that, begin building Oxford University. Leave it with one turn left until you finish researching Electricity, then complete it and use the free technology it gives you to unlock Radio. This will push you into the Modern Era very early in the game, usually giving you first pick of Ideology. Industrialization should be next, allowing you to build Factories to further increase production. Plastics is another very important technology because it gives you access to both Research Labs and Infantry, an important science building and powerful military unit respectively. From this point on, begin focusing on technologies relevant to your chosen victory.Adjust your tech order to build important wonders and buildings specific to your intended victory type. There can (and should) be filler techs between those listed in the skeleton above.After you complete Research Labs in most cities, increase your science production to the max for 8 turns (employ all specialists, set cities to Science production). After those 8 turns are up, bulb all your available Scientists for free technology advancement. You get more science this way because bulbing Scientists adds an average science production of the last 8 turns (though this differs depending on the game speed). You get the max return after 8 turns of cultural production. Ally all cultural city-states, max out culture in all your cities, win at the World's Fair and start a Golden Age with your Great Artist. After 8 turns, start popping your Great Writers.The following are tested openers at least on Immortal difficulty (unless stated otherwise). They should all work on difficulties below that where they will be even more efficient. Click the expand button to open a strategy.Best if you have a lot of AI enemies, like 7 or more. (You have to add them in the advanced settings when creating a single player game.). Good leaders include Pocatello (Shoshone), Washington (America), Gandhi (India), Ramesses (Egypt), Ahmad al-Mansur (Morocco), Maria I (Portugal), Gustavus Adolphus (Sweden), Enrico Dandolo (Venice), and Nebuchadnezzar II (Babylon). Simply pick a leader who is good to combine with Tradition. Pocatello is absolutely great for this, because of his extremely quick land grabbing.And you have a lot of them soon.On small maps, only from time to time is there a chance to switch resources. So you must trade additional luxury resources for gold coins. On the other hand, even AI players with one city will gladly buy A LOT of Iron, Horses, or other strategic resources.Maps like donut or oval are great for this type of game.Try to get technologies like Writing and Civil Service quickly. Also, trade your borders for 50 Gold - from 10 enemies, this is 500 Gold. Use them wisely.If you are able to get the best tiles, then you can build a lot of them. And to get the best tiles, building like Monuments, Amphitheaters and Pagodas. Also, use gold from selling embassies or open borders to buy Workshops, Windmills or other buildings that allow you to improve your production.On small maps, if you convert two other cities, others will (relatively soon) follow as well.Each city will start with 4 Production, 3 Science, and 1 Gold, which is huge in the mid-game. Each city only costs 2 Happiness to found, due to the immediate 1 Happiness from Harbors and 1 Happiness from the city connection.You will be behind in Science a bit, but it should kickstart a great capital city. The free Caravan from Petra will help with extra beakers from more trade routes with more advanced civilizations. The Great Engineer point from Petra combined with the free Garden guarantees an early Great Engineer, which you should implement into your plan after you finish this stuff.You can skip Monument and use Legalism to get it for free. It will delay your policies a bit, if you don't find a culture Ancient Ruin, but it is not an issue. There will be small window of time where you can't produce anything in the build order, use that time to put a couple of turns of hammers into a Worker or Caravan.You have more time, if there are no other desert starting bias civilizations in the game, but don't delay it too much. It's worth getting Masonry, if you have Marble, because its passive bonus speeds up production of classical Wonders. If you hit a science Ancient Ruin and you get a needed technology, squeeze in Writing for Libraries.Start Tradition, get Legalism for free monuments and then Aristocracy to speed up Wonder production. After that complete Tradition and transition into your mid game plan.You will have a lot of Faith generation early and you'll be able to secure a good Religion. Pick beliefs according to your overall game plan.Turn 25: T3 cityOnce Writing is obtained (in about 16 turns), you will gain a Great Scientist. Making an Academy with the Great Scientist will generate 8 more science per turn, more than doubling it from the 6 you should already have at this point. This will effectively reduce the number of turns needed for each of the other starting technologies by more than half, yielding you a great advantage in the early stages of the game.Focus on production while building the Great Library and then switch back to growth after you complete the Great Library.After the mine is complete, chop down forests around your city to speed up production. Tiles inside your territory give you more production.It uses these free policies to expand faster and more efficiently, giving you a headstart. It can be used with other Civilizations but it is not as effective. It works on every difficulty and maps with enough space for expansions that have 7 tiles between them.It supports all victory types. (Note that this requires the Brave New World DLC.)By the time you are producing Settlers, you should already have Collective Rule social policy active. When you get to constructing Oracle, Aristocracy should also kick in. Buy an additional Worker when you have 310 gold. You can also steal one from a city-state or an enemy civilization. They spawn around turn 30.You can add Archery, if you have issues with barbarians or neighbour an aggressive civilization. By ignoring the lower part of the research tree, your Caravans will provide a lot of extra Beakers, make sure to take advantage of that.Wait to take Legalism until you complete Monuments in all your cities. You can pick Oligarchy before it and pick Legalism with the free policy from Oracle.If you can enhance your religion, take Religious Texts (religion spreads faster).They can, however, provide some helpful food for thought and advice for using the civilizations to their full potential. See the following tier lists and surrounding discussions for more information. All trademarks are property of their respective owners in the US and other countries. It may have been removed by the author. Here's a link to the Steam Community home page. All trademarks are property of their respective owners in the US and other countries. Some geospatial data on this website is provided by geonames.org. All trademarks are property of their respective owners in the US and other countries. All trademarks are property of their respective owners in the US and other countries. They are much weaker in the Ancient Era and gradually scale up to 100 of normal by Atomic. Adjust your Strategies accordingly. Comments were disabled as I'm unable to respond to all of them while working on a guide to Beyond Earth and covering The Sims 4. About My Civ 5 Site My goal in writing this Guide is to help players new to Civ 5's turn-based strategy and those playing on lower difficulties to improve their game and get more enjoyment out of it. The Guide is broken down into sections based on game mechanics, so information you seek should be easy to find. Total newbies to the game should find many helpful hints that will give them new ideas for playing such an open-ended game. The random maps, leader personalities you'll encounter, variety of valid strategies and fact that there's no one right way to play the game offer near-infinite replayability.You must learn to plan, adapt to those changing conditions, and adjust your strategy accordingly. What Guides can do is help you by giving example strategies and introducing you to Civ 5's gameplay concepts, how they work, and how to use these mechanics to your advantage. The knowledge you gain from reading these guides, your own time playing Civ 5, experimentation with new strategies and practice with Civs that suit your playstyle will see you to more satisfying conquests on higher difficulties. Winning a game is great and good fun, but winning a game of Civ on a Difficulty you have never conquered feels like a big Achievement. Here is a list of the Guides I have to offer. Check back for new additions, as there are always new pages being published and players may leave comments to help others to formulate a new strategy. As you see, he did an awesome job at organizing and formatting this beast. If I get around to updating the site, he will update the PDF. Though he did it for personal use, the amount of time invested means that it should be shared freely with others. If you like it and think you're done with the site (which is supported by ad revenue) consider hitting the donate button as a parting gesture. If you can't, no problem. Enjoy the guide:) The Civ selection screen doesn't give nearly enough information and this page will help you choose and highlight strengths of Civilizations that may not be obvious at first glance. Some Civilizations and Leaders are fit for one or two types of Victory, while others offer much more open bonuses that are suitable for any victory type - although you CAN take any Civ to any kind of Victory - use Babylon's scientific bonuses to outclass the enemy's military, for example. These Guides can help you make a decision and find the perfect Civ for you, new Civs you'd like to try, and give you ideas for utilizing the strengths of the Civ. Also, I provide explanations for the game's Advanced Setup options which allow you to customize your gameplay experience. Check this Guide to see just how big a bonus the AI gets on the next Difficulty you're moving up to. In general, when you're winning almost every game, you should try a harder difficulty! Covers everything from Scouts and Warriors to Stealth Bombers, Nukes, and Missile Cruisers. Features what makes each unit Unique and what Promotions are kept when Upgrading each Unit to a more modern version. This Guide is comprehensive and should teach newcomers a lot about how to make a truly advanced Civ for its time. A companion Guide to the Military Units piece that provides a lot of information on using the game's Military Units. It covers the various options you'll get when talking to another Civ - Trades, Discuss and Demands you may make, while also focusing on what will influence your standing with them. It features a large list of things that cause a hit to relations or help your Civ to grow more friendly with others. Includes a full list of Resolutions and how to use them to benefit your Civ. Features stats for each Wonder on a single page, with all constructs sorted by Era to help players plan ahead. Here you will find links to in-depth articles on each Wonder in the game where players can share strategies through the site's comments system. You will find much more than basic descriptions here, rather plenty of information on what Policy Trees I personally choose and why I find they're helpful.Information on Public Opinion and the various levels of Unrest Civs of Differing Ideologies will face is covered, along with how that works to produce Unhappiness and even Culture Flip Cities. You'll learn all you need to know to effectively manage your Cities. This first covers the concept of Citizens, population, and keeping the Empire happy and productive. City connections are also explained in detail, so that you can use little tricks like harbors and roads combined to connect distant cities without long, expensive roads or railroads connecting them. Follow the link at the end of the page to go on to the next section and learn about expanding your borders, using Citizen Management and manually working tiles, along with locking them. There's also a brief introduction to Specialists and how they fit into your Civilization. You can find a full guide to Specialists further down this page. This Guide also talks about Production and hammers, so that you can construct Buildings and Wonders faster. You'll also learn a bit about the build queue and how you can purchase buildings with gold and faith. Learn about how you can maximize Cities' Science and Gold output along with other stats. This page was separated from Food and Production because those are City-specific, while Science, Gold, Faith, Culture, and Tourism stats are accumulated Empire-wide to produce your totals. Understanding the concepts on this page, like the others in City Management, are critical to new players learning the game's features and how to get the most out of every City they control. Overall, this is a key Guide to read if you are struggling with Science and Production in your Cities. Learn the basic information needed to defend your Cities from attack and keep your City's Workers productive. This introduces some War concepts, but doesn't go in-depth on Conquest - it's more about stopping Barbarians and invading enemy Civilizations from taking your lands. This Guide features a list of Civs that are suited to each playstyle, and provides tips to playing the game with each layout. Introduces you to Faith generation and getting enough for a Pantheon, birthing Great Prophets to found your Religion, and an explanation of Religious Pressure and how you can use this gameplay feature to convert other Cities to follow yours. Includes detailed lists of all Beliefs, separated by category and providing tips on the best to choose depending on your goals. Get tips on managing Cities and learn the best ways to increase Happiness. Also covers Golden Ages. This guide will teach you about the various types (Religious, Militaristic, Mercantile, Maritime, and Cultured) and how they will help your Civ to grow and become more powerful. Alliances with City States are critical for Diplomatic Victories for the votes they provide toward World Leader, while also helping you pass other World Congress proposals that can benefit your Civilization or cripple others. City States are helpful in every Victory type because of the bonuses they provide to your Civilization - from Culture, occasional military units, to Happiness and even Food to help your Cities grow faster. Friendships provide small bonuses, and Alliances typically provide double that. City-State bonuses become more powerful when your Civilization reaches the Medieval and Industrial Eras. Learn about preventing Barbarians from spawning new camps near your territory and dealing with them when they do. Utilizing all the tools at your disposal is key to winning higher-difficulty games, and this gives a rundown of those concepts with gameplay strategies to help you out. Use this page to share situational build orders and aid your fellow players. This guide will help you to see what resources are really worth going to war for, and how much production, happiness, gold, and food each will bring to your cities. These are used to generate resources for your Civ and create Great People, powerful additions to your society that carry with them a variety of special abilities. Learning how best to use their specials can go a long way when attempting to play on higher difficulties. Mastery of these along with the Specialists that generate the GPP to birth them is vital information if you're going to master this deep strategy game. Upon entering the Renaissance and each Era after, your Civ will be granted a Spy. They may be used to Steal Technology, Stage Coups in City-States, or simply Rig Elections to help your Civ's standing with a CS. Spies are also used as Diplomats, which can get you votes for World Congress Proposals. Learn all about this feature in my Guide. You'll find a long list of Tips for Civ 5, broken down by category. This is very broad, and new players will likely learn all kinds of game mechanics and bits of info that they did not know before that should help them improve at playing Civ. Add your own tips by using the form at the bottom of the page to help your fellow gamers. Each guide contains the requirements you'll need to meet in order to score a victory and tips on doing so efficiently. Provide your own victory strategies to Civ newbies by sharing tips through the form at the bottom of each page. Learn all about Boosting Tourism, Great Works of Art and Artifacts, along with Wonders you should build to make Victory arrive earlier in a game. I also have a guide to Theming Bonuses to help you boost your Tourism even further. Learn about Delegates, the importance of City-State Allies, and how you can be elected World Leader and win the game through Diplomacy. You must now control all original Capital Cities to be declared the winner. This is a big improvement on the old system. Read this Strategy Guide to learn more and see tips on what Wonders to build and how best to pick your targets, and when to stop and declare peace before moving on to your next war. Your goal is to be the first to leave the planet, which implies technological superiority. To do that, you'll need a load of science to be the first to get the tech, and production cities to make your space ship parts. This Cheats page details your options for tinkering most any detail of a game in progress. Many thanks to the creators of this powerful tool for cheating, testing and exploring the game. The Cheats page also shows how to enable debug mode and where to get the Civilization 5 SDK which includes the World Builder. Mongolia ate up most of my Continent and prevented expansion. A third City would have made all the difference in the world. The close proximity of this warlike neighbor resulted in defensive play that slowed my Civilization's Scientific progress. You generally want to complete a Scientific Victory faster than I did here. We'll learn the mistakes I made that resulted in slow growth, but also some solid Diplomacy tips for dealing with a potentially nasty neighbor. It's still in development but I like his approach and would recommend people check it out and subscribe to his work. Use the form below to share your own experiences and provide helpful tips to other readers. I put a year into this site, so it means a lot to me. Reply Flag 50 28th August 2014 3:55am Pete says. Just wanted to say thank you for your guides, I'm disabled and spend a lot of time with strategy games to keep my mind active because my body has given out on me.Your guides are amazingly well written.Admin: Happy to help a fellow fan get a little more enjoyment out of the game. Cheers! Reply Flag 29 20th June 2014 9:36pm Rich says. These are really great guides, so much more informative than the mess that the wikis seem to be in.Yes, I do plan a Guide on Wide and Tall play, but want to get better at both before I publish. I'm still learning myself, and this Guide is essentially me putting what I've learned up on the web. If you're running out of money, you probably aren't making enough use of Trading Posts and keeping all your trade routes active. With Wide play, you don't plan on having super tall Cities so don't need as much food. If all those Cities grew huge, you'd just have Happiness problems. More gold can solve that dilemma by letting you trade for more luxuries, buy city-state allies (focus on Mercantile), etc. Also, don't build everything in every city because it's unlikely you need barracks etc.Set that to focus on Gold and it'll help, especially when you can produce wealth through the build queue. Stop growth on some Cities so your others with more science output can grow larger, since population is so important to Scientific output. For now, some of those tips might help until I am able to get out a full Guide. Reply Flag 12 16th December 2013 9:39pm Manta says. Absolutely love your Civ 5 guide.I have become a much better player from reading them.I would love if you could make a PDF file for the whole guide and make it a download.It would be great for travelling with a tablet or just to read anywhere with internet. Kind Regards Reply Flag 11 5th October 2014 6:49pm KiM says. hello carl. your guide is a masterpiece.I managed to release that guide to UUs and will now work on creating a more comprehensive Guide to boosting Science for newcomers and those looking to move up in difficulty. Reply Flag 10 29th January 2014 10:10pm Smits says. Just like to say that I think you?re doing a great job. Keep up the good work because it really improves the game of newbies like myself. Admin: You're very welcome. I have to take breaks in development here and there, but hope to have this thing totally finished by March of 2014. Reply Flag 9 3rd December 2013 1:37pm Paul says. haha.years later.i have just started to play Civ 5.great guide! Reply Flag 9 14th January 2016 9:24am Oamar says. Hi fellow late night sleepers (owlies). Oamar from Malaysia.