Because the search engines indexers, bots/robots do not index in any standard manner, finding information can seem difficult. Search engines are popular tools for locating web pages, but they often return millions of results. Search engines crawl the Web and log the words from the web pages they find in their databases (Web indexing). Because some search engines have logged the words from over 1 billion documents, results can be overwhelming. Without a clear search strategy, using a search engine is like wandering aimlessly in the stacks of a library trying to find a particular book. Visit the About and Search Engine Techniques pages for more information on using search engines. For specialty searches, you may want look into Specialty Search Engines.

To find examples of a subject directory and reasons why you would use a subject directory, visit the web directories page. You can find a  subject directory definition on the about page and on the meta search page you can find listings and search boxes for the meta search engine that offers them and then visit the directories page to find and learn about the web directory.



Children of the Nile


Children of the Nile has a lot of interesting gameplay and some interesting personality. However, it's weighed down by problems you'll not find in some previous city-building games. Overall, it's a fun city building game with lots of detail and good looking graphics with an economic system easy to understand and it has lots of charm .

You'll play the campaign as a series of pharaohs in Egypt's old, middle, and new kingdoms, which were the height of its power and influence as a civilization. Your goal is to increase your prestige, mainly by upgrading your palace and opening sites for trade or building monuments on the world map. The game also features three excellent tutorials that will teach you almost everything you need to know.

According to a general description by File Front;"If you can't remember the last time you felt the magic of a great PC Strategy game, then you'll want to check out Children of the Nile, proudly presented by Tilted Mill Entertainment."

D2D says "Children of the Nile™ is a unique gem of a city-building game, unparalleled in both grandeur and attention to detail", and give it a rating of 10.0.

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CivCity: Rome

CivCity: Rome, inspired by the world of Sid Meier's Civilization, is an innovative city builder created by a collaboration between Firefly Studios and Firaxis Games which invites players to shift focus from building a multi-city empire and zoom in on the great cities of the Roman Empire, with the exception Rome itself!

Despite the name, CivCity: Rome isn't the next game in the Civilization franchise. While a title and a publisher are shared, Civilization IV was developed by Firaxis in the tradition of the classic game pioneered by industry legend Sid Meier, and this city builder was produced by Firefly Studios, a Hartford-based company best known for the cult 2001 hit Stronghold and its sequels. So this is more of a traditional historical city builder than a take on cultural victories.

Take a simplified tech tree and a handful of wonders grafted onto a clone of city builders like Caesar and Pharaoh and you have CivCity: Rome. The look and feel of the game is very similar to Caesar III.

The solo-only gameplay features both a small selection of one-off missions along with a fairly lengthy campaign, which is actually a tutoral in which you play a freelance governor in peaceful scenarios and a Commander promoted to governor in military scenarios, taking assignments in cities across the empire.

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CivCity: Rome Review -

GameSpot

"Good ancient Roman flavor Reasonably solid rehashing of traditional city-building gameplay."


The Original, Classical and Still Playable Sim City



SimCity has came a long way since the original and you can still find reviews on SimCity and  SimCity 2000 which was released in 1995, like the one bwlow from GameSpot;

"This is the most popular sim of all time, cranked up to a high-tech gloss and packaged with all the popular expansion sets."

By Chris Hudak, GameSpot - Posted May 1, 1996


In 3000, you'll face decisions previously taken for granted. For one thing, you need to worry about garbage. You need to zone for landfill, a necessary evil if you hope to keep your city clean. Just don't expect anybody to live anywhere near your dump.

The ultimate challenge of SimCity 3000 remains the same as it always has, and that is to keep growing, and to keep growing better, while conquering the problems inherent to that growth. To that end, you have far more landmass to work with than in SimCity 2000, so you can keep busy for a long, long time.

Your city exists only on the macrocosmic scale, which means you can't place a coffee shop by a library, but instead must remain content to watch your light, medium oan high density commercial zones develop as they see fit.

I believe, in the long run, the measure of a game's success is in the number of other games influenced by its design. In one way or another, Maxis' SimCity has influenced countless titles from early god games like Populous and Civilization to world-building adventures like Caesar 3 and Alpha Centauri.

Most of the basic functions of the game are the same, if you have played earlier versions you will notice a few buildings they've never seen before. Like everything else in the game, these structures have a tendency to offer you a solution to one of your problems by making another problem worse. As time goes on, your structures become more efficient, and although more expensive, will tend to offer more benefits than disadvantages. A good example of this can be found when dealing with garbage disposal. When you start a game, you can't do much more than zone large patches of land as landfill. Your citizens' garbage is transported to these dumps where it sits and causes ill will and pollution problems. Soon you'll be given access to the incinerator. This plant will let you quit worrying about the eventual overflow of your landfill space (since you're burning the garbage up) but makes air pollution much, much worse. Later on you'll be given a chance to open a recycling center. It's clean and it cuts down on the total amount of trash you have to process, but no one wants to live anywhere near it. Ah micromanagement at its finest.

With the immense popularity of SimCity sequels,  when SimCity 2000 and SimCity 3000 hit the scene they added extra layers of depth to the formula of the original.  The SimCity franchise has enjoyed mass success and acceptance so it is only fitting that a fourth installment should find its way toPCs across the globe.  SimCity 4 takes all the well-integrated structure and intriguing nuances of its predecessors and further refines the series with a slew of visual and gameplay enhancements.  Fans of the series should be pleased.

Breaking away from the single-city model, SimCity 4 focuses on planning at the regional level. The game is packaged with regions -- which include Berlin, the San Francisco Bay area, New York, London and a few others -- which are comprised of a few dozen squares where you can build the metropolis of your dreams. If you build in a square adjacent to an existing city, you can strike up trade deals with your neighbor where you can import and/or export power, trash and water. Similar deals could also be made in SimCity 3000, but now you can actually go to the neighboring city and control these deals. You may build an agrarian-based smaller city with a large landfill so you can ship all of that dirty trash out of your city to the country and let the farmers deal with it. This regional planning really adds a lot more depth to the series than in previous games, and lets you switch from town to town customizing each so you don't get bored.

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