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The new updated version of the highly successful Sid Meier's Civilization. This book includes discussions of the new game report features will be included as well as a foray into the map editor for players to create and build their own worlds.
The life and career of the legendary developer celebrated as the “godfather of computer gaming” and creator of Civilization, featuring his rules of good game design. "Sid Meier is a foundation of what gaming is for me today." — Phil Spencer, head of Xbox Over his four-decade career, Sid Meier has produced some of the world’s most popular video games, including Sid Meier’s Civilization, which has sold more than 51 million units worldwide and accumulated more than one billion hours of play. Sid Meier’s Memoir! is the story of an obsessive young computer enthusiast who helped launch a multibillion-dollar industry. Writing with warmth and ironic humor, Meier describes the genesis of his influential studio, MicroProse, founded in 1982 after a trip to a Las Vegas arcade, and recounts the development of landmark games, from vintage classics like Pirates! and Railroad Tycoon, to Civilization and beyond. Articulating his philosophy that a video game should be “a series of interesting decisions,” Meier also shares his perspective on the history of the industry, the psychology of gamers, and fascinating insights into the creative process, including his rules of good game design.
BradyGames’ Civilization IV Official Strategy Guideincludes: Features a complete listing of City Improvements, Military Units and Wonders of the World. Comprehensive coverage of the Research Tree, detailing each Scientific Advance. Achieve global domination through Cultural, Economic, Military or Scientific means. Strategies for building empires for both single player and multiplayer games! Platform: PC Genre: Strategy This product is available for sale worldwide.
This book provides the first in-depth exploration of video games as history. Chapman puts forth five basic categories of analysis for understanding historical video games: simulation and epistemology, time, space, narrative, and affordance. Through these methods of analysis he explores what these games uniquely offer as a new form of history and how they produce representations of the past. By taking an inter-disciplinary and accessible approach the book provides a specific and firm first foundation upon which to build further examination of the potential of video games as a historical form.
Come for a visit in Bear Country with this classic First Time Book® from Stan and Jan Berenstain. After reading a scary book, Sister becomes afraid of the dark. Thankfully, Papa has some good ideas to help Sister conquer her fear. This beloved story is a perfect way to teach children about bravery and overcoming their fears.
This strategy game comes through with brand new decisions to make, new technologies, and new elements that subtly enhance the basic premise of the Civilization genre. The new features include custom military units, terraforming, a new government model, and the alien landscape itself.
Flight of the Old Dog is one of the original and classic military techno-thrillers in the entire world. It is the basis of the PC flight simulator "Megafortress" published by Three-Sixty Pacific. It has been translated into twelve languages, and sales have exceeded a million copies. The United States and the Soviet Union are on the brink of nuclear war. At a top-secret research facility at Kavaznya, Sibera, the Soviets have developed a ground-based laser weapon capable of shooting down American satellites, and they are betting that the American president doesn't have the guts to risk starting a nuclear exchange. But at a top-secret flight test site in the Nevada desert called "Dreamland," a team of test pilots and engineers have created the Megafortress: a venerable B-52 Stratofortress strategic bombers modified with stealth technology, computers, digital avionics, state-of-the-art weaponry, and performance-enhancing features that makes it unlike any B-52 bomber--or any other warplane--ever flown. Now it's time to flight-test the Megafortress, and the Air Force assembles the best pilots, bombardiers, and navigators to see what this creation can do. One of them is Captain Patrick McLanahan, considered the best B-52 bombardier in the Air Force. The others on the crew are hard-charging pilots and world-class engineers, and McLanahan is nothing like them. But the team leader and aircraft commander, Lt. General Brad Elliott, can see that McLanahan is a quiet professional and a natural-born leader. Soviet spies soon discover the Megafortress, and they recognize that a fleet of these advanced planes can practically neutralize all of the Soviet Union's air defenses. Back-channel negotiations begin, and the U.S. is willing to mothball the Megafortress if the Soviets mothball the Kavaznya laser. That is completely unacceptable to the Soviet leader, and he hatches a daring plan to deal with the Megafortress while keeping his devastating laser weapon. Just prior to a live fire flight test, a team of Russian commandos invade Dreamland with the goal of stealing the Megafortress…or destroying it. The crew just barely manages to escape. The American president orders the top-secret aircraft back to Dreamland, but Brad Elliott and the vice president hatch a daring plan of their own: use the Megafortress to penetrate the Soviet Union's stiff air defenses and destroy the Kavaznya laser. Thus begins the aerial cat-and-mouse game across ten thousand miles and wave after wave of the Soviet Union's most advanced air defenses and fighter-interceptors, which are all on full alert. Most of the Megafortress's crew have no military training. They have supplies for only a few hours, and are outfitted for the deserts of southern Nevada, not the frigid steppes of Siberia. They have flown the Megafortress only a few times, and only in carefully scripted test flights. With Brad Elliott at the controls, Patrick McLanahan realizes that it's up to him to organize and get the rest of the crew ready for the fight of their lives.
The Flying Saucers Are Real by Donald Keyhoe, printed in 1950, is one of the first books investigating numerous encounters between the United States Air Force fighters, personnel, and other aircraft and UFOs between 1947 and 1950. The author contended that the Air Force was investigating these cases of close encounters, with a policy of concealing. Keyhoe also said that Earth had been visited by extraterrestrials for two centuries, with the frequency of these visits increasing sharply after the first atomic weapon test in 1945.
A growing rebellion beneath the surface of the planet Chiron threatens Sheng-ji Yang's dreams of immortality. Meanwhile, Lady Deirdre Skye's life is in jeopardy as the Planetary Council withholds vital supplies, and orders her to turn over research data on the life force awakening on Chiron's surface. Though an ocean apart, Yang and Skye seek an alliance to overcome the forces arrayed against them.
Awarded the Dexter Prize by the Society for the History of Technology, this book offers a comparative history of the evolution of modern electric power systems. It described large-scale technological change and demonstrates that technology cannot be understood unless placed in a cultural context.