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suzuki vs1400 intruder workshop repair manual 8904It may not display this or other websites correctly. You should upgrade or use an alternative browser. You can see the gift option when going to the Account Upgrades screen, or on any user profile screen. Nice way to kill some time!Nice way to kill some time. Click to expand. Nice way to kill some time. Click to expand. Thank you, good sir!Maximum of 5. Good balance. Good idea.Maximum of 5. Good balance. Good idea. Click to expand. Also Alhambra provides a free Castle, What about Himeji?That's a pretty damn good UU.Click to expand. You should upgrade or use an alternative browser. You can see the gift option when going to the Account Upgrades screen, or on any user profile screen. If you've been fastidiously keeping up to date with all the previews we've seen over previous months, a lot of this will not be new to you (though there's bound to be a few things you were not aware of). As you can see in the contents list below, this guide will cover both existing and entirely new areas of the game (we will hopefully have a diplomacy section before too long, but feel free to ask questions). We have not aimed to delve into all the minute details (there are a lot. Free virtual cookie for the first person to figure out how 'Interfaith Dialog' works!), but to give a general summary to help you feel comfortable jumping straight into a new game. The religion and espionage sections include a bit more detail than the remainder of the guide, as these are entirely new features of the game that require greater explanation to be understood. This guide would not have been possible without the collobaration of many individuals, namely, Sam ' SamBC ' Barnett-Cormack, Joey ' jdog5000 ' Durham, ' Ekmek ' and Bob ' Sirian ' Thomas as section writers, with invaluable editorial collaboration from MadDjinn and Paul ' vexing ' Grimes, and additional input from Pfeffersack and Andrew ' ainwood ' Inwood.http://www.pk-spetsdetal.ru/userfiles/bravo-ii-autoprinter-manual.xml
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Scenarios video Landship from the Smoky Skies scenario The AI will use combo attacks with ranged and mobile units, will flank you and then attack for maximum damage, and will be less prone to making simple mistakes. Now, if you push a unit ahead without support to try to get one more kill, the AI will make you pay, the result being that you will have to be smarter and potentially steadier in your approach to warfare. In addition, the AI appears more focused in its attacks, bringing additional waves on offense and not attempting to walk through the ranged attacks of one city to get to another. In the later stages of the game the AI is more capable with oil-based armies and will make better use of its air power for both offense and defense (yes, it will set Fighters on intercept missions in important cities). If you play on a water focused map you will also see that the AI will build a much bigger navy than before and will be capable of using their naval melee units to capture coastal cities, which can come as a real surprise. Tech selection and building selection flavors and strategies have also been tweaked. In game this results in better AI tech rates, particularly in the later stages of the game, and a faster pursuit of spaceships for victory. In addition, the AI seems to have more luxuries available to trade earlier which indicates better infrastructure development. The AI is also quite competent in using all of the new features of religion and espionage. Altogether, it should not be expected that these changes completely fix all AI deficiencies, or that you will no longer be able to outsmart your opponents. A noticeably sturdier challenge will be presented, however. Some of the changes are briefly outlined below. New City-State types There are two new types of City-States (in addition to the current Maritime, Militaristic and Cultural); Religious and Mercantile.http://www.emjar.pl/zdjecia/fck/bravo-ii-autoprinter-manual.xml Religious City-States supplement the new religious aspect of the game, and provide faith to your civilization (just as Cultural City-States provide culture). On first discovery of a Religious City-State you will receive Faith points. If you are the first to meet a particular Religious City-State you will get twice as many as those that follow. It's important to note that Religious City-States do not found or spread religions, but simply provide Faith. Mercantile City-States provide boosts to Happiness. Each Mercantile City-State has a unique luxury resource (either Jewelry or Porcelain), that will be remitted to you should you become their ally. In addition, just being friends will grant you a Happiness bonus, in the same way that being friends with a Cultural or Religious City-State will grant you Culture or Faith. Bullying Instead of just winning over City-States you can now also bully them. In order to do so you have to have a significant military force near them (in addition to having sufficient global power). You can either bully a City-State into giving you gold, or giving you a worker. Both will result in you losing influence, though their will be a larger drop in the latter case. Your influence will slowly recover to it's natural 'resting point' (which is, as a default, zero, but may be higher if you have certain social policies or religious beliefs). To make this influence recovery more difficult, when you bully a City-State, all outstanding quests you have with them are cancelled, reducing the opportunities available to get back in their good books. In addition, a City-State that has been bullied may put out a quest to other civilizations, asking to be protected. If someone answers their call, they will receive the influence boost that accompanies the successful completion of the quest (as well as increased their influence resting point with the City-State, as occurs when you pledge to protect a City-State).http://www.drupalitalia.org/node/71984 If you bully a City-State that is already under the protection of another civilization, you risk incurring a diplomatic penalty with that civilization, and conversely, if a City-State under your protection is bullied, you are either given the choice to renounce your protection, suffering an influence penalty with the city state, or chastise the bullying civilization, incurring a diplomatic penalty for doing so. If you are allied with a City-State, you'll get a stronger version of the benefits of friendship. In addition, the City-State will give you all of their improved luxury and strategic resources. Only one civilization can be allied with a City-State at a time - if multiple are eligible, due to having the prerequisite number of influence points for being an ally (60), whichever has the highest influence gets the position. Select the resource tile you would like to have improved (and as you might guess, you can find the City-State on the map by clicking 'find on map' in the City-State screen), and the improvement is placed immediately. Earning Influence Whilst previously the primary method of earning influence was through giving gifts of gold, quests are now far more important and determinative of your City-State relationships. You can still gift gold in order to buy influence, but the payoff is lessened, and there are more opportunities to overcome a serial gold-gifter. The following are other quests and ways in which you can earn influence. This will frequently occur early in the game when there are a lot of barbarians around. A similar quest is to destroy barbarian camps identified by City-States as being a threat. If you have many of the resources on the map already, you will often find that multiple City-States are requesting the connection of the same resource, meaning it can be very worthwhile purchasing it from an AI if you have to. Even better, you can ally with a City-State that has the resource, thereby connecting it and completing the quest.http://asyasunger.com/images/bosch-vision-500-washing-machine-manual.pdf As with the 'connect a resource' quest, if you are a bit of a wonder-whore, you will find that with limited wonder options available, many City-States will request the same one, enhancing the benefit you'll get out of building it. Whereas previously City-States often asked you to declare war on their neighbour, they'll now just ask you to bully them. This might present a good opportunity to extort a worker or some cash, with the influence you'll get from the quest making such an action more favourable. A particular civilization is identified, and when you come across their territory, you succeed in the quest. A cheap way out completing this quest is to get an embassy in the given civ's capital. As with other quests, coming out on top yields a boost of influence, but ties are possible so two players or more players can win (rarely). Importantly, it's not the player with the highest total research that wins, but the player who has discovered the most Techs in the given number of turns. Researching cheaper techs will mean you can complete more in the timeframe. This will require a Great Prophet or Missionary, and will require you to convert the majority of their citizens (which could mean you have to spread religion more than once). A side effect of this is that, as mentioned in the Religion section of this guide, your influence with City-States with which you share a religion degrades 25 slower than otherwise. See that section for details. Pretty much everything has a tooltip now; if you hover over the icon of a City-State's ally, for example, you will see how far behind them in influence you are. There isn't much need for an in depth explanation of these changes, because they pretty much explain themselves. It is no longer sufficient to just buy up City-States at the end to steal a game. This is largely to do with the fact that you can no longer vote for yourself in the United Nations.http://www.caribbeandentist.com/wp-content/plugins/formcraft/file-upload/server/content/files/16270134f5a498---boss-cx3500d-service-manual.pdf The result of this is that the AI will vote for whoever they like the most, meaning your diplomatic relations will have a greater bearing on Diplomatic Victory, decreasing the importance of City-States towards this end. Nevertheless, City-States still get an equal vote, so it will still certainly be necessary to woe them in order to win in this manner. Even if every civilization in the world hates you, you'll still be able to win a Diplomatic Victory if you court this City-State vote. More relevantly, the decreased focus on gold as a tool for controlling City-States means that it will be more difficult (but by no means impossible, if you are rich enough) to buy your way to victory. You will in all likelihood need to complete quests and engage in espionage in order to become King of the Minor Civs. In terms of other strategic paths, City-States are always going to relevant in some way. As an example, those pursuing a religious strategy will find that the new Religious City-States will be vital to accumulating Faith at a rapid rate; you are unlikely to be able to reap the benefits of this strategy on your own steam. All in all, there is now increased diversity in your connections with City-States, both individually and as a facet of the game, hopefully result in a richer and more in-depth gameplay experience. New Maps By Bob ' Sirian ' Thomas. Landmass choices include the primary four: pangaea, continents, small continents, archipelago. Contains all the core map options and landmass types. So you could get a Hot, Arid, Low Sea Level, Continents, or a Temperate, Wet, High Sea Level, Archipelago. Always a surprise waiting! Siberian-like, but not as earth-accurate as say Great Plains is.This is one of the most technically advanced map scripts produced to date, and I expect it will become a fan favorite among a wide selection of players. (There is also a version in use for one of the scenarios!).dienlanhhaiphong247.com/upload/files/comtrend-ethernet-adapter-powerline-manual.pdf Can play much like a standard game, or be radically different, depending on whether you start adjacent to one of the frontier regions. Climate and amount of land for each side will tend to be fairly even. Good for 1-v-1 or two-teams multiplayer, where the sides will be kept apart until oceanic travel. Civs are placed on the most fertile of the large islands, while the map has a plethora of tiny island chains strewn about as well. The island generation has been re-engineered. Also note that this and other map scripts dominated by water and naval action now cue the AI to this fact, so that it will focus more on naval operations and overseas expansion. Instead of a Uranus-style planet with tilted axis but independent rotation, this is a Mercury-style planet with the same side always facing the sun, so that the planet has a (frozen) dark side, and a populated light side. Quite a hoot to play. Check it out for yourself. Faith Faith is a new yield, which is built up empire-wide in much the same way as Culture. Your early game Faith will come primarily from the new Shrine building, which will present you with one of your earliest important choices; Monument or Shrine. The Celts, through their UA, have extra opportunities to acquire Faith, allowing them to be an early-game leader in the religious sphere, thereby enabling them to reap the concomitant benefits. Faith can also be gained from ancient ruins in much the same way as Culture, and through initial meetings with Religious City States. A faith ruin in particular will provide quite a substantial boost, adding Scouts to your early city build conundrum. If you are settled near a faith based Natural Wonder, such as Mt. Sinai, working the tile will also give you a massive kickstart in the religious race. On normal speed the first Pantheon can be founded at 10 faith, and the cost increases as each new Pantheon is founded in your game.http://www.thelawchamber.com/wp-content/plugins/formcraft/file-upload/server/content/files/162701360e73b8---boss-cx650m-manual.pdf This is a sort of mini-religion that gives a small but useful bonus, often to particular terrain, resource or improvements, or happiness or city attacks. Unlike a fully-fledged religion, it will automatically be present and active in all your cities. It's possible to miss out on the chance to found a Pantheon (you cannot found a Pantheon after any religion has been enhanced, an event explained below), which will limit what you can do with Faith, but it still has it uses, as will be outlined. Unlike religions, Pantheons can't be spread beyond your borders, and Missionaries can't be used to help spread them. Once you have a Pantheon, and as long as there are still religions able to be founded (each game has a maximum number of religions that is less than the number of civs), your next use of Faith towards your own religion will be the birth of a Great Prophet. You will have a threshold, shown in the Faith tooltip (hover over the Faith icon in the top bar, as you would for Happiness or Culture), and once your accrued Faith reaches that level, there is a chance each turn that a Great Prophet will be born. The more you are over the threshold by, the greater that chance. When the Great Prophet is born, however, your Faith store will be reset to zero, no matter how far over the threshold you had been. The threshold for a Great Prophet to be born will then be increased, and if you keep accruing Faith, you will generate more Great Prophets. They cannot be generated through specialists in cities like most Great People types, though if you have the opportunity to select a free Great Person, such as by completing the Liberty social policy branch, a Great Prophet will be one of your options. If the religion spreads to another civ's cities, those cities will no longer get the bonus for their own Pantheon Belief - each city gets the bonuses for the religion the majority of their citizens follow, including the Pantheon Belief.http://www.siscard.com/wp-content/plugins/formcraft/file-upload/server/content/files/1627014cdcd33c---boss-cw-600-manual.pdf When you do so, you choose an icon and accompanying name (though this name can be changed from the default if you so desire), a Follower Belief and a Founder Belief. Follower Beliefs generally give bonuses to cities that follow the religion, such as the ability to purchase Cathedrals, Mosques, Monasteries or Pagodas with faith. These buildings have slightly different benefits, with Cathedrals for instance focusing on Culture, whilst Mosques focus on generating additional Faith. Founder Beliefs, on the other hand, give you, as the founder, bonuses based on how widely you spread your religion. You obtain the benefit of your Founder belief so long as you control the Holy City of your religion; conquering a Holy City does not allow you to take on another religion's Founder Belief, however. If you are playing as Byzantium, you will be able to choose another belief when you found your religion, and that belief may be of any type - Pantheon, Founder, Follower or Enhancer. They can also be used to construct Holy Sites, which provide extra Faith on a tile. Additionally, you can use one (and only one) to enhance your religion. This allows you to pick another Follower Belief, and an Enhancer Belief. Enhancer Beliefs generally make it easier to spread your religion. As not every civ in a game will be able to found a religion, and Founder Beliefs give bigger bonuses the wider a religion is spread, it's in your interests to spread your religion widely. You will also gain a diplomatic bonus with any civ in which a majority of cities have a majority of the population following your religion (though on the flip side, you will receive a diplomatic penalty with a civ if you're converting their cities away from their own religion). Additionally, City States will occasionally give you quests seeking your religion, and your influence will decrease 25 slower with any City State that follows your religion.dienhoanghean.com/upload/ck/files/comtrend-dsl-modem-manual.pdf If any of your cities have a majority religion, you can spend Faith on a Missionary, and if that religion has been enhanced you can also buy an Inquisitor with Faith. Missionaries spread the religion of the city they were bought in, while Inquisitors remove other religions. Inquisitors can also prevent Missionaries of other faiths from spreading to cities they are stationed in. Inquisitors cannot operate in foreign lands, but can only remove religion from, or prevent its spread in, your own cities. You will often use Missionaries abroad, on the other hand. They are able to enter any foreign territory, whether or not you have an open borders agreement with the civ in question. But beware of the 'Unwelcome Evangelist' penalty they carry, which reduces their strength for every turn they conclude in territory you would not otherwise be able to enter. Note that this penalty does not apply to finishing your turn in City State territory. If the majority religion in a city has any of the Follower Beliefs related to religious buildings, you can also use Faith to purchase the given building. For instance, if your city follows Buddhism, whose Follower Belief is Mosques, you will be able to purchase Mosques with Faith in that city. The only way to build these buildings or recruit Missionaries and Inquisitors is by spending Faith, and purchasing costs go up every era. So even if you never manage to found a religion of your own, so long as your cities attract the religion of another civ, you can still make use of religious bonuses and spend Faith to help your empire. Go to your city screen and choose the 'Purchase' option on the left hand side of the screen. The religious units and buildings available will be present in the list, with their Faith costs displayed. Alternatively, you can make use of the 'automatic faith purchases' feature. Access the religion overview (by clicking on the Faith icon at the top of the screen), and select what you would like to purchase next from the relevant drop down menu. Once you have accumulated the required amount of Faith, the unit or building will be automatically purchased in a city in which it is available. Note that Missionaries and Inquisitors count as civilian units, and as such cannot share a tile with another civilian unit; if your city contains a Great Person, for instance, you will not be able to purchase any these units until the Great Person is moved. If a city follows a religion with the Holy Warriors Follower Belief, military units can also be bought with Faith. One final, important point about beliefs - each belief can be taken only once. Once a Pantheon, Follower, Founder or Enhancer belief has been chosen by any civ, it cannot be chosen by any other. That means there may be something of a race to the most desirable beliefs. However, the beliefs are fairly evenly balanced, and none are clearly vastly superior to the others, though some are very situational. While you may be disappointed to miss the beliefs you were hoping for, it's not likely to ruin many strategies. Overall usage Overall, religion is a system that will be of use to you whether you actively pursue it or not. It will be of use to all strategies in some way; for instance, if you are pursuing a Diplomatic Victory, you will find spreading religion to City States to be both a great way of making allies, and then keeping them. However, as with a focus on most other specific aspects of the game, your investment in Faith will represent an opportunity cost.Rather, the action takes place through an interface (the 'espionage overview) that can be accessed by clicking on the espionage button in the top right corner of your screen, next to the social policy button. Within the espionage overview, you control the actions that your spies perform. On the left hand side of the interface is a list of your spies, outlining the current action they are performing, with the top right of the interface listing your cities, and the bottom right panel listing all other known cities, including city states. When any civilization hits the Renaissance era, all civilizations receive one spy. As you begin each era, you will gain a new spy, meaning by the Future Era you will have a total of 5 spies at your disposal. If your spy is killed in the line of duty, it will replaced, but not for a number of turns, and in the meantime, you will have to go without. There are three levels of spy; Recruit, Agent and Special Agent. A spy starts as a Recruit, and if it steals a technology, it will be promoted. Likewise, if it kills another spy, it will be promoted. The National Intelligence Agency, a National Wonder, will also level up all of your spies when it is built. These are the only ways in which you can gain spy promotions. Special Agents cannot be promoted, as they are already at the highest tier. The good news is that your spies can only be killed when attempting to steal a technology from another civilization, or when failing in a coup attempt. Each are one of the three main areas of espionage, the other being intrigue. Each will be briefly outlined in turn. But firstly, it will be useful to keep in mind that if you have a spy in a foreign city, you gain a line of sight in that city of 1 tile. In addition, except for City States, you are able to enter the city screen of cities you have a spy within, providing you with all the information you would be able to see through your own city screen. Secondly, it should be noted that whenever you move a spy from one city to another, there is one turn of traveling involved. You'll therefore want to minimise the number of times you move your spies about. Stealing technology In order to steal a technology from another civilization, you must send a spy to one of their cities. Indeed, that is what begins once surveillance has been established. You are only able to steal a technology that the civ in question has. It may be the case that the civ in question has no technologies that you don't already have yourself, so you will be unable to steal anything from them. You will receive notification of this if it is the case, once surveillance has been established. Although potential is simply a value assigned to a city, the best way to think of it is as a yield that each city produces, like research itself. So it can be considered that each city produces a certain amount of potential, which your spies harvest when gathering intelligence. The higher the cost of the tech in question, the more potential you need to be able steal it. The potential a city produces is determined by the research level of that city; the more beakers they are pumping out, the more potential you can harvest from them. This invariably means that capitals, or higher population cities, will be the best targets. If your spy is in a city producing a smaller level of potential, it will take more turns to steal a technology. A Constabulary, which becomes available at Banking, reduces the potential of a city by 25 (so this is what it means when it says that it reduces the spy stealing rate by 25), and is required to build a Police Station, which becomes available at Electricity and reduces potential by a further 25. The National Intelligence Agency, a National Wonder that requires a Police Station in all your cities to build, reduces potential by a further 15, though note that at the moment this actually works to reduce potential in all your cities except the one in which it was built. The Great Firewall, a World Wonder, reduces potential by 99.9 in the city in which it is built, and by 25 in all of your other cities. Capitals and larger cities are more likely to contain these buildings, and you may therefore find it useful on occasion to explore alternative options. Either way, once you have established surveillance in a city, you will find out their potential, which is represented by a star rating in the espionage interface. You can also increase the potential you are harvesting by using an Agent or Special Agent, as opposed to a Recruit. An Agent will harvest an extra 25 of the base potential of a city, whilst a Special Agent will harvest an extra 50. This is the first time you will see the techs that are available to steal, and you just have to pick whichever one you like. As noted, a spy that successfully steals a technology will be promoted. For you to be unsuccessful the target civilization must be defending the city with a spy of their own; without a defensive spy, you cannot fail, even if gathering intelligence is taking you a long time. There is no way to find out whether an opposing spy is within the city. You are simply taking a risk by trying to steal a tech. The more highly promoted a defensive spy is, the greater the chance of it killing an enemy. And again as noted, a spy that kills another spy will be promoted. It should be noted that all that applies offensively, applies defensively. By placing a spy in your own city for the purpose of counter-intelligence, you enable yourself to kill enemy spies. There is a middle ground between success and failure. A middle ground where, although you are successful in stealing a technology, the AI finds out that it was you (as they do when they kill one of your spies). You will always be notified when a technology is stolen from you, but in this middle ground, you will also find out who it was that stole it. Both in the situation described in the previous paragraph, and if your spy is killed, you will incur a diplomatic penalty for spying on your opponent. Your target will come to you the following turn and ask you to stop spying on them. If you click on this notification you will be taken to a diplomatic screen with the leader, where you will have the options of declaring war, denouncing, sternly asking them to stop spying, or letting their transgression slide. If you bluntly ask them to stop spying, you will incur a diplomatic penalty, whereas if you let the transgression slide, you receive a diplomatic bonus; the AI is pleased that you are willing to forgive them. Note that at the moment that the positive modifier you will receive out of forgiving the AI is only half the strength of the negative modifier you will receive for asking them not to spy on you (which in turn is so severe as to be the same strength as the negative modifier you will receive if you break a promise not to spy). The upshot of this is that you're best bet is invariably going to be to forgive the AI, and by doing so you're turning the theft of a technology into something a little positive. If you get caught, your spy might be killed, and you will incur a diplomatic penalty. You can defend against tech stealing with spies of your own, and if you kill a spy attempting to steal technology from you, multiple diplomatic potentialities arise. The espionage overview includes an 'Intrigue' tab which will list all the intrigue that you have received throughout the game. One type of intrigue you can receive is if a civ is building a world wonder or project. Are they planning a sneak attack. Have they embarked an army and provided it with naval escorts. Is it bound for the lands of another particular civ. This is the sort of thing your spies can find out, though your intel is limited by what type of spy you are using, with those that are more highly promoted uncovering additional detail about the AIs' plots. If you receive an intrigue notification that identifies the target, you can click on this notification and it will take you to a diplomatic screen with the target in question. Here, you can share your intrigue with them.