- Rule The Waves Game
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- The $7billion warship to rule the waves: US Navy's largest destroyer ever built gets ready to set sail. X Men star, 54, looks dramatically different with wrinkle-free skin and plumped up cheeks.
- Rule the Waves (RTW) is a naval strategy. You get a download link, and a serial is sent to you by email. Some users reported delays/problems in getting their serial key, but mine arrived within a minute of purchase. It’s admittedly quite ugly and sometimes a bit clunky. On the other hand, it’s extremely intuitive and hassle-free.
- Librivox Free Audiobook. To rule the waves: how the British Navy shaped the modern world Item Preview remove-circle Share or Embed This Item. ENCRYPTED DAISY download. For print-disabled users. Borrow this book to access EPUB and PDF files. IN COLLECTIONS.
Rule, Britannia! Metadata This file contains additional information such as Exif metadata which may have been added by the digital camera, scanner, or software program used to create or digitize it.
- Games by Genre
Put Together Fantastic Trains and Railroads in this Digital Model Builder!
- What's Free - Play game for 100 minutes.
- File Size - 16 MB
- Play It On - Win XP/Vista/7
- Support - Rule the Rail Support
- Game Created By - Brain Bombers
Game Description
Get Aboard the Hobby
![Rule the waves free download Rule the waves free download](/uploads/1/2/6/0/126004855/543678933.jpg)
Optimize iphone storage vs download and keep originals. Have you ever had an interest in putting your own model trains together, running elaborate tracks throughout your house and home, or assembling miniature worlds complete with fully operational railroads? Have you ever delved into the hobby in your youth and wish you could get back into it?
Assembling train models can be a lot of fun, but it’s also very expensive and can eat up a lot of physical space. Fortunately, Rule the Rail sidesteps all those issues by acting as the first train-building set you can get on your very own computer!
Assemble Your Trains
No train set is complete without the actual train of course! Assemble an elaborate train that looks the way you want it to look, that is as long as you need it to be, and holds the goods you want it to transport.
Power your trains using over a dozen engines, including modern day models to the antiquated steam locomotive.
Trail over 25 wagon types, each designed to transport different goods, including oil, coal and acid.
Includes over 9 carriages, each with its own distinct appearance.
Trail over 25 wagon types, each designed to transport different goods, including oil, coal and acid.
Includes over 9 carriages, each with its own distinct appearance.
Set Your Tracks
Having a train is all fine and dandy, but if you want it to do more than sit around looking pretty, it will need tracks to run on. Rule the Rail doesn’t stint in this department, giving you all the options you need to build a realistic railway system. Better yet, you can literally rule the rail by operating it directly once it’s all finished.
Lay tracks down on the landscape. Wind them all around the map and branch them out to your heart’s content.
Set up forks, gates and crossings.
Cut through the earth by building tunnels through it.
Control the traffic of your trains. Reverse their directions, open and close forks in the tracks, change destinations or create new ones, and more!
Set up forks, gates and crossings.
Cut through the earth by building tunnels through it.
Control the traffic of your trains. Reverse their directions, open and close forks in the tracks, change destinations or create new ones, and more!
Create Your World
Rule the Rail gives you the tools needed to make your very own digital diorama for your train to inhabit. Rpg maker 2003 runtime package download. Use your imagination to create a living and breathing world!
Mold the very terrain itself into the shape you want. Form mountain, plateaus, hills, fields and lakes.
Edit the details of your land. Set up grassy knolls, rocky outcrops or entire forests!
Build villages, towns and cities using a wide variety of buildings, including houses, stores, garages, refineries, saw mills, office buildings and more!
Populate your world by placing models depicting a wide variety of people in it. Give it a further lived-in feel by adding props like cars, lamps and benches!
Edit the details of your land. Set up grassy knolls, rocky outcrops or entire forests!
Build villages, towns and cities using a wide variety of buildings, including houses, stores, garages, refineries, saw mills, office buildings and more!
Populate your world by placing models depicting a wide variety of people in it. Give it a further lived-in feel by adding props like cars, lamps and benches!
No Reason to Miss this Train
Rule the Rail provides in-depth tools to build a fully functional train model on your computer. If you long to get into the train-building hobby, then consider ruling the rail today!
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I am the very model of a contented desktop Admiral,
I’ve information financial, political, and tactical,
I grow my navy patiently to echo fights historical,
Not Tsushima or Jutland, but battles roughly comparable;
Rule The Waves Game
I mull over decisions with implications international,
And design my own ships using rules quite mathematical;
Exposed to a wargame this deep, fresh, and dreadnoughtical,
It would be profoundly criminal not to get a little evangelical.
The Flare Path’s weevil-short list of Essential Wargames of 2015 now has a second entry. Rule the Waves ($35) splices turnless* top-down naval skirmishing with turnbased ship design, fleet management and politicking. It’s the dreadnoughts game Creative Assembly would make if they ever lost their entire art staff in a ghastly charabanc accident, fell head-over-heels in love with early 20th Century naval history, and went a bit mad. Surprisingly friendly and fast-paced, and rammed with fascinating decision-making, rarely in computer wargaming has the tactical and the strategic been blended with greater success.
*for all intents and purposes
The tactical half third of RTW is basically the tried-and-tested Steam and Iron, an earlier Fredrik Wallin effort. Gazing down at monochrome brine, the player issues instructions to divisions of whirligigging warships. Head in this direction at such-and-such speed. Adopt this formation and take on this role (scout, screen, support etc.). Control simplicity, helpful AI, and minimal pyrotechnics dazzle-camouflage combat maths in which everything from sun position and smoke interference, to sea state and crew quality, helps determine where shells land. Should a projectile actually strike steel (and the majority don’t) then an equally elaborate penetration algorithm reports for duty. To properly appreciate the behind-the-scenes subtlety you really need to have individual ship’s logs open as you fight. In these mesmerising wound-windows every jammed turret, disabled rudder, and crew-mincing spray of shrapnel is diligently recorded.
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Without long-winded preambles and far-reaching consequences SAI’s skirmishes were ‘merely’ plausible and diverting. Embedded within RTW’s colourful 1900-1925 campaigns, battles shine bright as star shells. Realising that the years of political manoeuvres and fleet purchasing and policy decisions that preceded engagements like Jutland, and Tsushima, were every bit as interesting as the engagements themselves, clever Wallin has built RTW around a Paradox-style shape-your-own-destiny core. At the start of every campaign player-Sea Lords are asked to choose one of seven nations (Britain, France, Germany, Italy, Austria-Hungary, Russia, US and Japan) each of which comes with its own historically-based legacy fleet, navy budget, governmental style, research speciality and national trait. The 300 turns that come next follow no script. It’s up to you to expand and modernise your navy as you see fit, and – largely through multiple-choice events decisions – to help your governmental employers choose friends and enemies and trigger wars and avert them.
‘Prestige’, the primary player goal, is deliciously double-edged. The reward for military victories and hawkish political actions, it’s the resource that keeps you in your post so can’t be ignored for long. Spend too long schmoozing at peace summits and turning a blind eye to spying and provocative acts, and your critics will multiply. There comes a time when foreign faces must be slapped and friendly fleets dispatched. The trick, of course, is fighting the wars you want to fight at the times you want to fight them. RTW’s gloriously tangled events system and ever-present nautical arms race means that state of perfect preparedness is invariably a few months/years away when the balloon goes up. Blue blistering barnacles! In another six months, Furious, Livid, and Apoplectic, my new high-speed armoured cruisers, would have been ready. The submarines I lost in that unwise spat with the ASW-adept Americans would have been replaced…
Looking back on my first week with RTW, I realise I’ve enjoyed the intervals between conflicts just as much as the conflicts themselves. It’s rare a turn passes without something thought-provoking occurring. Often another nation will appear at your door hawking a blueprint. Frequently, news or intel arriving from foreign parts will leave you questioning a current build direction. And then there are those wonderfully varied political choices that surface multiple times a year. The one below has just changed the course of my latest Italian campaign. Faced with three options, all of which threatened to increase international tension levels to some extent (tooltips describe the precise effects) I ultimately decided that the risks of alienating friends via choice (b) were too great, and that my fragile reputation couldn’t take the small prestige hit of choice (a). In the end an ultimatum was sent to Vienna, and, a few months ahead of schedule, I was bustled into a conflict with one of my angriest but least intimidating rivals, the Austro-Hungarians.
Like all the best designers, Wallin knows when to automate – when to abstract. In RTW there’s no need to waypoint vessels to new stamping grounds, or painstakingly plot patrol and raider routes. For campaign purposes the game’s globe is split into twelve operational area. Individual ships in your ‘in service’ list can be moved between these areas with a few quick mouse-clicks (they can also be mothballed or put in reserve fleets to save on running costs in a similar fashion). Give ships general ‘coastal patrol’ or ‘raider’ orders and the computer will consider them when working out a turn’s freighter and submarine losses. The important thing is not the exact location of a vessel within an area (that’s abstracted outside of engagements), it’s the relative force strengths within each area. Assign a vessel to a particular area and there’s a chance it will appear in any tactical clash spawned in that zone.
Those clashes take various randomly generated forms. Assuming you opt to engage (refuse and you’ll sacrifice Victory Points) you can find yourself protecting convoys or mauling them, bombarding coastal targets, hunting commerce raiders, or participating in full-on fleet fights. Scraps are always tinged with uncertainty. There’s no guarantee the AI vessels you glimpse in the first few moments of a battle are alone. Several times over the last few days, chasing fleeing destroyers through driving rain or crepuscular gloom, I’ve accidentally pushed my cruisers into the paths of bruising enemy battleship concentrations. The AI has plainly studied his Scheer.
The third of RTW’s three beautifully enmeshed components – ship design – shifts an already compelling campaign experience into true ‘classic’ territory. Watching your finest floating fortress take a fatal tinfish in the flank is infinitely more painful when you’ve carefully fashioned that fortress yourself and, in a last-minute bid to free-up weight for extra deck armour, decided to skimp on torpedo protection. Naval technology advanced at terrific pace during the first two decades of the Twentieth Century and the game captures the urgency of that headlong rush from reciprocating-engine pre-dreadnoughts clustered with vari-calibre armaments to less fussily armed steam turbine and oil-powered ‘modern’ battleships, quite brilliantly.
In the time it takes to manufacture a new model of destroyer, cruiser, or battleship, your boffins and spies are likely to have discovered or purloined technologies that render the new vessel passé. With news of foreign advances rolling in almost every turn, it’s hard to resist regular trips to the design office. Maybe I can squeeze a few more knots out of the old Kraken-class BBs I designed in 1915… Now I’ve got access to oil supplies and acquired those Asian colonies, perhaps I should create a new long-range cruiser for colonial work… Gosh, half of my DDs were afloat when Queen Victoria was on the throne. Time for a new blueprint I think.
The design process itself takes the form of slightly-fiddlier-than-it-need-be stat altering and vector drawing on a crowded design screen (The vector drawing is purely cosmetic). Annoyingly, it’s possible to add features to a design that a) you’ve yet to discover, and b) breach game rules or current treaties. It’s only when the ‘test design’ button is jabbed that any inadvertent gaffes come to light. A ship graphic that doesn’t automatically alter to reflect structural changes, add to the air of uncharacteristic clumsiness.
Overhauling RTW’s achingly spartan presentation would require far more effort and skill than fixing its handful of trivial GUI flaws. Though event pop-up photographs inject visual flavour from time to time, I can’t survey the game’s unembellished Windows panes, menus and fonts without picturing something a little more nautical. A chain motif border here, a decorative anchor there. The occasional gull cry or slap of seawater against quay to break the eery silence. It would be wonderful if the marvellous rule-breaking Rule the Waves stimulated the senses as consummately as it stimulated the cerebrum.
Rule the Waves is sold by the Naval Warfare Simulations gaming store at $35
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The Flare Path Foxer
Beneath last week’s washed-out Wimbledon colour scheme lurked a grim tale of terror and loss. Stugle, AFKAMC, foop, Llewyn, Matchstick, All is Well, phlebas, Rorschach617, mrpier, Electricfox, Janichsan, JB, and GT5Canuck all made Olympic inroads, but it was Syt who arrived in 1972 Munich first.
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(Theme: The Munich Massacre)
aSpitzer space telescope
b Olympic fencing pictogram (one of the set designed by Otl Aicher for the 1972 Games)
c Bulgarian ‘Septemberists‘ badge
dUH-1 ‘Huey’ helicopter
e Bryce Dallas Howard in The Village
f Class 31 diesel (reference to Building 31)
g G-AFGN, the Lockheed Model 14 Super Electra that carried Chamberlain back from Munich in 1938
hRomano R-83
iHeckler & Koch G3 rifle (used by security forces at the airport)
jOlympic Station, Hong Kong MTR
b Olympic fencing pictogram (one of the set designed by Otl Aicher for the 1972 Games)
c Bulgarian ‘Septemberists‘ badge
dUH-1 ‘Huey’ helicopter
e Bryce Dallas Howard in The Village
f Class 31 diesel (reference to Building 31)
g G-AFGN, the Lockheed Model 14 Super Electra that carried Chamberlain back from Munich in 1938
hRomano R-83
iHeckler & Koch G3 rifle (used by security forces at the airport)
jOlympic Station, Hong Kong MTR
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The following foxer was made in Somerset, England, on July 12, 2015 by a man whose hobbies include…
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*Trimming hedges into the shape of first generation British diesel locomotives
*Trimming hedges into the shape of WW2-era human torpedoes
*Trimming hedges into the shape of untrimmed hedges
*Trimming hedges into the shape of WW2-era human torpedoes
*Trimming hedges into the shape of untrimmed hedges
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All answers in one thread, please.