This article is an orphan, as few or no other articles link to it. Please introduce links to this page from related articles; suggestions are available. (December 2009)
28th Regiment Michigan Volunteer Infantry
Michigan state flag
Active
October 26, 1864 to June 6, 1866
Country
United States
Allegiance
Union
Branch
Infantry
Engagements
Battle of Wise’s Forks
The 28th Regiment Michigan Volunteer Infantry was an infantry regiment that served in the Union Army during the American Civil War.
Contents
1Service
2Total strength and casualties
3Commanders
4See also
5Notes
6References
Service
The 28th Michigan Infantry was mustered into Federal service at Kalamazoo and Marshall, Michigan on October 26, 1864.
The regiment was mustered out of service on July 26, 1865.
Total strength and casualties
The regiment suffered 1 officer and 5 killed in action or mortally wounded and 1 officer and 126 enlisted men who died of disease, for a total of 133 fatalities.
Commanders
Colonel
See also
List of Michigan Civil War Units
Michigan in the American Civil War
Notes
^ http://www.civilwararchive.com/Unreghst/unmiinf3.htm#28th The Civil War Archive website after Dyer, Frederick Henry. A Compendium of the War of the Rebellion. 3 vols. New York: Thomas Yoseloff, 1959.
References
The Civil War Archive
This article about a specific military unit of the American Civil War is a stub. You can help Wikipedia by expanding it. v•d•e
Retrieved from “http://en.wikipedia.org/wiki/28th_Michigan_Volunteer_Infantry_Regiment”
Categories: Michigan Civil War regiments | American Civil War unit and formation stubsHidden categories: Orphaned articles from December 2009 | All orphaned articles
Views
Article
Discussion
Edit this page
History
Personal tools
Try Beta
Log in / create account
Navigation
Main page
Contents
Featured content
Current events
Random article
Interaction
About Wikipedia
Community portal
Recent changes
Contact Wikipedia
Donate to Wikipedia
Help
Toolbox
What links here
Related changes
Upload file
Special pages
Printable version
Permanent link
Cite this page
This page was last modified on 3 December 2009 at 20:14.
(Redirected from Colonization (computer game))
Jump to: navigation, search
Sid Meier’s Colonization
Developer(s)
Microprose
Publisher(s)
Microprose
Designer(s)
Brian Reynolds, Sid Meier
Platform(s)
Amiga, DOS, Windows, Macintosh
Release date(s)
1994, 1995
Genre(s)
Turn-based strategy
Mode(s)
Single player
Sid Meier’s Colonization is a computer game by Brian Reynolds and Sid Meier released by Microprose in 1994. It is a turn-based strategy game themed on the early European colonization of the New World, starting in 1492 and lasting until 1850. It was originally released for DOS, and later ported to Windows (1995), the Amiga (1995) and Macintosh (1995).
Colonization is much like a more developed version of Sid Meier’s previous game Civilization (1991) in visual design and handling, but the two have marked differences in gameplay. Instead of forging a nation from nothing, the player manages the cross-Atlantic expansion of an established one in the service of the Crown. As the colonies become more self-sufficient their subservience shifts from boon towards bane, and to win the player must ultimately declare independence and defeat the Royal Expeditionary Force in war.
Contents
1Gameplay
2European Powers
3Founding Fathers
3.1Exploration
3.2Military
3.3Political
3.4Religious
3.5Trade
4From Resources to Commodities
5Native tribes
5.1Semi-Nomadic
5.2Agrarian
5.3Advanced
5.4Civilized
6Game Modification
7Platforms
8Remake
9See also
10References
11External links
Gameplay
The main map
The game begins in 1492. The player controls the colonial forces of England, France, The Netherlands, or Spain; the other powers are then played by the computer. This profoundly affects gameplay, since each uses different strategies. There is a choice between a historical map (America) or a randomly generated map; the randomly generated map shifts the focus of the game toward exploration — in this mode the game has considerable replay potential.
The journey begins with two units traveling on a ship to the new world; as the ship moves into the unknown, the map is revealed. Subsequently, the new world is discovered, the Indians are met, a colony is built, colonists begin to change the land to be more productive, the ship is sent back to Europe to collect more colonists, any superfluous items are sold and the exploration of the world begins. The game revolves around harvesting food and manufacturing and trading goods. Resources gleaned from the land are converted into commodities and either used or sold (usually back in Europe). The prices of commodities fluctuate depending upon supply and demand. The more of a commodity is sold by the colonial powers, the less the markets will be willing to pay for them. With money, a player is able to buy goods, recruit new colonists, or buy ships or artillery. While maintaining an income, the player is also required to protect his colonies from potential invasion through employing soldiers. Moreover, the player is required to manage his citizens effectively, educating the populace in various skills to increase their productivity in areas such as farming, gathering of resources, or manufacturing. There are three areas of employment in the Colonization world: primary resource gatherers, secondary resource manufacturers, and the more specialized units such as soldiers, statesmen, pioneers, Jesuit missionaries, and preachers. The geography of the land determines the productivity of a colony. For instance, some squares produce great amounts of food, while others may produce greater amounts of ore or silver. Thus it becomes necessary to link various colonies together via trade roads (roads grant increased mobility of units) or sea trade routes, to transport goods from colonies where there is excess to those where there is demand.
Specialist buildings and special squares, as in Civilization, have greater output. Specialists, who produce more per turn, can be trained or recruited. Indentured servants and criminals are as good as ordinary colonists in primary production but not so good at manufacturing or statesmanship; but they can be transformed into improved unit types by education or experience. Missions established in Indian villages eventually encourage converts to join a colony; they are better than ordinary colonists at most outdoor pursuits, but not industrial ones.
Horses can be bought and sold, but they also multiply in any colony that has two or more of them and a food surplus. They help any colonist move further in a turn, add to military strength, and allow Scouts to be created to meet with native settlements or foreign colonies.
Ships of several types (Caravel, Merchantman, Galleon, Privateer, Frigate and Man-O-War) can be purchased or built ( Man-O-War can only be recruited during the War of Independence). They move goods, horses, and colonists around, and some can attack. Wagon trains (which are built in colonies) move goods and horses on land, and can be used to trade with the native tribes.
Relationships must be carefully maintained with Indians and other colonial powers, from waging war and maintaining strategic defenses to offering tributes or “recruiting peacemakers” (Benjamin Franklin and Pocahontas). Destroying native settlements yields a quick profit and makes land available, but prevents the substantial long-term gains to be made by friendly bargaining and trading. Destruction of native settlements also counts against the player’s final score.
The king of the player’s home country meddles in colonial affairs from time to time, mostly by raising the tax rate. Occasionally they might force colonial armies into wars with rival colonies. The player must also pay attention to political developments and the recruitment of Founding Fathers (roughly corresponding to the Civilization Advances of Civilization), to ensure the best possible chance of success.
On the easiest level, the action essentially takes place at the speed in which the player wants it to. With each increase in difficulty level, the restrictions that bound successful endeavors become more pronounced. The game is eventually won by seceding from the motherland, signing the Declaration of Independence and defeating the armies which are sent to usurp the player’s ‘unalienable rights’. Successful navigation through the game requires the player to strategize and to effectively make use of what resources are provided, to explore and cultivate the land and to negotiate between rivals.
While the military aspect of the game is important, it is less so than in the Civilization series, focusing more heavily on aspects of trade and the inter-relationships between peoples and colonies, which make up the New World community. In doing all these things the player is required to develop certain fundamental notions which influence both the game world and the real world, such as: infrastructure restrictions and requirements, methods for increasing productivity, the importance of economic and civic growth, the centrality of trade, that some natural resources are more useful and more valuable than others, the importance of education, that newspapers and diplomats influence public opinion, that religion can affect people’s allegiances, even that it’s more sensible to use the colonists who aren’t proficient in a trade or profession as soldiers, the influence of historical figures on colonial New World societies, and the list goes on.
European Powers
There are four European powers available. The player may pick to play as a colonial leader of any one of these powers, and the remaining three powers will be the computer-controlled competitors. Each power has certain bonuses that make them unique and different from each other.
Nation
Color
Default names
Starting units
Bonus
English
Red
Walter Raleigh, New England
Soldier, pioneer, caravel
An increased efficiency of Cross production, which is what prompts new free colonists to appear on the European docks. This will make it easier to expand the colony and build up the cities. The bonus alludes to “religious unrest” in England in the 1600s, such as that which led people such as the Puritans and Quakers to come to America.
French
Blue
Jacques Cartier, New France
Soldier, expert pioneer, caravel
A reduction in the rate at which they generate tension with the Natives. This leads to easier negotiations, trade, and coexistence with the natives, which can be cultivated as a military alliance as well. This bonus is in reference to the coureurs des bois
Spanish
Yellow
Christopher Columbus, New Spain
Veteran soldier, pioneer, caravel
A 50% military bonus against native villages. Using this leads to a lot of treasure and possibly some converts, and eliminates a potential threat (but also potential ally). The bonus alludes to the aftermath of the Reconquista, which left the Spanish with a huge eager military with nothing to do; they were then sent to colonize the Americas, ultimately wiping out some of the land’s most legendary tribes.
Dutch
Orange
Michiel de Ruyter, New Netherlands
Soldier, pioneer, merchantman
A more favorable fluidity of prices on trade with Europe; the prices are more stable when trading in quantity, and return to their usual levels more quickly. This ultimately results in better profits and more money.
Founding Fathers
Analogous to technologies in Civilization, social and industrial advances are achieved by the addition of “Founding Fathers” to the “Continental Congress”, which are gained by generating a sufficient number of “Liberty Bells” through the colonial pride of settlers. These are all named after real historical figures.
Exploration
Francisco Vázquez de Coronado - Makes all existing colonies (of all European powers) in the New World visible.
Henry Hudson - Doubles production of fur trappers.
Sieur de La Salle - Any colony with 3 or more people automatically gains a stockade. (This is sometimes undesirable, as it makes colony removal impossible, as noted above)
Ferdinand Magellan - All ships gain one extra move point, plus travel from the Pacific to Europe is sped up.
Hernando de Soto - All land units gain 2 sight points, plus “Lost City Rumor” (goody box) squares are positive (the unit taking the square cannot be lost, the Rumour cannot be worthless, etc). Note however that it is still possible to “disturb native burial grounds” and so cause a tribe to become hostile.
Military
Hernán Cortés - Conquering native villages always results in treasure and all treasure trains are transported to Europe for free, although the prevailing tax rate must still be paid. (Treasure must be taken to Europe with a galleon to be cashed in, and using the king’s galleon costs fifty percent of the treasure)
Francis Drake - Increases combat strength of privateer ships by 50%.
John Paul Jones - Receive a free Frigate unit.
Paul Revere - Non-soldiers will defend a colony under attack, if there are no soldiers and there are muskets in the colony stores.
George Washington - Non-veteran soldiers are promoted to veterans upon winning their first battle. Also, soldiers who are petty criminals are promoted to indentured servants, and indentured servants are promoted to free colonists.
Political
Benjamin Franklin - Colonial powers will no longer go to war with the player simply because of the political situation in Europe. Negotiations with other colonial powers are more favorable, and peace is always an option. (Normally, when the European nations go to war, their colonies go to war as well. Franklin is not always desirable, since the king sometimes gives veteran soldiers at the start of a war.)
Thomas Jefferson - Increases liberty bell production by 50%.
Thomas Paine - Liberty bell production is increased by a percentage equal to the current sales tax rate of the player’s European parent power.
Pocahontas - Resets all native tension to zero and halves the rate at which tension grows.
Simón Bolívar - The percentage of independence-minded colonists in all of player’s colonies increases by 20.
Religious
Jean de Brebeuf - All missionaries from now on become Expert Missionaries.
William Brewster - Player can select from a short list of colonist types whenever new colonists appear on the docks in Europe, which will not include criminals or indentured servants.
Bartolomé de Las Casas - All natives (currently) working in colonies become regular colonists (This can lead to a decrease in effectiveness for agricultural tasks, but an increase in manufacturing or skilled labor.)
William Penn - Increases cross production by 50%.
Juan Ginés de Sepúlveda - Attacks on native villages are more likely to result in a “convert” joining the player’s colonies.
Trade
Jakob Fugger - All European boycotts on various goods (the result of Boston Tea Party-like dumping of various products) are forgiven.
Peter Minuit - Native land is free to use. (Normally, natives demand one-time payment for use of their land.)
Adam Smith - Factory buildings can be built, which generate 50% more processed goods per unit of raw material (compared to non-factories), but actually use less raw material to do it.
Peter Stuyvesant - Custom House can be built, which automatically sends any amount of selected materials over 50 units straight to Europe, without need for manual shipping.
Jan de Witt - Allows trading with foreign colonies, and adds information to the colonial intelligence screen.
From Resources to Commodities
A colony producing furs, tobacco, coats, and cigars, among other things.
One main driving impulse in Colonization is the harvesting of natural resources, such as lumber (for building), ore (for manufacturing), and food (for population growth). Squares on the map have basic values of resource output (depending on the type of terrain and if a river runs through it), but certain ‘prime’ squares have double or higher output values. Inside the town, any colonist can work the field for the basic resource output. However, specially trained units can typically harvest twice as much, such as the Lumberjack (wood), Expert Ore Miner (ore), or Farmers and Fishermen (food). Farmers and Fishermen however are notable exceptions to this; rather than doubling the output of a tile, they only add two food production to the value of what would otherwise be the output of a Free Colonist’s labor. An Expert Farmer is still required to gain the higher bonus values for the ‘wheat’, ‘game’ or ‘oasis’ special tiles however. Likewise an Expert Fisherman is required to gain the higher bonus for the ‘fishery’ special tile.
Another important ingredient is the production and collection of raw goods that can be converted into commodities for sale in Europe, to the Native American tribes and, provided a certain Founding Father is in the Continental Congress, the other European powers playing in the game. These commodities start out as cotton, sugar, tobacco and furs, and eventually get transformed into cloth, rum, cigars and coats (respectively). In addition, a player can mine for silver which is ready to be sold ‘as-is’.
Accordingly, there exists a certain connection between the resources available and the units that can harvest them most efficiently, along with the buildings that workers use to transform them into commodities. For example, Cotton is generally available in prairies, but there are also ‘Prime Cotton’ squares with far greater output. Inside a town, a colonist can harvest a basic amount of Cotton from the fields (starting at 3 per turn), but a Master Cotton Planter can generally harvest twice as much (6). Once the raw materials have been collected - or perhaps at the same time - another colonist can make Cloth from Cotton (3 per turn). Again, a Master Weaver can produce twice as much Cloth (6) from existing stores compared to anyone else. To further improve this efficiency, a Weaver’s Shop doubles the production rate of either the regular colonist (from 3 to 6) or the Master Weaver (from 6 to 12). Additional factors can affect the final output, such as the existence of a factory (+50%) or the town favoring independence at 50% or higher (which adds a bonus to colonists working in the town). Finally, each building supports a maximum of up to 3 workers at one time.
COLONIZATION Resources and Commodities (Goods)
Good
(Special) Resource
(Special) Harvester
(Special) Worker
Building / Factory
Best Suited Terrain
Cigars
(Prime) Tobacco
(Master) Tobacco Planter
(Master) Tobacconist
Tobacco Shop / Cigar Factory
Grassland
Cloth
(Prime) Cotton
(Master) Cotton Planter
(Master) Weaver
Weaver’s Shop / Textile Mill
Prairie
Coats
(Prime) Furs
(Master) Fur Trapper
(Master) Fur Trader
Fur Trading Post / Coat Factory
Tundra/Boreal Forest/Mixed Forest
Rum
(Prime) Sugar
(Master) Sugar Planter
(Master) Distiller
Rum Distillery / Rum Factory
Savannah
Native tribes
Aside from European colonial powers, the NPC powers include eight Native American tribes, in four main categories. Each Native American settlement can convert one regular colonist into a specialist (such as an Expert Farmer or Cotton Planter); the specialist type varies in each settlement, with the capital settlement able to convert multiple times. When a scout unit tries to enter a settlement, results may range from monetary gifts, to the revealing of nearby lands and the occasional being tied up for target practice (usually only if the natives are wary of the player’s actions or growth on their lands).
More advanced tribes live in larger cities. Conquering them is harder, but yields more treasure. On the standard map they typically have fewer settlements than the other tribes, but there is no difference on random maps.
Semi-Nomadic
Semi-Nomadic (technically, hunter-gatherer) tribes live in teepees.
Apache
Sioux
Tupi
Agrarian
Agrarian tribes live in longhouses.
Arawak
Cherokee
Iroquois
Advanced
Aztec - cities of golden ziggurats
Civilized
Inca - cities of stone villas
Game Modification
Colonization allows for some basic game modification, mostly in the form of altering text files that control certain aspects of the game. The primary file is “names.txt”, which contains information such as square-types and their output of natural resources, but also on the goods and their prices in Europe. One can alter the starting prices, the min/max values, the drop and recovery levels, etc. By setting the min/max values to be the same, one can effectively “fix” the price of a particular item.
There are also several custom scenarios available online, that put the player in different circumstances to the regular in game campaigns.
Platforms
Amiga version
Release date:
May 31, 1995
Media:
3.5″ floppy disk
System requirements:
1 MB RAM (also AGA)
Input:
Keyboard, mouse
DOS version
Release date:
1994
Media:
3.5″ Floppy (x2) and CD-ROM
System requirements:
80286 CPU, DOS 4.0-7.0, 640KB RAM, major soundcard
Input:
Keyboard, mouse
Macintosh version
Release date:
1995
Media:
CD-ROM
System requirements:
Mac OS, 5MB free RAM
Input:
Keyboard, mouse
Windows version
Release date:
May 24, 1995
Media:
CD-ROM
System requirements:
Windows 3.1 or higher
Input:
Keyboard, mouse
There exists at least one subtle difference between platforms. On the Amiga version, putting a Missionary into a capital causes no ill effect. On the Windows version, doing the same results in a high degree of native anger.
Remake
Main article: Civilization IV: Colonization
Civilization IV: Colonization is a Firaxis remake of Colonization, using an upgraded Civilization IV engine. The game features original gameplay, 3D graphics, an updated AI, and multiplayer support. It was released for the PC on September 22, 2008.
See also
FreeCol, an open source Colonization clone
References
^ Colonization at Apolyton Civilization Site Accessed 11 May 2007
^ Custom Colonization Scenarios Accessed 11 May 2007
External links
Colonization Fans
Colonization at MobyGames
v•d•e
Sid Meier’s Civilization series
Official series
Civilization (CivNet) ·Civilization II (Test of Time) ·Civilization III (Play the World · Conquests) ·Civilization IV (Warlords · Beyond the Sword · Colonization) · Civilization Revolution · Civilization V
Civilization: Call to Power · Call to Power II · Freeciv · Freeciv.net · FreeCol · C-evo · CivCity: Rome · Sid Meier’s Pirates! · Sid Meier’s Railroads!
Miscellaneous
Music in Civilization IV
Retrieved from “http://en.wikipedia.org/wiki/Sid_Meier%27s_Colonization”
Categories: 1994 video games | Sid Meier games | 4X video games | MicroProse games | Turn-based strategy video games | Mac OS games | DOS games | Amiga games | Windows games | Age of Discovery video games | American Revolution media
Views
Article
Discussion
Edit this page
History
Personal tools
Try Beta
Log in / create account
Navigation
Main page
Contents
Featured content
Current events
Random article
Interaction
About Wikipedia
Community portal
Recent changes
Contact Wikipedia
Donate to Wikipedia
Help
Toolbox
What links here
Related changes
Upload file
Special pages
Printable version
Permanent link
Cite this page
Languages
Deutsch
Español
Français
???
Bahasa Indonesia
Italiano
?????
Latviešu
Nederlands
?Norsk (bokmål)?
Polski
Português
Român?
???????
Suomi
Svenska
Türkçe
This page was last modified on 6 January 2010 at 01:03.
Tongwynlais is a village in the north of Cardiff, capital of Wales, in the Taff Valley. It is situated 5 miles (8 km) north of Cardiff city centre and 7 miles (11 km) south of Pontypridd. The surrounding towns and villages are Pentyrch and Radyr to the west, Taffs Well and Caerphilly to the north, and Rhiwbina and Whitchurch to the south. Tongwynlais became part of Cardiff recently when Cardiff expanded northwestwards. Tongwynlais was formerly in the county borough of Taff Ely, which is now Rhondda Cynon Taff. Many consider Tongwynlais as the entrance to the South Wales Valleys from Cardiff, with its famous landmark, Castell Coch, on the hillside. The main route to the Valleys, and beyond to Mid Wales, the A470, runs alongside the village. Tongwynlais was once a separate village, but it has now been largely swallowed up by the ever-expanding city of Cardiff, and is now generally considered to be part of the Cardiff North Rural Area. The village is surrounded by a large forest called Forest Fawr which is run by the Forestry Commission.
Tongwynlais is the 181st largest settlement in Wales, and is the smallest Cardiff suburb.
Contents
1Overview
2Castell Coch
3Places of worship
4Music
5Images
6References
7External links
Overview
Tongwynlais lies in the River Taff Valley. It is located within the Whitchurch & Tongwynlais electoral ward of Cardiff. Its population is 1946 people.
Tongwynlais is located near Junction 32 of the M4 motorway, west to Bridgend and east to Newport, and the A470 trunk road, south to Cardiff and north to Pontypridd. The motorway separates Tongwynlais from the rest of Cardiff.
Tongwynlais is home to three pubs, several shops, a football club, a rugby club and a 9-hole golf course.
The Taff Trail cycle route passes through the village, and it is a popular resting point between sections.
Castell Coch
Tongwynlais’ most notable building is the Victorian era folly castle called Castell Coch (Red Castle) which is open to the public. It was built on top of the ruins of a 13th century castle thought to belong to Ifor Bach, a local Welsh ruler. It was rebuilt and transformed in the late 1870s into a fantasy castle by William Burges for the 3rd Marquess of Bute.
Places of worship
There is a parish church and two Nonconformist chapels still open to worshippers in the village.
Music
The band RocketGoldStar wrote a song about the village and recorded it for a BBC Radio 1 Maida Vale Session. Tongwynlais Brass Band has been in existence since the 19th century and continues to compete in national competitions as well as performing concerts. Castell Coch Choral Society also does a lot of charitable work and has recently performed in the Czech Republic.
The Welsh glam metal band Tigertailz named a song on Disc 1 of theirThrill Pistol album “Tongwynlais Fly”.
Images
The village in winter.
Castell Coch in autumn.
References
^“2001 Census for Tongwynlais”. http://www.neighbourhood.statistics.gov.uk/dissemination/LeadTableView.do?a=3&b=325248&c=CF15+7LB&d=141&e=15&g=422705&i=1001×1003x1004&m=0&r=0&s=1213108303075&enc=1&dsFamilyId=67. Retrieved 2008-06-10.
^Lon Las Cymru - south. Sustrans. 2003. ISBN 1901389405.
^Cambrian Archaeological Association (1859). Archaeologia Cambrensis. W. Pickering. p. 113.
Architecture · City centre (Arcades) · Culture and recreation · Economy and industry · History (Timeline) · Media · People · Places · Politics · Sport · Tall Buildings · Transport (Bus · Rail · Cycle · Water · Air)
Cardiff Templates
Culture · Economy · Education · Landmarks and Visitor Attractions · Media · Politics · Sport · Transport
Retrieved from “http://en.wikipedia.org/wiki/Tongwynlais”
Categories: Villages in Cardiff | M4 corridorHidden categories: Articles containing Welsh language text | All articles with unsourced statements | Articles with unsourced statements from October 2009 | Articles with unsourced statements from June 2008
Views
Article
Discussion
Edit this page
History
Personal tools
Try Beta
Log in / create account
Navigation
Main page
Contents
Featured content
Current events
Random article
Interaction
About Wikipedia
Community portal
Recent changes
Contact Wikipedia
Donate to Wikipedia
Help
Toolbox
What links here
Related changes
Upload file
Special pages
Printable version
Permanent link
Cite this page
Languages
Cymraeg
This page was last modified on 29 November 2009 at 06:35.
The Order of the Temple of the Rosy Cross was an organization of traditional esoterism of West, founded in the bosom of the Theosophical Society in 1912 but due to the First World War, the activity was suspended .
Its main leaders were Annie Besant, Marie Russak and J. I. Wedgwood. According with “The Vahan”, (April 1912), the O.T.R.C., was dedicated “to the study of the Mysteries, Rosicrucian, Cabal, Astrology, Masonry, Symbolism, Christian Ceremonial, Mystic Traditions and Occults of the West”. And it added that: “To confide in that such work serves as preliminary for the restoration of the missing Mysteries of Europe with the decadence of Rome”.
In “Sophia”, (June 1912), is informed that “The Council of the Order is composed by 12 Brothers deeply interested in all that refers to the Ceremonial Occultism and Archaic Mysteries, and that they hope to form a useful instrument, under the inspiration of the Master Rakoczi, to resuscitate the Old Mysteries and to prepare the arrival of the Master of the World”.
Apparently, the members of the O.T.R.C., used white tunics and they following the slogan “Ora et Labora” they met twice per week in the calls “Oratory” and “Laboratory.” In the oratory, the expounded and discussed on texts, philosophy and other. In the laboratory introspective works were only realized. After the dissolution, Marie Russak entered to AMORC and collaborated actively with Harvey Spencer Lewis in the creation of rituals for this Order in California, by the middle of the years 10.
External links
The Theosophical Temple of the Rosy Cross; an historical document (a warning), it was written by Max Heindel in the 1910s.
Retrieved from “http://en.wikipedia.org/wiki/Order_of_the_Temple_of_the_Rosy_Cross”
Categories: Rosicrucian organizations | Theosophy
Views
Article
Discussion
Edit this page
History
Personal tools
Try Beta
Log in / create account
Navigation
Main page
Contents
Featured content
Current events
Random article
Interaction
About Wikipedia
Community portal
Recent changes
Contact Wikipedia
Donate to Wikipedia
Help
Toolbox
What links here
Related changes
Upload file
Special pages
Printable version
Permanent link
Cite this page
Languages
Català
Deutsch
Español
Français
Galego
Italiano
Português
Român?
Svenska
This page was last modified on 3 March 2010 at 19:44.
Repatriation of Polish population in the years of 1955–1959 (also known as the second repatriation, to contrast with the first repatriation in the years 1944-1946) was the second wave of forced repatriation (in fact, deportation) of the Poles living in the territories annexed by the Soviet Union. It was the aftermath of the death of Stalin and start of destalinization. About 250,000 people were repatriated, including about 25,000 political prisoners from the GULAGs. Notable Poles repatriated during that time include Czes?aw Niemen, Lew Rywin and Anna Seniuk.
See also
Polish minority in USSR
Sybiraks
References
This Polish history-related article is a stub. You can help Wikipedia by expanding it. v•d•e
This Soviet Union-related article is a stub. You can help Wikipedia by expanding it. v•d•e
Retrieved from “http://en.wikipedia.org/wiki/Repatriation_of_Poles_(1955%E2%80%931959)”
Categories: Polish history stubs | Soviet Union stubs | Ethnic groups in Ukraine | Forced migration | History of Poland (1945–1989) | History of Ukraine | History of the Soviet Union and Soviet Russia | Poland–Ukraine relations | Poland – Soviet Union relations
Views
Article
Discussion
Edit this page
History
Personal tools
Try Beta
Log in / create account
Navigation
Main page
Contents
Featured content
Current events
Random article
Interaction
About Wikipedia
Community portal
Recent changes
Contact Wikipedia
Donate to Wikipedia
Help
Toolbox
What links here
Related changes
Upload file
Special pages
Printable version
Permanent link
Cite this page
Languages
Polski
This page was last modified on 1 October 2009 at 02:28.
Gmina Godzianów is a rural gmina (administrative district) in Skierniewice County, ?ód? Voivodeship, in central Poland. Its seat is the village of Godzianów, which lies approximately 10 kilometres (6 mi) south-west of Skierniewice and 42 km (26 mi) east of the regional capital ?ód?.
The gmina covers an area of 44.06 square kilometres (17.0 sq mi), and as of 2006 its total population is 2,709.
Villages
Gmina Godzianów contains the villages and settlements of Byczki, Godzianów, Kaw?czyn, Lnisno, P?y?wia and Zapady.
Neighbouring gminas
Gmina Godzianów is bordered by the gminas of G?uchów, Lipce Reymontowskie, Maków, Skierniewice and S?upia.
References
Polish official population figures 2006
v•d•e
Gmina Godzianów
Seat
Godzianów
Other villages
Byczki • Kaw?czyn • Lnisno • P?y?wia • Zapady
v•d•e
Skierniewice County
Rural gminas
Gmina Bolimów • Gmina G?uchów • Gmina Godzianów • Gmina Kowiesy • Gmina Lipce Reymontowskie • Gmina Maków • Gmina Nowy Kaw?czyn • Gmina Skierniewice • Gmina S?upia
Seat (not part of the county)
Skierniewice
Retrieved from “http://en.wikipedia.org/wiki/Gmina_Godzian%C3%B3w”
Categories: Gminas in ?ód? Voivodeship | Skierniewice County
The Thin Sand Rat (Psammomys vexillaris) is a species of rodent in the Muridae family. It is found in Algeria, Libya, and Tunisia. Its natural habitats are subtropical or tropical dry shrubland and intermittent saline lakes.
References
Aulagnier, S. & Granjon, L. 2004. Psammomys vexillaris. 2006 IUCN Red List of Threatened Species. Downloaded on 19 July 2007.
Musser, G. G. and M. D. Carleton. 2005. Superfamily Muroidea. Pp. 894-1531 in Mammal Species of the World a Taxonomic and Geographic Reference. D. E. Wilson and D. M. Reeder eds. Johns Hopkins University Press, Baltimore.
This Gerbillinae article is a stub. You can help Wikipedia by expanding it. v•d•e
Retrieved from “http://en.wikipedia.org/wiki/Thin_Sand_Rat”
Categories: IUCN Red List data deficient species | Gerbillinae stubs | Gerbils
Views
Article
Discussion
Edit this page
History
Personal tools
Try Beta
Log in / create account
Navigation
Main page
Contents
Featured content
Current events
Random article
Interaction
About Wikipedia
Community portal
Recent changes
Contact Wikipedia
Donate to Wikipedia
Help
Toolbox
What links here
Related changes
Upload file
Special pages
Printable version
Permanent link
Cite this page
Languages
Português
???????
This page was last modified on 28 July 2009 at 10:58.
This disambiguation page lists articles associated with the same title.
If an internal link led you here, you may wish to change the link to point directly to the intended article.
Retrieved from “http://en.wikipedia.org/wiki/Vapor_deposition”
Categories: Disambiguation pagesHidden categories: All article disambiguation pages | All disambiguation pages
Views
Article
Discussion
Edit this page
History
Personal tools
Try Beta
Log in / create account
Navigation
Main page
Contents
Featured content
Current events
Random article
Interaction
About Wikipedia
Community portal
Recent changes
Contact Wikipedia
Donate to Wikipedia
Help
Toolbox
What links here
Related changes
Upload file
Special pages
Printable version
Permanent link
Cite this page
This page was last modified on 17 August 2008 at 19:31.
Bussum ( pronunciation (help·info)) is a municipality and a town in the Netherlands, in the province of North Holland.
Contents
1History
2Local government
3Notable people born in Bussum
4Transportation
5References
History
Bussum was first mentioned in 1306. In this time, Bussum was a large heathland with many small farms, sheep pens and forests as is shown on old maps. Since Bussum is situated near the fortified town Naarden, it was governed by Naarden from 1369 onward. In 1470, Bussum was inhabited by about 250 people, which made it the smallest village in het Gooi.
Bussum became independent from Naarden in 1817, yet it was not until the arrival of a railway line in 1874 that Bussum began to flourish. Two train stations were built in the town, that still exist today: Naarden-Bussum and Bussum Zuid (Dutch for Bussum South), both on the connection between Amsterdam and Hilversum. The stations and the road network fostered the town’s status as suburb of Amsterdam, allowing for reverse commute also to Hilversum. From 1898 until 1907, Bussum housed the first Dutch socialist colony after the example of Thoreau’s Walden, set up by the writer and psychiatrist Frederik van Eeden. In 1951, Bussum hosted the first Dutch national TV broadcast and the national TV studios were located there until 1964.
Local government
The municipal council of Bussum consists of 23 seats, which are divided as follows:
VVD - 7 seats
PvdA - 5 seats
CDA - 4 seats
GroenLinks - 4 seats
D66 - 2 seats
CU - 1 seat
Notable people born in Bussum
Freddy Wittop (1911-2001) international costume designer
Karel Thole (1914-2000), painter and illustrator
Paul Biegel (1925-2006), author
Thierry Veltman (1939), artist
Tineke Lagerberg (1941), swimmer
Ronnie Tober (1945), singer and entertainer
Charles de Lint (1951), Canadian author and musician
Huub Rothengatter (1954), racing driver
Raoul Heertje (1963), comedian
Anneloes Nieuwenhuizen (1963), field hockey defender
Ruud Hesp (1965), football goalkeeper
Ellen Elzerman (1971), swimmer
Thekla Reuten (1975), actress
Transportation
The town of Bussum has two railway stations: Naarden-Bussum and Bussum Zuid.
See also: Netherlands · Provinces · Municipalities
This North Holland location article is a stub. You can help Wikipedia by expanding it. v•d•e
Retrieved from “http://en.wikipedia.org/wiki/Bussum”
Categories: Municipalities of North Holland | Cities, towns and villages in North Holland | North Holland geography stubs
Views
Article
Discussion
Edit this page
History
Personal tools
Try Beta
Log in / create account
Navigation
Main page
Contents
Featured content
Current events
Random article
Interaction
About Wikipedia
Community portal
Recent changes
Contact Wikipedia
Donate to Wikipedia
Help
Toolbox
What links here
Related changes
Upload file
Special pages
Printable version
Permanent link
Cite this page
Languages
Aragonés
Brezhoneg
Català
Deutsch
Esperanto
Français
Bahasa Indonesia
Italiano
Basa Jawa
Limburgs
Bahasa Melayu
Nederlands
Nedersaksisch
Român?
Suomi
Svenska
Ti?ng Vi?t
Volapük
Zeêuws
This page was last modified on 19 February 2010 at 09:40.
Eastleigh: 167 sq ft (15.5 m2); Maunsell 182 sq ft (16.9 m2)
Cylinder size
19×26
(483×660 mm)
Tractive effort
23,500 lbf (105 kN)
Power class
LSWR / SR: C
BR: 4F, later 3F
Disposition
All scrapped
The London and South Western Railway 700 class was a class of 30 0-6-0 steam locomotive designed for freight work. The class was designed by Dugald Drummond in 1897 and built by Dübs and Company at that company’s Queen’s Park works at Polmadie, Glasgow.
Contents
1Overview
2Withdrawal
3Preservation
4References
Overview
The class was originally numbered 687–716 but the year after delivery numbers 702–716 were given new numbers vacated by engines that had been withdrawn. The locomotives gained the nickname ‘Black Motor’ early in their career. They were well designed and had few major modifications during the existence of the fleet – the exception being fitted with superheating from 1919 to 1929, which required the fitting of an extended smokebox. They shared many standard parts with Drummond’s other designs (including sharing boilers with the M7 class).
They 700s remained intact as a class through Southern Railway ownership from 1923 to 1947. The first to be withdrawn was No. 30688 in September 1957, with the second, No. 30352, following in June 1959 and then the 3rd, No. 30687, in September 1960. The final seven were all withdrawn by British Railways in December 1962.
Preservation
None was saved for preservation.
References
Southern e-group
Haresnape, Brian; Peter Rowledge (1982). Drummond Locomotives, A Pictorial History. Shepperton, Surrey, UK: Ian Allen Ltd. ISBN 0-7110-1206-7.
Retrieved from “http://en.wikipedia.org/wiki/LSWR_700_class”
Categories: London and South Western Railway locomotives | 0-6-0 locomotives | Dübs locomotives | Railway locomotives introduced in 1897Hidden categories: Unusual parameters of Infobox locomotive template