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in Vancouver at the request of U.S. authorities sparked a diplomatic dispute. Exclusive: China makes first major buy of U.S. soybeans since Trump-Xi meet. After Priority: Citadel 2, Allers will request to meet Shepard in his room. . returns to the Citadel after Rannoch as well as a diplomat. Head to the Annos Basin and cruise from the Mass Relay in the Pranas system to the small conversation will be unlocked in coming cutscences about the Asari culture and Javik's. It is the test of a solid thought that it will bear a change of clothing. . Depress, lower, reduce, qf), curtailment, contraction, ABEIDGdrop, sink, stoop, Wrong, injure, oppress, maltreat, proper, meet, appropriate, befitting, abuse, bear rank, thor- politic, deceitful, trickish, TRICKY, ough-going. diplomatic, Machiavelian. 2.
Cities need as much space on one island as possible, in order to fit in all the public buildings needed by advanced civilisation levels. Some or all of the city's demands can be produced on other islands, and then shipped to your main city island. Sometimes you will not be able to control all the territory you need to produce everything, and will be forced to trade with other players.
Although multiple players can settle the same island, this leads to tension and war, and the relatively small size of most islands means it is common for one player to wholly own each of the islands they have colonies on.
Buildings that produce things need to have access to the raw materials they need within their service area.
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For example, for a Weaver's hut to function, it needs to have sources of Wool Sheep farms or Cotton plantations in its service area. Alternatively, both industries need access to a Market place or Warehouse on the same island. The overall transport requirement tends to be lower when industries can find the raw materials they need without using Market places, although with clever colony design, Market place based supply can be the most efficient.
The service area is the highlighted area you see around the buildings when you build or click on it. The same logic applies to public buildings, but in reverse.
For example, only housing in the service area of a Fire department will be protected when fires start. Most buildings need to be linked with roads. Roads need to touch at least one square of one side of each building. Buildings do not need to be aligned to roads. Road connections make buildings accessible to carts and fire trolleys.
Buildings that produce items will store them in the building after production. Production buildings have limited storage capacity.
If storage capacity is filled, production will stop. If a road connection is available, a cart will eventually run out from a nearby Warehouse or Market place, pick up the stock and return.
Once the stock has arrived at the Warehouse or Market place, it is available for other uses on the same island, or shipment elsewhere. Each market place adds two carts.
Travel speeds can be increased by paving the roads cobbles and squares. Having good road networks and enough carts to service all your buildings is essential.
There are two exceptions to cart transport, both involving industries that source their raw materials by using donkeys or walking to the supply of raw materials: In this case, carts will never take stone from the Quarry - they will only transport Bricks created at the Stonemason's hut.
However, any excess Wool that needs to be moved into your warehouse does require road access. Not placing roads in the last case prevents large excess amounts of production from being stored. The second case applies to most basic farm types, Ore smelting, and shipyards. Primary production involves growing and harvesting crops or livestock, or mining. Secondary production is often needed to process these into useful goods. Most production is a simple case of taking one raw material to a processing industry, and returning with the finished product.
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In a few cases, two items need to be used for production to occur. For example, Ore smelters require Ore and Wood to produce Iron. Sometimes more than one production process is needed. For example, after Iron is produced it is made into Tools or weapons before it has any proper use.
End products are consumed by your population, or used by your military ships, troop training, etc. Earlier versions shipped with a printed manual. Later versions including the US version have a manual as manu. Most of the manual text is also available here, http: Based on the observations of Charlie, when comparing the Easy and Difficult settings: You cannot opt to have fewer AI player opponents in the continuous game. Press the Pause key.
Or you can press the question mark, the statistics comes up, and pauses the game aswell. Move it aside to gain a view over your island. When you are done, just move back your window and cancel the 'save'-window.
Scenarios have specific objectives which you must meet - often related to population. Continuous play mode has no fixed objectives, and it is up to the player to decide when to finish.
This can confuse some players, who defeat all the other players and expect the game to end. Games may be played to maximise Final Scoredetails of which are given in the appendices. Now type the name of your choosing for example, 'Cottonville' for your cotton producing island and hit 'enter'. Reload a save game if the problem you wish to undo is dire. How do I mine? Tools can initially be brought for 71 coins or just abovemore later in the game. Once someone produced the first tools, their stock gets down until they have to buy from someone who sells them.
After you have settlers you will be able to build a small ore mine in the side of the mountain. Next you build an ore smelter ore plus wood goes in, iron comes out. When you build a tool maker, every ton of iron is turned into two tons of tools. For efficiency, it's good to have a marketplace close to the ore mine, along with the smelter and tool maker for speedier transport between the different parts of the production chain.
He needs ore and wood.
When you have it in your marketplace, he sends a mule to get it automatically. As soon as your smelter produced his first iron, the toolmaker will take it to work it up. Make sure the place is within the influence area of your marketplace or warehouse. When you got a suitable place must be a straight line of rocks you will see a flashing quarry silhouette. From the official FAQ: Now you have to build a deep iron mine to get at the rest of the ore. Ore deposits may eventually be exhausted due to mining.
Generally, there are three ore deposits possible: Gold deposits are not exhausted by mining. However, destroying natives on the same island may remove any Gold deposit. Guardian suggests this only occurs in later versions of the game, not in the original. However, when the gold is within their territory but they don't have a mine, it's yours after you conquer their land. The headman will curse you, but that does not make a difference to the gold.
That's why ore deposits may be exhaustible. On the contrary, gold is needed even after building is finished, that is why gold deposits are inexhaustible. Gold deposits tend to be in short supply on most maps, however there is normally at least one deposit. I suggest that you restart with another map. After the first house upgraded, you can stop delivering jewelleries - lower the taxes a bit, and your people will be happy they will demand jewellery, but even without it you can get monuments.
Islands in the north of the map tend to be suitable for farming Tobacco, Vines and Sugarcane. Islands in the south tend to be suitable for farming Cocoa, Cotton and Spices. During droughts all crops will die - there is nothing you can do about this, except wait. You do not need to replant drought-afflicted crops. The pattern, three blocks of which are shown below, repeats across the island.
Deer require a mixture of trees and open land to survive. Strangely they survive eating wine. From the game's readme file: If you plant crops in one of these areas they will grow more slowly. I actually never noticed a difference though. Buildings require construction materials, coin, flat land, and certain population requirements to be met.
For requirements, see the Building and Industry Data in the appendices. Construction materials must be available on the island you are trying to build, meaning in your Warehouse on that island; not in your ship's hold except for the first Warehouse on an islandor on another island.
You can only build within your territory see How is territory gained? Use the demolition hammer tool on the build menu. The gallows is supposed to keep him away. The robber appears with and without gallows.
The little green mugger dude came out of the house right there on that corner and thumped the cart guy and took his goodies. Right in front of the Hangman. You get a Gold Statue after playing the game for 30 minutes on normal speed, with your people 'happy'. There you will find the triumphal arches [and other monuments], provided you really defeated the AI.
However, Charlie reports that if sufficiently large empty islands remain after defeating the original opponents, new competitors will emerge. This may allow many more Arches of Triumph to be built. Palaces and Cathedrals can only be built once per game. On Palaces, Robbie47 adds: Monuments just take up space that can be better used for something productive.
So long as the higher-level building covers the houses covered by the earlier building, you do not need to retain the earlier public building. Carts move along them quicker. Stone bridges cannot burn, like wooden ones. The game's readme file says: Stormbringer comments that Squares allow market carts to run diagonally, thereby reducing the time taken to move along a diagonals and to turn corners. Excellent, incomparable, inimita- Adoption, ic.
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Allowance, avowal, concession, mental, supplementary, superadded. Flattery, fiummery, exAdmit, v. Receive, grant entrance cessive praise, extravagant compliment. Flattering, smooth, oily, 2. Concede, accept, grant, acknowl- full of compliments, servile in compliedge, own, confess, take for granted, ment. Mature, grown up, full grown, 3. Permit, allow, bear, admit of, be of age, of mature age. Person of mature age, grown Admit of, Admit, permit, allow, bear, up person.
Debase, corrupt, Admittance, n. Access, means of approach, liberty Adulteration, i. Spice, dash, infusion, sprinkling, solute. Violation of the marriagetinge.
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Hazard, venture, risk, distinct image. Type, image, shadow, symbol. Crooked, hooked, bent, Adventure, v. Dare, venture, take curved. Promote, aggran- Adventurous, a. Bold, daring, dize, exalt, elevate, dignify, raise to courageous, venturesome, venturous, preferment, raise to higher rank.
Forward, further, promote, im- 2. Rash, reckless, precipitate, headprove, strengthen, make better, en- long, foolhardy, full of hazard. Allege, adduce, propose, offer, remarks, note-book, journal, commonassign, propound, bring forward, lay place-book. Pay beforehand, supply before- nist, opponent, adverse party. Increase as priceenhance, aug- Satan. Contrary, opposing, unAdvance, v.
Proceed, progress, propitious, counteracting, conflicting, make progress, make way, get forward, HEAD, not propitious. Unprosperous, untoward, unlucky, 2.
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Superiority, ascendency, pre-emi- the public, bring to the notice of the nence, upper-hand. Benefit, avail, profit, gain, emolu- 2. Announcement, weal, service, blessing. Behalf, behoof, account- interest. Privilege, prerogative, conven- Advice, n. Benefit, profit, serve, tion, warning, caution, exhortation. Intelligence, information, notice, of advantage to.
Beneficial, profit- Advisability, is. Expediency, advisaable, helpful, useful, convenient, ser- bleness. Expedient, proper, fit, good, well, for one's advantage, for prudent, desirable, fit to be advised. Counsel, admonish, sugAdvent, n. Arrival, coming, ap- gest, recommend to, give counsel to, preach. Inform, acquaint, apprise, make Adventitious, a. Accidental, inci- known to, give notice to, send word to, dental, extrinsic, extraneous, foreign, write word to. Confer, consult, deliberate, Adventure, 1s.
Chance, hazard, for- take counsel, hold a conference. Hazardous enterprise, bold under- purposely, by design, with considera. Consultation, delibera- edness, mannerism, assumed manners, tion. Counsellor, instructor, Affected, a. Assumed, feigned, unguide, director, mentor, monitor. Defence, vindication, sup- 2. Assuming, pretending, pretenport, countenance. Defend, support, vin- priggish.
Moving, touching, paAdvocate, ni. Counsellor, counsel, thetic, impressive. Feeling, passion, incliattorney-at-law, limb of the law. Defender, vindicator, supporter, mind, cast or frame of mind. Attribute, quality, property, ac3. Intercessor, comforter, paraclete, cident, modification, mode. Holy Spirit, Spirit of Truth. Love, heart, attachment, kindness, 4.
Aeriform, gaseous, vaporous, ethe- Affectionate, a. Loving, fond, attached, real, airy, empyreal, light. Nest of a bird of prey. Brood of birds of prey. Testimony in writing, Aeriforlm, a. Gaseous, ethereal, vapor- signed and sworn to before a mnagistrate, ous, airy, aerial. Balloonist, aerial naviga- Affiliate, v. Adopt, treat as one's tor. Connect, associate, unite, join, ing. Relationship by marX-sthetics, it. Resemblance, likeness, relation, of the beautiful.
Far off, long way off, afar larity, similitude, parallelism, correoff, wide away, a great way off, at a dis- spondence, parity, sympathy. Sociability, sociable- Affirm, v.
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Courteous, complaisant, civil, po- Affirmation, n. Assertion, declaralite, obliging, urbane, debonair, famil- tion, asseveration, word, averment, iar, easy, gracious, mild, condescend- protestation, avowal, predication, testiing, well-bred. Business, concern, matter, Affirmative, a. Event, occurrence, incident, trans- 3. Join, subjoin, annex, attach, 3. Battle, engagement, combat, con- connect, set to, unite to the end.
Inspiration, supernatural Affair of honor, Duel. Influence, act upon, Afflict, v. Grieve, distress, trouble, work upon. Concern, interest, regard, relate harass, wound, exercise, grind, perseto, bear upon. Touch, move, impress, melt, sub- Afflicting, a. Grievous, painful, disdue, overcome, pierce. Crave, yearn for, aspire to, aim at. Assume, feign, arrogate, put on, lucky, wretched, dire, deplorable, sore, make a show of, pretend to.
Pretension, airs, affect- bear. Calamity, adversity, After-birth, n. Grief, sorrow, distress, woe, tribu- Afterpiece, i. Subsequently, after ness, gripe, griping, broken heart, Afterwards, later, thereafter, in the heavy heart. Wealth, riches, opulence, Again, ad. Again and again, Repeatedly, often, Affluent, a. Opulent, wealthy, rich, moneyed. Supply, furnish, yield, Against, prep. Opposed to, in oppoproduce. Confer, impart, grant, bestow, 2. Facing, fronting, off, opposite to, offer, lend, give, communicate, spare.
Bear the cost or expense of. In provision for, in expectation of, Affray, n. Brawl in a pusblic placein preparation for, in anticipation of. Against the test, altercation, strife, row, fray, broil, fibres of wood. Against the natural disposition, break, RujmPus. Frighten, terrify, alarm, Agalloch, s n. Lign-aloes, aloes scare, daunt, appall, dismay, fright, Agallochunl, wood.
Wondering, gazing eagerly, Affright, a. Terror, fear, fright, alarm, staring with open mouth. Offend, displease, irritate, pro- Age, n. Period, date, epoch, time. Century, a hundred years. Old age, decline of life, vale of Affront, s.
Insult, abuse, contume- years. Maturity, mature years, years of ill-treatment, ill-turn. Old, elderly, stricken in Affusion, it. Preparing, forthcoming, in prepa- 2. Having lived, of the age of. Said before, aforemen- 2. Charge, direction, management, tioned, before-mentioned, fore-named, superintendence, supervision. Actor, doer, operator, perAforethought, a. Premeditated, pre- former, executor. Deputy, attorney, factor, repreA fortiori. Fearful, haunted with fear. Anew, newly, again, over 3.
Gather in a ball or Aft, ad. Abaft, astern, behind, mass, gather together, lump together, back, rearward, in the rear.
Subsequent to, later than. About, in relation to. Unite, glue, cement, After, ad. Succeeding, subsequent, Agglutination, n. Cohesion, union, following, later. Hind, hinder, posterior, rear, Aggrandize, v. Exalt, dignify, honor, back. Heighten in evilconsidered, at last, in the end. Torment, torture, rack, 3. A heightening of Agonize, v.
Be tormented, be torsomething evil. Amass, collect, accu- fering. Accord, harmonize, conpile up, heap up, scrape together, keep cur, unite, be in unison, be of one together.
Assent, consent, accede, acquiesce, Aggregate, n. Whole, total, totality, comply, subscribe, yield assent, give gross, lump, sum, amount, body, mass, consent, fall in. Stipulate, bargain, promise, enAggregation, is. Collection, mass, pile, gage, undertake, contract, be sworn. Make the first attack, be one's word, pass one's word, pledge the first to attack, be the aggressor. Attack, assault, inva- one's self, bind one's self. Compromise, compound, come to Aggressive, a.
Attacking, assaulting, an understanding, come to an agreeassailing, assailant, invading, offensive. Assailant, assaulter, at- 5. Suit, match, tally, correspond, tacker, assailer, invader.
Pain, grieve, afflict, conform, square. Suitable, fitting, fit, 2. Wrong, injure, oppress, maltreat, proper, meet, appropriate, befitting, abuse, bear hard upon, ill treat, ill conformable, correspondent, accordant, use. Amazed, astounded, startled, as- to one's taste, to one's mind, after one's tonished, dumfoundered, thunder- fancy. Conformable to, suitAgile, a. Lively, nimble, brisk, smart, able to, accordant with, consonant with, active, quick, ready, prompt, alert, tallying with, squaring with, consistent sprightly, lively, supple, sPRY, winged.
Pleasing to, grateful to, gratifying briskness, smartness, activity, quick- to, acceptable to. Chime in with, fall in Agiotage, n. Shake, jar, toss, rock, 2.
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Make a bargain with, strike hands trouble by brisk motionconvulse. Excite, ruffle, rouse, ferment, stir Agriculture, n. Tillage, husbandry, up, work up.Mass Effect 3 Walkthrough Part 29 - Sur'Kesh
Fluster, flurry, hurry, confuse, Agriculturist, n. Discuss, controvert, canvass, de- the soil. Stranded, wrecked, cast away. Disturbance, jarring, commotion, 2. Intermittent fever, fever and ague. Excitement, emotion, perturba- pesfoliatumn.
In opposition said of the 4. Discussion, disputation, debate, windagainst us, in our teeth. Three-toed sloth Bradypus triAgitator, it. Assist, help, support, serve, Agog, a. Eager, impatient, excited, speed, second, back, befriend, prosper, wrought up, worked up, on tiptoe, with abet, co-operate with, take part with, open mouth. Assistance, help, LIFT, fur- light of heart, in spirits, in good spirits, therance, co-operation, patronage, sup- of good cheer.
Showy, gaudy, flaunting, jaunty, 2. Helper, assistant, coadjutor, Aitclibone, s. Partly open as a door. Pain, trouble, afflict, be the Ajutage, n. Spout of a fountain. Kin, related, allied, kindred, Ail, v. Suffer, be in pain, feel pain, cognate, congenial, homogeneous, analbe ill.
Sickly, sick, ill, indisposed, Alacrity, n. Readiness, promptitude, unwell, diseased, feeble, languishing, alertness, agility, activity, quickness, unhealthy. Disease, ail, illness, sick- 2. Sprightliness, gayety, cheerfulness, ness, ailing, indisposition, malady, dis- hilarity, vivacity, liveliness, high spirits, temper, disorder, complaint.
A la mode, [Fr. Fashionable, in the Aim, n. Direction, course, bearing, fashion, in vogue. Intention, intent, purpose, design, Alarmn, n. Alarum, larum, tocsin, reason, view, object, end, scope, drift, summons to arms, alarm-bell, beat of goal, point, final cause.
Take aim at, point at, level ger, signal of distress. Fear, apprehension, terror, fright, 2. Intend, purpose, design, mean. Crave, affect, yearn for, aspire at, Alarmn, v. Call to arms, summon aspire after, endeavor after, be at, drive to arms.
Terrify, frighten, affright, startle, have in one's eye, have an eye to, scare, daunt, appall, put in fear. Purposeless, objectless, Alaruin, n. Atmosphere, atmospheric air, Alate, a. Spirits of wine, pure spirit, 4.
Weather, open air, open atmlo- highly rectified spirit. Appearance, aspect, mien, man- Alehoof, n. Gill, ground-ivy Glechomza ner, look, cast, demeanor, conduct, hederacea. Watchful, vigilant, circumior, port. Ventilate, change the air of. Active, brisk, nimble, agile, smart, Air-bladder, a. Openness, exposure to lance, circumspection, wariness. Activity, agility, nimbleness, 2. Gayety, levity, sprightliness, vi- briskness, smartness, sprightliness, vacity, liveliness.
Ride, drive, walk, prom- ness. Analysis by mzeans of let2. Exposure to air, admission of air. Vent, spiracle, blow-hole, ions.
Affectation, pretension, Alias, it. Estranged, differing, remote, unAir-tight, a. On the wall across from the pod is a datapad worth 2, credits. Activate the checkpoint and a cut-scene plays.
During the cut-scene, two Assault Troopers attack you from inside a shuttle. Take them out, then go through the opening. Around the left corner, a couple of salarians are trying to hold off a Centurion in the distance. Another shuttle arrives to drop off more Assault Troopers. You can use a long-range weapon to easily end this fight. Take them out and pick up the Pistol High-Caliber Barrel along the left wall on the shelf.
Open the door at the end of the room, and proceed around to the left and up the stairs. Third level Edit If Major Kirrahe is present, you will see him kill some Assault Troopers with a Scorpion heavy pistol; if not, the salarian replacing him will get taken out quite quickly, making the battle that much harder.
There are several Cerberus Engineers present, and they will set up turrets, and will quickly set up more if you don't finish them off or slow them down. Sabotage used on a turret will cause it to lay waste to nearby enemies. If you don't have Sabotage available, a Stasis bubble used quickly enough can catch multiple engineers before they can set their turrets up. Once all the enemies are down, on the right just inside the room are some Spare Parts that you can salvage for 3, credits.
At the end of the room, on the right, activate the species observation area in order to advance. Do not move away from the scanner or you will have to wait for activation again.
Right behind the door, there is a medical station you can use XP. Go down the hall and open the door. You will watch a varren tear into an Assault Trooper, before his comrade shoots it down.
It is impossible to kill the comrade before he has finished shooting the varren. The area will have another wave of Cerberus to fight, including two Guardians. Up the stairs on the right is a good path to take, but beware of a few enemies already on the upper level.
Note that Assault Troopers can use their jet packs to jump up to the top too. In the middle of the room on the lower level will be some Armax Arsenal Greaves.
Around the corner past the ladder on the lower level is a Sentry Interface and some Spare Parts for 3, credits to salvage. When you've collected everything, bypass the door on the upper level to continue. Third level, second room Edit Take out the Assault Troopers in the room. You'll then be told to re-route power for the containment pod to continue on, but first pick up some equipment.
Hug the right wall from where you came in, and around the corner on a couch is the M Raptor. Following the left wall from where you came in, you will come to a Pistol Scope next to a Research Terminal that contains information about STG's experiments with varren.