Civil Rights
Movements, leaders, victories and the continuing fight for equality.
Explore the people, places, events, achievements, struggles and stories that shaped our journey.
Movements, leaders, victories and the continuing fight for equality.
Innovation, patents, science, technology and world-changing contributions.
Pioneers, champions, Negro Leagues, records, activism and excellence.
Meet the people whose lives, choices and achievements shaped the journey.
Black towns, communities, institutions and places where history happened.
Moments that changed communities, movements, institutions and the nation.
In August 1908, a white mob attacked Springfield, Illinois’s Black community, destroying homes and businesses and lynching two Black men. National outrage over the violence helped spur the movement that created the NAACP the following year.
MORE →Reflects the personal views, recollections, and perspective of the author, Mike Davis.
This is a personal recollection on the Move fire on May 13, 1985
| Imperialism II: The Age of Exploration | |
|---|---|
| Developer | Frog City Software |
| Publisher | Strategic Simulations |
| Designers | Ben Polk Bill Spieth Ted Spieth[3] |
| Platforms | Mac OS, Windows |
| Release | |
| Genre | Turn-based strategy |
| Modes | Single-player, multiplayer |
Imperialism II: Age of Exploration is a turn-based strategy computer game developed by Frog City Software and published by Strategic Simulations, Inc. (SSI) in 1999. It is the successor to the 1997 game Imperialism. In Imperialism II, the player starts as ruler of a 16th-century European country, and must build an empire.
Since 2001 Ubisoft owns the rights to the Imperialism trademark.[4]
Imperialism II is a turn based 4X game, where you have to "eXplore, eXpand, eXploit, and eXterminate" in order to achieve victory. The game however focus on the economic aspect[5] by introducing the concepts of variable worker productivity, variable terrain productivity, labor allocation, resource allocation and logistics.
The game presents the player with an economic problem that is composed of three allocative dilemmas plus the necessity to supply food for workers and military units plus the necessity to finance scientific research.
Raw materials which depend terrain improvements to be extracted and on logistics to be transported have to be processed by workers into semi-finished materials. Those semi-finished materials can then be turned into units or workers, used to increase terrain productivity or used to sustain workers of higher productivity. Logistics also depends on semi-finished materials for expansion through additions to the merchant marine and improvements to the road network.
On Imperialism II raw materials have to be transported first and then processed, access is not enough. In order to build a unit or an improvement a specific quantity of specific raw materials needs to be transported and processed into semi-finished materials before it becomes possible to build a unit. An example, to build 1 Ship-of-the-line unit the following quantities of semi-finished materials are required:
This requirement represents in raw-material terms the following:
But in order to build another unit, such as a Carbine Cavalry a different mix is needed:
In raw material terms this necessity would mean:
Every worker, ship and military unit requires one unit of food (wheat, meat or fish) every turn. Because of this necessity, enlarging the labor force depends on the increase of the food supply. Increasing the food supply demands semi-finished materials in order to improve farms or expand the merchant marine which can transport fish.
Labor has 4 different levels of productivity. Each higher level of productivity requires a unique type of luxury. This element of the game allows the player to increase total production without enlarging the labor force which would require raising the food supply.
| Worker | Peasant | Apprentice | Journeyman | Master |
|---|---|---|---|---|
| Productivity | 1 | 4 | 6 | 8 |
| Luxury Consumed | None | Refined sugar | Cigar | Fur hat |
Avoiding bankruptcy and keeping the Empire solvent is also a challenge. That's because the Empire's treasury finances scientific research, military invasions and the importing of goods. It also pays for the creation of civilian units and for the upgrade of the work force. On the Diplomatic arena the treasury finances grants to foreign nations and trade subsidies.
The treasury has as sources of income the mining of precious material, the exporting of goods and overseas profits. Overseas profits is income generated by the export of raw-material collected from foreign lands bought by the Empire.
| Spices | Silver | Gold | Gems | Diamonds | |
|---|---|---|---|---|---|
| Income per unit every turn | $50 | $100 | $200 | $300 | $400 |
The game is won when any of the "great powers" (France, Holland, Spain, England, Portugal or Sweden) controls more than one-half of the Old World. Control over other countries can be achieved by conquest or by diplomatic means (influencing "minor nations" Denmark, Germany, Ireland, Italy, Scotland, Switzerland and even the "great powers", so they would finally join the player's empire), or most often a combination of the two. Control of the New World is not relevant for the victory condition.
The main novelty in Imperialism II compared to its predecessor, is the addition of the New World, which is unknown and has to be explored.[6] Unlike in Imperialism I, only part of the world is visible at the start and this part is the Old World. The other half of the world is the New World, which must be explored by ships and explorers. The New World has resources that don't exist in the Old World; those resources are the precious materials (spices, silver, gold, gems and diamonds) and the luxuries (sugar cane, tobacco and fur).
Another difference between the games is that Imperialism II starts in the 16th Century during the Age of Exploration whereas Imperialism starts in the 19th century during the Industrial Revolution.[7]
According to former members of Frog City Software at Sidecar Studios, Imperialism II "exceed[ed] sales goals by 50%" and "matched the sales of its predecessor", whose sales had surpassed 300,000 copies.[8]
Imperialism II received favorable reviews from game critics.
Next Generation reviewed the PC version of the game, rating it four stars out of five, and stated that "it's proof positive that turn-based strategy is far from dead."[18]
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Source: Wikipedia. Article content is retrieved live through the MediaWiki API.
Imperialism II: Age of Exploration is a turn-based strategy computer game developed by Frog City Software and published by Strategic Simulations, Inc. (SSI) in 1999. It is the successor to the 1997 game Imperialism. In Imperialism II, the player starts as ruler of a 16th-century European country, and must build an empire. Since 2001 Ubisoft owns the rights to the Imperialism trademark.
The Age of Exploration was a period in European world exploring that lead to European global colonization. Age of Exploration or Explorations Age may also refer to: Imperialism II: Age of Exploration (videogame), a 1999 video game The Age of Exploration (series), a set of science fiction novels by C.J. Cherryh Age of Exploration (arc), a story arc from the anime and manga Dr. Stone; see List of Dr. Stone characters
The Heroic Age of Antarctic Exploration was an era in the exploration of the continent of Antarctica which began at the end of the 19th century, and ended after the First World War; the Shackleton–Rowett Expedition of 1921–1922 is often cited by historians as the dividing line between the "Heroic" and "Mechanical" ages. During the Heroic Age, the Antarctic region became the focus of international efforts that resulted in intensive scientific and geographical exploration by 17 major Antarctic expeditions launched from ten countries. The common factor in these expeditions was the limited nature of the resources available to them before advances in transport and communication technologies revolutionized the work of exploration. Each of these expeditions therefore became a feat of endurance that tested, and sometimes exceeded, the physical and mental limits of its personnel. The "heroic" label, bestowed later, recognized the adversities which had to be overcome by these pioneers, some of whom did not survive the experience: a total of 22 expedition members died during this period. Both the geographic and magnetic South Poles were reached for the first time during the Heroic Age. The achievement of being first to the geographical pole was the primary object in many expeditions, as well as the sole rationale for Roald Amundsen's venture, which became the first to reach it in 1911. Other expeditions aimed for different objectives in different areas of the continent. As a result of all this activity, much of the continent's coastline was discovered and mapped, and significant areas of its interior were explored. The expeditions also generated large quantities of scientific data across a wide range of disciplines, the examination and analysis of which would keep the world's scientific communities busy for decades.
The Age of Discovery (c. 1450 – c. 1620), also known as the Age of Exploration, was part of the early modern period and overlapped with the Age of Sail. It was a period from approximately the 15th to the 17th century, during which seafarers from European countries explored, colonized, and conquered regions across the globe. The Age of Discovery was a transformative period when previously isolated parts of the world became connected to form the world-system, and laid the groundwork for globalization. The extensive overseas exploration, particularly the European colonization of the Americas by the Spaniards and Portuguese, later joined by the English, French, and Dutch, spurred international global trade. The interconnected global economy of the 21st century has its origins in the expansion of trade networks during this era. The exploration created European colonial empires and marked an increased adoption of colonialism as a government policy in several European states. As such, it is sometimes synonymous with the first wave of European colonization. This colonization reshaped power dynamics causing geopolitical shifts in Europe and creating new centers of power beyond Europe. Portuguese oceanic exploration began with maritime expeditions to the Macaronesian islands, including the Canary Islands, as well as Madeira and the Azores. It continued with voyages along the coast of West Africa in 1434, and culminated in the establishment of a sea route to India in 1498 by Vasco da Gama, which initiated Portugal's maritime and commercial presence in Kerala and the Indian Ocean. Spain made the transatlantic voyages of Christopher Columbus (1492–1504), which marked the beginning of colonization in the Americas, the Magellan expedition (1519–1522), which opened a route from the Atlantic to the Pacific and, under Juan Sebastián Elcano, completed the first circumnavigation of the globe. Spain also undertook other major early voyages, including the conquest of Mexico (1519–1521), the conquest of Peru (1532–1533), and the Manila galleon trade route (1565–1815), which linked the Americas and Asia across the Pacific. These Spanish expeditions significantly impacted European perceptions of the world and eventually led to numerous naval expeditions across the Atlantic, Indian, and Pacific Oceans, and land expeditions in the Americas, Asia, Africa, and Oceania that continued into the 19th century, followed by polar exploration in the 20th century. European exploration initiated the Columbian exchange between the Old World (Europe, Asia, and Africa) and New World (Americas). This exchange involved the transfer of plants, animals, human populations (including slaves), communicable diseases, and culture across the Eastern and Western Hemispheres. The Age of Discovery and European exploration involved mapping the world, shaping a new worldview and facilitating contact with distant civilizations. The continents drawn by European mapmakers developed from abstract "blobs" into the outlines more recognizable to us. Simultaneously, the spread of new diseases, especially affecting American Indians, led to rapid declines in some populations. The era saw widespread enslavement, exploitation and military conquest of Indigenous peoples, concurrent with the growing economic influence and spread of Western culture, science, and technology leading to a faster-than-exponential population growth world-wide.
Before the 1921 destruction of Tulsa’s Greenwood District, Black residents had created a remarkable center of business and community life. The district included stores, professional offices, entertainment venues and homes owned by Black citizens. Understanding Greenwood means learning what was built—not only what was burned.
MORE →Brown v. Board of Education in 1954.