Games PC Sid Meier S-railroad Tycoon Ii-platinum
|
|
Bookmark Games PC Sid Meier S-railroad Tycoon Ii-platinum |
About Games PC Sid Meier S-railroad Tycoon Ii-platinumHere you can find all about Games PC Sid Meier S-railroad Tycoon Ii-platinum like manual and other informations. For example: review.
Games PC Sid Meier S-railroad Tycoon Ii-platinum manual (user guide) is ready to download for free.
On the bottom of page users can write a review. If you own a Games PC Sid Meier S-railroad Tycoon Ii-platinum please write about it to help other people. [ Report abuse or wrong photo | Share your Games PC Sid Meier S-railroad Tycoon Ii-platinum photo ]
Manual
Download
(English)Games PC Sid Meier S-railroad Tycoon Ii-platinum, size: 2.1 MB |
Games PC Sid Meier S-railroad Tycoon Ii-platinum
User reviews and opinions
| jiangsula |
6:29pm on Wednesday, June 23rd, 2010 ![]() |
| I replaced my first-gen iPod Touch, which I had since they first came out a few years ago, with this new beast of a device. First of all. | |
| ooounohu |
4:49am on Friday, June 4th, 2010 ![]() |
| All my friends were into this one when this came out couple of weeks ago. Honestly, this surprised me. | |
| dkpw |
1:15pm on Tuesday, April 13th, 2010 ![]() |
| Bought the 16G WiFi for my wife. She enjoys playing games, surfing the web, reading books, reading email and catching up on her Soaps at ABC.com. | |
Comments posted on www.ps2netdrivers.net are solely the views and opinions of the people posting them and do not necessarily reflect the views or opinions of us.
Documents
Page 8
S YSTEM R EQUIREMENTS
MINIMUM SYSTEM REQUIREMENTS
1.4GHz Intel Pentium 4 or AMD Athlon processor or equivalent 512MB RAM 64 MB video card with hardware pixel and vertex shaders (GeForce 3, Radeon 8500 or better) DirectX 7 compatible sound card CD-ROM drive 1.7 GB of free hard drive space DirectX 9.0c (included)
RECOMMENDED SYSTEM REQUIREMENTS
2.0 GHz Intel Pentium 4 or AMD Athlon processor or equivalent (or better) 1Gb RAM 128 MB video card with pixel shader 2.0 support (Radeon x800, nVidia 6800) DirectX 7 compatible sound card CD-ROM drive 1.7 GB of free hard drive space DirectX 9.0c (included)
SUPPORTED OPERATING SYSTEMS
Windows 2000 (plus Service Pack 1 or higher), Windows XP Home or Professional (plus Service Pack 1 or higher).
AN IMPORTANT NOTE REGARDING GRAPHICS AND HAVING THE BEST POSSIBLE EXPERIENCE
Sid Meiers Railroad uses some of the most advanced rendering techniques available today for special effects and to achieve real-time performance for a great game playing experience. The game was developed and tested on NVIDIA GeForce FX, 6 Series, and 7 Series graphics cards and the intended experience can be more fully realized on NVIDIA GeForce 7 Series graphics hardware. On a GeForce 7 series card you will be able to turn on all of the NVIDIA special effect features at higher resolutions in the game.
Page 9
I NSTALLATION
Insert the Sid Meiers Railroads CD-ROM disc into your drive. On the setup screen, click Express Install for a default installation without further prompting. Advanced users can choose Custom Install to customize the installation path.
T UTORIAL
The Railroads tutorial provides in-game instructions on how to play the game. We recommend that you have the tutorial running as you read through Chapter Two: The Basics.
T HE S ID M EIER S R AILROADS W EB S ITE
The Sid Meiers Railroads web site contains loads of useful information on the game. It will contain any patches or game code updates, and it will provide links to multiplayer and fan websites. The website can be found at: www.sidmeiersrailroads.com You can get there via standard internet browser; in addition, the games Main Menu provides a link to that site. Click on the Visit Railroads Web Site button to automatically launch your browser and visit the site.
S TARTING
In order to play a game of Railroads you will need to have the Railroads CD-ROM in your CD-Rom drive. To begin play, click on the Railroads icon on your desktop, or go to the location where you installed the game and double-click on the Railroads.exe file. The game will launch and you will see a number of title screens as well as the games opening video. Once the video is complete you will find yourself on the games Main Menu (see next chapter). For your first game, we recommend that you play the Tutorial. (By the way, you can skip the title screens and opening animation by pressing any button on your keyboard.)
Page 10
S AVING AND L OADING A G AME
SAVING A GAME
You can save a game in progress at any time during play. You save games at the Save Game screen. To get there, you have two options: While on the main screen, hit [CTRL-s]. (This means that you should press the Control button and s simultaneously). Or press [Esc] and then click on the Save Game button. You will then be taken to the Save Game Screen.
The Save Game Screen
Once at the Save Game screen, to save your game simply type in a file name and hit [OK]. At the top of the screen is the folder bar which shows where on your computer your game will be saved. It will most likely be [Install Directory]\Sid_Meiers_Railroads\Saves unless you saved it to a different location. Your save game directory is displayed in the box to the left. The names of your saved games and your "autosaves" are in the list on the right.
LOADING A GAME
You can load a previously-saved game at the start of a play session or while playing a game. You load games from the Load Game screen.
Page 11
To get to the Load Game screen, you can do any of the following: At the start of a play session, you can click on the Load Game button on the main menu. During a game [CTRL-L] will take you directly to the Load Game screen. Or you can press [ESC] and then click on the Load Game button.
The Load Game Screen
To load your game, select it out of the box in the middle of the screen and [DOUBLEclick]. The game will ask if you'd like to save your current game. Click [OK] to proceed to the save game menu or [Cancel] to continue loading the previously-saved game. At the top of the screen is the folder bar which shows where your previously saved game are stored on your computer. It will most likely be [Install Directory]\Sid_Meiers_Railroads\Saves unless you saved it to a different location. Your save game directory is displayed in the box to the left.
4:26 PM
Page 31
Double Tracks
On particularly busy sections of your railroad you may want to aid traffic-flow by adding double tracks to your rail network. These tracks closely parallel existing track, allowing trains to pass each other without either having to stop. You can have up to three parallel track lines on any particular section of track; and all train stations and depots can handle up to three lines at a time.
How to Lay Double Tracks
To lay double track, click on the Double Track button on the main screen. Then put your cursor next to an existing piece of track. If the circle turns green, you can create double track at that point. Click at the point
Page 32
you want your double track to begin, then move your cursor to where your new track ends. Click again and the track will be laid. If there are any obstructions, if the grade is to steep or the angle is too sharp, the track will turn red, meaning you cannot lay that double track.
Crossovers
Once you have laid your double (or triple) track, you may want to install some crossover track, allowing your trains to switch track if the line they are on is blocked. To lay crossover track, click on the Lay Track button single track, that is then click on the sections of track where you want the crossover to be.
DEPOTS
Trains can only deliver cargo at depots (or their brethren, annexes, stations and terminals). A depot in a city allows you to deliver to and pick up from all of that citys industries; and, if the city is large enough, to pick up and deliver mail and passengers as well.
Constructing Depots
Depots can only be constructed along track that you own. To construct a depot, click the Build Depot button on the button panel. Put your cursor atop a section of your track; youll notice the cursor turns into a ghosted image of a train station. As you move the mouse along your
Page 33
track, when you get close enough to a city, that ghosted image will turn into a solid image of a train station, denoting that a station can be built there. If you move close enough to a resource, the station will turn into an annex building a unique connection point where a train stops to load up on whatever good is produced there. For example, the Lumber Mill Annex is a giant crane that loads logs into a lumber car. You can only build depots, stations and terminals alongside track you own! Clicking the left mouse button confirms your decision to build a station or annex at that location and allows trains to be routed to that industry or city. Stations and Annexes Cost Money! Stations are quite expensive and should not be constructed carelessly. The station in your starting city is free.
As a railroad man, your job is to haul people and cargo from one place to another. Thats how you make your money (at least most of it anyway).
Page 36
While you are creating the route for a train, you must tell your train what kind of cargo it is to carry. When you first create a train, it has no cars on it and cannot carry any cargo. When you add a station to your route, a box appears atop the routing map displaying what cargo is available for pickup at that station. To pick up that cargo, you must add the appropriate cars to your train. For example, if you are creating a commuter line and your starting station has 1 carload of mail and 2 carloads of passengers awaiting pickup, you might want to add 1 mail car and 2 passenger cars to the train at that station. Note that once cars are added at any stop, theyre automatically added to the cargo list at every stop in the route. This is usually okay if the train is carrying passengers and/or mail between cities; however, if youre carrying materials or raw goods you may need to make adjustments, adding or deleting cars at each stop. See below for examples of creating routes. Creating a Passenger/Mail Train Passengers and mail are good, steady sources of income. Lets say that you have depots in two cities connected in a line: Washington, and Baltimore. You note that both cities have passengers and mail available, so you decide to set up a train to carry them. You click on the Buy Train button on the main screen, which takes you to the Routing screen. At the routing screen you click on Washington and give the train 2 passenger cars and 1 mail car. You click OK and then click on Baltimore. Since Baltimore also has passengers and mail, you leave the trains car manifest as it is. You then exit the Routing screen. Your newly-created train will do the following: it will appear at Washington, where it will add on a mail car and two passenger cars, which will then fill up with as many available passengers and sacks of mail as the cars can hold. The train will then proceed to Baltimore, where it will drop off its Annapolis cargo and pick up a new set of passengers and mail. The train will then return to Washington, drop off its Baltimore load and start the route all over again.
Page 37
Changing Engines When you create a new train, it is by default equipped with the most modern engine available. While this is often the correct choice, you may want to choose a different engine model. To do so, click on the Change button in the upper-right corner of the screen, and the "Roundhouse" screen will appear, where you can buy the latest engine or select a different one depending on your need. You can switch between trains by hitting the left and right arrows. Once you choose an engine you are returned to the Routing Screen.
Page 46
to you, you can build a line to hijack his paper and bring it to your newspaper just as you would if you had produced the paper yourself. The danger here is that your opponent may not find supplying you with a profitable good in his best interest and stop shipping lumber to the city. Now you have a useless rail line unless you expand to the lumber mill. So when building such a line, make sure to keep an eye on your goods, as you never know when your supply may get cut off.
STOCK MARKET
While Railroads is mostly about laying track and running a railroad, you live or die on the stock market.
Starting Stock
Each competitors company has a total of ten shares of stock, four of which they already own. The remaining shares can be purchased by anybody the companys owner or his competitors. Stocks are bought and sold one share at a time; each represents 10% ownership of a company.
Selling Stock
Sometimes the price of a project can turn out to be more than you bargained for. A bridge costs more than expected or perhaps you need to build an elevated track on what you thought was level ground. Or maybe you just want your route to have that brand-spanking new 4-8-4 Golden State, but youre strapped for cash. Well, fear not. You can raise needed cash in the stock exchange.
Selling Your Stock
By selling some of your stock, you can easily get some quick cash, in exchange for weakening your control of your company. To sell your stock, left click on the plus button next to your name in the upper-right hand corner of the screen. Then [LEFT click] the Sell option. This will sell 10% of your control of your company and give you immediate cash. The amount is indicated by the number below the Sell button. It is also possible to sell your stock on the Competition screen by clicking the Buy button on the left end of your stock bar. (See the Competition Screen, on page 49).
Page 47
Selling Stock in an Opponents Company
You can also sell stock that you purchased in a competitors company, of course. This too can be done from the main screen or from the Finance screen. From the Main screen: Click on the Plus button next to the competitors name, and then click on the Sell button. From the Finance screen: Click on the Sell button on the left end of their stock bar (see below).
Buying Stock
You can purchase shares in any company as long there are shares available. If all ten shares of a company have already been purchased, you must wait for one to become available (after a competitor sells a share).
Buying Stock from the Main Screen
Click on the Plus button under the name of the chairman of the company you want to purchase a share of. If there is stock available, the Buy button will be solid. The buy or sell price of the stock is below the appropriate button.
The Buy and Sell buttons become visible when you click on a Plus button next to a competitors name (or your name). In this example the player clicked on the + button next to his own name (Tycoonery). He can now sell some of his stock, earning $132k, or he can purchase another share of his stock for $146k.
Stock Price
The price of a stock is determined by a number of things. Some are fairly obvious the more profitable a company is, the higher the value of its stock. However, the value of a stock is also affected by the companys chairmans net worth, and by the value of the stocks in other companies that the chairman owns. Thus, if you own a lot of shares in a competing company and that companys share prices go down, your companys stock prices will decline somewhat as well.
Page 48
Stock prices increase through various actions, incoming profits and random events. The higher your stock price when you sell, the more money you will get. Selling stock will also lower your stock price, so if you sell a significant portion of your stock quickly, you will get less money for every sale. Selling your stock over time can net you more cash as your price recovers from each sale. Be cautious, as every bit of interest you sell in your company is that much more interest your opponents can buy of it, making it easier for them to buy you out of business and out of the game (see Victory and Defeat, on page 52). And be sure to keep an eye on your opponents available stocks as well, because every share of their stock you own will make it cheaper for you to buy them out in order to win a monopoly victory.
As the game begins, every players stock starts at the same low level. As each new railroad expands, their stock price will rise with their increased income and net worth. But as competition begins to take its toll resources become scarcer, once profitable routes run dry stock prices will level and even drop. The smart speculator buys stock low and sells it high. By buying stock early in the game (either your own or your opponents) and holding onto it through that early burst of growth, you can earn yourself a tidy profit. The benefit is clear cold, hard cash when you sell. The downside is that youll have less cash to spend on your own initial routes, which could cost you in the long run if you get left behind in the race to profitability.
GERMANY Era: 1835-1870
2-2-2 Adler
Purchase Year: 1834 Purchase Cost: DM20,000 Top Speed: 40 mph Preferred Cargo: Passenger Initial Maintenance Cost: DM1,000
The 2-2-2 Adler, the Eagle, was designed by the English locomotive firm Robert Stephenson & Company to christen the inaugural German rail line, the Ludwigsbahn. A variation on their 2-2-2 Patentee design, the Adler had an impressive career for an early engine, continuing its four mile service between Nuremberg and Furth until the mid-1800s, when it was finally dismantled and sold for scrap.
2-2-2 Beuth
Purchase Year: 1843 Purchase Cost: DM30,000 Top Speed: 50 mph Preferred Cargo: Passenger Initial Maintenance Cost: DM2,000
With the Stephensons engines being shipped throughout Europe and William Norris 4-2-0 cropping up overseas, manufacturing mogul August Borsig decided it was time to demonstrate the strength of German locomotive design. Though not entirely free of English and American influence, Borsigs 2-2-2 Beuth was more stable than Norris 4-2-0s, thanks to its evenly distributed wheels, proving German designers capable in their own right.
2-4-0 Mdoc
Purchase Year: 1857 Purchase Cost: DM30,000 Top Speed: 50 mph Preferred Cargo: Freight Initial Maintenance Cost: DM2,500
A play on a French design, the 2-4-0 Mdoc, designed for the SwissWestern Railway, employed a lengthened boiler, drawing more energy from the heat produced within the engine. Its four driving wheels made it a powerful engine, turning the Swiss Alps from true obstacles to mere molehills. Despite a tendency to rock as they rolled, Mdoc engines were well received and continued in service until the end of the 19th century.
ERA: 1871-1920
4-4-0 Class S3
Purchase Year: 1880 Purchase Cost: DM40,000 Top Speed: 60 mph Preferred Cargo: Passenger Initial Maintenance Cost: DM3,500
History
At the turn of the 19th century, a new technology called superheating hoped to make engines more efficient. Endorsed by the chief engineer of the Prussian State Railways, Robert Garbe, the 4-4-0 S3 was one of the first engines to use superheating, making the S3 extremely fuel efficient, cutting its coal consumption by over 10% and its water consumption by 30%. This made the S3 an ideal express passenger train, able to heft trains of cars over significant grades and using less fuel to do it.
4-6-0 Class P8
Purchase Year: 1900 Purchase Cost: DM60,000 Top Speed: 60 mph Preferred Cargo: Mixed Initial Maintenance Cost: DM4,000
There were high hopes for the first 4-6-0 P8s. Expected to be express passenger trains with running speeds of up to 70mph, unfortunately, the first P8s suffered from numerous flaws and design defects. But with serious adjustments during the first two decades of the 20th century, the P8 went on to become one of northern and eastern Europes most popular mixed service engines, 3800 being built and spread from Denmark to Poland.
4-4-2 de Glehn Atlantic
Purchase Year: 1910 Purchase Cost: DM40,000 Top Speed: 80 mph Preferred Cargo: Passenger Initial Maintenance Cost: DM3,500
Englishman Alfred de Glehn made a name for himself in French trains by creating some of the first compound engines in the 1910s. Known as much for their fuel and water conservation as their complicated internal workings, the 4-4-2 de Glehn Atlantics were put into service for Frances Northern Railway. Yet despite their complexity, in the hands of a competent engineer and mechanic, these machines were surprisingly hardy, completing some of the tightest schedules on the continent at the time.
Ge 6/6 Crocodile Electric
Purchase Year: 1920 Purchase Cost: DM50,000 Top Speed: 40 mph Preferred Cargo: Mixed Initial Maintenance Cost: DM2,000
Known in certain circles as Mountain Dinosaurs the Crocodile engine was a highly popular family of engines on the rail systems cruising through the Swiss mountaintops. Trying to lift themselves from dependence on foreign coal, the Swiss were quick to adopt electrification as an alternative to steam, and in 1921, the 6/6 Ge Crocodile first took to the Rhaetian Railway, 15 being built by 1929, and kept in use until the 1990s.
ERA: 1921-1980
4-6-2 Class 01
Purchase Year: 1925 Purchase Cost: DM65,000 Top Speed: 70 mph Preferred Cargo: Passenger Initial Maintenance Cost: DM4,000
Dr. R. P. Wagner had high hopes for the newly formed German State Railway in 1922 that an engine from Munich could receive repairs in a shop in Nuremberg, with the same parts being available throughout the German nation. With this in mind, the 4-6-2 Class 01 became Germanys first standardized engine, improving on previous machines thanks to vastly simpler maintenance. This made running near continual passenger trains a thing of little difficulty for the 4-6-2 and put the engines in a class all their own.
1-Do-1 Class E18 Electric
Purchase Year: 1935 Purchase Cost: DM70,000 Top Speed: 100 mph Preferred Cargo: Passenger Initial Maintenance Cost: DM4,000
NAPOLEON III
Emperor Napoleon III, born Charles Louis Napolon Bonaparte, after being elected President of the French Second Republic, seized control after his term ended. Giving birth to the French Second Empire, the liberty of French citizens took a heavy blow under the new emperor, but was partially balanced by a new level of prosperity and modernization. Part of this modernization was the French rail system, which went from almost non-existent to nearly 11,000 miles in only thirty years under Napoleons reign.
OTTO VON BISMARCK
A master statesman, Otto von Bismarck, the Iron Chancellor, was a key figure in the construction of the German Empire in 1871. Guiding his country through wars with Denmark, Austria and France. With the empires establishment, a new level prosperity swept the German states. Along with this prosperity came a new surge in railroad construction, unifying the empire through both politics and transport. Yet Bismarck, after losing favor with both his emperor and much of the country he helped to form, was forced to resign.
HELMUTH VON MOLTKE
Chief of the General Staff in Germany during the outbreak of World War I, Helmuth von Moltke the Younger nearly guided Germany to victory using a quick barrage of mobile troops, but French and Belgian troops cut a hole in von Moltkes plan they destroyed their own rail systems. Using nearly 30,000 workers, Moltke hoped to repair the destroyed rail lines and earn himself a victory over France before turning his attention to the Russians breathing down his flank. But speedy Russian mobilization and French resistance entrapped Moltke, leading to drawn out trench warfare and eventual German defeat.
CZAR NICHOLAS II
Known for his obsession for grand schemes (while tending to ignore the day-to-day care of his subjects), Czar Nicholas II, Russia's final monarch, brought about the creation of the famed Trans-Siberian Railroad, as well as an increase in Russian coal and iron production, thanks in large part to his shrewd Minister of Finance, Sergei Witte. Yet due to his increasingly harsh reactions to the growing labor unrest in his country, and a less than keen understanding of his citizens, Nicholas was killed during the Bolshevik Revolution in 1918.
H ISTORICAL B ACKGROUND
The defeat of the Emperor Napoleon I a decade earlier had ushered in a new era of prosperity and supremacy for Great Britain. Thanks in grand part to their powerful navy, Great Britain had expanded its economic might across much of the world. Yet within her borders, a new expansion was taking place, the birth of the railroad, which followed hotly on the heels of the Industrial Revolution.
Page 114
The success of the Stockton & Darlington Railway combined with the inspiration of the Stephenson Locomotive Company designs made Britain a quick adopter of new rail technology. These newborn railways spread like wildfire as a spirit of Railway Mania swept the country in the 1840s. Hundreds of new lines were formed, yet a number of rail lines stood out, some for their technical achievements, others for the gall of their owners, among them Isambard Brunels Great Western Railroad and George Hudsons Midland Railway. Yet over the next several decades, a series of government consolidations narrowed the number of lines to four in 1921, then divided those lines into six as the rail systems, nationalized under British Railways in 1947, finally removing the rail system from private hands.
Page 115
C HAPTER 8
A Brief History of the Railroads
Page 116
This section provides an overview of the history of railroads around the world. It is impossible in the space available to do justice to this fascinating topic; there are literally thousands of great books and videos available for those who seek to know more.
T HE L IFE AND T IMES THE I RON H ORSE
OF ROCKETS AND RAINHILL
English engineer George Stephenson was hardly the first man to ever harness the power of steam. What he did do was create the first truly reliable steam engine in 1825, the creatively named Locomotive for the Stockton & Darlington Railway, a small-gauge coal line in Northern England. Stephensons creation could not only pull more than any horse team, but do it for far less money. But it wasnt until his victory at the Rainhill Trials, in which his Rocket, designed in 1829 with his son Robert, beat out the competition and went on to become the locomotive of Britains first true railroad, the Liverpool & Manchester, that the Stephenson name would become forever linked with the history of railroads. The Robert Stephenson and Company locomotive works would go on to become one of the most important early locomotive creators, shipping their engines across the world. Germanys first engine, the Adler, running on the premiere rail line of the country, the Ludwigsbahn between Nurnberg and Furth, was a Stephenson creation. A similar engine, LAigle, was shipped to France as that countrys railway program began to find its footing. And in the United States, Stephenson designs were imported and acted as important influences for years. But each country was soon to declare their independence from Stephensons designs, making trains that fit the specific needs of their national railways.
CHANGING POWERS
As trains became a normal part of life throughout the United States and Europe, a problem arose. Trains servicing large cities like New York or Baltimore caused excessive amounts of pollution, noise and accidents. Starting at the turn of the 20th century, these places became the testing ground for new, electric commuter trains, which would be able to run without dangerous and unhealthy smoke. Electric trains quickly became the standard for servicing large cities.
Page 121
While electric trains were quickly shown to be both reliable and costeffective for urban commuting, they had yet to be prove their worth as long distance freight or passenger engines. In the United States, it was the Pennsylvania Railroad, using its P-5a electric engine, that showed that electricity could be both powerful and profitable. One hemisphere away, the Swiss, whose mountainous homeland made using steam engines both costly and slow, quickly adopted electric trains in order to remove their dependence on imported coal. A long line of powerful electric trains were to follow, including the Ge 6/6 Crocodile, which could haul man or freight over the high peaks of the Swiss landscape. Diesel engines, despite their cheap running costs, only found their way into use in the 1930s, and were not widely used until the forties and fifties, for it was assumed no diesel engine could ever be as powerful as an equivalent steam engine. In the United States, the EMD F-Series proved that argument wrong. Far from the first diesel, but certainly one of the most successful in the United States, the success of the F-Series prompted the creation of the next great American diesel, the EMD GP, an immensely strong and efficient engine. Germany too began experimenting with diesel, creating the V series in the 1930s, with the culmination of the line, the light and efficient V200, being constructed in 1953.
POST-WAR TRAVEL
With the onset of the Second World War, trains once again took up their role as important troop and supply lines. As one of the greatest world conflicts of all time came to a close, great changes were to sweep the world of trains. The chaos brought about by the end of the war in Europe gave some countries the chance to expand their railways and others to transform them completely. In France, the provisional leadership of Charles de Gaulle helped guide the country through trying reconstruction. De Gaulle also helped bring about the construction of Paris underground rail system in order to further aid commuter travel in his homeland. For Britain, the end of the war became the beginning of a nationalized rail system, one held completely in public hands. In a divided Germany, two new rail
Effective Media GmbH Synthesis International Srl Synthesis Iberia 2K International QA QA Manager Chris Rowley QA Supervisor Dom Giannone QA Localization Supervisor Iain Willows Mastering Engineer Wayne Boyce Lead QA Technician Steve Manners QA Technicians Denver Cockell Natalie Holkham Iain Moore Arsenio Formoso Michael Bunning Rob Jenkins Russell Keawpanna Kephuc Nguyen QA Localization Technicians Alessandro Cilano Karen Rodrguez Anadn Marco Angiuoni Nicolas Adam Pascal Geille Raul Garcia Sebastian Frank European Publishing Team Adrian Lawton Alexander Harlander Ana Lafuente Andreas Traxler Anthony Dodd Ben Payne Ben Seccombe Corrine Herbault Cristiana Colombo David Powell Emmanuel Tramblais
Page 132
Fabio Gusmaroli Federico Clonfero Gabby Fitzgerald Gabriel Hacker Giovanni Oldani Heinz Henn James Crocker James Ellingford James Quinlan Jan Sturm Jochen Frber Jochen Till Jon Broadbridge Jonnie Bryant Jose Antonio Muoz-Calero Fernandez Leigh Harris Mark Jackson Mark Lugli Monica Puricelli Nasko Fejza Nico Grupp Olivier Troit Onno Bos Raquel Garcia Gonzalez Sandra Dosch Sandra Melero Sandrine Chatrenet Sarah Seaby Serhad Koro Simon Ramsey Sylvie Barret Thomas Mahoney Tom Baker Tracey Chaplin Valentine Heliot Warner Guine Zoran Roso 2K International - China Animators Xu Jie Shen Hu Jin Yi Yuan Zhi Wei
Artists Shi Wen Jun Ding Quan Qi Game Designers Xiong Jie Chen Qiang Pan Chen Mu Zou Jun Jie Programmers Sun Ting Lin Yin Yang Jin Hui Sound Designer Yang Jie Producer Liu Jing General Manager Julien Bares Special Thanks: Marc Berman Bob Blau David Boutry Alice Chuang Scott DeFreitas David Edwards Dan Einzig David Gershik Ting Lau Jerry Luna Xenia Mul Tim Perry Drew Smith Take-Two Sales Nan Teh Natalya Wilson Peggy Yu
Page 133
LIMITED SOFTWARE WARRANTY AND LICENSE AGREEMENT
YOUR USE OF THIS SOFTWARE IS SUBJECT TO THIS LIMITED SOFTWARE WARRANTY AND LICENSE AGREEMENT (THE AGREEMENT) AND THE TERMS SET FORTH BELOW. THE SOFTWARE INCLUDES ALL SOFTWARE INCLUDED WITH THIS AGREEMENT, THE ACCOMPANYING MANUAL (S), PACKAGING AND OTHER WRITTEN, ELECTRONIC OR ON-LINE MATERIALS OR DOCUMENTATION, AND ANY AND ALL COPIES OF SUCH SOFTWARE AND ITS MATERIALS. BY OPENING THE SOFTWARE, INSTALLING, AND/OR USING THE SOFTWARE AND ANY OTHER MATERIALS INCLUDED WITH THE SOFTWARE, YOU HEREBY ACCEPT THE TERMS OF THIS LICENSE WITH [TAKE-TWO INTERACTIVE SOFTWARE, INC.] (LICENSOR). LICENSE. Subject to this Agreement and its terms and conditions, LICENSOR hereby grants you the non-exclusive, non-transferable, limited right and license to use one copy of the Software for your personal use on a single console. The Software is being licensed to you and you hereby acknowledge that no title or ownership in the Software is being transferred or assigned and this Agreement should not be construed as a sale of any rights in the Software. All rights not specifically granted under this Agreement are reserved by LICENSOR and, as applicable, its licensors. OWNERSHIP. LICENSOR retains all right, title and interest to this Software, including, but not limited to, all copyrights, trademarks, trade secrets, trade names, proprietary rights, patents, titles, computer codes, audiovisual effects, themes, characters, character names, stories, dialog, settings, artwork, sounds effects, musical works, and moral rights. The Software is protected by United States copyright law and applicable copyright laws and treaties throughout the world. The Software may not be copied, reproduced or distributed in any manner or medium, in whole or in part, without prior written consent from LICENSOR. Any persons copying, reproducing or distributing all or any portion of the Software in any manner or medium, will be willfully violating the copyright laws and may be subject to civil and criminal penalties. Be advised that Copyright violations are subject to penalties of up to $100,000 per violation. The Software contains certain licensed materials and LICENSORs licensors may protect their rights in the event of any violation of this Agreement. LICENSE CONDITIONS You agree not to: (a) Commercially exploit the Software; (b) Distribute, lease, license, sell, rent or otherwise transfer or assign this Software, or any copies of this Software, without the express prior written consent of LICENSOR; (c) Make copies of the Software or any part thereof; (d) Except as otherwise specifically provided by the Software or this Agreement, use or install the Software (or permit others to do same) on a network, for on-line use, or on more than one console at the same time; (e) Copy the Software onto a hard drive or other storage device and must run the Software from the included CD-ROM or DVD-ROM (although the Software may automatically copy a portion of itself onto your console during installation in order to run more efficiently); (f) use or copy the Software at a computer gaming center or any other location-based site; provided, that LICENSOR may offer you a separate site license agreement to make the Software available for commercial use;. (g) Reverse engineer, decompile, disassemble or otherwise modify the Software, in whole or in part; (h) Remove or modify any proprietary notices or labels contained on or within the Software; and (i) transport, export or re-export (directly or indirectly) into any country forbidden to receive such Software by any U.S. export laws or accompanying regulations or otherwise violate such laws or regulations, that may be amended from time to time. LIMITED WARRANTY: LICENSOR warrants to you (if you are the initial and original purchaser of
Page 134
the Software) that the original storage medium holding the Software is free from defects in material and workmanship under normal use and service for 90 days from the date of purchase. If for any reason you find a defect in the storage medium during the warranty period, LICENSOR agrees to replace, free of charge, any Software discovered to be defective within the warranty period as long as the Software is currently being manufactured by LICENSOR. If the Software is no longer available, LICENSOR retains the right to substitute a similar program of equal or greater value. This warranty is limited to the storage medium containing the Software as originally provided by LICENSOR and is not applicable to normal wear and tear. This warranty shall not be applicable and shall be void if the defect has arisen through abuse, mistreatment, or neglect. Any implied warranties prescribed by statute are expressly limited to the 90-day period described above. Except as set forth above, this warranty is in lieu of all other warranties, whether oral or written, express or implied, including any other warranty of merchantability, fitness for a particular purpose or non-infringement, and no other representations or warranties of any kind shall be binding on LICENSOR. When returning the Software subject to the limited warranty above, please send the original Software only to the LICENSOR address specified below and include: your name and return address; a photocopy of your dated sales receipt; and a brief note describing the defect and the system on which you are running the Software. IN NO EVENT WILL LICENSOR BE LIABLE FOR SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES RESULTING FROM POSSESSION, USE OR MALFUNCTION OF THE SOFTWARE, INCLUDING DAMAGES TO PROPERTY, LOSS OF GOODWILL, COMPUTER FAILURE OR MALFUNCTION AND, TO THE EXTENT PERMITTED BY LAW, DAMAGES FOR PERSONAL INJURIES, EVEN IF LICENSOR HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. LICENSORS LIABILITY SHALL NOT EXCEED THE ACTUAL PRICE PAID FOR USE OF THE SOFTWARE. SOME STATES/COUNTRIES DO NOT ALLOW LIMITATIONS ON HOW LONG AN IMPLIED WARRANTY LASTS AND/OR THE EXCLUSION OR LIMITATION OF INCIDENTAL OR CONSEQUENTIAL DAMAGES, SO THE ABOVE LIMITATIONS AND/OR EXCLUSION OR LIMITATION OF LIABILITY MAY NOT APPLY TO YOU. THIS WARRANTY GIVES YOU SPECIFIC LEGAL RIGHTS, AND YOU MAY HAVE OTHER RIGHTS THAT VARY FROM JURISDICTION TO JURISDICTION. TERMINATION: This Agreement will terminate automatically if you fail to comply with its terms and conditions. In such event, you must destroy all copies of the Software and all of its component parts. You can also end this Agreement by destroying the Software and all copies and reproductions of the Software and deleting and permanently purging the Software from any client server or computer on which it has been installed. U.S. GOVERNMENT RESTRICTED RIGHTS: The Software and documentation have been developed entirely at private expense and are provided as Commercial Computer Software or restricted computer software. Use, duplication or disclosure by the U.S. Government or a U.S. Government subcontractor is subject to the restrictions set forth in subparagraph (c)(1)(ii) of the Rights in Technical Date and Computer Software clauses in DFARS 252.227-7013 or as set forth in subparagraph (c)(1) and (2) of the Commercial Computer Software Restricted Rights clauses at FAR 52.227-19, as applicable. The Contractor/ Manufacturer is the LICENSOR at the location listed below. EQUITABLE REMEDIES: You hereby agree that if the terms of this Agreement are not specifically enforced, LICENSOR will be irreparably damaged, and therefore you agree that LICENSOR shall be entitled, without bond, other security, proof of damages, to appropriate equitable remedies with respect any of this Agreement, in addition to any other available remedies. INDEMNITY: You agree to indemnify, defend and hold LICENSOR, its partners, licensors, affiliates, contractors, officers, directors, employees and agents harmless from all damages, losses and expenses arising directly or indirectly from your acts and omissions to act in using the Software pursuant to the terms of the Agreement. MISCELLANEOUS: This Agreement represents the complete agreement concerning this license between the parties and supersedes all prior agreements and representations between them. It may be amended only by a writing executed by both parties. If any provision of this Agreement is held to be unenforceable for any reason, such provision shall be reformed only to the extent necessary to make it enforceable and the remaining provisions of this Agreement shall not be affected. This Agreement shall be construed under New York law as such law is applied to agreements

Title: Publisher: Developer: Platform: ESRB Rating: Release Date: Web Site: Product Overview:
Sid Meiers Civilization Revolution 2K Games Firaxis Games Nintendo DS E10+ (Everyone 10 and older) July 8, 2008 http://www.civilizationrevolution.com/
Sid Meiers Civilization Revolution is the latest offering in the legendary award winning Sid Meiers Civilization series of strategy games, featuring the famous just one more turn addictive gameplay that has made it one of the greatest game series of all time. Sid Meiers Civilization Revolution has been designed and built (by the legendary Sid Meier and his team at Firaxis) from the ground up for console and handheld game systems delivering graphics, gameplay and controls that take full advantage of the hugely popular gaming platforms. Sid Meiers Civilization Revolution is a watershed game offering players a chance to experience the epic empire building world of Civilization in a whole new way in an accessible, visually immersive, fast paced, action-packed world that gamers crave. Franchise Overview: Hall of Fame Game designer, Sid Meier, has been called The Father of Computer Gaming with such early hits as F-15 Stealth Fighter, Railroad Tycoon, and Pirates. He put computer gaming on the map, however, in 1991, when he delivered Sid Meiers Civilization to the gaming world, launching the God Game genre and creating one of the most award winning and addicting games on the planet. Civilization remains one of the worlds top selling PC game series with over 8 million units sold and is recognized by the press as one of the greatest game franchises ever created. In Civilization, players strive to become Ruler of the World by establishing and leading a civilization from the dawn of man into the space age waging war, conducting diplomacy, discovering technologies, going head-to-head with some of historys greatest leaders, and building the most powerful empire the world has ever known.
Features: Handheld Game, Console Experience: All of the units, Civilizations and gameplay mechanics have been brought to the Nintendo DS, ensuring a console-quality experience that fits in the palm of your hand Conquer the World Anytime, Anywhere: For the first time ever, the famously addictive one more turn formula comes to handhelds, allowing players to conquer the world anytime, anywhere Choose Your Civ Choose from 16 Civilizations throughout history (from Africa to Germany to America to China) to lead to victory Intense Combat Triple your strength by combining up to three units into one powerful army and destroy your enemies. When your units win tough battles, they will become veterans and then elites. You can then choose from a list of powerful upgrades that will give elite units even more strength to dominate in war Intuitive Touch Screen Controls Simple and natural controls allow players to command massive armies, delegate tasks and build civilizations, all with the use of the stylus and buttons Accessible for Newcomers and Longtime Fans: Guided tutorials teach players the necessary tools that will put them on the fast track to global dominance Game of the Week: Each week a new Firaxis created map will become available for players to play, offering endless replayability Furious Battles Locally and Over Wi-Fi: Play up to three other friends in local wireless battles or challenge the world via Nintendo Wi-Fi Connection
Developer Information:
Firaxis Games is one of the worlds premier game development studios, and home of legendary designer Sid Meier. Firaxis has developed some of the most successful and award-winning computer and video games on the market today including; 2005 PC Game of the Year - Sid Meiers Civilization IV, the expansions Civilization IV: Warlords, and Civilization IV: Beyond The Sword, the blockbuster Sid Meiers Civilization III series, Sid Meiers Pirates! (PC, Xbox and PSP), Sid Meiers SimGolf and Sid Meiers Railroads!. Firaxis legacy titles include the Sid Meier's Civil War Series! (Gettysburg!, Antietam!, and South Mountain), and the Sid Meiers Alpha Centauri series. In 2005, Firaxis Games was acquired by Take-Two Interactive Software, Inc., joining its 2K publishing label. For more information, press only: Charlie Sinhaseni, 2K Games, 415.507.7586, charlie.sinhaseni@2kgames.com
Tags
DMC-FZ2 Digimax L70 171SPF Dimension 2300 2530I RS-1500US Seccoultra KDL-40XBR4 KDL-40S2010 VPC-S7EX HBF601 WD-J63B S12LHX HD082GJ-B Groupwise M35-S456 AW405F Uk XR-3503MK2 GE81W MG50DFX Gr-d30 42PX4RVH Audio PSX FX-100W D7200 CT-W355R Twinmate 125-135 Electronique KH 1170 EWF810 Navigator Optoma H27 VC-FH30FPM TX-28LD1 7600DYE Fostex 160 PDC 2030 Flash WR450F XL-40 T7208 Review GE27860 Navigation SA-AK960 DVP3350V-05 P1120 6 0 5 1 VP-M110 FX140-2003 P2015N WEP450 AR-5015N 5120 Rebel 2000 Cinemaone DMC-FZ8 DP-190 300DX SKW-530 Dremel 1680 PL-Z91 EVO T20 Biberones B3741-4-W LH-T7656IB DVD-606 Divx ICN530-smartst VSX-920 HD-H1 0TGL VX-1R TVT 07 MP3-player ER-221 L64560 SLV-E285VC Sidekick II CDC-112 BH-101 SL-CT490 CZ509E Photoimpact 11 LBP2900I 9970G 6885XL Huskystar 215 - 2003 Converse 2200 Q-2422 PRO Restoreit 7 Coolpix S610 KX-F60 Cinema-U3100mini Atsc SCD101 Droid Adv Info 2 2 4X4-2001 Grandprix 2000
manuel d'instructions, Guide de l'utilisateur | Manual de instrucciones, Instrucciones de uso | Bedienungsanleitung, Bedienungsanleitung | Manual de Instruções, guia do usuário | инструкция | návod na použitie, Užívateľská príručka, návod k použití | bruksanvisningen | instrukcja, podręcznik użytkownika | kullanım kılavuzu, Kullanım | kézikönyv, használati útmutató | manuale di istruzioni, istruzioni d'uso | handleiding, gebruikershandleiding
Sitemap
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101








