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【Tags IA Ishiburo miki tF tL S】 Original Music title サカナ暮らし English music title Fishy Life \ Living Like A Fish Romaji music title Sakana Gurashi Music Lyrics written, Voice edited by 石風呂 (Ishiburo) Music arranged by 石風呂 (Ishiburo) Singer(s) IA, SF-A2 miki Click here for the original Japanese Lyrics English Lyrics (translated by vgboy / vgperson): I write about my carefully-flowing days in a diary, As if to send them to someone I don t know The times I m moved, and the times I m sad; I can t help but want to express them - I can t help it, and that s all... I weave words out of my round-and-round life, As if to remember the places I know The times I m moved, and the times I m sad; If I ponder over them, I won t forget them - I won t forget, and that s all... I ve yet to find anywhere where I can take a rest, So I continued to swim through my days But still, things will have to get better someday; You look so lonely - come over here, Come over here... I m sorry for concealing my dishonest self; Let s look back on the past and laugh I should have just said that I hated what I did, And I guess that s all... Most things I just laugh at, and I let them flow away, But that boy who chews with his mouth open... Someday, I really want to... I wanna punch him hard... I ve yet to find anywhere where I can stay and laugh, So when I place myself in conversations, My ears feel like they re going to fall off; To keep that from happening, I want to run away - ahh, I want to run... I don t need any of this junk; I ve tossed out all sorts of things that way, But somehow, now, I yearn for them; Come over here... I m sorry for always, always deceiving you; For some reason, I could never be honest Not with the ones I hate, nor even the ones I love... I treat most occasions with the same attitude, And under my plastered-on smile, I cry, I scream, and no one even notices; That s how it is... I live like a fish, swaying down the stream; If everyone is lonely, then you can come over here To leave everything to dissolve in the sea - That won t do at all... A song of disdain for those I hate, and a love song to those I love It s perfectly fine to live as honestly as that; Yes, it s fine indeed... Romaji lyrics (transliterated by vgboy / vgperson): Tsuratsura nagareru hibi o nikki ni tsudzuru you na Shiranai dareka ni todokeru you na Kandou shita koto ya kanashikatta koto Tsutaetakute tada shikata nai shikata nai, sore dake sa Kuruguru mawaru kurashi o kotoba ni tsumugu you na Shitteru dokoka mo omoidasu you na Kandou shita koto ya kanashikatta koto Nomikonda nara sore o wasurenai wasurenai, sore dake sa Doko ni mo yasumu basho nante miatari wa shinai you na Oyogi tsudzuketeta hibi dakedo Sore demo itsuka wa kitto tanoshiku mo naru hazu da Sabishige na kimi mo kocchi e oide Kocchi e oide Fujun na jibun o damashite gomen ne Mukashi o omoidashi waraunda Kirai na mono wa kirai to ieba yokatta Sore dake da naa Taitei no koto wa waratte nagashite shimaeru boku dakedo Kuchi o aketa mama mono o kamu shounen wa Itsuka ikioi ni notte naguritai na Doko ni mo warau basho nante miatari wa shinai you na Sonna kaiwa ni mi o oiteiru to Mimi no ichibubun ga chigire tobisou da Sore o fusegu tame nigetai yo aa, nigetai yo Konna mono wa boku ni wa iranai na Sou yatte sutete kita iroiro ga Nazeka imasara ni natte koishiinda Kocchi e oide Itsumo itsumo damashite gomen ne Nazedaka sunao ni narenainda Kirai na hito ya suki na hito desura Taitei no baai wa onnaji taido sa Sonna haritsuita egao no shita de Nakou ga wamekou ga daremo kidzukya shinai sa Sore wa sou da Sakana mitai ni yurayura kurasunda Minna sabishiin dattara kocchi e oide Zenbu o umi ni tokashite shimau you na Sore ja dame da Kirai na hito nya keibetsu no uta o suki na hito ni wa ai no uta o Son kurai sunao ni ikite mo ii mon da Sore de iinda []
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【Tags Machigerita-P Miku tS S】 Original Music title キャンディアディクトフルコォス English music title Candy Addict Full Course / The Full Course for Candy Addicts Romaji music title Kyandhii Adhiuto Furu Koosu Music Lyrics written, Voice edition by マチゲリータP (Machigerita-P) Music arranged by マチゲリータP (Machigerita-P) Singer(s) 初音ミク (Hatsune Miku) Append dark Click here for the original Japanese Lyrics English Lyrics (translated by motokokusanagi2009) Your head is decaying "Lick, lick" How tasty Candied eyes of puppies Let me fill a jar with them The Mille-feuille on the dish tastes like love Q. Are you going to eat everything on the table by yourself? A. "I love sweets!" Entertain me with the special full course Your face, your fingers, your mouth Let me completely enjoy the mild honey With my tongue── Strawberry tart with special sauce Decorate it with an eye and put on more cream Feeling dizzy because of the sweet smell? My love goes with a fork and knife My beloved, my beloved The hidden taste makes it jello-like I m feeling fulfilled "I love sweets!" Entertain me with the special full course I m wearing a full smile Because I ate up everything I completely devoured the sweet chunk in my mouth You can tell I m entranced Entertain me with the special full course Use love spells and words of love as spices "I Love you so deeply that I want to eat you" My beloved Not to be stolen, not to be torn apart Stay inside me── I love you I love you I love you I love you I love you I love you I love you I love you I love you I love you I love you I love you I love you I love you I love you I love you I love you I love you I love you I love you (*giggles*) Romaji lyrics (transliterated by motokokusanagi2009) kusari kake te iru anata no atama "peron peron" de ī kimochi desu satō zuke (ni) shita koinu no medama kirei na bin ni tsume te okō yo o sara no ue mori tsuke rareta koi no aji de mirufīyu tēburu no ue hitori de kurau "amai mono ga suki yo!" totte oki no furu kōsu de mote nashi te okure anata no kao anata no yubi anata no o kuchi nodo no oku ni suberi konda yawaraka na mitsu o sumi zumi made ajiwai masho? atashi no shita o hawase te── tokusei sōsu ichigo no taruto medama o nose te krīmu amai nioi de kura kura suru no? fōku to naifu ai dai suki na hito dai suki na hito kakushi aji de zerī jō atashi no karada (ga) mita sare teku no "amai mono ga suki yo!" totte oki no furu kōsu de mote nashi te okure atashi no o kao furu sumairu nokosazu tabeta kuchi no naka ni suberi konda amai katamari o sumi zumi made name mawashi te kōkotsu no hyōjō totte oki no furu kōsu de mote nashi te okure koi no jumon ai no kotoba supaisu ni shite "tabe chai tai kurai aishi teru no" atashi no anata uba ware nai yōni hana sare nai yōni atashi no karada no naka de── suki suki suki suki suki suki suki suki suki suki suki suki suki suki suki suki suki suki suki suki ehehehehehe [Machigerita-P, MachigeriitaP, MachigeritaP, Machigeriita-P]
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Well, well. There you are. Tried to trick me, didn t you? No one tricks old Wazza, I ll tell you that for free. Now, come on. Come on! Vinnie finds Zoë The last time I saw this place, it was desolate. Now, there s life everywhere. The Guardian s Realm has really changed. Am not! I ll prove it! She s stirring something in that big cauldron. Examine soup lady far I told you to stay away from there! Second time Hey, get away from there! I m not telling you again! Third time Ah, good. Na ane s already here. Maybe she has some news for me. Na ane said there s an informant waiting for me on the pier. MISSING TEXT Hey she s a rebel leader, yo! She told me I can find the Scorpion on the pier. I should not keep her waiting. I m surprised at how quickly you were defeated... So it seems that you are not unbeatable after all, Apostle. It was an honour to be defeated by you, Apostle. Will all due respect, Apostle, I pray that you will perform better in the field than you did in the ring today. Bad or mediocre performance after The Six could not wish for a better Apostle than you. Your skill with the blade is beyond compare, Apostle. To see you defeated...this is a rare sight, Apostle. The rumours of your skill with the blade are vastly exaggerated... The Word of the Goddess is safe in your hands, Apostle. Let s hope the faithless are more charitable than we were today. I stand humbled before you, Apostle. You were too easy on us, Apostle. Mediocre performance It seems that anyone can become an Apostle these days... No Goddessless heathen is safe from your sword, Apostle! Good performance after Let s hope you re afforded more quarter in the heathen lands than you were here today. Bad or med performance after We may disagree on many matters, but I hold Master Garmon in the highest esteem. He is true of heart, and a faithful friend and teacher. Go right in, Apostle. You are expected. May the Goddess protect you on your Mission, Apostle. Please enter, Apostle. Go with the Six, Apostle. These soldiers are charged with the protection of the Six, and of the Council. It is a great honour to be considered for such a duty. Examine once I believe I have trained with both of these guards myself. The Six, and the Goddess, have entrusted me, their servant and Apostle, with an important mission. Thank God you re here, Liv. I don t know what to do. Reza s disappeared and the EYE s looking for him! I need you to slow down, sweetie. Where have you been? I came over last night, but you weren t home. No one had heard from you, and your mobile was off the Wire. Completely. That s because I was arrested! I don t know what s happened to him or where he is. They asked me all kinds of questions about him. I think he s in serious trouble, Liv. Calm down, sweetie. I m sure he s all right. Take a deep breath, and start from the top. Okay. (Deep breath) Upset Yeah? Oh, hey! ...and when I woke up I was in this strange room in the Syndicate building. Alone. I spent half the night in there. Over and over again, the same questions about Reza, Jiva, the package... They didn t let me go until early this morning. Wow. Zoë, that s...that s so scary. I can t imagine what it was like for you. You must have the worst hangover in history. Wow. Dead girl A datacube. They told me it held sensitive information, but that s all I know. I didn t open it, but they told me it contained a datacube with sensitive information of some sort. It had to be pretty sensitive for the EYE to raid Reza s place. I wonder what it was. This sounds really serious, Zoë. Whatever it was, I don t believe Reza had anything to do with the dead woman. He wouldn t hurt a fly. It must be that story he s working on. Maybe he pissed off the wrong people? Maybe he uncovered something really bad? And now...now I m involved, too. You ll be okay, sweetie. They let you go. Hey, what was the name of that company again? I ll rustle up some contacts, do a bit of digging, see if anyone s got the lowdown. Jiva. And the woman s name was Helena Chang. I ll send out some feelers on the old network, see what I can come up with. It has to ring someone s bell. We ll figure this thing out, Zoë. And, you know, I m sure Reza s fine. He s been in trouble before. He knows his way around those Syndicate goons. Well, I don t know about that. See, I got this message from him through Wonkers. It was automatically triggered because he didn t check in for twenty-four hours. They would. You re not meant to go snooping around there, Zoë. The EYE means business. Reza s in trouble and he needs my help. I have to get those notes. Can you help me? I don t know about that. I got a message from him through Wonkers. It was automatically triggered because he didn t check in for twenty-four hours. Sure you wanna go back there, sweetie? You don t mess with the EYE. Those battlesuits aren t Halloween costumes. Besides, his flat s probably been sealed by now. Reza s in trouble, and he needs my help. There must be something you can do. No Reza If you re absolutely sure...yeah. I can get you through an EYE seal, but we ll need to upgrade your mobile. What if I m arrested again? I don t need to get charged with possession of illegal software on top of everything else. Don t worry, I ll mask the hack. Anyone checks your mobile, all they ll find are some new avatar masks. What do you want? Fluffy bunny rabbits or cuddly koala bears? Surprise me. Get Hack Done. You re good to go. But Zoë? Promise me you ll be careful, okay? And give me a call if you need help with anything...or get yourself into trouble. No trouble. And I ll definitely call you if I need help. Thanks, Olivia. You re the best. Sweetie, I m sending you into EYE territory equipped with an illegally modified mobile. I m either your best friend or your worst enemy. I disabled the seal on Reza s apartment using your hack, but it turns out they ve got a spider watching the place. What kind of spider? Describe it to me. Um. Four legs, shiny, size of a football? I need more to go on than that, Zoë. Did you see a logo? Not really. I just came by to say hello. Are you okay, sweetie? Just a bit overwhelmed, Liv. But yeah, I m okay. See you later? Sure. Take care, okay? Bye! I took a closer look at the spider. Notice any distinguishing features, like a logo? Checked out spider There was a logo...like a golden lion s head. Asad Robotics. They re based in Mogadishu. They put together some of the best robotics in the world. Probably the S-850 series. I know the EYE ordered several thousands of that one a few years back. Luckily, we cracked the security codes on those a while ago. I ll up the software you need to hack into and disable it to your mobile. Just a sec. Saw it I didn t get a good look at it. Sorry. Okay. There s not much I can do to help you. Didn t see it Well, most basic security spiders aren t that hard to trick. They react to sound and movement, in that order. If you move slowly and don t make any loud noises, you should be able to sneak by it. Wake it up, and you ll have to stay completely still until it goes back to sleep. If you don t, you ll get fried. Is there any way to permanently disable a spider? Aside from hacking? Good question. All right, so move quietly, stay still if it wakes up, find a way to expose it to water. Instructions You re good to go, Zoë. Good to go Okay, but first let me tell you how this hack works. The firewall s got these symbols that are difficult to automatically decipher. Don t ask me why. It s a mystery. All you have to do is match the symbols at the bottom of the screen with the exact same symbols in the matrix - one by one. Match all the symbols, and the codebreaker does the rest. But there s a time limit. Stay connected for too long, and the codebreaker disconnects. That way, you avoid triggering alarms. You can usually reconnect again after a few seconds. So it s almost like a game. Sweetie, it s definitely not a game. There are real people safeguarding the Wire, and most of them aren t particularly friendly. You don t need to tell me that. I ve learned the hard way. Liv? What s up, sweetie? Nothing much. I just stopped by to say hello. I ll see you later, okay? He wanted me to pick up his notes from his flat. I dropped by earlier, but I couldn t get in. They ve sealed the door. The message told me how to find his notebook in his flat. That might give me some idea what s happened to him. Hey, did you see that? Vision See what, sweetie? On the screen. I saw the same thing earlier today. It was like... I don t quite know how to describe it. Mmm, no. Could ve been the Static. It s been getting worse by the day. I even got disconnected from the Wire for a few moments this morning. There s this snowy landscape with a black house...and a little girl who looks like a ghost. And she speaks to me. "Save her, find her". Really, really freaky stuff. Wow. That is scary. I haven t seen that, I definitely would ve remembered. Are you sure you just haven t been watching too many horror movies lately? Don t you start with that, too, Liv. I m already feeling guilty enough as it is. I m sorry, sweetie. I didn t mean anything― No, it s okay. It s me. I don t know what s going on with me. I can barely get out of bed in the morning. I see you all the time, don t I? You haven t abandoned me. No, but that s because it s so easy to come here. If it requires any more effort on my part... And that goes for everything. I m on autopilot. What was that, sweetie? Oh, yeah, that s right. It s something really cool! You re probably right. And I do complain way too much, don t I? I don t want to be the whiny, apathetic Zoë. I want to be me again. Okay. Let s pretend for a second that I haven t a clue what you re talking about. Can do. It s like a...a cloak for your mobile. Want to be invisible? Just tap the screen! Well, actually, you select menu and applications , and then the icon that looks like a penguin, and then activate , but that s like one...two...three... Okay, four taps. Small price to pay, seeing as you re now invisible, right? I don t get it. I m invisible? No, you re not invisible. That s impossible, except with a very, very expensive combat suit, and those things don t hold up to a can of spray paint. What this little hack does is make your mobile invisible to the Eye in the Sky. You re untraceable. The Syndicate can t track your mobile. Mondo cool, huh? That is cool. How does it work? You just, what, wire it to my mobile? Yup. Easy as strawberry pie. Gimme a second, and I ll― Invisible Oops. This is, like, important, sweetie. I m buying a batch of exclusive Ethiopian mobiles directly from the factory, real cheap. So I gotta― I ll hook you up with the software when you come back, okay? You re not going to believe this. I was attacked. Again! Yeah. Just...just a bit shaken. What? Sweetie! Are you okay? I really thought they were going to kill me. One of them slammed me up against the wall, knocked the breath out of me, and... What were they looking for? Did they take anything? Twins Hey, do you have the notebook? Then I came straight here. I need your help with the notes. What? Zoë! Reza entrusted you with the information. You should go get it immediately. No Notepad Okay sweetie, I need time to decrypt this thing. It s got some heavy locks on it...except for the final entry. Newport. That s in North America. The west coast. I wonder what The Fringe is. Maybe he s meeting this Charlie guy at a restaurant? I have to go to Newport. I don t know, sweetie. Maybe you should just give the information to Reza s editor. Let The Hand That Bites handle it. I can t do that. This is Reza we re talking about. He s in trouble. I can t just sit here and wait for him to come back. What if he needs my help? I ll work on decrypting the rest of Reza s notes. We need to figure out what he was working on. It could take a while, so I ll just close up the store. My regulars know how to get in touch. I ll call you as soon as I got something. And the notepad, do you still have it? Give it to me, sweetie, and I ll see what I can do. Here s Reza s notepad. Give notebook Hey, sweetie. What s up? Oh, nothing much. All right! Hey, Liv, I need some help. Okay. Just a sec, and I ll let you know what we re dealing with. Thanks, Liv. Okay. I ll update your mobile now. Oh, and I m also giving you that software cloak we spoke about yesterday. You ll be invisible to everyone. Even me. (To mobile) Tadiyass, Alem! Dehna neh? What kind of animal is that? An ape? It seems almost...human. When I threw the pebble, that creature got distracted for a while. Maybe it could work again? If already thrown There s really no point. If no grubber Those glowing symbols look like they re etched right into the rock. Examine before touch I think each of these symbols play a musical note. Examine after touch Maybe I m supposed to play a sequence of notes...like a melody. But what melody? Examine again after touch There are massive cogwheels and clockwork mechanisms down there. I think they re connected to the waterwheel. It looks like a city, but I think it s deserted. Thank God. All this stuff, it s like something out of a fantasy role-playing game. That must be Clara. She certainly looks the part. Examine before talk close Yup. She s pretty crazy, all right. Examine after talk Crazy Clara. Never has a name been more fitting. Examine again after talk They are ready for me. All I have to do is step into the circle. I think most everyone here works for WATIcorp. This is a one company town, which means that everyone works for WATIcorp. The ticket machine s out of order. Examine after try Employees only, I imagine. Examine after use Hey Olivia. If Zoë just ran Sweetie, what was up with you this morning? You just ignored me! Oh, sorry about that. I was in such a hurry to get to the gym. Don t worry about it. Hey, are you busy now? I wouldn t say that. Why, what s up? I have something I want to show you. Something really cool. Come up to the store, and I ll show you. All right. I ll be there in a few minutes. Hey Liv. What s up? If Zoë said she wasn t busy Where are you? I thought you were gonna pop into the store, but you vanished. I have something to show you. Oops. Sorry about that. I was running really late for the gym. Don t worry about it, sweetie. Do you have time now? Sure. I ll be there in a few minutes. Okay. See ya! I don t know Jawhar very well, but I ve met him a few times. Jawhar. I don t know his last name. Liv s workstation. No network in the world is safe when she gets wired. Olivia s workstation. I really have no idea what that s supposed to be. Refurbished and upgraded bots is a specialty of Liv s. She makes tons of money from that. Those Watillas are probably a lot smarter and more versatile than Wonkers...but I don t care. Wonkers is special. There s a boat down there. It s a waterfall. Why doesn t it hit the wheel? Before waterwheel examine The machine caused the water to be diverted onto the wheel. Examine after waterwheel I sure hope that latter leads out of this place. Examine bottom before It s broken. There s no way to climb up there. It collapsed right under my feet! I m so lucky to be standing here... Examine before first jump It s a long way up...but at least it s going up. That must be a good sign. Examine bottom after What a strange contraption. It...reminds me of something, but I can t put my finger on it. This place must be ancient, but that thing looks as good as new. Solid craftsmanship. It s incredible that something like this has existed underneath Marcuria for so long, without anyone knowing about it. Broken. This looks incredibly advanced, and incredibly old. But there weren t machines in Arcadia before the Azadi came along...were there? That rope is the only way to get from here to there. Hopefully it ll hold my weight. Looks like there are more bridges further down. These caves are massive. There is evidence of someone, or something, living down here. It must be these creatures I keep seeing. I m either stuck here, or I jump across. Examine again before I can jump that thing again, I m sure of it. There s light seeping through, but I can t see anything. Benrime installed that mechanical beer tap to stay on good terms with the Azadi. She hates using it. It keeps breaking down. No heretic will be spared my sword! I ll make the terrorists pay for what they have done to trueborn. Rebel weaponry. Tainted with the blood of many a trueborn, no doubt. My men will bring swift justice to the terrorists who hide in this place. We will never surrender to you, Azadi! Taste my blade, Azadi dog! It seems you ve found us a rebel nest, Apostle. Let s make these terrorists pay for their crimes against the Goddess, Apostle. At least fire looks the same here as it does back home. I mean, that s something. The Journeyman used to be so busy. Nowadays, Benrime s lucky to serve twenty guests in an evening. The bars and taverns near the tower are filled with Azadi. I prefer it here. It s a bit quiet these days, but Benrime still serves the best food and drink in town, no question about it. (Sniffs) The soup smells pretty good, even though I m not hungry. Theres a big cauldron in that cart. Probably some kind of mobile kitchen. Hey, he looks familiar. Where did I see him? This is one of the few places left that looks exactly like it did before the Azadi came. Except for that modern beer tap... The ambience here in the Journeyman sure has changed since my last visit to the city. The Ghetto s full of contraband goods. Once in a while we have to go in there to clear it out. We ll show those damn magicals who s in charge around here. That s right, baby. Play your cards right today, and I might take you for a ride tonight. Oh yeah. Yeah, sweet peach. Name s Iqbal, and I m a man s man. Wanna see my...panty collection? We re so lucky to be living here in Casablanca. This city really prospered after the Collapse, together with most of Africa. My daughter Hana moved home from Europolis last spring. From what she told me, it s not a good place to live. So much violence and pollution. If there s another Collapse, this is the safest place to be. Lots of rich people moved here the last time around. Our system s better able to handle a total breakdown. This is such a nice marketplace. Downtown, there are only malls and franchises. The free flow of capital attracts all kinds of people to Casablanca. Rich people. My kind of people. I m sure someone will figure out what s causing the Static soon, and put an end to it. If the Syndicate can t figure out what s causing the Static, I m sure the Hand That Bites will. They re always on top of these things. My daughter works over on the main campus, across the canyon. She s doing a lot of overtime. I haven t seen her in weeks. I ve been thinking about leaving Wati City and moving to Africa. My options are a bit limited here. Everyone here works for WATIcorp in some capacity. There s zero unemployment. All eyes will be on WATIcorp in the very near future, I m sure. My sister s working on Alchera, but she won t tell me a thing about it. I ve heard that the whole development team is under surveillance. I wish I could find work over on the main campus, but you need to have very specific skills. At the Journeyman, traditional values still hold true, and you re allowed to be who you are. The Azadi, they want everyone to be the same. You know, I ve heard rumours that freedom fighters frequent the Journeyman. I think Benrime might be working with the movement... Back in the old days, this place was filled with laughter, song, and magic. Look at it now. It s a bit sad, isn t it? I don t know why I still come here, since I like to dance and sing. I should try one of the new places down Ayrede Avenue. So maybe there was more poverty and crime before, but at least we were free to speak and believe anything we wanted. The Azadi rarely come in here, except when they re doing inspections, so we can speak freely. I don t come to Marcuria much these days. I don t like what s happening here. Up north, things are the same as always. It s bad enough to move all the non-humans into a ghetto, but to tell me I can t practise my religion in public... Now that s too much. Talking to strangers is bound to cause trouble. I just want to go about my business without rocking the boat. All I care about is the safety of my loved ones. As long as I stay out of trouble, we ll be all right. I don t understand how anyone could talk badly about the Azadi. I think the Azadi are brilliant. I think it s great that the magicals have their own place now. It s more pleasant for everyone. Sadir is the most amazing city in the world! I ve never been there, but I can just see it. Technology everywhere! Truly a city of tomorrow! Technology is the way of the future! One day we ll have steam machines on wheels transporting us where we want to go! Call me insane, but I know it to be true! Conditions in the ghetto aren t bad, all things considered. We got food and water, and there s medicine and herbs for everyone. What we don t have is freedom. They said they were moving us into the ghetto for our own protection. Protection from what? Every other day, the Azadi are raiding the ghetto, confiscating personal belongings and merchandise. It s harrassment, plain and simple. No, no, I don t speak to strangers, that s dangerous, that is. I can t go anywhere else in Marcuria, not without special permission. And I can t go home. There s nothing left of my home. There are so few left of us now. My brothers and sisters have all been killed... Sir. Excuse me. Don t hurt me! Please, I ve done nothing wrong! I m sorry. I ve stayed inside the walls of Oldtown, and I haven t stolen anything from anyone. Please, I just want to stay here and not get in anyone s way. I don t even know why I m still here in Marcuria. I should leave while I have a chance. One day, those gates will be closed...for good. April/Zoë They treat us like animals, the Azadi, locking us up inside the ghetto and restricting our movement. "Four our own protection," my ass. My brother was arrested a few months ago, and I haven t heard from him since. They never told us what he did wrong, or where he is. I could be next... There was already a raid this morning. What do you people want now? There s nothing left here for you to take, Azadi. Nothing except for our lives. If you re not going to arrest me, then leave me alone. This museum s a bit shit, isn t it? And there s only this one room? I can t believe I actually paid good money to come here. I shouldn t have let her drag me up here. She makes the worst choices. I could ve been scuba diving in the Philippines right now. Who cares about that big announcement of theirs. It s all kid s stuff, anyway. Wow, this place is just so amazing. I didn t know technology could be so exciting! I m learning so much right now. What are they gonna think of next? Like, a new Watilla, but with wings? That would be awesome. I m so excited about that new product WATIcorp s coming out with. It s going to be so awesome, I just know it. Maybe it s like a new Watilla, but with wings... Get your ma― Maritime accessories. Eh, everything any discerning sea farer could covet. Oh, my insignificant collection of knick knacks probably wouldn t interest a man of your exalted tastes, good sir. I will do anything I can to assist you, sir, within my limitations. I am, after all, no magician. Just give me your worst, Azadi. For every one of us you strike down, another ten will rise. This war is just getting started. Your goddess can t help you here. You re far from your holy city, Azadi. Another cold and rainy day in Newport...and to make things worse, my arthritis is acting up. I can t afford any procedures. I can t even afford medicine. Not so long ago, these useless hands taught holo-sculpting at VAVA. Did you know that Emma de Vrijer was once a student of mine? She s a really famous sculptress now. They moved VAVA out of Venice, which is ironic. And they downsized every department. Kicked me out with a day s notice. Bastards. It sounds like the worst cliché, but things really were better in the old days. At least for me. The gangs have taken over the entire neighbourhood. And it won t stop here. Soon, it s gonna spread to the rest of the city. Those kids, they usually leave me be. They know that ain t got nothing worth stealing. But once in a while, they beat me up, just to prove that they can. I hope Jama wasn t too hard on you for being late. Again. Hey, you made it! Good for you. Jama s not in the best mood today. If not late Jama can be so strict sometimes. Are you taking part in the tournament today? I d love a chance to go up against you. You re here, like, every day, aren t you? You re taking this too seriously. I m just trying to keep toned, not learn how to, you know, kill people. Jama s pretty cool. I mean, she can be bitchy, and she never, like, gives me a compliment. But... Wait, she s not cool at all. I saw you sparring with Jama. That was pretty cool. You rock. I saw you sparring with Jama just now. You kinda sucked, didn t you? There s no way I m gonna be able to beat you in the tournament. I ll have to settle for second. Or, you know, third or fourth. I m definitely gonna kick your ass in the tournament. I need to work on my kicks. You performed badly today. Jama must be very disappointed. You did well today. Jama must be pleased. I plan on winning this tournament. If tournament Practice and sparring is fine, but real competition separates the winners from the losers. I used to have no trouble getting a date. Nowadays, if you don t wear a uniform, the ladies ignore you. I m thinking about moving back to the Southlands. For one, it s a lot warmer. I hear that Corescent is negotiating with the Azadi for a treaty. If that happens, there might finally be peace in the Northlands. Still no spices, I m afraid. I ran out of money to pay my supplier...but tomorrow s another day! I hope! To Zoë negative The new administration has introduced so many taxes and fees, it s hard to make ends meet down here. Rebel activity in the north has delayed deliveries, so I don t have much left to sell, I m afraid. Say what you will about them, but the Azadi have genuine respect for women. That s a nice change. I can tell that you ve been raised to respect women. You re all such perfect gentlemen. This market used to be a damn sight better before they closed the gate and the harbour, and moved most of the business west of Cold Stone. I was quite the looker in my younger days, and I m sure I would ve turned your head around. It s not that I have a problem with the Azadi...but do they have to take all the women? Maybe I should join the army. I m not getting a date wearing these clothes, that s for sure. Please keep those pesky magicals in the ghetto. Life has become so much more predictable without all this magic stuff going on everywhere. We don t need magic. We got technology now. Magic is chaos, technology is predictable. You look like you get a lot of attention from women. Tell me, is it the clothes, the hair, or just the fact that you re incredibly good looking? Hey there. Can I help you with anything? Anything at all? You re a handsome one. Would you like to visit me at the tavern tonight? I work as a serving girl, and I wear a really low dress... You look like a real man. There are too many farmers around here. They smell bad. I don t know how Irhad feels about the Azadi, but I m sure they could work something out. We don t need another war. Now that the Tyren are gone, there s finally hope of lasting peace in the Northlands. I hope you understand that we re not a violent people. We only want peace and prosperity for all nations and peoples. As long as you protect us, I don t care about your motives. Are you going north to fight the rebels? Please remember that they only want the best for their people. I m sure you can solve your differences peacefully. There are soldiers everywhere. I don t honestly care about politics, but I d like to be somewhere a little more...laid back. I ve lived in Marcuria for too long. I want to go back south, across the ocean. I m tired of all the noise and the bad weather. I don t quite see how I ll make ends meet, but I m sure something will...pop up. I told my poor, old mother I d be bringing her some firewood and stew tonight, but it looks like she ll have to burn some more furniture and eat the cat. Business is just fantastic! Ever since you helped me out, I ve been blessed with happy customers and a steady supply! You ve brought me good luck and fortune! To Zoë positive Yesterday, I bought my mother a new stove, a fine walking stick, and a glazed gipa. You should have seen the look in her eyes! If I didn t know better, I d say you were a faerie queen, young lady! Why hello there, ma am! What an absolutely wonderful day to be exploring the city! Now, you look like you need to spice up your life. Eh? Get it? Eh? Spice? Life? Wonderful! I don t care whether my customers are Azadi, Dolmari, Northlanders, Southlanders, or anything in between! They re all welcome! Fantastic! That s a terrific coat you have there, sir! Must keep you nice and warm, even in this weather! A lovely day to you, sir. A lovely, lovely, lovely day! I ve tasted some of those spices you Azadi have brought with you from Sadir. Wonderful, exotic stuff! Isn t life grand? South Gate Market is definitely not what it used to be. I m lucky if I see a dozen customers before noon. The added expenses and lack of customers is ruining me. Soon, I ll have to find another way to make money. I ve already paid the vendor license, the stall rental, and the administrative fees, sir. My papers are in perfect order. Please, sir, sales have been bad lately, and I need money for food and rent. I ve already paid my bills. Just ask the market master. There s not much left of today s catch, sir, but I ve managed to put a few oysters aside. They re yours if you want them, sir. We got torsk! We got one torsk left! We re almost out of torsk! Call out Crabs, I ve got two crabs left! Fresh and tasty! Crabs for dinner! Come get em! Last call for fresh fish today, last call! I don t care what people say, as long as the Azadi encourage fair trade, I m happy. There was trouble in the ghetto again this morning. It s really affecting my business, because deliveries can t get through. Anything you can do to stop those rebels would be much appreciated. The rebels are hurting my business with their attacks on convoys. Deliveries are slow, and the quality of the merchandise is lower. Good luck tracking down the rebels, sir. They really are making life miserable for everyone. Oldtown s the best place to buy rare and interesting books. You just need to know where to look. I don t go anywhere without a good book, and I have thousands at home. My wife, she moved out. I think she realised I loved my books more than I loved her. I don t like coming here anymore. Not because of the magicals, but because everyone s so afraid about what s going to happen. I don t live here. I m just visiting. I m just looking for books. I don t usually mingle with magicals. Good day to you. I ll be on my way now. Oldtown s not a bad place to be. If only the Azadi would leave us be, like they promised they would. My friends have all left the city, but I m staying. I m not going back into the caves. I enjoy life in the big city too much to give that up. Personally, I ve always been discriminated against. Actually, this is better, because now the other magicals see me as one of them. I thought you people never ventured in here alone. You don t look like the others. There s something different about you... If you would just try to see things from our perpective, I m sure we could all live together in harmony. What do the Azadi want from us? Why have they stuck us in here? We haven t done anything to them, and we can t help who we are. People here in Marcuria used to respect us Dolmari. The times have certainly changed. We live in constant fear. Sooner or later, I m sure they ll arrest the lot of us, and send us off to... I don t know. Just leave us be. We haven t done you or your people any harm. Why are you harrassing us? We can t help being who we are, any more than you can help being human. I don t understand why you don t like us. Is it the colour of my skin? I ve never used magic to hurt anyone, and I never intend to. My mother is ill. This is the only place where they have the right medicine. Most of the old medicines have been banned from the markets. Oldtown s the only place where I can still find them. The Azadi are banning everything they don t understand. What s that all about? I have a right to be here. The ghetto is open now. I m not up to anything illegal, I assure you. I m just out for a walk. There s no curfew in effect now, is there? If there is, I will leave immediately. Oldtown s getting too crowded. It just wasn t built to house so many people. People here are still trying to live their lives the way they used to, but it s getting more and more difficult by the day. I know that some of my kind have disguised themselves in order to conduct business out in the city. I admire their courage. You d all rather wish we d just disappear, wouldn t you? I can t change who I am. How would you like it if I tried to change you? You can force me to comply, but you can never, ever force me to agree with you. The Azadi can do whatever they wish with me, I will never bow to their goddess. I am only in town for a short visit. I will not stay long. I am better off back home. The Dark People are amazing. They re collectors, and they have a great library containing every book ever written. I ve never minded the magicals. I actually enjoy their company. They re more interesting than humans. As long as I can stand up, I ll keep fighting these invaders. To April/Zoë The Azadi won t be satisfied until all of Arcadia belongs to their empire. I will never surrender. I d rather die than submit to the Azadi. People only agree with you out of fear or ignorance. You have but one argument to support your cause...and it hangs from your belt, Azadi. You can kill my kin, but you can never kill our beliefs. Too many believe that if we only give the Azadi time, they will leave us be. I do not. The Azadi will never leave us be. Our culture is dying in Marcuria. How can anyone stand living here? Your victory will be your downfall, Azadi. You will gain nothing from eliminating us but a world bereft of choice and diversity. The only way to evolve is to keep an open mind. Try keeping an open mind. You will see that we are not so different, you and I. If you do not accept others, you can never truly accept yourself. I d give my right arm - and my left! - to see the fabled library of the Dark People. But they won t let me go with them to their city... Show me a man who reads, and I ll show you a man of reason. Deprive man of literature, and you deprive him of life. I can show you my book if you like, sir. It s not been banned. I m just passing through, sir. Just passing through. I ve yet to read many Azadi books. Could you recommend some for me? My first boyfriend was Zhid. Diversity never hurt anyone. Too bad the Azadi can t see that. The Azadi tell us not to fraternise with non-humans, but I don t care. What are they gonna do? Arrest me? I d tell you what I think of you if I wasn t so afraid of the repercussions. Have you ever had a real discussion with anyone, or do people just tell you what you want to hear all the time? Leave me alone, Azadi. There are plenty of other women in the city who would be happy to serve you. Don t tell me to submit to the Azadi. I won t. Ever. I ll keep fighting the Azadi until the day I die. Should they flee back to their continent, we ll take the war to them, mark my word. Keep your distance, Azadi. I might say something I ll regret. The Static s getting worse and worse. I can t even go to work anymore. Our consoles won t connect to the Wire. I don t know what to do. The office s been closed down because of problems with the Wire, and I m not making any money. Lots of people are afraid. If the Syndicate can t stop the Static, what s going to happen? Why are you approaching me? I m not a trueborn , am I? I thought your kind didn t fraternise with my kind. Have you gone slumming, Azadi? Everyone s talking about the Static these days. I have to admit that I m quite fed up with it already. You know what pisses me off about the Static? Everyone always wants to talk about it, so I have to keep myself updated and watch the news. I hate that. I just hope this Static thing won t interfere with WATIcorp s plans. That new product is supposed to come out this spring, I think. Some people are saying that the Static is going to lead to another Collapse, but I don t think the Syndicate would allow that to happen. I m not afraid of another Collapse. We ll be safe here in Casablanca. We have everything we need. I try not to watch the news. It s always Static this and catastrophe that . Whatever happened to staying positive? Yesterday, I was having my hair re-aligned and we lost Wire contact right in the middle of the procedure. I only got it fixed this morning. How s it look? Show me a man who doesn t care about his hair, and I ll show you a damn fool. I can t get milk anywhere anymore. Apparently, because of the Static, deliveries are slow or non-existent all over the city. Chapter 12 It s not that martial arts needs to be such an important part of your life. But passion is always important. I m sorry, Jama. It just doesn t seem matter as much to me as it used to. I m sorry, Jama. It just doesn t seem to matter as much to me as it used to. But let s leave it at that for now, and get started on today s lesson. I guess I just don t care as much about martial arts as I used to. It doesn t seem as important to me anymore. Then maybe you should consider doing something else with your time. But let s leave it at that for now, and get started on today s lesson. I can t help it. I ve just...lost interest. And not just in martial arts, but in everything. Nothing you do, if done with passion, is pointless. But let s leave it at that, and get started on today s lesson. Every day s exactly the same, and I m not doing anything to change that. There s no school to go to, no job, and I barely spend time with my friends. What s left of them. You re right. I mean, he s my friend, too, and I want to help him. I just don t know if going to Newport is the way to do that. Oh, they re here. The biggest one, they are the Shakespeareans. Stupid names, stupid clothes...very, very big guns. Not so fast. I like you. You got spirit. I want to help. Maybe we can make trade? I don t have anything to trade. All I have is my mobile. No mobile. I got too many already. Cheap. Made in China. Top quality. So what do you want to trade? Please, help me out here.
https://w.atwiki.jp/vocaloidenglishlyric/pages/1216.html
【Tags OSTER project Rin tA tF K】 Original Music title 狐ノ嫁入リ English music title A Fox s Wedding Romaji music title Kitsune no Yomeiri Music Lyrics written, Voice edited by OSTER project Music arranged by OSTER project Singer(s) 鏡音リン (Kagamine Rin) Click here for the original Japanese Lyrics English Lyrics (translated by animeyay): Standing in a violent downpour, a fox was waiting for a man. While my bosom is on fire from the dream in that one summer night, my heart is stirred up by my paranoia. Maybe it is because of my beastly nature, my body, submitting to the sweet nectar, is consumed with passion, and tonight, once again, I m staring intently at the waning moon. In order to obliterate with my own hands the things that are separating the two worlds, I m willing to change even my current appearance which I see on the reflective water surface. If everything should end after the sudden rain, then I will weep, weep, and still weep. When my tears have collected into a huge lake, will you let yourself drown in it? The dusk of the dreary autumn gradually changes into drifting snow. My thoughts for you are also piling up. One glance, I just want to take one glance at you. While trying to calm down my restless heart, I quickly run through the darkness in order to have a brief date with you. Because of the gloominess of our farewells, my tears have soaked up my pillow more times than the number of tricks[2] I played on others while wearing my plum flower hairpins. Even if everything should end after the sudden rain, I will love, love, and still love you. When I have crossed over thousands of miles of mountains, will you love me? As I try to fight against my fate, in a spring night, when I m weaving out a love song, I see another woman s figure standing before my beloved while he is smiling. Even if I m nothing more than a passing rain to you, I love you, love you, and am getting tired. If I cannot win by trying to outfox her, then you and I should rather just pass through the dock of the Sanzu River[3], and together join the hungry ghouls there. Even if you re only a skull, I ll still love you. This shall be my wedding. Once I m done with the blood bath, I shall immediately come for you. [Translation notes] [1] The Japanese phrase "kitsune no yomeiri", literally "a fox s wedding", actually refers to the phenomenon of sunshower. This is why "rain" is frequently referenced within the song. [2] In Japanese folklore, foxes (kitsune), just like raccoon dogs (tanuki), are said to be mischievous tricksters who often deceive/trick humans with their magic tricks. [3] The Sanzu River is the Japanese equivalent of River Styx. Romaji lyrics (transliterated by animeyay): ame ga furishikiru naka kitsune wa, otoko o matte ita. toaru natsu no yo no yume ni hidoku mune o yakarete wa kokoro kakimidasareru paranoia kemono yue no shoubun ka amai mitsu ni juujun na kono mi kogashi koyoi mo kagen no tsuki o niramu futatsu no yo o wakehedatsu mono kono te de kirikizamu tame ni mizukagami ni utsuru sugata sae mo kaete miseyou tooriame de owaru nara naite naite sore de mo naite ookina umi ni natta nara anata wa oborete kuremasu ka wabishiki aki no yuugure mo maichiru yuki e to utsurou haseru omoi no take mo furitsumoru hitome ima hitome yo to seku kokoro o nadamete wa tamayura no ouse e to ashibaya ni yami o kakeru ume no hana kanzashi ni shite utta shibai no kazu yori mo itomagoi no wabishisa ni ikudo mo makura nurasu tooriame de owaru to mo aishi aishi sore de mo aishi senri no yama mo koeta nara watashi o aishite kuremasu ka shukumei ni aragainagara koiuta tsumugu haru no yo ni itoshiki hito hohoemu sono saki ni onna no kage tooriame ni sugizu to mo aishi aishi aishitsukarete bakashiai ni katenu nara isso futari de sanzu no funaba o koete tomo ni gaki no seki ni irou ka sarekoube sae mo itoshii kore ga watashi no yomeiri. chishio no yuami sundara hodonaku mairimasu []
https://w.atwiki.jp/warband/pages/454.html
ip_Building_a_Village|Building a Village ip_Building_a_Village_text|Once you have over a hundred men in your army you can build a village from the camp menu. ^^ This is the dark ages, and new villages and settlements rose and fell regularly.^ Using your troops to found a village will remove them from your party, its suggested you leave your best troops at a camp quarters and raise low teir troops that can used for the village founding. ^^ If you are not yet part of a kingdom, founding a village will also found a new kingdom under your rule. ^ Your court will be established at the village and can be lost if raided. ^^Villages can also be upgraded into towns. ip_armies_size|Army Size ip_armies_size_text|The size of your army, similar to the armies of the lords, depends on several factors ^^Leadership each point will increase the maximum size of your army by 5. Companions with Leadership help lead the party.^^Charisma each point of your charisma will increase the maximum size of your army by 1. It is your ability to attract men to your cause.^^Renown every 9 points will increase the maximum size of your army by 1. Fame attracts followers.^^Holdings every town will add 80 men and each fort 40 to the maximum size of your army. These spots represent men you can raise through a levy.^^Bear in mind that party size at sea is restricted by ship capacity. Extra troops can always be left at a settlement garrison, player Refuge (once built), or any Camp Quarters. ip_morale|Morale ip_morale_text|Morale represents the ability and willingness of the troops in a party to summon up the endurance, bravery, and discipline they need to face the stresses of battle and the march. It is not the same thing as the troops' happiness. Elite troops may grumble and whine about the hardships of campaigning -- but then stand together as one when the arrows start to fly. On the other hand, a commander who gives his men everything they want may find that they grow soft, and waiver before the enemy's charge.^^ Morale's greatest impact is on a party's behavior in battle, determining how aggressively troops engage the enemy, and how likely they are to break and run if they perceive the tide of battle turning against them. Morale also affects a party's march speed, as a less motivated party will move more slowly, as the men are not pushing themselves to their physical limit, and pause more frequently, as it waits for stragglers to catch up. Finally, a party with very low morale will start to suffer desertions.^^ Some factors that affect morale are intuitive. For example, a charismatic commander with a reputation for winning battles can infuse his or her men with a sense of confidence. Leaders who give their men well ample and varied supplies of food, and pay them on time, demonstrate that they care about their troops' welfare, and are less likely to lead them into disaster.^^ Other factors are less intuitive -- particularly those related to a party's sense of group cohesion. In a small tight-knit party, for example, men will often fight hard against daunting odds to avoid showing cowardice before their comrades-in-arms. A large party on the other hand may see its cohesion strained, as the commander has less time to supervise the men, listen to their grievances, and resolve their disputes. Frequent battles will strengthen the bonds between men, while long periods without combat will see the troops become bored and quarrelsome.^^ The morale report, accessibly by hitting the 'reports' button will give the player a sense of the factors affecting his or her men's morale. ip_economy|Economy ip_economy_text|Towns and villages in these lands need a wide variety of goods for their populations to remain healthy and productive. First in importance is food. Grain is the staple crop of the Isles, but people also need fat and protein in the form of meat, fish, or cheese. It takes almost as much work to preserve meat as to produce it in the first place, so salt is also in high demand. After food comes clothing heavy wool, lighter linens, or luxurious velvet. Finally, people need the tools of their trade ironware, pottery, leatherware, and, of course, arms, armor, and horses for war.^^Most agricultural products are produced in the villages, while artisans in the towns specialize in manufactured or artisanal goods like fabrics or ironware. Also, different resources can be found in different parts of the country. Consequently, the key to prosperity in Calradia is trade -- both between the villages and the towns, and between the major towns themselves.^^When trade flows, goods will be available and affordable, the population of a center will be healthy and energetic, and migrants will flock from the nearby regions. The center will produce more, consume more, and be able to contribute more in taxes to their lords. When trade dries up, towns and villages will see their workers flee to seek work elsewhere, and economic activity will drift to a stand-still. Thus, it is in the interests of rulers to protect trade routes from the hazards of war and banditry. A smart merchant, however, may want to seek out towns which have become isolated from the rest of the land, as he or she may be able to turn a tidy profit from the resulting price imbalances.^^Because villagers usually plan to take their goods to market in towns, village markets will be rather quiet places, and villagers will buy cheap and sell dear. Serious merchants will stick to the towns to make a profit, although some parties may decide to make a quick stop in a village to acquire supplies.^^A player who wants to know about the factors affecting a region's prosperity can speak to the guildmaster of the local town. Other information can be gleaned from passers-by, although they might not know very much outside of their own particular trade. ip_courtship|Courtship ip_courtship_text|Players may wish to marry into one of these lands noble families. Marriage is not necessary for a player to rise in power and stature, but it does provide players with an opportunity to improve their relation with lords and establish a claim to the throne.^^Marriage requirements will be different for males and females. A male character will usually need to pursue a traditional path of courtship. He should establish a reputation in the Isles aristocratic society, get on good terms with his bride's parents or guardians, and then woo the lady according to local custom. If a player grows impatient, he may attempt to take a shortcut -- but there will be consequences in his relations with other lords.^^A male character should keep in mind that other lords will be competing with him for the affections of the kingdom's ladies. Also, a lady's tastes are unpredictable, and a player may also find that the object of his love does not love him in return. Romance, in Calradia as elsewhere, does not always prosper. Of course, a player may resort to other, less gentlemanly means of winning a lady's heart, but again, that will have a serious impact on his reputation.^^To get started on the path of courtship, a male player should try to get involved in the social life of the Isles aristocracy, attending feasts and tournaments. Also, wandering troubadours and poets can serve as a useful repository of information on courtship, and keep the player up to date about the latest gossip.^^Female characters can also marry -- but they should keep in mind that society is very traditional, and, as adventurers, they have chosen a very unconventional path for a woman. A female character may have to look for a while to find a lord who is open-minded enough to marry her.^^On the bright side, a female character does not have to go through the elaborate rituals of courtship, and she also may gain more from a marriage than her male counterpart. For a woman adventurer, marriage can be a quick path to power -- and an unscrupulous character may be able to use her husband as a tool of her political ambitions. ip_politics|Politics ip_politics_text|The realms of the Isles, although they represent different cultures, all adhere to the same basic political system feudalism. Feudalism is based on the relationships between individuals the oaths of loyalty given by a vassal to his or her liege. In exchange for this oath, the vassal will usually receive a fief, a parcel of land whose income will be used by the vassal to raise troops to support the liege in time of war. A liege also has an obligation to protect his vassals, and to treat them justly.^^This is how it works in theory, anyway. In practice, vassals will not always work in their factions' interests, particular as they are often quarreling with one another. Nobles have different personalities, and sometimes those personalities clash. Or, perhaps two nobles were once friends, but fell out over in the aftermath of a setback or a defeat -- or because they both were wooing the same lady. Jealousies will also surface as they vie for the favor of the king -- perhaps over newly conquered lands, or over who will be given the coveted office of marshal, the lord in charge of organizing large-scale campaigns.^^When one realm in the Isles makes war on another, the political unity of the each kingdom is as important as the quality or number of its soldiers in determining the outcome. In a cohesive kingdom, nobles will join together in a large force to sweep their opponents before them. In a kingdom divided by petty quarrels, lords will fail to respond to the marshal's summons, or drift away to attend to their own business if a campaign is not going well. A faction's political cohesion will also impact warfare when campaigns are not in progress. In a divided faction, lords will be less likely to join together on raids and patrols, and come to each other's defense.^^If it seems self-defeating for nobles to bicker and quarrel when the enemy is just over the horizon, keep this in mind -- ultimately, a noble's loyalty goes not to a particular faction or culture, but to himself and to his family. If a noble fears that his faction is collapsing, or if he is being neglected by his liege, he can usually find a reason to withdraw his oath of allegiance, and change sides. Players should keep this in mind, as they may find that there are opportunities to turn discontented former enemies into allies. ip_character_backgrounds|Character Backgrounds ip_character_backgrounds_text|A player character in these lands may choose to come from a variety of social backgrounds. This choice will affect not just his or her starting skills and equipment, but also the course of his or her career as an adventurer.^^War and politics in these lands are traditionally dominated by male aristocrats. A nobleman player character may find that he is invited into this 'old boys' club' fairly quickly, but women and commoners may face a few extra hurdles on the way. If you choose to start the game as a male nobleman, you can think of it as the 'easy' setting. Starting as a noblewoman or a male commoner is somewhat more difficult, and starting as a female commoner is probably the most challenging way to begin a game.^^However, women have some starting advantages. Simply by taking up arms, a female warrior will draw attention to herself, and she may find that she can build up her reputation faster than a male. Also, it is traditionally easier for a woman to marry up the social ladder than it is for a man, and a woman may find she can gain more from a strategic marital alliance than her male counterpart.^^Finally, keep in mind that the game does not place any limits on the upward mobility of characters based on their background. Noble or common, male or female, married or unmarried -- anyone can rise to become ruler of all these lands, if they are sufficiently brave, lucky, or resourceful. ip_military_campaigns|Military Campaigns ip_military_campaigns_text|When kingdoms in the Isles go to war, their armies have two basic offensive options. They can try to attack villages and lay waste to the countryside, damaging their enemy's prestige and economy. Or, they can try to seize and hold castles or towns, taking territory This second option can involve long, bloody sieges, but will yield more decisive results.^^It is important to note that the realms of these lands do not field standing armies, which remain in the field as long as the ruler desires. Rather, realms are protected by feudal levies comprised of the major nobles and their individual retinues. Sometimes, these nobles launch their own private attacks into enemy territory, but the most decisive events will usually take place when the great hosts are assembled. The kingdom's marshal, a noble appointed by the king, will summon the host before the campaign and lead them out to battle. However, he should be careful not to keep them in the field too long. Otherwise, the host will begin to disintegrate, as the vassals drift off to pursue their own business, and the army will be vulnerable to a counter-attack.^^For this reason, the rhythm of wars in these lands often resemble the rhythm of a duel between two individual combatants. One side will gather its strength and seek to land a blow against the enemy's territory. If the marshal spends too little time gathering the vassals, he may not be able to do any real damage. If he spends too much time, then the campaign may end before it has even begun. A large realm will have an advantage over a smaller one, just as a brawny combatant has an edge over a smaller foe, but a realm's political cohesion can also be a factor, just as a fighter with great stamina can outlast her opponent. Sometimes, the armies of two realms will meet head on, resulting in a major battle in which both numbers and morale will decide the outcome.^^Kingdoms will have imperfect intelligence about their enemies. Attacking lords will need to frequently scout enemy territory to determine which fortresses may be vulnerable. An army defending its homeland will benefit from the alarms raised by castles and towns, which broadcast intelligence about enemy movements in the area. Such intelligence will be imprecise, however, particularly when it comes to numbers. A defending force which sets out to raise a siege or rescue a village may be able to overwhelm an unprepared attacker -- or it may miscalculate, and find that it is the one to be overwhelmed. Attackers, in turn, must be careful how far they advance into enemy territory, with aggressive marshals venturing further than cautious ones.^^Players will be expected to join in their faction's military campaign, either by joining the host, or by scouting ahead into enemy territory. Some players may find that their realm's marshal is too cautious, or too aggressive, for their tastes. In this case, they can intrigue with other lords to try to replace the marshal, or build support to become the marshal themselves.^^Most wars are of limited duration. A king who goes to war will, for the sake of honor, feel obligated to pursue the conflict for a short while. However, unless he is soundly beating his enemy. he may soon start looking for a way out of the conflict, lest he leave himself vulnerable to an attack by a third party. These rulers are keenly aware that today's ally may be tomorrow's enemy, and vice versa. ip_siege_warfare|Siege Warfare ip_siege_warfare_text|Age of Arthur offers siege warfare accurate to the Dark Ages period. When the player besieges a settlement, two paths can be taken to conquer the place by debilitation (hunger, diseases ...) or by assault.^^In the former case, the player's goal is to blockade the settlement and prevent it from receiving supplies or reinforcements. At the same time various actions can be performed to undermine morale, spread disease or destroy the food reserves of the settlement. This type of action will take longer, but also avoid a large number of casualties.^^In the latter case, direct action is undertaken, provided assault equipment is available or preparatory actions have been taken, such as wearing down the defenders or burning their houses and walls. This option should be used when the player feels ready to launch a full-scale assault to conquer the settlement. It has the advantage of leading to success more quickly, but usually at a relatively high cost in lives.^^In addition, when the settlement has a port, the player may equip a fleet and assault the port, leading an assault from the sea.^^The complexity and characteristics of the new siege system are too numerous to describe here in detail. The best thing is to discover and develop strategies on your own. ip_sea_travel|Sea Travel ip_sea_travel_text|Ferries on the world map transport your party between two stations. While this is cheap when your party is small, it becomes more expensive with party size.^^To travel longer distances on the sea, one may travel from one port town to another. This can be initiated from the town menu or by talking to the ship captains and befriending them in the port part of the town scene. Similar to ferries, this service becomes more expensive with party size.^^Once you have your own ship, you may embark from the port it is in by clicking on 'Sail from port' in the port menu. You will return to the map, but this time at sea on your ship. Sea travel then works much like land travel.^^There are two different ways to get back on land. You can either click on a port or use a landing point. To find a landing point, travel closely along the coast or right click on your party and select 'find closest landing point.' As with ports, click on the landing point to disembark. In either case, your ships will remain at the position where you landed.^^If your party's size is greater than the capacity of your ships, you won't be able to embark. In this case, you can establish troop quarters (Camp menu) at your current position and another troop quarters at your target position, then transport your army step by step between both quarters.^^When traveling by sea on the campaign map, you can always check the current weather. After clicking on the 'Camp' button, current conditions are shown on the left side. If the weather conditions change, you will be notified by a message in the lower left corner of the screen.^^On the one hand, windy weather is good for the speed of your ships on the campaign map and in sea battles. On the other hand, the chance that it will damage your ships also increases. Damage worsens the condition of a ship, slowing it or even destroying when the condition reaches 'Dangerous.' You may check the conditions of your ships by clicking on 'Camp' and then on 'Fleet.'^^Finally, the weather also determines the behavior of ships in battle. This can always be checked beforehand by clicking 'Camp' and then on 'Check location.'^^Sea travel is dangerous and can lower the morale of your troops. When this happens, you will be notified by a message. Troops especially dislike spending the night on the water. Therefore, consider plotting your route to make landfall by night. If morale on the sea gets too low, troops may mutiny.^^Some troops like Sailors and certain Saxon troops are experienced seamen and will increase the travel speed of your ships on the campaign map. You can check the effect on the left side of the camp menu.^^If there is more than one ship in your fleet, the speed of the fleet is determined by its slowest ship. However, as soon as you have more than one ship in your fleet, you can split the fleet. To do so, travel close to a shore. Then click on 'Camp', 'Fleet' and finally on 'Leave ship at shore' to leave the slower ship(s) there. To bring ships together again, one needs to bring them all to a port. To get a overview of all your ships at their location, click on 'Character' and then on 'Ships.' ip_sea_battle|Sea Battle ip_sea_battle_text|At some point after starting to travel on the sea, you will participate in a naval battle.^^First of all, you need to know how to control your ship. You can give the command to row forward, fast forward, backwards, or stay. The up and down arrow keys switch between these commands. You can also give the command to go straight, starboard, hard starboard, port or hard port. The left and right arrow keys switch between these commands.^^Current commands are represented by arrows around the representation of your ship in the upper right corner. Press Enter to set the sail and Backspace to get a tactical view of the scene. Try these commands to get a feeling for steering a ship and the effect of the wind.^^As soon as you get close enough to an enemy ship, boarding will commence. The ships are lashed together and the fight starts.^If you are lucky, you may capture the enemy flagship after winning the fight.^^In a sea battle where you have several ships, you can give a 'stand ground' or 'charge' command to your ships, which are assigned to the ninth 'division.' The first troops in your army list will be together with you on the flagship. The other troops will be in the remaining ships. One can change one's flagship in a port or while camping on the sea.^ ip_wounds|Wounds ip_wounds_text|The player may receive specific, debilitating wounds in battle. Physicians in larger towns will treat these wounds for a price, after which they will heal within a few days. Any negative effects will then be removed. If wound is not treated after some time, it will change to a scar, and the negative effects will then be permanent. ip_recruitment|Recruitment ip_recruitment_text|Recruitment in Age of Arthur is not always automatic but depends on a number of factors.^^Firstly, in order to recruit in a town, you need to obtain the permission of its lord. To do this, you'll need to have enough renown (150+) and be on good terms with the lord and his faction.^^For villages, you dont need to obtain permission, however the troop quality is always the lowest. ^^Once permission is obtained, you are free to recruit as long as your relations with the settlement remain positive. In villages you may be able to recruit tier 1 troops, and if have high enough relations (60+), you may be able to recruit tier 2 troops. If you happen to be the village's lord, you need only 20+ relations to do this.^^In towns, you maybe able to recruit tier 2 troops, as well as specialized troops from special cities. The maximum number of troops that you may be able to recruit is determined by your relations with the settlement, your leadership, your charisma, your religion, the predominant religion of the settlement, and whether or not you are the lord of the place.^^Other options are available. If you're Christian, you may be able to find some desperate refugees in monasteries. There is always a chance to find fellows looking for work at farmsteads. ip_skills|Skills and Attributes ip_skills_text|When creating or developing a character in Age of Arthur, one has to pay attention to the many skills and attributes. Skills like persuasion and leadership are essential for trading, wages, lord and lady interaction, and forced conversion. Attributes such as intelligence and charisma are also essential in these activities, but will also affect your ability to marry or lead people.^^There are three important skills for the sea 'Sea King,' 'Navigation' and 'Looting.'^^One's Sea King level determines the amount of ships one can command. Level one allows up to two ships. Seven ships are the maximum at the Sea King level of four.^^The Navigation skill allows one to travel faster on the sea. It is the naval equivalent of the Pathfinding skill on land (which, by the way, will not help on the sea).^^A higher Looting skill results in a higher chance of capturing enemy ships.^ ip_tactical_controls|Tactical Controls ip_tactical_controls_text|Use the keyboard NUMBERS to select a division. Press 0 to select your entire force.^^Use F1-F4 to order selected divisions. Keep the F1 key down to place selected divisions. You may target an enemy division through this mechanism.^^Pressing the ENTER key often initiates an overhead Strategy Camera.^^Pressing the BACKSPACE key often initiates a Battle Command Display with 'radar.^^Pressing the H key will make your horse come to you (requires riding skill of 4 or higher).^^Pressing the Z key will enable Crouching.^^Pressing the T key will trigger your war-cry and can be used to rally your troops.^^ ip_division_placement|Division Placement ip_division_placement_text|When ONE division is selected, the center of its front rank is placed at the spot indicated.^^When MANY divisions are selected, they are separated and spread out as if the player were standing at the spot indicated.^^One may memorize the placement of selected divisions relative to the player by pressing F2, F7. Default is infantry to the left, cavalry right, and ranged forward. Placement is overridden for any division the player chooses to personally head through the Formations Options menu.^^If the camp menu game option is set, divisions will rotate to face the enemy. Otherwise, they will maintain the facing that the player had when they were placed. ip_formations|Formations ip_formations_text|The Complex Formations on the Battle Menu are ^^- RANKS with best troops up front^- SHIELD WALL, ranks with shields in front and longer weapons in back^- WEDGE with best troops up front^- SQUARE in no particular order^- NO FORMATION^^Even in the last case, the player can make formations up to four lines by ordering Stand Closer enough times. ip_children|Children ip_children_text|Children can play an important part of Age of Arthur. Both the player and NPC's can have children during the course of the game.^^ For NPC's, children give factions new lords and ladies, while also creating heirs for faction leaders.^^ For players, children grant both new companions, or lords if the player is a vessel/monarch of their own lands.^If the player is female, they must be careful when entering battle while pregnant as being wounded can cause the death of their child and bad relations with your husband.^^ Both male and female players should be married before having children or their child will be a Bastard.^ ip_quarters|Quarters ip_quarters_text|Quarters allow you to leave some of your troops at a particular location on the map. You can have up to two quarters.^^There are several scenarios which make quarters useful ^- If you need to travel on a boat, but you can't afford to pay passage for all your troops^- If the capacity of your fleet isn't big enough to transport all your troops at the same time^- If you want to sneak into a town^- If you want to travel faster over the world map ip_war_cry|War Cry ip_war_cry_text|You can use a war-cry in battle to rally your men, hit 'T' to do so. This has the best effect of the troops closest to you on the field. ip_horse_calling|Call your Horse ip_horse_calling_text|If you riding skill is higher then level 3 you can call your horse (provided you have one) during battle by hitting 'H'. ip_special_triats|Special Traits ip_special_triats_text|Once you go past level 12 special traits become possible, however you will need to meet the conditions and play style to develop one.^^ They include ^^ Words-smith A person who read books, or learns poems and has recruited companions or lovers. This trait unlocks a more powerful war-cry use it once per battle by hitting 'Y' ^^ Trickster A person who has won many battles no matter the cost and either has taken many lords prisoner, or has many enemies. This trait unlocks shield taunting in battle use it by hitting 'Y' ^^Musician A person who has leaned a number of poems and either carries a musical instrument or has developed their entertainment skills. This trait gives you a horn, use it in battle to inspire men by hitting 'Y'^^ Knowledge of the Dark arts (magic must be turned on in mod option), A person who has studied magic and knows the right companion. This trait unlocks spell casting in battle by hitting 'Y'^ ip_ambushing|Ambushing ip_ambushing_text|Ambushing was an important part of dark age battle tactics. To this end, both the player and AI can set ambushes.To set an ambush you will need to hold down the left CTRL key while hitting 'A' on the overland map. Also an ambush will only remain set while you stay resting in the same map position.^^You can increase the effectiveness of ambushes by increasing you parties tactics and spotting skills. ip_partition_laws|Partition Laws ip_partition_laws_text|Every kingdom in Age of Arthur now has their own possible succession laws which govern how heirs will inherit lands upon a rulers death. If a kingdom is big enough, and has more then one possible heir these laws come into play...^^Confederate Partition In this law all sons/daughters and eldest brother have a chance of being included in succession. Depending on how large a kingdom is it may be divided up to three times. The kingdom vessels and former monarchs wealth will be divided among them equally. Although the main title holder (the oldest heir) does maintain a slight advantage it can severly weaken their original kingdom. All kingdoms start at this level, though it can be even more devestating for Britonnic kingdoms.^^Regular Partition After game year 508 (530 for Britonnic Kingdoms) regular partitions become available. In this case, although the kingdom is still divided, the eldest brother is no longer included in succession if there are sons/daughters and the main heir does maintain a greater advantage when dividing up vessels and wealth.^^High Partition In this case a kingdom can only be divided once between the two eldest sons/daughters. The main heir maintains most of the kingdoms vessels and wealth and the second heir will be an ally/tributary of the eldest. This law is not available until the year 540 (or 560 for Britonnic Kingdoms).^^No Partition / Single heir After the year 550 the single heir law becomes available and thus returns to default play of the eldest inheriting everything.^^In order to change the laws for your kingdom you need to be the factions head of government and talk to your chancellor. They will call a vote of your vessels and you will need a majority of yes votes for the law to change.^If you are a vessel in another kingdom, your liege may call the vote to change laws from time to time, yet either way a majority of yes votes are needed. ip_stress_system|Stress System ip_stress_system_text|From now on decisions you make during your course of play, or events such as running our of food, can cause you stress.^^ If you make choices that don't align with your current honor rating, or personality you will see stress start to mount. Having high stress unlocks a number of possible negative health events and could even cause your character to loss thier mind!^^ Once stress gets too high you will suffer a mental break and will be forced to pick an activity to reduce stress, though at a cost of possible wealth, ability or even changes to your body wieght. Stress adds another element to consider when making decisions.
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CRM Analytics Market Report Overview According to the latest QMI Market research study, the Predicate CRM Analytics Market size proportion in terms of sales become worth USD and CAGR developing at a compound approximately throughout the forecast duration 2023 to 2032. additionally provide their clients functions like document-breaking client care, traceability, real-time records, and on-time shipping statistics way to CRM Analytics Market answers. Furthermore, era allows deliver chain companions to understand the correct location of their merchandise as well as authenticity, product safety, satisfactory, and reliability. It is projected that the growing call for CRM Analytics Market The worldwide representative checking arrangement CRM Analytics market is vigorously divided because of the presence of countless organizations working on the lookout. 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Tech goliaths Europe, Asia Pacific, North America, Africa, South America, and Middle East, and it is expected to register strong growth during the forecast period. The market in Asia-Pacific is expected to register the highest CAGR during the forecast period. North America (United States, Canada and Mexico) Asia-Pacific (China, Japan, Korea, India, Southeast Asia and Australia) South America (Brazil, Argentina) Europe (Germany, France, United Kingdom, Russia and Italy) Middle East Africa (UAE, Egypt, Saudi Arabia, and South Africa) Drivers In this Exploration, the CRM Analytics Market report gives a full illumination of the main thrusts of the CRM Analytics market. It features the vitally main thrusts of the market, The main considerations driving the development of the CRM Analytics market are the rising Important on merging advanced and actual universes Restraints Expanding Spot concentrate It covers different ventures that are creating in similar field, distinguishes the fundamental areas of utilization and figures out which of them will assume a significant part. The report additionally inspects a portion of the new innovations and improvements introduced by makers that are supposed to become remarkable motors for the worldwide CRM Analytics market. Make an Enquiry for purchasing this Report @ https //www.quincemarketinsights.com/enquiry-before-buying/enquiry-before-buying-63286?utm_source=offpage/pranali Years considered for this report Historical year – 2019-2020 Base year – 2021 Estimated Year -2022 Forecast period – 2023 to 2032 FAQ What is the market size and growth rate forecast for CRM Analytics? What are the Important driving factors propelling the CRM Analytics Market forward? What are the Key leading companies in the CRM Analytics Market Industry? What segments does the CRM Analytics covers? Who are the top manufacturers in the CRM Analytics market? What are the major market opportunities, challenges, and threats faced by the CRM Analytics market? About Us QMI has the most comprehensive collection of market research products and services available on the web. We deliver reports from virtually all major publications and refresh our list regularly to provide you with immediate online access to the world’s most extensive and up-to-date archive of professional insights into global markets, companies, goods, and patterns. Contact us Quince Market Insights Phone +1 208 405 2835 Email sales@quincemarketinsights.com Website https //www.quincemarketinsights.com/
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STARITE ESCAPE FROM PALINDROMEDA! 1 AN ASTRONAUT HAS BEEN TAKEN PRISONER! GET HIM OUT OF THE STASIS FIELD. HINT1 I VE BEEN TAKEN PRISONER! GET ME OUT OF THIS STASIS FIELD. HINT2 LOOKS LIKE THOSE GENERATORS AREPOWERING THE STASIS FIELD. HINT3 TRY USING SOMETHING LIKE A GUN TO DESTROY THE GENERATORS. クリア可能な言葉 GUN 2 WE VE GOT TO GET PAST THE DEADLY ALIEN LASER GATES! HINT1 WE VE GOT TO GET PAST THE DEADLY ALIEN LASER GATES! HINT2 LASERS CAN BE REFRACTED OR DEFLECTED. HINT3 TRY USING A MIRROR. クリア可能な言葉 MIRROR 3 WE VE GOT TO GET PAST THE DOG WITHOUT HARMING IT. HINT1 WE VE GOT TO GET PAST THE DOG WITHOUT HARMING IT. HINT2 MAYBE IF WE LURE HIM OFF THE EDGE TO THE LEFT HE WON T BE ABLE TO REACH US. HINT3 DOGS LIKE TO CHASE MAIL MEN. クリア可能な言葉 MAILMAN 4 OH NO, MY SHIP IS BROKEN, HOW WILL I GET OUT OF HERE? HINT1 OH NO, MY SHIP IS BROKEN, HOW WILL I GET OUT OF HERE? HINT2 YOU RE GOING TO NEED A TOOL. HINT3 USE A WRENCH ON THE SHIP. クリア可能な言葉 WRENCH FRONT LINE OF DEFENSE 1 HELP THE ROBOTICIST DEFEND THE CITY! FIRST GIVE HIM SOMETHING STRONG YET MALLEABLE! HINT1 HELP ME DEFEND THE CITY! FIRST GIVE ME SOMETHING STRONG YET MALLEABLE SO I CAN GET TO WORK! HINT2 VEHICLE ARE MADE OF METAL. HINT3 HOW ABOUT A CAR? クリア可能な言葉 2 THAT WORKED GREAT! NOW LET S MAKE IT MORE AGILE BY MAKING IT PARTIALLY LIVING. HINT1 THAT WORKED GREAT! NOW LET S MAKE IT MORE AGILE BY MAKING IT PARTIALLY LIVING. HINT2 I NEED A BODY PART. HINT3 IT D BE GREAT TO GET A HEAD. クリア可能な言葉 HEAD 3 LET S MAKE IT EVEN MORE POWERFUL BY ADDING A PREHISTORIC CREATURE. HINT1 LET S MAKE IT EVEN MORE POWERFUL BY ADDING A PREHISTORIC CREATURE. HINT2 LOCK DOWN A GRIM DINOSAUR. HINT3 GIVE ME A TYRANNOSAURUS. クリア可能な言葉 TYRANNOSAURUS 4 IF IT COULD FLY, IT WOULD BE UNSTOPPABLE! HINT1 IF IT COULD FLY, IT WOULD BE UNSTOPPABLE! HINT2 A FLYING VEHICLE WOULD BE USEFUL. HINT3 HOW ABOUT A FIGHTER JET? クリア可能な言葉 FIGHTER JET SHARDS TAKING OVER! ANDROID I WANT TO LOOK HUMAN! クリア可能な言葉 HOMESICK STOMACH! TRUCKER I M CRAVING A BITE TO EAT FROM EARTH! クリア可能な言葉 HAMBURGER FARM FRIENDS! PIG GIVE ME SOMETHING FROM THE FARM! クリア可能な言葉 COW BRAIN DRAIN! MASON JAR I NEED SOMETHING BRAINLESS TO INHABIT! クリア可能な言葉 ROBOT I SEE EARTH FROM MY HOUSE! MOTHMAN GIVE ME SOMETHING TO SEE EARTH! クリア可能な言葉 TELESCOPE THAT S MY BOY! BABY GIVE ME A SUPERPOWER! クリア可能な言葉 SONIC THE UNIVERSAL LANGUAGE! LUDWIG HELP ME FIND SOME NON=LANGUAGE RELATED WAY TO COMMUNICATE WITH THE MARTIANS! クリア可能な言葉
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ip_armies_size|Army Size ip_armies_size_text|The size of your army, similar to the armies of the lords, depends on several factors ^^Leadership each point will increase the maximum size of your army by 5. Companions with Leadership help lead the party.^^Charisma each point of your charisma will increase the maximum size of your army by 1. It is your ability to attract men to your cause.^^Renown every 9 points will increase the maximum size of your army by 1. Fame attracts followers.^^Holdings every town will add 80 men and each fort 40 to the maximum size of your army. These spots represent men you can raise through a levy.^^Bear in mind that party size at sea is restricted by ship capacity. Extra troops can always be left at a settlement garrison, player Refuge (once built), or any Camp Quarters. ip_morale|Morale ip_morale_text|Morale represents the ability and willingness of the troops in a party to summon up the endurance, bravery, and discipline they need to face the stresses of battle and the march. It is not the same thing as the troops' happiness. Elite troops may grumble and whine about the hardships of campaigning -- but then stand together as one when the arrows start to fly. On the other hand, a commander who gives his men everything they want may find that they grow soft, and waiver before the enemy's charge.^^Morale's greatest impact is on a party's behavior in battle, determining how aggressively troops engage the enemy, and how likely they are to break and run if they perceive the tide of battle turning against them. Morale also affects a party's march speed, as a less motivated party will move more slowly, as the men are not pushing themselves to their physical limit, and pause more frequently, as it waits for stragglers to catch up. Finally, a party with very low morale will start to suffer desertions.^^Some factors that affect morale are intuitive. For example, a charismatic commander with a reputation for winning battles can infuse his or her men with a sense of confidence. Leaders who give their men well ample and varied supplies of food, and pay them on time, demonstrate that they care about their troops' welfare and are less likely to lead them into disaster.^^Other factors are less intuitive -- particularly those related to a party's sense of group cohesion. In a small tight-knit party, for example, men will often fight hard against daunting odds to avoid showing cowardice before their comrades-in-arms. A large party on the other hand may see its cohesion strained, as the commander has less time to supervise the men, listen to their grievances, and resolve their disputes. Frequent battles will strengthen the bonds between men, while long periods without combat will see the troops become bored and quarrelsome.^^The morale report, accessible by hitting the 'Party Info' button on the 'Character' screen, will give the player a sense of the factors affecting his or her men's morale. ip_economy|Economy ip_economy_text|Towns and villages in the Northlands need a wide variety of goods for their populations to remain healthy and productive. First in importance is food. Grain is the staple crop of the Northlands, but people also need fat and protein in the form of meat, fish, or cheese. It takes almost as much work to preserve meat as to produce it in the first place, so salt is also in high demand. After food comes clothing heavy wool, lighter linens, or luxurious velvet. Finally, people need the tools of their trade ironware, pottery, leatherware, and, of course, arms, armor, and horses for war.^^Most agricultural products are produced in the villages, while artisans in the towns specialize in manufactured or artisanal goods like fabrics or ironware. Also, different resources can be found in different parts of the country. Consequently, the key to prosperity in the Northlands is trade -- both between the villages and the towns, and between the major towns themselves.^^When trade flows, goods will be available and affordable, the population of a settlement will be healthy and energetic, and migrants will flock from the nearby regions. The settlement will produce more, consume more, and be able to contribute more in taxes to their lords. When trade dries up, towns and villages will see their workers flee to seek work elsewhere, and economic activity will drift to a stand-still. Thus, it is in the interests of rulers to protect trade routes from the hazards of war and banditry. A smart merchant, however, may want to seek out towns which have become isolated from the rest of the land, as he or she may be able to turn a tidy profit from the resulting price imbalances.^^Because villagers usually plan to take their goods to market in towns, village markets will be rather quiet places, and villagers will buy cheap and sell dear. Serious merchants will stick to the towns to make a profit, although some parties may decide to make a quick stop in a village to acquire supplies.^^A player who wants to know about the factors affecting a region's prosperity can speak to the mayor of the local town. Other information can be gleaned from passers-by, although they might not know very much outside of their own particular trade. ip_courtship|Courtship ip_courtship_text|You may wish to marry into one of the Northlands' noble families. Marriage is not necessary for someone to rise in power and stature, but it does provide them with an opportunity to improve their relation with lords and establish a claim to the throne.^^Marriage requirements will be different for males and females. A male character will usually need to pursue a traditional path of courtship. He should establish a reputation in aristocratic society, get on good terms with his bride's parents or guardians, and then woo the lady according to local custom. If a player grows impatient, he may attempt to take a shortcut -- but there will be consequences in his relations with other lords.^^A male character should keep in mind that other lords will be competing with him for the affections of the kingdom's ladies. Also, a lady's tastes are unpredictable, and a player may also find that the object of his love does not love him in return. Romance, in the Northlands as elsewhere, does not always prosper. Of course, a player may resort to other, less gentlemanly means of winning a lady's heart, but again, that will have a serious impact on his reputation.^^To get started on the path of courtship, a male player should try to get involved in the social life of the aristocracy of the Northlands, attending feasts and tournaments. Also, wandering troubadours and poets can serve as a useful repository of information on courtship, and keep the player up to date about the latest gossip.^^Female characters can also marry -- but they should keep in mind that these societies are very traditional, and, as adventurers, they have chosen a very unconventional path for a woman. A female character may have to look for a while to find a lord who is open-minded enough to marry her.^^On the bright side, a female character does not have to go through the elaborate rituals of courtship, and she also may gain more from a marriage than her male counterpart. For a woman adventurer, marriage can be a quick path to power -- and an unscrupulous character may be able to use her husband as a tool of her political ambitions. ip_politics|Politics ip_politics_text|The realms of the Northlands, although they represent different cultures, all shared a basic political system that preceded feudalism. At the top of Germanic social hierarchy was the king, elected by a council of noblemen from the royal house. All the land of the realm belonged to the king, who distributed it among the aristocracy and the warriors who had performed outstanding deeds. This land however did not become their property and in case of death, either the king or the client, returned to the ruler. The nobility governed each shire in king's name with the responsibility for administration and justice, raising and leading the levies of men to the battlefield. For this purpose they divided their land into smaller parcels among the freemen who formed the backbone of the rural economy of the kingdom. These farmers and householders paid rent to their overlord and/or had several duties with him, such as building fortifications or working some days of the week during the harvest-time.^^This system of clientship was also practised between nobles, which established hierarchies of homage and political support. The increasingly powerful monasteries were autonomous ecclesiastical establishments with their own land and clients.^^A distinctive feature of the Celtic societies (Gaelic, Welsh and Pictish) was the importance of the corporate lineage-group, the clan. A large group of related people supposedly descended from one common ancestor, acting as an independent social and legal entity.^^When one realm in the Northlands makes war on another, the political unity of each kingdom is as important as the quality or number of its soldiers in determining the outcome. In a cohesive kingdom, nobles will join together in a large force to sweep their opponents before them. In a kingdom divided by petty quarrels, lords will fail to respond to the marshal's summons, or drift away to attend to their own business if a campaign is not going well. A faction's political cohesion will also impact warfare when campaigns are not in progress. In a divided faction, lords will be less likely to join together on raids and patrols or to come to each other's defense.^^If it seems nobles' bickering and quarrels are self-defeating when the enemy is just around the corner, keep in mind that ultimately, a noble's loyalty doesn't belong to a particular faction or culture, but to himself and to his family. If a noble fears that his faction is collapsing, or if he is being neglected by his liege, he can usually find a reason to withdraw his oath of allegiance and change sides. Players should keep this in mind, as they may find that there are opportunities to turn discontented former enemies into allies. ip_character_backgrounds|Character Backgrounds ip_character_backgrounds_text|A player character in the Northlands may choose to come from a variety of social backgrounds. This choice will affect not just his or her starting skills and equipment, but also the course of his or her career as an adventurer.^^War and politics in the Northlands are traditionally dominated by male aristocrats. A nobleman player character may find that he is invited into this 'old boys' club' fairly quickly, but women and commoners may face a few extra hurdles on the way. If you choose to start the game as a male nobleman, you can think of it as the 'easy' setting. Starting as a noblewoman or a male commoner is somewhat more difficult, and starting as a female commoner is probably the most challenging way to begin a game.^^However, women have some starting advantages. Simply by taking up arms, a female warrior will draw attention to herself, and she may find that she can build up her reputation faster than a male. Also, it is traditionally easier for a woman to marry up the social ladder than it is for a man, and a woman may find she can gain more from a strategic marital alliance than her male counterpart.^^Finally, keep in mind that the game does not place any limits on the upward mobility of characters based on their background. Noble or common, male or female, married or unmarried -- anyone can rise to become ruler of all the Northlands, if they are sufficiently brave, lucky, or resourceful. ip_military_campaigns|Military Campaigns ip_military_campaigns_text|When kingdoms in the Northlands go to war, their armies have two basic offensive options. They can try to attack villages and lay waste to the countryside, damaging their enemy's prestige and economy. Or, they can try to seize and hold castles or towns, taking territory. The second option can involve long, bloody sieges, but will yield more decisive results.^^It is important to note that the realms of the Northlands do not field standing armies, which remain in the field as long as the ruler desires. Rather, the realms of the Northlands are protected by the nobles, their companions, and the feudal levies they raise. Sometimes, these nobles launch their own private attacks into enemy territory, but the most decisive events will usually take place when the great hosts are assembled. The kingdom's marshal, a noble appointed by the king, will summon the host before the campaign and lead them out to battle. However, he should be careful not to keep them in the field for too long. Otherwise, the host will begin to disintegrate, as the vassals drift off to pursue their own business, and the army will be vulnerable to a counter-attack.^^For this reason, the rhythm of wars in the Northlands often resemble the rhythm of a duel between two individual combatants. One side will gather its strength and seek to land a blow against the enemy's territory. If the marshal spends too little time gathering the vassals, he may not be able to do any real damage. If he spends too much time, then the campaign may end before it has even begun. A large realm will have an advantage over a smaller one, just as a brawny combatant has an edge over a smaller foe, but a realm's political cohesion can also be a factor, just as a fighter with great stamina can outlast her opponent. Sometimes, the armies of two realms will meet head on, resulting in a major battle in which both numbers and morale will decide the outcome.^^Kingdoms will have imperfect intelligence about their enemies. Attacking lords will need to frequently scout enemy territory to determine which fortresses may be vulnerable. An army defending its homeland will benefit from the alarms raised by castles and towns, which broadcast intelligence about enemy movements in the area. Such intelligence will be imprecise, however, particularly when it comes to numbers. A defending force which sets out to raise a siege or rescue a village may be able to overwhelm an unprepared attacker -- or it may miscalculate, and find that it is the one to be overwhelmed. Attackers, in turn, must be careful how far they advance into enemy territory, with aggressive marshals venturing further than cautious ones.^^Players will be expected to join in their faction's military campaign, either by joining the host, or by scouting ahead into enemy territory. Some players may find that their realm's marshal is too cautious, or too aggressive, for their tastes. In this case, they can intrigue with other lords to try to replace the marshal, or build support to become the marshal themselves.^^Most wars are of limited duration. A king who goes to war will, for the sake of honor, feel obligated to pursue the conflict for a short while. However, unless he is soundly beating his enemy, he may soon start looking for a way out of the conflict, lest he leave himself vulnerable to an attack by a third party. The Northlands' rulers are keenly aware that today's ally may be tomorrow's enemy, and vice versa. ip_siege_warfare|Siege Warfare ip_siege_warfare_text|Viking Conquest offers siege warfare accurate to the Dark Ages period. When the player besieges a settlement, two paths can be taken to conquer the place by debilitation (hunger, diseases ...) or by assault.^^In the former case, the player's goal is to blockade the settlement and prevent it from receiving supplies or reinforcements. At the same time various actions can be performed to undermine morale, spread disease or destroy the food reserves of the settlement. This type of action will take longer, but also avoid a large number of casualties.^^In the latter case, direct action is undertaken, provided assault equipment is available or preparatory actions have been taken, such as wearing down the defenders or burning their houses and walls. This option should be used when the player feels ready to launch a full-scale assault to conquer the settlement. It has the advantage of leading to success more quickly, but usually at a relatively high cost in lives.^^In addition, when the settlement has a port, the player may equip a fleet and assault the port, leading an assault from the sea.^^The complexity and characteristics of the new siege system are too numerous to describe here in detail. The best thing is to discover and develop strategies on your own. ip_sea_travel|Sea Travel ip_sea_travel_text|Ferries on the world map transport your party between two stations. While this is cheap when your party is small, it becomes more expensive with party size.^^To travel longer distances on the sea, one may travel from one port town to another. This can be initiated from the town menu or by talking to the shipwright in the port part of the town scene. Similar to ferries, this service becomes more expensive with party size.^^Once you have your own ship, you may embark from the port it is in by clicking on 'Sail from port' in the town menu. You will return to the map, but this time at sea on your ship. Sea travel then works much like land travel.^^There are two different ways to get back on land. You can either click on a port or use a landing point. To find a landing point, travel closely along the coast or right click on your party and select 'find closest landing point.' As with ports, click on the landing point to disembark. In either case, your ships will remain at the position where you landed.^^If your party's size is greater than the capacity of your ships, you won't be able to embark. In this case, you can establish troop quarters (Camp menu) at your current position and another troop quarters at your target position, then transport your army step by step between both quarters.^^When traveling by sea on the campaign map, you can always check the current weather. After clicking on the 'Camp' button, current conditions are shown on the left side. If the weather conditions change, you will be notified by a message in the lower left corner of the screen.^^On the one hand, windy weather is good for the speed of your ships on the campaign map and in sea battles. On the other hand, the chance that it will damage your ships also increases. Damage worsens the condition of a ship, slowing it or even destroying when the condition reaches 'Dangerous.' You may check the conditions of your ships by clicking on 'Camp' and then on 'Fleet.'^^Finally, the weather also determines the behaviour of ships in battle. This can always be checked beforehand by clicking 'Camp' and then on 'Check location.'^^Sea travel is dangerous and can lower the morale of your troops. When this happens, you will be notified by a message. Troops especially dislike spending the night on the water. Therefore, consider plotting your route to make landfall by night. If morale on the sea gets too low, troops may mutiny.^^Some troops like Sailors and certain Norse troops are experienced seamen and will increase the travel speed of your ships on the campaign map. You can check the effect on the left side of the camp menu.^^If there is more than one ship in your fleet, the speed of the fleet is determined by its slowest ship. However, as soon as you have more than one ship in your fleet, you can split the fleet. To do so, travel close to a shore. Then click on 'Camp', 'Fleet' and finally on 'Leave ship at shore' to leave the slower ship(s) there. To bring ships together again, one needs to bring them all to a port. To get a overview of all your ships at their location, click on 'Character' and then on 'Ships.' ip_sea_battle|Sea Battle ip_sea_battle_text|At some point after starting to travel on the sea, you will participate in a naval battle.^^First of all, you need to know how to control your ship. You can give the command to row forward, fast forward, backwards, or stay. The up and down arrow keys switch between these commands. You can also give the command to go straight, starboard, hard starboard, port or hard port. The left and right arrow keys switch between these commands.^^Current commands are represented by arrows around the representation of your ship in the upper right corner. Press Enter to set the sail and Backspace to get a tactical view of the scene. Try these commands to get a feeling for steering a ship and the effect of the wind.^^As soon as you get close enough to an enemy ship, boarding will commence. The ships are lashed together and the fight starts.^If you are lucky, you may capture the enemy flagship after winning the fight.^^In a sea battle where you have several ships, you can give a 'stand ground' or 'charge' command to your ships, which are assigned to the ninth 'division.' The first troops in your army list will be together with you on the flagship. The other troops will be in the remaining ships. One can change one's flagship in a port or while camping on the sea.^^With a reasonably large fleet, one may attack towns from their sea sides. To do so, simply click on the enemy port town and you will have option to attack it once you reach it without first disembarking. ip_ship_info|Ships ip_ship_info_text|Sooner or later, you'll want to invest in a ship. There are several reasons to do this. Over the long term, it is the cheapest form of sea travel. It gives you complete freedom in movement on the sea. It opens new opportunities for trading and raiding.^^On the other hand, there are downsides. First of all, a ship is expensive, and you will have to save up some money to afford one. Furthermore, a ship can carry only a limited amount of troops.^^Another important consideration is speed. With a faster ship, you will more successfully catch or flee from other ships. The speed of a ship is determined by its type and condition.^^Finally the wood used for ship construction affects its durability. While ships made of oak wood are very durable, ships made of beech wood need to be repaired more often.^^When you feel ready to buy a ship, click on 'See the ships' in the town menu of a port town or talk to the shipwright. Port towns can have up to three ships for sale, but sometimes none are available. The type and amount of ships offered changes over time. While all port towns offer ships, one finds the best ships in Norse and Frisian ports. To see your ship, you can click on 'See the ships' in the town menu or walk to its pier.^^In a port, one may customize the sail of a ship or paint any ship made of oak. There is one special sail which is reserved for the ships of the player. It can be changed with a dedicated graphic editor (not included in Viking Conquest). For further information, see the 'Your Custom Sails' folder among the files of this DLC.^^Once you have a ship, the shipwright will interact with you in a different way and won't hesitate to offer advice. Shipwrights also offer to custom build ships. Better ships may require special materials that you will need to obtain and bring with you. Better ships also require more time for their construction and the more talented shipwrights in Norse ports. The first seven ships you have built can be named freely in the ship customization menu.^ ip_wounds|Wounds ip_wounds_text|The player may receive specific, debilitating wounds in battle. Physicians in larger towns will treat these wounds for a price, after which they will heal within a few days. Any negative effects will then be removed. If wound is not treated after some time, it will change to a scar, and the negative effects will then be permanent. ip_traits|Traits ip_traits_text|When you reach level 13, you can get one of these traits depending on your skill choices ^^Berserker Going berserk will give you momentary improved speed and strength in the heat of the battle. This brutal ferocity will make your vision turn red.^^Inspiring This acquired skill will increase your leadership in battle as your war cries strengthen the fierceness of your men in combat.^^Tough This skill will make your troops move faster and increase their agility in the battle.^^Strong Your preoccupation with the maintenance of your men's shields and armors will make it harder for the enemy to wound them.^^Use key T to activate these traits on the battlefield. ip_recruitment|Recruitment ip_recruitment_text|Recruitment in Viking Conquest is not automatic but depends on a number of factors.^^Firstly, in order to recruit in a village, fort or town, you need to obtain the permission of its lord. To do this, you'll need to have enough renown (150+) and be on good terms with the lord and his faction.^^For villages, you can also obtain permission from the village leader. For this route, you may use high renown (150+) and high relations (15+), or you can just try bribery. Bribing may or may not work, so you may have to try to bribe the leader more than once.^^Once permission is obtained, you are free to recruit as long as your relations with the settlement remain positive. In villages you may be able to recruit tier 1 troops. If have high enough relations (60+), you may be able to recruit tier 2 troops. If you happen to be the village's lord, you need only 20+ relations to do this.^^In castles and towns, you maybe able to recruit tier 2 troops. If your relations with the place are high enough (30+), there is 30% chance you may get a tier 3 troop. The maximum number of troops that you may be able to recruit is determined by your relations with the settlement, your leadership, your charisma, your religion, the predominant religion of the settlement, and whether or not you are the lord of the place.^^Other options are available. If you're Christian, you may be able to find some desperate refugees in monasteries. There is always a chance to find fellows looking for work at farmsteads. ip_wages|Wages ip_wages_text|Troop wages in Viking Conquest are affected primarily by the player's leadership. For higher level troops, the player's persuasion skill may become a bonus or a malus, depending on how good it is. For outlaw type troops, such as Robbers and Vikings, the player's reputation comes into play, giving a discount if player's reputation is worse than Notorious. ip_skills|Skills and Attributes ip_skills_text|When creating or developing a character in Viking Conquest, one has to pay attention to the many skills and attributes. Skills like persuasion and leadership are essential for trading, wages, lord and lady interaction, and forced conversion. Attributes such as intelligence and charisma are also essential in these activities, but will also affect your ability to marry or lead people.^^There are three important skills for the sea 'Sea King,' 'Navigation' and 'Looting.'^^One's Sea King level determines the amount of ships one can command. Level one allows up to two ships. Seven ships are the maximum at the Sea King level of four.^^The Navigation skill allows one to travel faster on the sea. It is the naval equivalent of the Pathfinding skill on land (which, by the way, will not help on the sea).^^A higher Looting skill results in a higher chance of capturing enemy ships.^ ip_tactical_controls|Tactical Controls ip_tactical_controls_text|Use the keyboard NUMBERS to select a division. Press 0 to select your entire force.^^Use F1-F4 to order selected divisions. Keep the F1 key down to place selected divisions. You may target an enemy division through this mechanism.^^Pressing the ENTER key often initiates an overhead Strategy Camera.^^Pressing the BACKSPACE key often initiates a Battle Command Display with 'radar.^^Pressing the H key will make your horse come to you (requires riding skill of 4 or higher).^^Pressing the Z key will enable Crouching.^^Holding the game key for Defending and pressing the game key for Action will execute a Shield Bash.^^Once you have developed a Trait, pressing the T key will activate it.^^In Multiplayer, holding the Q key and pressing the key for Defending will allow you to Taunt your opponents.' ip_division_placement|Division Placement ip_division_placement_text|When ONE division is selected, the center of its front rank is placed at the spot indicated.^^When MANY divisions are selected, they are separated and spread out as if the player were standing at the spot indicated.^^One may memorize the placement of selected divisions relative to the player by pressing F2, F7. Default is infantry to the left, cavalry right, and ranged forward. Placement is overridden for any division the player chooses to personally head through the Formations Options menu.^^If the camp menu game option is set, divisions will rotate to face the enemy. Otherwise, they will maintain the facing that the player had when they were placed. ip_formations|Formations ip_formations_text|The Complex Formations on the Battle Menu are ^^- RANKS with best troops up front^- SHIELD WALL, ranks with shields in front and longer weapons in back^- WEDGE with best troops up front^- SQUARE in no particular order^- NO FORMATION^^Even in the last case, the player can make formations up to four lines by ordering Stand Closer enough times. ip_dog_companion|Dog Companion ip_dog_companion_text|While wandering about, lost in your own thoughts, you suddenly hear a dog bark at you. Luckily, you have a piece of sausage with you. It's the beginning of a companionship. The dog will not leave your side, even on the battlefield, and soon earns a name.^On the battlefield, your dog is placed in division 9. The skills and abilities of your dog companion can be improved by giving him good food. ip_rents|Rents ip_rents_text|Every settlement that you own generates rents. Rents are paid weekly on average over a long term, but the frequency of payment is variable. Some weeks you may get payments, and during others you may get nothing. If the payment hasn't been processed by paydate, the entry in your budget will state that the rents were unpaid. If the village is looted, or fort or town is plundered, the entry in your budget will state that no rents are available. Once the village/fort/town is back to normal state, they will restart processing rent payments. Rents are also affected by prosperity of the settlement, presence of any special buildings, religious composition, tax rate and difficulty settings. Special buildings will continue generating rents even if the place is plundered. ip_quarters|Quarters ip_quarters_text|Quarters allow you leave some of your troops at a particular location on the map. You can have up to two quarters.^^There are several scenarios which make quarters useful ^- If you need to travel on a boat, but you can't afford to pay passage for all your troops^- If the capacity of your fleet isn't big enough to transport all your troops at the same time^- If you want to sneak into a town^- If you want to travel faster over the world map
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【登録タグ Liz Triangle M lily-an reunion デザイアドライブ 曲】 【注意】 現在、このページはJavaScriptの利用が一時制限されています。この表示状態ではトラック情報が正しく表示されません。 この問題は、以下のいずれかが原因となっています。 ページがAMP表示となっている ウィキ内検索からページを表示している これを解決するには、こちらをクリックし、ページを通常表示にしてください。 /** General styling **/ @font-face { font-family Noto Sans JP ; font-display swap; font-style normal; font-weight 350; src url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/10/NotoSansCJKjp-DemiLight.woff2) format( woff2 ), url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/9/NotoSansCJKjp-DemiLight.woff) format( woff ), url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/8/NotoSansCJKjp-DemiLight.ttf) format( truetype ); } @font-face { font-family Noto Sans JP ; font-display swap; font-style normal; font-weight bold; src url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/13/NotoSansCJKjp-Medium.woff2) format( woff2 ), url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/12/NotoSansCJKjp-Medium.woff) format( woff ), url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/11/NotoSansCJKjp-Medium.ttf) format( truetype ); } rt { font-family Arial, Verdana, Helvetica, sans-serif; } /** Main table styling **/ #trackinfo, #lyrics { font-family Noto Sans JP , sans-serif; font-weight 350; } .track_number { font-family Rockwell; font-weight bold; } .track_number after { content . ; } #track_args, .amp_text { display none; } #trackinfo { position relative; float right; margin 0 0 1em 1em; padding 0.3em; width 320px; border-collapse separate; border-radius 5px; border-spacing 0; background-color #F9F9F9; font-size 90%; line-height 1.4em; } #trackinfo th { white-space nowrap; } #trackinfo th, #trackinfo td { border none !important; } #trackinfo thead th { background-color #D8D8D8; box-shadow 0 -3px #F9F9F9 inset; padding 4px 2.5em 7px; white-space normal; font-size 120%; text-align center; } .trackrow { background-color #F0F0F0; box-shadow 0 2px #F9F9F9 inset, 0 -2px #F9F9F9 inset; } #trackinfo td ul { margin 0; padding 0; list-style none; } #trackinfo li { line-height 16px; } #trackinfo li nth-of-type(n+2) { margin-top 6px; } #trackinfo dl { margin 0; } #trackinfo dt { font-size small; font-weight bold; } #trackinfo dd { margin-left 1.2em; } #trackinfo dd + dt { margin-top .5em; } #trackinfo_help { position absolute; top 3px; right 8px; font-size 80%; } /** Media styling **/ #trackinfo .media th { background-color #D8D8D8; padding 4px 0; font-size 95%; text-align center; } .media td { padding 0 2px; } .media iframe nth-of-type(n+2) { margin-top 0.3em; } .youtube + .nicovideo, .youtube + .soundcloud, .nicovideo + .soundcloud { margin-top 0.75em; } .media_section { display flex; align-items center; text-align center; } .media_section before, .media_section after { display block; flex-grow 1; content ; height 1px; } .media_section before { margin-right 0.5em; background linear-gradient(-90deg, #888, transparent); } .media_section after { margin-left 0.5em; background linear-gradient(90deg, #888, transparent); } .media_notice { color firebrick; font-size 77.5%; } /** Around track styling **/ .next-track { float right; } /** Infomation styling **/ #trackinfo .info_header th { padding .3em .5em; background-color #D8D8D8; font-size 95%; } #trackinfo .infomation_show_btn_wrapper { float right; font-size 12px; user-select none; } #trackinfo .infomation_show_btn { cursor pointer; } #trackinfo .info_content td { padding 0 0 0 5px; height 0; transition .3s; } #trackinfo .info_content ul { padding 0; margin 0; max-height 0; list-style initial; transition .3s; } #trackinfo .info_content li { opacity 0; visibility hidden; margin 0 0 0 1.5em; transition .3s, opacity .2s; } #trackinfo .info_content.infomation_show td { padding 5px; height 100%; } #trackinfo .info_content.infomation_show ul { padding 5px 0; max-height 50em; } #trackinfo .info_content.infomation_show li { opacity 1; visibility visible; } #trackinfo .info_content.infomation_show li nth-of-type(n+2) { margin-top 10px; } /** Lyrics styling **/ #lyrics { font-size 1.06em; line-height 1.6em; } .not_in_card, .inaudible { display inline; position relative; } .not_in_card { border-bottom dashed 1px #D0D0D0; } .tooltip { display flex; visibility hidden; position absolute; top -42.5px; left 0; width 275px; min-height 20px; max-height 100px; padding 10px; border-radius 5px; background-color #555; align-items center; color #FFF; font-size 85%; line-height 20px; text-align center; white-space nowrap; opacity 0; transition 0.7s; -webkit-user-select none; -moz-user-select none; -ms-user-select none; user-select none; } .inaudible .tooltip { top -68.5px; } span hover + .tooltip { visibility visible; top -47.5px; opacity 0.8; transition 0.3s; } .inaudible span hover + .tooltip { top -73.5px; } .not_in_card span.hide { top -42.5px; opacity 0; transition 0.7s; } .inaudible .img { display inline-block; width 3.45em; height 1.25em; margin-right 4px; margin-bottom -3.5px; margin-left 4px; background-image url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2971/7/Inaudible.png); background-size contain; background-repeat no-repeat; } .not_in_card after, .inaudible .img after { content ; visibility hidden; position absolute; top -8.5px; left 42.5%; border-width 5px; border-style solid; border-color #555 transparent transparent transparent; opacity 0; transition 0.7s; } .not_in_card hover after, .inaudible .img hover after { content ; visibility visible; top -13.5px; left 42.5%; opacity 0.8; transition 0.3s; } .not_in_card after { top -2.5px; left 50%; } .not_in_card hover after { top -7.5px; left 50%; } .not_in_card.hide after { visibility hidden; top -2.5px; opacity 0; transition 0.7s; } /** For mobile device styling **/ .uk-overflow-container { display inline; } #trackinfo.mobile { display table; float none; width 100%; margin auto; margin-bottom 1em; } #trackinfo.mobile th { text-transform none; } #trackinfo.mobile tbody tr not(.media) th { text-align left; background-color unset; } #trackinfo.mobile td { white-space normal; } document.addEventListener( DOMContentLoaded , function() { use strict ; const headers = { title アルバム別曲名 , album アルバム , circle サークル , vocal Vocal , lyric Lyric , chorus Chorus , narrator Narration , rap Rap , voice Voice , whistle Whistle (口笛) , translate Translation (翻訳) , arrange Arrange , artist Artist , bass Bass , cajon Cajon (カホン) , drum Drum , guitar Guitar , keyboard Keyboard , mc MC , mix Mix , piano Piano , sax Sax , strings Strings , synthesizer Synthesizer , trumpet Trumpet , violin Violin , original 原曲 , image_song イメージ曲 }; const rPagename = /(?=^|.*