队列口令下达顺序:有人有death note的小说版在线地址吗?下载也OK啦

来源:百度文库 编辑:神马品牌网 时间:2024/04/29 07:51:54
如题,对这个很有兴趣,超级想要的,日语中文随便,最好中文,但是要是能通过网络的,不要购买的,说白了就是要免费的。要原著,不要同人。谢谢

中文的
在线阅读

死亡笔记
http://www.du8.net/book/11172/html/1001/

对不起,是英文的
CIVILIZATION III FAQ/STRATEGY GUIDE
By Dennis L. "Fox" Doucette (rocketshow@hotmail.com)
Version 0.02
November 1, 2001
|============================================================================|
|This FAQ is Copyright 2001 by Dennis L. Doucette. It is licensed to anyone |
|who wishes to use it, provided that person gains absolutely no financial |
|reward from its use. It may not be packaged on a floppy disk, CD-ROM, or |
|otherwise distributed through means other than download in text-only format |
|over the Internet. If you wish to convert this document to HTML, please |
|inform the author via email. The author reserves the right to reject any |
|conversion attempt if it does not fit standards of simplicity and |
|compactness for ease of download (i.e. if it contains anything other than |
|target links and font formatting---no graphics, sounds, music, or content |
|not otherwise created by the original author outside of the use of links and|
|font tags. The latest version of this FAQ can ALWAYS be found at |
|http://www.gamefaqs.com (Ga me F A Q s---this line is for authenticity, as |
|many pirate FAQ sites use a find and replace. The URL should match the word|
|save for the spaces.) |
|Civilization III and all related marks are copyrighted and trademarked by |
|their respective owners. Information can be found in the box, README file, |
|and documentation. If you don't have this stuff because you're a lousy |
|stinking software pirate, may you rot in the Ninth Circle of Hell. |
|============================================================================|

|=================|
|TABLE OF CONTENTS|
|=================|

1. Author's Note
2. Revision History
3. Game Basics
A. Kulturkampf (Culture Battle)
B. Borders, or Get Off'n My Property!
C. Give Peace a Chance---Profit from the Pacifism
4. Strategies for a Dangerous World
5. Known Bugs
6. Coming Soon

|================|
|1. AUTHOR'S NOTE|
|================|

NOTE: I'm writing this FAQ with an eye towards those of you who have some idea
how the Civilization world works, either because you're a veteran of past Civ
games or because you've played a lot of Civ3 trying to figure things out on
your own before logging on to the Internet to try and get help. Those of you
looking for a "full walkthrough" will be disappointed because a game like this
is open-ended, and you should be exploring the world and figuring most of it
out on your own, using FAQs as a sort of "what does that do?" or "I'm hanging
on one aspect of the game, got any ideas?" reference guide. It's for you that
this FAQ is written.

|===================|
|2. REVISION HISTORY|
|===================|

Version 0.01 (10/31/01): Alpha Version. I just got this game four hours ago,
so it's going to be real rough, but I want people to know what this game might
hang or crash on. It's not 100% stable since it's a fresh release.

Version 0.02 (11/1/01): Second Alpha Version. Corrected a fat load of errata,
most of which stemmed from me completely misreading everything on the screen
during my first brief run-through. The remainder of the errors stemmed from
the fact that I'm an idiot and momentarily forgot what game I was playing. Go
figure. The FAQ's going to look a little choppy as I update, because my first
priority at this stage of the development process, so bear with me and keep in
mind that this is a work-in-progress.

|==============|
|3. GAME BASICS|
|==============|

I'm a pretty experienced Civ player, having first played the original "Sid
Meier's Civilization" way back in 1994. I played Civ2 almost from the get-go,
even going so far as to play the mediocre PlayStation port when I had no
computer of my own. Nonetheless, when I got Civ3, there were a few things I
noticed right off the top that warrant mentioning to anyone who's picking up
this game as an upgrade of Civ2:

|================================|
|3A. KULTURKAMPF (CULTURE BATTLE)|
|================================|

For starters, there are a bunch of new factors at work here. "Culture Rating"
is probably the biggest one, as the old-fashioned 21-square City Radius has
been replaced by a system in which cities with more "Culture Points",
accumulated through building stuff like Wonders of the World, city
improvements, and other "nuts 'n' bolts" stuff that should be familiar to any
Civ veteran. When you first found a city, you'll get a City Radius of a 3x3
square with your city at the center. This should be all you need in the early
going, however, since as soon as you accumulate 10 Culture Points (called CP
from here out), you'll expand out to the old familiar 5x5 "corner-cut" model.
Thing is, as you increase by factors of 10 (i.e. to 100, 1000, 10,000, and up
to a maximum of 20,000 at which point you're declared the winner of the whole
game), your city radius expands with you, although you're still restricted to
working only the Civ2-style 21-square city radius no matter how far your
cultural border extends.

One thing should be immediately obvious as a direct consequence of this
system, namely that as your civilization expands and grows more culturally
strong, you're going to run up against the problem of overlapping city radii,
probably by the time you hit the Middle Ages. This is not as much of a
problem as you'd think. The 21-square city radius is still the overriding
determinant of which city gets what squares to work. What is far more
important is the overall use of the space you're given, so don't change your
city design strategy just because those pretty dashed lines make you think
you're more powerful than you are.

On top of that, there's the "Borg factor" as your cities grow. If a nearby
civilization has a city too close to your borders (more on borders in a minute
because it's a new feature), your city can grow into its radius, even
swallowing up the enemy city in the process! You'll need a BIG culture rating
to achieve this, and your city (and civ) will have to be far more culturally
advanced than the target, but imagine Buffalo, NY being able to take Toronto
for the United States...or Toronto being able to take Buffalo for Canada! It
can happen here.

|========================================|
|3B. BORDERS, OR "GET OFF'N MY PROPERTY!"|
|========================================|

Unless you're playing on Chieftain level, most of the AI opponents should be
at least a LITTLE smarter than Fuzzy Lumpkins, but I digress.

The borders in Civ3 aren't as straightforward as they were in Sid Meier's
Alpha Centauri (a brief explanation can be found in almost any SMAC FAQ, and
you don't need to have played the game to understand the explanations.) City
radii are the first determinant of borders, for obvious reasons as stated
above. However, if cities are placed a little too far away from each other
(perhaps as an attempt to keep cities from stepping on each other's toes later
on, for example), a "corridor" opens up between the radii, assuming there are
no enemy cities in between to interdict the corridor. The entire outline of
the borders (which will be color-coded to the nations that own the territory)
forms the border of your empire, and no enemy units may cross that border
unless you specifically say they can pass. Imagine a troll asking three
questions if it makes you laugh. Safe Passage agreements and Mutual
Protection pacts can force your hand, since in that case you've got either a
spoken promise of trust or a military alliance causing the rules to change.

Factor this in with Culture, and you see that "Rational Perfectionist" (a
suicide pact with feebleness in Civ2) becomes a viable option in Civ3, as
quality begins to supersede quantity. There are better ways to expand one's
borders than merely playing Nelson Muntz to the hapless foe (although, as I'll
say again in Chapter Four, the Nelson approach has a time of its own. In fact,
peace has other benefits as well:

|==================================================|
|3C. GIVE PEACE A CHANCE---PROFIT FROM THE PACIFISM|
|==================================================|

I should warn the reader that I've got a strong knowledge and commerce bent
when I play empire-building games. I would much rather get into space or buy
everyone out than waste my time micromanaging my unwashed hordes. Still, the
boys at Firaxis made it easier for guys like me to play the way I want without
facing a severe handicap from having to placate the guys with all the guns as
I tried to build my world in peace. Note, however, that there's a time for
everything: I cover that in Chapter Four.

In Civ3, trade is now handled without the aid of caravans or freight (they've
been phased out for reasons that should be obvious to anyone who's ever played
SMAC and apparent to anyone who actually reads the manual for Civ3.) Because
of that, not only do peace treaties help keep unwanted foreigners off your
soil, they also serve the dual purpose of automatically generating either a
given amount of income or a special resource to your civ. Of course, if
you're getting a special resource, chances are you're also trading a resource
of your own, but nobody ever said good stuff was free, right?

Simply put, if the computer has something your civ needs, especially if that
something allows you to build otherwise unavailable military units, take it.
Don't be surprised if the computer expects a lot from you in exchange for
something like Iron or Saltpeter, because the AI's smart enough to know that
most human players will use those items to rain leaden death upon the
mechanical animals that stand in their way. Expect to have to work for it.

http://www.ali213.com
|=======================|
|3D. OTHER STUFF TO KNOW|
|=======================|
http://www.ali213.com

All I can say in addition about game basics is READ THE MANUAL. Most gamers
hate to do this, I know, but if you leave the manual in a place where you'll
be a captive audience (say, on the back of the toilet for those extended
sessions after the burrito supreme-eating contest with your buddies at Taco
Hell or when your girlfriend decides to make her trademark Salmonella Chicken
Surprise), you'll be able to pass the time as you pass the...ummm, nevermind,
I've said enough. Just read the manual, ok?

|===================================|
|4. STRATEGIES FOR A DANGEROUS WORLD|
|===================================|

First thought: Choose your civilization wisely. What do you typically play
for? Are you a scientist by nature, trying to climb the tech tree as fast as
possible? Are you a militarist, thriving on blowing your enemies clean off
the map? Perhaps you're a religious type, a humanitarian who thinks that the
little Civpeople inside your computer deserve to be treated with care. Maybe
you've got a little Microsoft in you and like to buy people off. Pick two of
those that mean the most to you, and PLAY TO YOUR STRENGTHS. Don't pick
religious commercialists if you like to build big scary things and break
stuff. Militaristic scientists might sound like fun except for the fact that
either you're going to stall your research because you're too busy fighting a
war, or you're going to have your army dithering around doing nothing because
you're too busy trying to research the right techs to get them outfitted. Once
again, play to your strengths. What's good for one player might be awful for
another, so have some fun with it and figure out what works for you.

Second thought: Have a plan in mind for how you intend to accomplish your
nation's goals. If you've decided to go the science or industry route, you're
going to need a bunch of cities that generate lots of trade each turn, and for
that you're going to have to plan to make a lot of your citizens into workers,
saving any leftover military allocations for defensive units. If you've
decided to be militaristic, your cities' production is going to suffer because
armies aren't free, not even under Communism. If your civilization is
religious, you'll have plenty of happy people in your empire, but time spent
building religious improvements is time not spent building stuff like banks,
libraries, and universities. Once again: PLAY TO YOUR STRENGTHS! Any
questions on this?

Third thought: Letting your enemies live can be dangerous. If an opposing civ
starts out too close to your territory, see to it that they are eliminated
from your sight before they can pose a threat. Remember the great Star Trek
maxim: "Diplomacy for Kirk was with a phaser and a smirk." In the early days,
having a few military advances as an ace up your sleeve can allow you to crush
the opposition before they get a chance to assemble a few armies and crush you
first. Peace is good. Culture is better. But if it's a struggle for
lebensraum, you're going to have to kick some ass. You shouldn't have to seek
out other islands and continents, because those sorts of things will leave
your Oracles and stuff like Bach's Cathedral with a more limited sphere of
effect. If you've chosen a "Pangaea" style world at the beginning setup,
adjust your strategy accordingly, because you're going to have one hell of a
fight on your hands before you acquire the sort of territorial superiority
that will allow you to show a little more mercy and engage in a lot more trade
with the lucky schmoes who were fortunate enough to start at a safe distance.
I'd aim for controlling about 40-50% of the map, or at least having the most
territory by a comfortable margin. You don't have to go for the Conquest
victory unless you really want to, but that doesn't mean you should try and be
Switzerland either. Consider that all the Swiss have for land is a tiny
little enclave of Europe with too many tall mountains and a climate that's ill
suited for growing anything more interesting than a little bit of grazeland to
make cheese. Man does not live on cheese alone, and neither should your civ.

|=============|
|5. KNOWN BUGS|
|=============|

I'm playing the Version 1.07f (initial release) version of Civ3 (as we all are
at this writing since the game just came out this week). I'll compile these
bugs as I find them, and if Firaxis or Infogrames release any patches for this
game (which will in all likelihood be found on the official civ3.com site),
I'll make note of which bugs were fixed (by playtesting, not by what Firaxis
says it fixes.)

Two bugs I've found in four hours:

1. If you use the little letters in the Civilopedia to bring up the whole list
of entries, then select an entry from the list, the game will cause an
exception and crash.

2. If you try to activate more than one unit at a time from the City
Management screen, the game will hang and only a Ctrl-Alt-Del "End Task" will
bring you back out to the Windows desktop.

For those of you wondering what spec I'm running:

900MHz Intel Celeron processor
128MB RAM
30GB hard drive
DirectX version 8.0a
16MB of VRAM direct-wired into the motherboard
Windows ME

All this stuff is well above what the box says are even the Recommended
requirements, so I'm pretty sure that any bug I find will be consistent with
what anyone else finds. People reading this should report any bugs they find
first to Firaxis (find the contact info at www.civ3.com) then to me (email to
rocketshow@hotmail.com) so I can put the info into the FAQ and try and keep
people from complaining that this game is too buggy. I should say in the dev
team's defense that this game is otherwise very stable, and the only time the
game's had any problems is in those two easily-avoidable instances above.

|==============|
|5. COMING SOON|
|==============|

Rome wasn't built in a day, and neither will a FAQ of such epic proportions.
I'm playing this game just about constantly, and am absolutely committed to
bringing my observations and notes to the gaming community. Civilization has
given me so much enjoyment over the years, it will be a labor of love sharing
my opinions, strategies, and observations with all of you out there reading.

Other stuff I've written can be found at:

http://www.gamefaqs.com/features/recognition/4810.html

I'm also on the GameFAQs message boards as "SimuLord", hanging around in
Current Events usually. Thank you, and drive through.

-END DOCUMENT-