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Civ/Sid Meier's Alpha Centauri/Factions

''For information on the Alien Crossfire factions, see Civ/Sid Meier's Alpha Centauri/The Alien Crossfire Factions. Also see Civ/Sid Meier's Alpha Centauri/Understanding the game.''

Morgan Industries
CEO Nwabudike Morgan

At a Glance:
 * +1 Economy
 * -1 Support
 * Extra Commerce income
 * Severe population limits (smaller bases)
 * Starts with 100 extra energy credits

Morgan's game
Probably the most underrated faction of the original seven, Morgan is terrific if played correctly, but a novice will probably have to work a bit to get the faction humming. This is mainly due to the fact that Morgan's style of play is somewhat different from the others. The Morganite player must make the most of the faction's one big advantage: money. Morgan is the only faction in the early game that can go to war and still maintain a highly profitable economy. Selecting Values: Wealth, the faction receives +1 energy per square and gets an industry bonus to boot, strong advantages which can negate the Morale hit. Many players regard Morgan as incredibly weak because of the base size limitation, but this need not be a significant obstacle. Wealth is an integral part of almost any Morganite strategy, and Wealth comes with Industrial Automation, which also allows Supply Crawlers, a terrific Secret Project (The Planetary Transit System), and Hab Complexes, which allow Morganite bases to grow to size 11 without stopping. A more pervasive problem for the faction is the support hit, which tends to reduce the total size of the army it can raise (until the discovery of Clean Reactors, at least). However, this is largely offset by the acquisition of Supply Crawlers via Industrial Automation. Building additional bases and Crawlers can render the support issue moot. Granted, most Morganite players will tend to keep expanding a bit longer than the other factions to keep pace with overall population numbers, but in truth, another 1-2 bases will generally produce population parity. Further, The Ascetic Virtues will largely remove the small base issue, and The Living Refinery undoes the support problem once and for all (though by this point in the game, Clean Reactors will have long since come into play).

Morgan, the Builder
This approach to the Morgan game takes his mercantile nature to heart. You don't profit by killing off your customers, and Morganite Builders can make utterly obscene amounts of cash. The commerce bonus gives you the kind of windfall normally reserved for the Planetary Governor (magnified further still if you are the Planetary Governor), and by running Free Market, Wealth, and "doping" your citizens into a Golden Age, you not only achieve pop-boom status (if you're running Democratic too), but also get +4 Economy, which does amazing things to the energy you get from your base squares! A Builder game, Morgan style revolves around defending all your bases with Trance Scouts until you get Clean Reactors, and catching up on all your prototyping or building a defense force at that point. In the meantime, all the money you're making each turn, combined with the industry bonus from wealth, enables you to rush-build your infrastructure with a speed that will make the other factions green with envy. It's all too easy to beat out even Domai's vaunted industrial capacity with Morgan's cash. As much as possible, the Morganite Builder will want to run Democratic, Free Market, and Wealth (while building and enjoying the benefits of many pacts or treaties), or Knowledge if an extra bit of research boost and efficiency is needed. If you need to go on the offensive, your Social Engineering settings of choice will be Wealth/Green, with or without Democratic (mostly depending on if you have clean reactors or not yet), and if you want to push your labs up to 100%, run Democratic, Green, Wealth (+4 efficiency), make your +1 energy per square, and dump it all into your labs. In this manner, you can out-tech even Zakharov, despite his research bonus!

Even if you've got your heart set on playing the Builder game, you need to be prepared for war, but the good news is that you start with Synthmetal armor, and will find yourself only a few steps from Silksteel once all the early game resource restrictions are lifted (though in most case, getting to Bio-Engineering first, for Clean Reactors, will serve you better). Still, Morganite defenses revolve first and foremost around covert ops. If an opponent builds a base too close to you for comfort, either buy it and burn it down, or stack so many clean defenders in it that, regardless of your almost guaranteed lower morale, your enemies will have a hard time taking it back, and when fighting a defensive campaign, the presence of Children's Creches everywhere will offset Wealth's only minus, putting you in reasonably good shape.

Morgan, the Hybrid
Industrial Automation is crucial for this style of play, as some portion of your industrial capacity will be tied up in the maintenance of a standing force, and if you have to make use of that force to launch an attack, simply drop out of Market in preference for Green, keep Wealth unless you just really need the extra morale percentages, and use Wealth's industry bonus and your inherent cash to replace lost troops at a faster clip than your opponents can kill them. Morgan excels at the art of attrition warfare. It does not matter if your first unit makes a kill, because one of the four of five coming right behind surely will, and you'll wind up with a core force of elites (survivors of the many battles) in the end! Remember, it applies to all the factions to a degree, but even more so with Morgan: You should never actually build the kind of unit you want! Build Laser Scouts or Rovers, and selectively upgrade your way to the kind of force you need, and don't worry about ignoring the weapons techs in the early game. If you're behind militarily, just make it a point to capture an enemy unit with whatever weapon you're looking for, and you can start building them as well, even if you don't yet have the tech for it!

All the basic fighting strategies for Morgan's Momentum game work just as well for the Hybrid game, and unlike most other factions playing a Hybrid scheme, your cash position will be so good that you can almost always make offensive use of your probes. Do so!

Morgan, the Conqueror
Again, put your eyes, mind and heart firmly on the goal of acquiring Industrial Automation. Crawlers, coupled with the building of new bases, will quickly put you in a position where you will be able to crank out as many if not more troops than your opponents!

Two basic ways you can go about this are: Beeline for the Command Nexus to offset Wealth's Morale hit, and rake in the cash while beating your opponents with average to slightly above average troops, or, forget the money, run Green (still beelining for Doctrine: Loyalty) and beat on them with better than average troops. Either way works, but running Wealth opens up more options for you with Morgan, enabling you to offset your average troops with regular and very active offensive probe teams, subverting a base or two to establish a foothold, and then pouring your troops into it (and, if you really want to get mean, run Fundamentalism and Wealth to make it harder for your opponents to run probe actions against you). The Support problem is offset by an early emphasis on crawler production at all bases to spike up mineral outputs, and troops can be easily reinforced by rushing selective defensive structures in captured bases and by upgrading scouts produced to best/best configurations. Remember, as Morgan, you have a far easier time at paying for a war effort as you go, because you can get that magical +1 energy per square and still fight before Punishment Spheres. Everybody else has to either wait until they get higher up on the tech tree, or save for the invasion in advance. Use that to your advantage and attack earlier rather than later. Also, make active use of your probe teams to subvert enemy troops, adding them to your available force pool. Best of all, you can compare morale levels, and make suicide attacks with the worst of the lot, keeping the best for "sure kills" and consistently raise the morale of an elite core of your army, which will soon have you fighting on "Morale parity" with whatever enemy you are attacking, even if they began with an advantage in that department. About the only person you'll be hampered against in the early game is Miriam running Fundamentalism, as that will shut down your probe actions, but even then, with your better research rates, you should be at a higher tech level when you begin your attacks, and a series of swift, hard, unexpected blows (and who the heck expects Morgan to come out fighting?!) will give you all the edge you need.

The University of Planet
Academician Prokhor Zakharov

At a Glance:
 * +2 Research
 * -2 Probe
 * More Drones
 * First tech research is free.

Zakharov's game
Zakharov is plagued by drone problems, making the acquisition of either the Human Genome Project or the Virtual World of paramount importance. Fortunately, since you start with the pre-requisite to Planetary Networks, it is often quite easy to grab the Virtual World. Probe actions are expensive for you, and it's relatively cheap for your enemies to launch probe actions your way, so guard against that, and make the Hunter-Seeker Algorithm a high priority, but in the meantime, bulk up on defensive probes. You'll need them. Your main advantage is your labs, and whichever way you decide to run your game, your inherent research advantages will put you ahead of the pack quickly. Persistence and good planning will keep you there. Remember, you're getting the benefits of a no-maintenance-cost Network Node from the first turn you found a base. Everybody else has to build their Network Nodes, and pay maintenance costs for them, so build bases like crazy! Not only does this keep your bases smaller (to a point, offsetting the drone issue), but it also makes your colony pods very good investments for the minerals spent!

Zakharov, the Builder
This approach plays to your native facility. You're already a step ahead of the game, and if you get the Virtual World, then you're two big steps ahead of the game, as it totally negates your factional drone problems for bases size 4-7 and gives you two free facilities at each base you build. That's two less items on your infrastructural list, which makes building the rest that much easier for you. If you're playing the builder game, your main goal after restriction lifting should be to secure the Planetary Energy Grid to get yet another free, and maintenance free facility. Then, each time you build a base, about all you need to do is toss up a Tree Farm and a Creche, and you're ready to boom! (Building the Research Hospital as the base grows each turn). Nobody can build peacetime infrastructure faster than Zakharov, because the others don't start with a free peacetime facility. Morgan comes close, but even his vaunted money can't touch that. If you speed-build selected bases, you can turn those over to the production of battle-capable prototypes far more quickly than other builder factions, and be in a more classically "Hybrid" stance than most running this type of game. The two things you need to be ever-watchful for though, are covert attacks made to attempt to catch up to you, technologically, and, if you do plan an invasion, you will need to save cash for it in advance, because when you drop out of Market, most of your money dries up too (if you want to keep a decent research rate while warring).

Zakharov, the Hybrid
This approach plays to your ability to rip through the early game tech tree much more quickly than anybody else. You can be running Planned/Wealth by the early twenties if you set your mind to it, and specialize your bases out, with the fringe ones doing early war-tech prototyping, and your inner core working on infrastructure. Best of all, you can get to Industrial Automation that quickly, and still go back and pick up Mobility and Flexibility, generally ahead of those who beeline straight for them (exception: The Spartans, who are only one tech from Doctrine: Flexibility at game start). This means that you can get probe foils in the water plenty early enough to send them out exploring, and infiltrate most of your opponents' datalinks before they can even mount a good probe defense, which a crucial play. Combat wise, again, thanks to your free facility, you can pay comparatively less attention to your infrastructure and focus more on the warring techs, again thanks to your free facility. You can also let current game circumstances dictate exactly how your research edge is used, magnifying your advantage depending on the prevailing climate of the game. If you're isolated, fine. Drop to peace-time expansion till something develops, but if you've got neighbors close at hand, you can carry the fight to them rather quickly.

Zakharov, the Conqueror
Simply put, while everybody else is spending time and energy to get where you start from (i.e., the building of Network Nodes), you can be building fast attackers to take their bases! About the only group that can do this as or more quickly than you are the Spartans, and that's only because of where they begin on the tech tree. Theirs is a short term advantage in the sense that, research-wise, there's no way they can keep up with you. Even a heavy builder focus won't do it. This is a huge advantage, and if you put your mind to researching nothing but combat techs, you can have enough impact rovers for a good early game rush by the early to mid 30's! Except for the previously mentioned exception, nobody can top that, and that kind of raw speed plays well for a momentum game. If you find somebody on the continent with you, this is the kind of speed that will win you the game, and, once you make a couple of early kills to put you in a position of dominance, your faction is better suited than most to rapidly shifting gears.

The Spartan Federation
Colonel Corazon Santiago

At a Glance:
 * +2 Morale
 * +1 Police
 * Free Prototyping
 * -1 Industry

Santiago's game
You've got the all around best, most balanced fighting force in the game. True, Miriam has an edge when attacking, but your bonus helps both attack and defense, and the free rover at game start really helps you if pod scattering is on, enabling you to pick up a larger than normal share of Unity Pods, and more intangibly, enabling you to build your bases with a better understanding of the map you're playing on (meaning simply that your bases will tend to be better arranged on the map, thanks to a more complete understanding of the continent as a whole....most people have to build their first few new bases somewhat blindly if they want to expand quickly, but this is not the case for you). Also, the Police bonus mitigates the effect of running Market, and enables you to forestall (or, depending on SE choices) do away almost entirely with drone control facilities, saving you time on infrastructure. The free prototyping is not a huge advantage until later on in the game, as all early protos can be completed with a single cashed in supply crawler anyway, but it's still a marginal advantage, and should be exploited whenever the opportunity presents itself. The industry hit hurts, but no more so than Morgan's support drain, and you can get back to "normal" Industrial capacity by simply switching to Planned. True, you take an efficiency hit, but that in turn can be undone by building Children's Creche's, rendering your negatives easily dealt with and gotten around. The Command Nexus is a very attractive project for you, and you're pretty well suited to getting it, as it is only one tech away from you, and grabbing it will give you hands down, the best troops in the game until the advent of bio-enhancement centers, which will bring the rest up reasonably close to your troopers. The Spartan's main strength though, lies in the fact that they need not necessarily make use of their army to instill fear. Just the simple knowledge that the Spartans are out there is oftentimes enough to give others pause.

Santiago, the Builder
It takes you slightly longer to get your infrastructure in place than the rest, but the police rating helps in that, again, you can delay the building of drone control facilities, and once you DO get the infrastructure built, it serves you just as well. In the meantime, you have seasoned troops to defend your holdings with, a thing that cannot often be said of other Builder factions. Because of this, and because it's common knowledge that the Spartans can more than hold their own in a fight, you are uniquely positioned to build in relative safety. Think of it as classic isolationism, and most Momentum folk are looking for soft targets, something the Spartans have never been accused of. Add to that the fact that most of your opponents will not be expecting you to play the Builder's game, and that alone can often buy you the time you need to get the bulk of your infrastructure in place. Once it is, it's a simple enough proposition to take a look around the map and reassess your current situation, and again, if somebody decides to play rough and tumble with you, then they're just asking to get pasted.

Santiago, the Hybrid
Your starting tech makes you a natural at this. You're only a single tech away from Doctrine: Flexibility, and only two away from running Planned and getting Probe Teams. Taken together, that alone puts you in a strong Hybrid stance (and if you get the Virtual World project, you will almost never have a drone problem). Others need to build command centers just to get to where your troops start, and because of that, most factions will think twice about attacking you, and with even a single Monolith someplace in your territory, and building a Command Center of your own, it's easy for you to put together a core force of elite whatevers to attack or defend with. You have normal cash and research rates, which means, thanks to a slightly lagging industry, that you might be a bit behind the curve, tech wise, but a bit of luck with pods (which, as mentioned, you have an advantage in getting) will easily balance that out, and oftentimes, those pods render your industrial lag moot, as they "autofinish" whatever you were building at the closest base to the pod you just popped. All in all then, a Hybrid approach is very easy to play with Santiago.

Santiago, the Conqueror
This is probably the easiest way to run the Spartans, and it is a no-brainer, which also means, unfortunately, that this strategy can be predictable. You've already got rovers. It's a short hop to Impact weapons, and a short hop from there to global conquest. All of the speed work Velociryx has ever done on early transcendent victories has been with the Spartans, and with good reason. Quite simply, nobody can put together a crack attack force of high-morale Impact Rovers faster than Santiago. Zak might be able to get them about as quickly, but they still won't be as well trained, and in battle, that will be the telling difference, and in the early game, four rovers is about all you need to utterly lay waste to an enemy empire (Yang not withstanding, thanks to his Perimeter Defense network, but even then, a Probe action against the base in question can render his key defensive advantage useless). If you want a fast and furious game, build four Impact Rovers and send them hunting while you build up your empire. When they find someone, you'll be amazed at how much damage and terror they can spread, and at nominal cost to you.

An important footnote here is that with Santiago, you can do reasonably well at fighting without Punishment Spheres under Market conditions, thanks to your Police rating.

Gaia's Stepdaughters
Lady Deirdre Skye

At a Glance:
 * +1 Planet
 * +2 Efficiency
 * -1 Police
 * -1 Morale
 * +1 Nutrient (fungus)
 * Auto-capture first worm

Deirdre's game
The efficiency boon is terrific, and if you had a good way to rake in the energy (Free Market), your faction would be almost unbeatable. As it stands, about the only way you can do it is via Golden Ages, which, while workable, is far from being as good, since the money invested in Psych detracts from the total cash earned. Still, you've other important advantages that make up for your lack of raw energy. Specifically, you are good at "channeling" what energy you do get. Run either Democratic or Green and you have a paradigm economy, allowing you to run either 100% cash or labs and rake in a respectable amount. Again, the drawback is that you can either have good income or good labs, but only average both if you keep your allocation at 50/50. The trick then, is knowing when to do which, and the approaches will vary (see below). Regardless of your playstyle though, you have two other important advantages which will serve you well. The first is the ability to draw resources from fungus squares. This helps your early game immensely, and means you have to spend comparatively less time terraforming (and you get Centauri Ecology at game start), to get your bases productive. The second is the ability to catch mind worms, with the added bonus that your first worm capture attempt is always successful. Goal number one then, is to send your scout patrol out trolling for worms! When you find one and catch it, you have the perfect pod-popping unit (assuming pod scattering is on), because even if the pod in question unleashes more worms, they will ignore your native life form, leaving it to you to either try to catch them and add them to your force, or move on to the next pod. Repeat this process when you get Doctrine: Flex and gun skimships, and you're pretty much set for the whole game, as Isles of the Deep make tremendously good pod-poppers, scouts, and transports...very versatile units!

Deirdre, the Builder
Forget the money. Beeline for Democratic, and make the switch as soon as you can, netting you a paradigm economy, and +4 growth (when you build Creches). At this point, you can slam your labs to 100% and keep pace with the best researchers in the game. True, your income suffers, but you can ease back from 100% periodically to save up more cash, and once you arrive at restriction lifting techs, you can reverse that for a time, effectively turning labs off to help you rush through infrastructure builds. Also, when you're ready to boom, you merely add Planned to what you've already got and giant bases are yours! Again, your research efforts are helped, if pod-scattering is on, by the presence of your mindworms, and, since you cannot run Market, you will be spending the whole game actively exploring, so if you find others who are running Builder or Hybrid styles (and making regular use of Market), a few probes into their territory with your mindworm force just might be sufficient to scare them away for Market (to avoid fighting a losing battle with your worms). Of course, this is an early game advantage, rendered much less effective once Secrets of the Human Brain are discovered, but the implications are that, if you spend a bit of time focused on catching 3-4 worms, you can keep your builder stance and put together enough of a force to effectively worm rush someone. Your troops aren't great, but Children's Creches are an excellent build for you, as it helps with both troop morale and further enhances your empire's efficiency.

Deirdre, the Hybrid
As with the Builder Game, capturing worms is important, and even moreso for the Hybrid game. You will definitely want to make early use of the worm rush if at all possible. Essentially, this is a denial strategy, added to the usual Hybrid mix. The goal is not so much to succeed in taking out an empire (though by all means, do so if you can), but to force them away from a Market stance and slow them down, enabling your 100% lab focus to blow past them, tech wise (Note: The reason it is important to force your opponents away from Market is simply that, Democratic/Market at 70%, despite the inefficiency, can out-tech Democratic/Green at 100%). You'll probably be stuck using your Probes defensively, unless you pull back from your lab focus in advance to horde cash, and again, with the Gaians, it is almost always more productive to run either 100% labs or 100% economy. To keep a 50/50 stance with this faction undoes one of your chief advantages. The real trick to playing this faction is in knowing when to run which setting, and that is determined by prevailing game conditions. Hybrids will probably want to run both Democratic and Green unless game conditions turn nasty, in which case, the Hybrid player will likely drop Democratic to go on more of a war footing, again, relying heavily on Native life forms to offset your otherwise less-than-remarkable troops.

Deirdre, the Conqueror
Go Native! Forget Democratic. Beeline for Doctrine: Flexibility and Planetary Networks for Probes and boats, then to Green, catch as many worms as you can, run Economy at 100% and build lots of Probes. The probes will make up for your lack of research, infiltrate enemy Datalinks, and augment your native attack force with captured enemy troops caught alone and in the open. Plus, the worms don't care what techs your opponents have and you're the best Psi-fighter in the game, especially if you zero in on Market-loving Builders (who probably also have a lot of nice techs you want). Again, the worm rush is vital to your success, so do not delay in building up your native attack force and constantly be scouting for opponents! And, once your attack force is on its way, focus on spreading your empire, growing lots of small bases to offset Green's growth penalty (you hardly feel it from size 1-2 bases).

The Lord's Believers
Sister Miriam Godwinson

At a Glance:
 * +2 Support
 * +1 Probe
 * -2 Research
 * -1 Planet
 * 25% attack bonus

Miriam's game
A superb faction, helped greatly by the Support bonus. The Believers get off to a slow start, but this need not be a crippling disadvantage. One good thing about it is that your bases will be laid out better on your continent, as you will generally have more time to explore before you can start expanding. The planet negative puts you at a slight disadvantage when fighting the natives, unless you attack first, which more than negates your -10% penalty, and the Support boon lets you field more units per base in any event. Also, your attack bonus allows you to work your way to "Trans-elite" troopers, giving you an extra point of movement, and a 25% attack bonus above and beyond what everybody else gets too. Also, the ability to switch to Fundamentalism and render your bases and units immune to subversion is a huge advantage! Oh, and remember, Miriam is the only faction in the game that can run Democracy and still build a new base with free minerals! (The key advantage here being that you can have comparatively more bases before you start getting drone warnings due to size). A word of warning with this faction: If you are attacked by a psi-force, get as far away from Market as you can. In fact, it would be far and away in your best interest to run green when faced with such an attack, because if you are caught by the worms while running Market, even with trance or empath-assisted troopers, there's almost no way you can win, especially if those worms are being controlled by Cha'Dawn or Deirdre.

Miriam, the Builder
This might seem like a contradiction in terms, considering the slow start with research and the twenty percent higher tech costs, but in truth, you can offset both of these things with relative ease. Once you get Centauri Ecology, the boost in support enables you to crank out an obscene number of formers, very quickly moving to terraform the entire continent, and making all your bases that much more productive. Not to mention the fact that, as with the Spartans, most people will be content to leave you be if you play a Builder game, and odds are, they're just breathing a sigh of relief that you're not attacking them! If you ARE attacked however, your best chance at defending is with an active stance, using pre-emptive strikes to take advantage of your native 25% attack bonus and running Fundamentalism to prevent subversion. Research wise, even when you're running Fundamentalism, Network Nodes everywhere gives you a net gain of +10% to your research rates. Not nearly the boost it gives others, but then, you'll only be running Fundamentalism if there's trouble brewing, otherwise, you're better served by some other Social Engineering choice (Democratic springs immediately to mind here). You're cash is good (ability to run Market), your troops are good, and you can offset the research hit by a program of steady builds and active probe teams to keep up until your infrastructure is in place. The Miriam Builder game is by far the most active of the lot, as she must make early and regular use of probes to keep pace until the infrastructure is in place, but it's quite easily pulled off.

Also note here, that when you play the Builder's game with Miriam, you will want to be very careful and specific about when you run Fundamentalism. True, it gives you almost total immunity to enemy probe actions, but it utterly kills your research, regardless of your infrastructure, so use it only when pressed, or when pressing an attack against someone else.

Miriam, the Hybrid
Miriam's Builder game is so active that there really aren't many differences between it and the Hybrid game, except that, where the Builder will focus mostly on early game formers, the Hybrid player will take a few of those "free unit" slots and use them for the building of prototypes, sending them out hunting in much the same way that the Deirdre Hybrid player uses her native life forms.

Miriam, the Conqueror
Again, like the Spartans, this one's a no-brainer. Race for Doctrine: Flexibility and Planetary Networks, switch to Fundamentalism, save your money, find an opponent, infiltrate, Probe them to death to get their tech, steal a base and upgrade all the garrisons to best/best, using pre-emptive strikes to defeat the forces sent against you (and continue to subvert them all the while). Build cheap scouts or Recon Rovers every turn, upgrading them to whatever is needed (remembering that the newly captured base will get a larger than normal share of "free" units), and keep punching your opponent. In the field, with even tech, your forces are very hard to beat, especially if you're running Fundamentalism, as they cannot use Probe trickery against you, and you get a morale boost too!

The Human Hive
Chairman Sheng-ji Yang

At a Glance:
 * +1 Growth
 * +1 Industry
 * -2 Economy
 * Immune to inefficiency
 * Free Perimeter Defense at every base

Yang's game
If not for the lack of energy, this faction would be all but unstoppable, and as it is, they are far and away the most powerful AI faction, coming out on top of the AI heap in almost every simulation we have ever run. Their Growth and Industry bonuses make for rapid expansion, and their inefficiency immunity makes a massive empire with few to no drawbacks a real possibility. This, combined with their inherent "Citizen's Defense Force" makes them a tough faction to match, and if they happen to also get the Command Nexus (not difficult to imagine, since they start with its requisite tech) and Planetary Transit System (also not too much of a stretch, with active Probe Teams), then the rest of the world stands a good chance of being doomed. An important note about Yang: the immunity to inefficiency ability allows you to run Social Engineering settings which would utterly ruin any other faction in the game. Quite simply, you may freely ignore negative modifiers to efficiency!

Yang, the Builder
First, absolutely no one will be expecting you to play Yang as a Builder, so this will work very much to your advantage, but consider: You can switch over to Police State with impunity, enabling you to control your drones without the need to build any drone control facilities at all, and the addition of a Children's Creche at each base goes a long way in capturing what energy you do generate. Add to that the ability to run Planned (again, without penalty), and you get a faction with a huge industry bonus and no drone problems whatsoever. If you work heavily with forests, your income won't be bad, although you will never even begin to approach the energy levels of the real "Research Factions" in the game, forcing you to look for other alternatives. Fortunately, there are some very good ones, and you get them at the same time you get the ability to run Planned, namely: Librarians. While you're waiting for Industrial Automation, you can be whipping out Network Nodes and expanding like mad, and once you have the ability to create crawlers, it's easy (again, with your prodigious Industry bonus) to crank out enough crawlers to give each base some minerals to work with, and feed the entire population, and once you do that, every citizen you have can be converted to a Librarian, giving you perfectly efficient research capabilities, magnified by your already built network nodes. Now consider that if you take the time to build the Command Nexus, you essentially wipe out the penalties for also running Wealth (adding a bit more to your energy reserves, and giving you yet another boost in Industry). The only person in the game who can out-build you is Domai, and he has to contend with less-well defended bases, efficiency problems, and a research penalty, which more than offsets his additional +1 bonus to Industry. In short, although it might not appear so at first glance, the good Chairman makes an astonishing builder, and that capability, coupled with an active stance with probes will quickly see you on par with every other Builder in the game, should you choose to run the game this way.

Yang, the Hybrid
Again, this approach uses Yang's industrial might, and is not terribly different from his Builder game, except that a certain set of bases will be geared up specifically for the purpose of providing an offensive punch to the empire, whereas the pure Builder approach will not do so until and unless threats begin appearing on the horizon. The Yang-Hybrid model enables you to maintain an active attack/trolling force while keeping a fairly brisk research rate, and the ability to drop into full Builder mode if you determine that your potential enemies are very far away. On the other hand, it's easy (gotta love that Industry) to kick into high gear and get ready to fight, and very quickly, you can find yourself with an army numbering so many units that you can simply sweep the opposition off the map.

Yang, the Conqueror
Once more, your Industry and Police are the key factors to the Conquest game. The goal here is to simply skip over any real Infrastructural builds and focus on rapid colonization, followed by a buildup of troops that no one else in the game can match prior to the arrival of clean reactors. Even Miriam, with her support bonus simply cannot keep up with a fully geared-for-war Yang. So what if she's got better troops, you can replace your losses almost half again as quickly as she can replace hers, and her Probe Immunity is nearly meaningless to you. You likely won't have the cash to do much subversion anyway, and you can simply keep building units until you overwhelm her. Same with the only other truly good fighters in the game, the Spartans, except in their case, it's even easier to overwhelm them, because they have Industrial problems of their own, and the moment you achieve your first conquest on an enemy's soil, that is the kiss of death, as that faction must now deal with your enhanced Industrial output right there on their turf. Simply put, if they do not or cannot re-capture the base immediately, they're doomed.

The Peacekeeping Forces
Commissioner Pravin Lal

At a Glance:
 * -1 Efficiency
 * Extra Planetary Council votes
 * Extra Talents
 * Population limits eased (bigger bases)

Lal's game
You might not look so hot on the Social Engineering table compared to the others, but that doesn't mean you're a pushover. Not by any stretch. Your advantages make you a force to be reckoned with in any game. Consider a fairly normal expansion paradigm. Even if you only do an "average" expansion, you're virtually guaranteed the Governorship, giving you a healthy Commerce bonus (extra energy to help offset the -1 Efficiency), and Infiltration of all factions (as good as the Empath Guild, for free). Add to that the fact that your extra talents and larger bases (giving Lal the ability to execute a Pop-Boom with little control infrastructure in place), and what you end up with is a faction that is quite far from being average.

Lal, the Builder
Democratic completely negates your singular negative, and is two thirds of what you need for a population boom. Add Planned and Wealth to that mix, and snag either of the early game drone control projects (Human Genome Project or Virtual World), and you can boom to size 9 with ease. The ability to do this earlier than almost any faction will give you a huge advantage in population, at which time, you can switch to Free Market, and out-tech even drone-plagued Zak. And once you get crawlers and Hab Complexes, you can boom all the way to size 16 with near-impunity, giving you such an edge in population that you'll be hard-pressed to lose the game. Yes, your troops are only average, but your greater population enables you to have more of everything: more research (despite the efficiency hit), more minerals, and more troops, and with the right facilities, your bases can quickly become very tough nuts to crack.

Lal, the Hybrid
One of Lal's main strengths is his sheer "averageness." True, you lack the Industrial Might of Domai or Yang, the Morale and Prototype bonuses of Santiago, the cash of Morgan, and the Research boon of Zak, but you're also not saddled with their liabilities, and your one disadvantage is easily offset by the simplest of base facilities. All of this puts you in the position of great flexibility, enabling you to shift gears much more readily than any of the other problem-plagued factions. Your one "banned" Social Engineering choice, Police State, would be something you would never need to run thanks to your extra talents (which, by the way, is like the Human Genome Project on steroids, as its impact on your bases is relative to the size of your bases — not static, as is the case with the Genome — and you get it for free!). All in all, you couldn't ask for a better Hybrid faction than this! Beware, however: That sheer flexibility can be both a blessing and a curse, and in a Lal-Hybrid game, you need to become adept at reading the ebb and flow of the game, and make the right choices at the right times (knowing when to shift into a war footing and when to pursue relentless research is vital to you: if the other factions make a mistake, they can play to their inherent advantages — cash, morale, or what-have-you — but all of your advantages are contingent on you making the right decisions at the right time, and a misstep can set you back very badly, as you have nothing really to fall back on). Still, with practice at reading the game, Lal can be one of the very best, most well-rounded factions in the game.

Lal, the Conqueror
At first glance, with your efficiency problems and average troops, you might think Lal ill-suited to conducting a conquest war, but again, his sheer flexibility (and, assuming you got the Governorship, his auto-infiltration of all factions) serves him well in this capacity too. Even fairly large, newly captured bases seldom have drone problems, as your "Talent" bonus kicks in as soon as you occupy the base, often completely negating the drones created via conquest. That, combined with a lack of any pronounced weakness which can be exploited by your enemies, makes you a wily and tenacious faction on the battlefield. To that end, however, you will only be as wily and tenacious as your own personal skill in battle allows, again, because your faction has no native combat advantages, meaning that you will have to engineer any and all advantages yourself (through a steady program of militaristic builds, and smart use of your standing army). Learn to do that well, and you will find Lal to be a doggedly determined fighter.

''This information was originally written by Velociryx in his SMAC FAQ. Used with permission.''

title: Civ/Sid Meier's Alpha Centauri/Factions


text:
Leukocyte esterase

Leukocyte esterase (LE) is an esterase (a type of enzyme) produced by leukocytes (white blood cells). A leukocyte esterase test (LE test) is a urine test for the presence of white blood cells and other abnormalities associated with infection.

White blood cells in the urine can indicate a urinary tract infection (UTI). Positive test results may be clinically significant in the right context. The LE test is also used to screen for gonorrhea and for amniotic fluid infections. The combination of the LE test with the urinary nitrite test provides an excellent screen for establishing the presence of a UTI. Urine test strips (dipsticks) can screen for both. A urine sample that tests positive for both nitrite and leukocyte esterase should be cultured for pathogenic bacteria.

"It has been proposed that the reagent strip for leukocyte esterase designed for the testing of urine (Combur test UX) could be a useful tool for diagnosing spontaneous bacterial peritonitis (SBP)." Braga et al. concluded that the Combur test UX urine screening test is a very sensitive and specific method for diagnosing SBP in the ascitic fluid of cirrhotic patients who have undergone paracentesis."

source: wikimedia

license: Creative Commons - Attribution Share-Alike - https://creativecommons.org/licenses/by-sa/4.0/

title: Leukocyte esterase


text:
Cookbook:International Food Terms

The following international food terms may be useful when reading about food and recipes from different countries.

See also:
 * Indian ingredients

Digestive Biscuits and Graham Crackers
These two items are fairly different, but are used similarly (e.g. to make crumb crusts for a cheesecake). Graham crackers are sweeter, and are available in different flavors, e.g. cinnamon, chocolate. Digestive biscuits are richer, and while slightly sweet, are often used eaten with cheese. They are also available coated on one side with milk or dark chocolate.

Chips and French Fries (Australia)
In Australia, the term "chips" is generally used, but the term "French fries" is used to describe very finely cut chips (about 1/5" across.)

Cornflour (Australia)
In Australia (and New Zealand?), cornflour is frequently made from wheat. FSANZ regulations require such cornflour to declare that it contains wheat and gluten, and it is usually described as wheaten cornflour. There are some brands of cornflour that are made from maize, however.

title: Cookbook:International Food Terms


text:
Talk:Diane-Louise Jordan

Black?
Why is it relevent that she was the first black presenter? I feel that this sort of distinction is unnecessary now, and just goes to further emphasise the divide between ethnic groups which we want so badly to remove. If we are to move towards a time where the world is completely non-racist, we must stop making a distinction between people due to their race or colour of their skin, and instead look at the person and nothing else. Paulfp 14:23, 21 March 2007 (UTC)

 * Er - at the time she was the first black presenter! Or would you like to retrospectively apply your ludicrously delusional utopian view of a future where all human individuality has been knocked away, so that we can all share your painfully bland view of acceptability? Whether you like it or not such things are historical facts. Or are you so terrified of causing a pre-perceived offence to black people by mentioning skin colour in historical context, that instead you desperately choose to avoid it? Perhaps in the future when discussing slavery we can remove all reference to the fact it happened to black people? And instead just say people? But then that wouldn't make much sense would it? Just like your ridiculous point! —The preceding unsigned comment was added by <IP_ADDRESS> (talk • contribs) 17:06, 16 April 2007 (UTC)

 * In 1990 it was still a big deal. Diane-Louise can be thought of as a trailblazer, a pioneer - someone who helped show children that black people are no different to anyone else (just as Konnie Huq has for Asians and Muslims). Race hasn't compeltely drifted from the public conscience anyway - almost every article about Lewis Hamilton outside the specialist motorsport press has mentioned that he is the first black F1 driver.--MartinUK (talk) 11:17, 3 May 2008 (UTC)

Year of birth
The categorisation at the end puts her as a 1959 birth, yet elsewhere, this article gives her date of birth as February 28, 1960. Which is correct? ACEOREVIVED (talk) 23:01, 2 October 2011 (UTC)

External links modified
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 * Added archive https://archive.is/20120802224312/http://www.hm-treasury.gov.uk/press_152_97.htm to http://www.hm-treasury.gov.uk/press_152_97.htm

Cheers.— InternetArchiveBot  (Report bug) 13:52, 30 November 2017 (UTC)

title: Talk:Diane-Louise Jordan


text:
Talk:Center for International Maritime Security

Weekly CIMSEC/USNI Podcast Libraries
Sea Control - CIMSEC Podcasts (Weekly)

Must listen for military officers Teaches to keep an open mind, which is necessary for our future leaders

Example: URL: https://podcasts.apple.com/us/podcast/sea-control-cimsec/id713976627?mt=2

--EarthSea-Keeper (talk) 13:21, 29 April 2023 (UTC)

 * Propose citing under Publications and products
 * Sea Control Apple Podcasts Library

 * EarthSea-Keeper (talk) 13:30, 29 April 2023 (UTC)

 * United States Naval Institute Supplement

 * Weekly MidRats (Sunday) Current Reality Assessments

 * https://podcasts.apple.com/us/podcast/midrats/id910023979

 * EarthSea-Keeper (talk) 14:17, 29 April 2023 (UTC)

Removal of Proposed for Deletion Tag
The article was originally proposed for deletion due to notability concerns. Editors addressed those concerns with external references. Squorch (talk) 02:37, 10 February 2015 (UTC)

External links modified
Hello fellow Wikipedians,

I have just modified 1 one external link on Center for International Maritime Security. Please take a moment to review my edit. If you have any questions, or need the bot to ignore the links, or the page altogether, please visit this simple FaQ for additional information. I made the following changes:
 * Added archive https://web.archive.org/web/20140125102552/http://cimsec.org/nextwar/ to http://cimsec.org/nextwar/

Cheers.— InternetArchiveBot  (Report bug) 04:13, 18 November 2016 (UTC)


text:
Assiniboine River fur trade

Fur trading on the Assiniboine River and the general area west of Lake Winnipeg, in what is now Manitoba, Canada, began as early as 1731.

Geography
Lake Winnipeg was a major junction for the fur trade routes. See Canadian canoe routes (early). To the southeast the route ran to Grand Portage and the French center at Montreal. To the northeast the Hayes River led to the English base on Hudson Bay. To the northwest the Saskatchewan River led west to the Rocky Mountains. From this river another route led northwest to the even richer Athabasca Country.

West of Lake Winnipeg is the chain of lakes that look like a single lake on large maps (Cedar Lake (Manitoba), Lake Winnipegosis and Lake Manitoba). West of this is the Assiniboine River. The Assiniboine flows southeast and then the east to Winnipeg, Manitoba where it meets the Red River of the North which flows north into Lake Winnipeg. Further west the Qu'Appelle River flows east to meet the Assiniboine. South of the Qu'Appelle is the Souris River which was not important in the fur trade. East of the upper Assiniboine the Swan River almost reaches the Assiniboine and flows into Lake Winnipegosis. To the southwest is the Mandan country on the upper Missouri. There was some overland trade with the Mandans until the Americans took it over around 1812. North of Lake Winnipeg is the so-called Muskrat Country which was of some importance around 1800.

The Assiniboine is mostly a prairie river and was not a good source of beaver. It mainly produced buffalo pemmican to feed the voyageurs further north. Because much of the Assiniboine is shallow and crooked, horses, dog sleds and later carts were used in addition to canoes. Most of the beaver came from the forests on the upper Assiniboine. This area was most easily reached via the Swan River from Lake Winnipegosis.

French Period
In 1691 Henry Kelsey reached the upper Assiniboine from Hudson Bay. In 1731, La Vérendrye began pushing French trade and exploration west from Lake Superior. He built Fort Maurepas (Canada) at the mouth of the Red River (1734), Fort Rouge (1738) at Winnipeg and Fort La Reine (1738) on the Assiniboine south of Lake Manitoba. Explorers were sent to the Mandan country and as far as Wyoming. When it became apparent the Assiniboine was not a route to the Pacific attention shifted north to the Saskatchewan River (Fort de la Corne, 1753). The French diverted much trade away from Hudson Bay to Montreal. The English responded by sending agents inland. In 1756-58 Joseph Smith and Joseph Waggoner made two trips to the Swan River and upper Assiniboine.

English Period
The western fur trade collapsed during the British conquest of Canada but it was soon restored by English-speakers. These so-called "Pedlars" joined together to form the North West Company. The Hudson's Bay Company responded by building posts inland, starting with Cumberland House, Saskatchewan in 1774. Competition between the HBC and NWC led to a great expansion to trade and exploration until the merger of the two companies in 1821. Pedlars reached Lake Winnipeg by 1767 and Fort des Épinettes west of Lake Manitoba in 1768. By the 1770s they were on the lower Saskatchewan River. The NWC reached the Swan River in 1787 and in the 1790s many posts were built on the upper Assiniboine. In 1787 the NWC built Fort Espérance on the Qu'Appelle River. In the 1790s Brandon House and Fort Montagne à la Bosse were built on the middle Assiniboine and there was trade from this area with the Mandans. In 1805 there was communication between the Assiniboine posts and the Lewis and Clark Expedition. In 1811 the Red River Colony was founded which led to open violence culminating in the Battle of Seven Oaks in 1816. After 1821, when the two companies merged, the upper Assiniboine posts were closed and trade concentrated at Fort Pelly at the Swan River portage. In 1831 Fort Ellice was built at the mouth of the Qu'Appelle River and later became more important that Fort Pelly. The Carlton Trail gradually evolved as an overland route west from Winnipeg. By around 1870 St. Paul, Minnesota had a population of 120,000 while there were 11,963 inhabitants on Manitoba. There was a 450-mile cart trail from St. Paul to Winnipeg. Railroads and settlers arrived in the 1880s.

List of trading posts
Posts on the Assiniboine and lower Red River Distances are approximate straight-line distances from the previous entry.

 * Assiniboine River: minor or ill-documented posts
 * Adhemar's Fort 6 miles east of Portage la Prairie
 * Blondeau's Fort perhaps east of Adhemar's
 * Fort des Trembles or Poplar Fort 5 (or 9) miles west of Portage la Prairie. In 1781 it was defended against Indian attack and them abandoned. This is different from Fort aux Trembles near Fort la Corne.
 * Beaver Creek House somewhere near mouth of the Qu'Appelle. Fort Ellice was on a "Beaver Creek"
 * Shell River posts. About 25 km southeast of Aspin house above the mouth of the Shell River were Pedlar (Peter Grant), NWC and HBC posts. The HBC post was abandoned in 1796.
 * Fort Hibernia at the later site of Fort Pelly
 * Upper Assiniboine posts: (HBC:Swan River House, Marlboro House, Somerset House, Carlton House, Albany House; NWC: Swan River Fort, Bird Mountain House, Fort Alexandria) see section below.
 * Red River (other):
 * HBC post in 1819 two or three miles up Netley Creek near the old Fort Maurepas at the mouth of the Red River
 * Pembina, North Dakota
 * Fort Daer: at Pembina built by people from the Red River Colony.
 * Souris River: Ash Fort near Hartney, Manitoba, passed by David Thompson in 1798 and Alexander Henry the younger in 1806.
 * Qu'Appelle River: Fort Esperance, Fort Qu'Appelle, Saskatchewan
 * West: Touchwood Hills Post, Last Mountain House, An American post near Turtle Mountain circa 1832
 * North: Fort Red Deer River

Upper Assiniboine and Swan River fur trade
From before 1787 until 1821 there were a number of trading posts on the upper Assiniboine and Swan River. Either they are ill-documented or the documents have not been studied, so there is little information and locations are uncertain. Because the upper Assiniboine is shallow, twisting and full of sand bars the area was usually reached via the Swan River. The route ran from Lake Winnipegosis up the short Shoal River to Swan Lake, up the Swan River to its bend and over an easy portage to the Assiniboine near the later Fort Pelly. Because the area was much closer to Hudson Bay than Montreal the Hudson's Bay Company had a significant advantage over the North West Company.

The first in the area was William Bruce, an independent trader from Montreal. He established an unnamed post in the Shoal River at an uncertain date. In 1787 Robert Grant of the North West Company built Swan River Fort (NWC,1787-?) on the north bank of the Swan River ten or twelve miles above Swan Lake. In 1790 Charles Isham of the Hudson's Bay Company built Swan River House (HBC,1790-1808) one-half mile above the NWC post. About 1793 the NWC built a post between the Swan and Assiniboine in response to Marlboro House below.

In 1793 Isham built Marlboro House (HBC,1793-?) on the Assiniboine near its "elbow" which is near the Swan River portage and the later Fort Pelly. In 1793 Cuthbert Grant of the NWC built Bird Mountain House (NWC,1793-?) 50 miles upstream at the mouth of Thunder Creek. In 1794 Isham built Somerset House (HBC, 1794-1808) two miles above Grant's post. This was in an area used as a wintering place by buffalo and was so successful that it reduced Swan River House to an outpost. In 1795 the NWC built posts immediately next to Swan River House and Somerset House (Losey does not explain what happened to the NWC posts already nearby.) About the same time Isham and Peter Fidler built a post 15 miles west of the elbow which they called Carlton House (HBC,1795?-?) (not to be confused with Fort Carlton). In 1795 the NWC built Fort Alexandria (NWC 1795-1821), said to be near Sturgis, Saskatchewan. Daniel Williams Harmon was here from 1800 to 1805. It was closed 1805 and re-opened in 1807. John Sutherland built Albany House (HBC,1796-?) after moving up from the Shell River. There were also some "South Men" who came from the area around Duluth, but they are very poorly documented. The area soon became trapped out. The HBC closed Swan River House and Somerset House some time between 1799 and 1807 and briefly reopened them for the 1807-08 season with Peter Fidler in charge. The NWC continued to operate but all the posts were closed in 1821 when the two companies merged. The general area continued to be called "Swan River District" and was administered from Fort Pelly from 1824.

title: Assiniboine River fur trade


text:
User:Ksgant

ksgant, also known as K. Scott Gant, lives in South-West Michigan. Has been plugged into the Internet since 1989, before the days of the World Wide Web. I love news and I love to write and I love to contribute to this great undertaking known as Wikipedia. Get involved.

title: User:Ksgant


text:
User:YeahImaBoss/sandbox18

The 2018 BSN season will become the 89th season of the Baloncesto Superior Nacional.

League news
Piratas de Quebradillas claimed it's 6th BSN championship on August 9th. After defeating the Capitanes de Arecibo in Game 7 of the Serie Final 98-90 to the end of the 2017 season.

Leones de Ponce reported on August 24th; Head coach Nelson Colón had resigned from his position as coach despite the team's absolute endorsement to continue. Throughout his 5 seasons he led Ponce finishing among the best 4 records of the regular season in 4 of them, 3 finals, and 2 championships.

On September 1st, the league announced it will not control the Atléticos de San Germán for the upcoming 2018 BSN season, after activating the team last season. There was a commitment to run the team under receivership for a single year until a new owner was found. The good performance of the team has raised the interest of several groups to buy the franchise with a view to the 2018 tournament. On September 14th, league president Fernando Quiñones was hopeful that both the A's and Indians' franchise will see action next season under their own administrations although talks are still in preliminary stages. In the coming weeks will know the future of the Atléticos de San Germán and the Indios de Mayagüez in Baloncesto Superior Nacional (BSN).

Season Awards

 * Most Valuable Player:
 * Rookie of the Year:
 * Coach of the Year:
 * Sixth Man of the Year:

title: User:YeahImaBoss/sandbox18


text:
Publio Morbiducci

Publio Morbiducci (28 August 1889 – 31 March 1963) was an Italian sculptor. His work was part of the sculpture event in the art competition at the 1936 Summer Olympics.

He was active in projects for the Mussolini government. In 1932, he completed most of the sculptures of the Monument to the Bersaglieri, Porta Pia, Rome. In 1937 he was named to the Accademia di San Luca and in 1938 his Discus thrower at Rest was added to the statues of the Stadio dei Marmi. In 1939, he completes the marble frieze of the Palazzo degli Uffici all'EUR.

title: Publio Morbiducci


text:
Geometry for Elementary School/The Side-Angle-Side congruence theorem

In this chapter, we will discuss another congruence theorem, this time the Side-Angle-Side theorem. The angle is called the included angle.

The Side-Angle-Side congruence theorem
Given two triangles $$\triangle ABC $$ and $$\triangle DEF $$ such that their sides are equal, hence:
 * 1) The side $$\overline {AB} $$ equals $$\overline {DE} $$.
 * 2) The side $$\overline {CA} $$ equals $$\overline {DF} $$.
 * 3) The angle $$\angle CAB $$ equals $$\angle FDE $$ (These are the angles between the sides).

Then the triangles are congruent and their other angles and sides are equal too. Success!

Proof
We will use the method of superposition – we will move one triangle to the other one and we will show that they coincide. We won’t use the construction we learnt to copy a line or a segment but we will move the triangle as whole.

 * 1) $$\text{Superpose } \triangle ABC \text{ on } \triangle DEF \text{ such that } A \text { is placed on } D \text { and } \overline {AB} \text{ is placed on } \overline {DE}$$
 * 2) $$\because \overline {AB} = \overline {DE} \text{ (given)}$$
 * 3) $$\therefore B \text{ coincides with } E $$
 * 4) $$\because \angle CAB = \angle FDE \text{ (given)}$$
 * 5) $$\therefore \overline {CA} = \overline {FD} $$
 * 6) $$\because \overline {CA} = \overline {DF} \text{ (given)}$$
 * 7) $$\therefore C \text{ coincides with } F $$
 * 8) $$\therefore \overline {CB} = \overline {EF} $$
 * 9) $$\therefore \triangle ABC = \triangle DEF $$
 * 10) $$\therefore \triangle ABC \cong \triangle DEF $$

Geometria per scuola elementare/Il teorema di congruenza lato-angolo-lato


text:
Help:FAQ/Contributing

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ja:ヘルプ:投稿FAQ

title: Help:FAQ/Contributing


text:
Top-rated United States television programs of 1971–72

This table displays the top-rated primetime television series of the 1971–72 season as measured by Nielsen Media Research.


text:
Talk:Birgit Bidder

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title: Talk:Birgit Bidder


text:
2003 SEAT Open – Singles

Kim Clijsters was the defending champion and successfully defended her title, by defeating Chanda Rubin 6–2, 7–5 in the final.

Seeds
The first two seeds received a bye into the second round. • # 🇧🇪 Kim Clijsters (champion)

• # 🇺🇸 Chanda Rubin (final)

• # Eleni Daniilidou (quarterfinals)

• # 🇹🇭 Tamarine Tanasugarn (second round)

• # 🇷🇺 Maria Sharapova (semifinals)

• # Katarina Srebotnik (first round)

• # 🇦🇺 Alicia Molik (quarterfinals, retired)

• # 🇪🇸 María Sánchez Lorenzo (first round)

title: 2003 SEAT Open – Singles


text:
User:Sudar

Wikipaedia is a great repository of information and my little contributions have been (and I suppose, will be) by way of correcting spellings and what seem to be factual inaccuracies.

title: User:Sudar


text:
Talk:Ranitidine

Structure
I think you might need to check the structure of this, the nitro group should not be connected to a ethylene group, it looks like its just a methyl group. Check this out:

 * You're correct, thanks. I've amended the structure. -Techelf 09:26, 21 March 2006 (UTC)

Need to mention that it may cause false positive drug test for methamphetamine. (this unsigned comment was added on 29 June 2007 by <IP_ADDRESS>)

Price
This has become an amazingly inexpensive drug. I recently bought a bottle of 240 generic Ranitidine tablets (75 mg) at Sam's Club for $5.88 (i.e., 2.5 cents/tablet). Is it appropriate to put something in the article about the price? NCdave 13:59, 17 September 2007 (UTC)

Shortage?
Some of the eBay auctions for Ranitidine mention "the ranitidine shortage." Is there such a thing? What is causing it? Should it be mentioned in the article? NCdave 14:01, 17 September 2007 (UTC)

Abuse and False Positives
Reference source "2" does not support the statements in the "Abuse and False Positives" section. I searched through a couple of journal databases but couldn't find any confirmatory research for this. However I found some anecdotal support for this in Introductory clinical pharmacology (Roach & Ford, 2008)(Available for viewing online at Google Books). Someone with more expertise in pharmacology might be better positioned to appraise the source and amend the article. Jdcounselling (talk) 16:35, 17 December 2008 (UTC)

Metabolism?
Can experts expand on this article to include more information on metabolism? It states that clearance mechanisms are hepatic, but can we be more specific? --1000Faces (talk) 20:37, 20 December 2009 (UTC)

Error in text?
This esentence appears in the article "The drug not only increases gastric pH, but also reduces the total output of gastric juice." I believe it should say "not only decreases gastic pH" - can some competant person please check this out and take appropriate action? <span style="font-sinaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa

No, increases is correct. Bear in mind that a pH BELOW 7 indicates an acid, and the LOWER the pH the STRONGER the acid. A typical human stomach juice pH is about 2.5. I don't know how much change ranitidine usually makes but just for example's sake, it might increase it to 3 or 3.5. pH=-log10([H+]) where log10 is the base-10 logarithm and [H+] is the concentration of hydrogen ions in the solution in moles per liter. Note the negative sign in front of log10. So a pH of 2 means that there are 10^-2 (or 0.01) moles of hydrogen ions per liter of liquid. A pH of 3 would mean 10^-3 (or 0.001) moles per liter, which is 10 times weaker. Sbreheny (talk) 02:44, 14 October 2019 (UTC)

Antihistamine use and Anaphylaxis
Ranitidine is being used in emergency medicIne and in EMS for treatment of severe allergic reactions and anaphylaxis, side by side (but not replacing) H1 blockers like Benadryl. I think this should be mentioned. I have the refereces but my Wiki -fu is not yet great. I can barely sign my name. :) (Croaker260 (talk) 19:51, 24 April 2012 (UTC))

Small Error - Missing Date (Year)
There need to be a year here. Zantac (ranitidine) 300 mg tabletsRanitidine was first prepared as AH19065 by John Bradshaw in the summer of YEAR in the War research laboratories of Allen & Hanburys Ltd, part of the Glaxo organization. <IP_ADDRESS> (talk) 16:02, 6 September 2013 (UTC)

User
Can this medication can cause gain weight ? — Preceding unsigned comment added by <IP_ADDRESS> (talk) 05:16, 12 February 2014 (UTC)

Patent enforcement
This could be an additional section if anyone has access to the printed copies of journals like Reports of Patent, Design and Trademark Cases (RPC) and Fleet Street Reports: Cases on Intellectual Property Law (FSR). An FCIPA former colleague (named by the judge in one of those law reports) resigned from Glaxo because even though he had given his written professional opinion (referred to in the judge's decision) that the UK "epimer" patent was invalid for lack of novelty, he had been ordered to attempt to enforce it.

If anyone wants to follow this up - look for John C. (or The C. Report) in the law reports. I could supply his full surname, but will not do so in a public forum. Narky Blert (talk) 00:54, 6 October 2016 (UTC)

2019 recall
Craig Hicks, Did Sandoz Canada cancel their recall? Here is an excerpt from the Health Canada press release:
 * One company, Sandoz Canada, is recalling its oral prescription products in Canada and other countries after testing identified levels of NDMA above what is considered acceptable if the drug were to be taken over a lifetime. Should any additional recalls be deemed necessary, Health Canada will update the table below and inform Canadians.

Sandoz Canada Ranitidine Product Recall (2019-09-17)

Sandoz did post a recall notice but the page is gone. Cache Current

Whywhenwhohow (talk) 05:01, 20 September 2019 (UTC)

 * according to NYT:
 * https://aifa.gov.it/-/comunicazione-aifa-sui-farmaci-contenenti-ranitidina
 * https://www.nytimes.com/2019/09/19/health/zantac-recall.html
 * <IP_ADDRESS> (talk) 16:31, 23 September 2019 (UTC)
 * https://www.nytimes.com/2019/09/19/health/zantac-recall.html
 * <IP_ADDRESS> (talk) 16:31, 23 September 2019 (UTC)

Whywhenwhohow At the time I was following this issue, my focus was on FDA announcements and not Health Canada, so I am not sure what actions were taken regarding ranitidine in Canada. Craig Hicks (talk) 06:56, 4 February 2020 (UTC)

Is this cited correctly?
I'm finding a problem with this recent addition. The text currently reads:
 * In October 2019, the U.S. Food and Drug Administration (FDA) observed that a third-party laboratory was using higher temperatures in its tests to look for nitrosamine impurities. The NDMA was generated by the added heat but the higher temperatures were recommended for using a gas chromatography–mass spectrometry (GC/MS) method to test for NDMA in valsartan and angiotensin II receptor blockers (ARBs).[59]

But when I clicked footnote 59, I couldn't find anything to back this claim up at the cited source. Can someone find that claim on that source? Or was the wrong source cited? Or is this totally erroneous?

RK (talk) 18:58, 5 October 2019 (UTC)

It looks like the FDA updated the page. Here is a excerpt from a cached version

https://webcache.googleusercontent.com/search?q=cache:2VotAXMRH84J:https://www.fda.gov/drugs/drug-safety-and-availability/fda-updates-and-press-announcements-ndma-zantac-ranitidine+&cd=1&hl=en&ct=clnk&gl=us

Update [10/2/19] FDA is continuing to test ranitidine products from multiple manufacturers and is assessing the potential impact on patients who have been taking ranitidine. In addition, the agency has asked manufacturers of ranitidine to conduct their own laboratory testing to assess levels of NDMA in their ranitidine products and to send samples of ranitidine products to FDA to be tested by our scientists.

FDA observed the testing method used by a third-party laboratory uses higher temperatures. The higher temperatures generated very high levels of NDMA from ranitidine products because of the test procedure. FDA published the method for testing angiotensin II receptor blockers (ARBs) for nitrosamine impurities. That method is not suitable for testing ranitidine because heating the sample generates NDMA.

FDA recommends using an LC-HRMS testing protocol to test samples of ranitidine. FDA’s LC-HRMS testing method does not use elevated temperatures and has shown the presence of much lower levels of NDMA in ranitidine medicines than reported by the third-party laboratory. International regulators using similar LC-MS testing methods have also shown the presence of low levels of NDMA in ranitidine samples.

FDA will test ranitidine oral solution products and has begun testing samples of other H2 blockers and proton-pump inhibitors to help inform this ongoing investigation. To date, the agency’s early, limited testing has found unacceptable levels of NDMA in samples of ranitidine. The agency will provide more information as it becomes available.

Whywhenwhohow (talk) 13:45, 24 October 2019 (UTC)

Manufacturing/synthesis like in other drug wikis
Many other drug articles give some rudiments of synthesis. This bears on the dimethylnitrosamine recall: where in the manufacturing process would DMNA be introduced? Or does it form spontaneously on decomposition? The reference given does not mention origin, just presence. The information leads to fact that only one offshore manufacturer supplied all generic and name brand retailers. Recently, another medication (possibly the same international manufacturer) was found to contain DMNA but another 'how could it contaminate the product?' question. TaylorLeem (talk) 18:55, 21 November 2020 (UTC)

Word "is" recall vs. a claim of "safe"
Amidst ongoing robocalls attempting to find next of kin for a pharmaceutical about which, two years ago, the New York Times wrote "some experts are advising expectant mothers to use alternative forms of relief" seems to need some editing: there is a need to question restoring the word "is" before "considered generally safe in pregnancy." Nuts240 (talk) 04:20, 14 July 2022 (UTC)

 * Please don't add medical claims that don't have sources that meet WP:MEDRS guidelines. See WP:MEDMOS and WP:NOTNEWS. --Whywhenwhohow (talk) 06:42, 15 July 2022 (UTC)

non-medical journalism
(single sentence, as labeled above- comments?): While a 2005 Wiley text proclaims "considerable use in pregnancy over the last 30 years with an excellent safety ... " WebMD has recently said "Not recommended" and in 2020 ''The New York Times published "some experts are advising expectant mothers to use alternative forms of relief." Nuts240 (talk) 12:14, 19 July 2022 (UTC)

Cleanup flag: Hard to understand
Can this flag be removed? This section as it is now doesn't seem particularly complicated or difficult to comprehend to me. <IP_ADDRESS> (talk) 14:15, 25 October 2022 (UTC)

Ranitidine is unstable and decomposes to carcinogen NMDA
The CEO of Valisure admitted in a WSJ letter to the editor on 23/12/2022 that ranitidine is unstable and decomposes to NMDA. That is, NMDA concentration will increase until the parent compound is gone. The Wikipedia article claims NMDA is an impurity, but that is inaccurate - it is the 'natural' result of aging of the pure (?) parent compound. Article needs to be rewritten to remove some of the Pollyanna-ish verbiage.<IP_ADDRESS> (talk) 02:00, 29 December 2022 (UTC)

 * Yup. Good source: https://www.bloomberg.com/news/features/2023-02-15/zantac-cancer-risk-data-was-kept-quiet-by-manufacturer-glaxo-for-40-years
 * Yet it's still available in places. There's also too much howto stuff here for a med that should never be taken.  Tanishism (talk) 21:16, 20 February 2023 (UTC)

 * Could use some help with incorporating content from the Bloomberg article ; see https://en.wikipedia.org/wiki/Wikipedia:Media_copyright_questions#Proactive_request_for_input

--Tanishism (talk) 05:28, 24 February 2023 (UTC)

Last edit - subtitle of Bloomberg piece?
@Nthep - It's not the opening paragraph. It appears above the byline. . See https://en.wikipedia.org/wiki/Help_talk:Citation_Style_1/Archive_33#Subtitle%3F. You still think it shouldn't be there? Tanishism (talk) 23:25, 24 February 2023 (UTC)

 * Yes, it shouldn't be there. Above or below the byline it is not part of the title but the equivalent of a lead paragraph herel Nthep (talk) 07:15, 25 February 2023 (UTC)

Modification and clarification of paragraph discussion regulatory action in April 2020
I removed a paragraph that had been ripped straight from the EMA's interim report press release and inserted clumsily into the article and replaced it with something that fit in and led naturally, did not restate what had been stated in the previous paragraph, and cited the authoritative ruling's announcement, which is the same text as the interim announcement that was linked before.

I may have made some factual or semantic errors, as I do not quite understand the workings of the European Union or its regulatory structures to any degree of sophistication. Regardless, I believe this is an improvement and I welcome feedback and corrections. Dylan Lainhart (talk) 19:22, 27 March 2023 (UTC)

Not Off Market Everywhere
“As of May 2021, ranitidine has been completely withdrawn from the market.” Is this out of date? Or did my doctor and pharmacist not get the memo? Perhaps the statement should specify which market. Humphrey Tribble (talk) 02:54, 21 November 2023 (UTC)

 * I have now had time to check the reference. It doesn’t say “ranitidine “has been completely withdrawn from the market.”so it fails verification on that point alone. Aside from that, quick web scan shows ranitidine is still easily available.
 * Please use caution with phrases such as “everywhere”, “all”, or “entire”, especially if US government agencies such as the FDA are involved. The US is only a small part if the world. Humphrey Tribble (talk) 01:06, 26 November 2023 (UTC)

title: Talk:Ranitidine


text:
Graphic Design/Principles of Design

Some of the most commonly acknowledged principles of design are alignment, balance, contrast, proximity, repetition, and white space. These are all elements of graphic design "composition." Additionally, compositions are evaluated based on the use of (and the successes or failures of) harmony, emphasis, gestalt, pattern, movement, rhythm, proportion, and unity.

What is Graphic Design?
Graphic design are definitions, rules and considerations of design applied to the visual medium, for communication by the use of visual objects that may include words, lights, graphs and shapes to pass information to the viewer. Graphic design can be used for advertising, or just for entertainment intended for the mind. From clarification or expansion of information via visual aids to the arousal of emotional and aesthetic feelings in an artistic way. It may be a contributor to many other forms of art and craft, for example the elaboration of typefaces used in print and media, the order and flow of presentation of a cartoon, to the creation of road signs or even emoji. Graphic design considerations influence all visual aspects of our technological society and is an intrinsic part the shared human culture.

Alignment
Alignment is the act of keeping design objects in line - not only vertically or horizontally, but across any linear plane. Alignment can also be done respectively, i.e. one design element is positioned with respect to another element within the same frame.

Balance
Designs in balance (or equilibrium) have their parts arrangement planned, keeping a coherent visual pattern (color, shape, space). "Balance" is a concept based on human perception and the complex nature of the human senses of weight and proportion. Humans can evaluate these visual elements in several situations to find a sense of balance. A design composition does not have to be symmetrical or linear to be considered balanced, the balance is global to all elements even the absence of content. In this context perfectly symmetrical and linear compositions are not necessarily balanced and so asymmetrical or radial distributions of text and graphic elements can achieve balance in a composition.

Contrast
Distinguishing by comparing/creating differences. Some ways of creating contrast among elements in the design include using contrasting colors, sizes, shapes, locations, or relationships. For text, contrast is achieved by mixing serif and sans-serif on the page, by using very different type styles, or by using type in surprising or unusual ways. Another way to describe contrast, is to say "a small object next to a large object will look smaller". As contrast in size diminishes, monotony is approached.

Emphasis
Making a specific element stand out or draw attention to the eye. Emphasis can be achieved in graphic design by placing elements on the page in positions where the eye is naturally drawn, by using other principles such as contrast, repetition, or movement. Bold and italic type provides emphasis for text. Graphic elements gain emphasis through size, visual weight, color, complexity, uniqueness, placement on the page, and other features.

Gestalt
Sometimes considered a distinct principle of design, gestalt is the concept that "the whole is greater than the sum of its parts." Gestalt is a concept from psychology, where theorists note the propensity of humans to conceptually group things together to make a meaningful whole. When viewing designs, humans apply this principle unconsciously by seeing connections and relationships among and between the elements in the design. The overall perception of gestalt in a design is created through harmony, unity, balance, proportion, proximity, and other visual cues. Designers can use this principle to create visual connections and relationships that clarify and strengthen the overall "feel" and meaning of the design.

Harmony
As with music, graphical elements can be said to be working in harmony - the individual parts come together as visually compelling and a meaningful whole. Disharmony can also be used just as it is in musical compositions: to enhance the emotional complexity, to challenge the viewer, and to give a contrast within the overall composition.

Movement
Movement is creating an instability, making motion to blur the image. Movement can be achieved by using graphic elements that direct the eye in a certain direction such as arrows that point the way overtly or a series of lines or dots that get progressively larger or smaller, creating a more subtle sense of movement. Movement can be accomplished simply by using a photograph or clip art of something moving - a runner - as opposed to something stationary - a person standing.

Proportion

 * This indicates the relative visual size width, and weight of a particular graphical elements in a design composition.
 * Visual elements create a sense of unity where they relate well with one another.
 * Proportion is the relationship of two or more elements in a design and how they compare with one another. Proportion is said to be harmonious when a correct relationship exists between the elements with respect to size or quantity.
 * The effective use of proportion in design is often referred to as harmony, a relationship in which the various elements of the composition appear as if they belong together in size and distribution.
 * 1) Example-if one figure is made to look larger compared to other figures in a composition, it is said to be out of proportion and is given greater importance.

Proximity
Closeness or distance of individual design elements. Close proximity indicates a connection. Proximity means grouping elements together so that you guide the viewer/reader to different parts of the message.

Repetition
Repeating a sequence; having it occur more than a few times. In design, repetition creates visual consistency in page designs, such as using the same style of headlines, the same style of initial capitals, or repeating the same basic layout from one page to another.

Excessive repetition (monotony) may lead to boredom and uninteresting compositions. If one cannot avoid excessive repetitions for any reason, do not forget to add some visual breaks and white spaces where eyes can rest for a while.

Rhythm
A strong, regular, repeated pattern of movement or sound. Successful designs have an effective ebb and flow. Text and Graphics should seem to be paced and patterned. Spacing is an effective application of this principle. Second, human beings are more comfortable with variation in general. Psychologically, most any serious lack in variation of anything (a solid, a line, a sound, a situation) can become very boring. Adding a little variation at non-specific intervals (every now and again) gives most any design an interesting appeal as long as it is not overdone.

In setting type, rhythm can be created or disrupted. Compare the gibberish strings, "as erav mono ewone zenao oro remuna oravanam" and "githol urtym reislyt quadirit". Notice how the latter seems to be more organic and readable than the former. This is resultant of two things. One, the eye more easily follows abnormalities and variation, like an ocular foothold. Too-narrow columns result in over-hyphenation. Images that interrupt a passage of text can break the rhythm for the reader and they could disturb the visual appearance of the page. The definition of rhythm is- the suggestion of motion through the use of various elements.

Unity
Unity is a feeling of wholeness, usually achieved when the parts complement each other in a way where they all have something in common. That can be achieved by the use of complementary or the same (or similar) attributes, be it colors, or different tints of it or be it shapes or even the use of a similar graphic style for illustrations.

White Space
Areas of a design void of text or graphics. White space includes margins, gutters, space between lines of type (leading), off-set of text from images (text wraps) and any other part of the page that is empty. White space is also analogous to "negative space" where "positive space" is defined as images, blocks of text, and other graphical elements. In graphic design, the white space, or negative space, is considered an important element of the overall design. It is used - and evaluated - based on the same criteria as the rest of the elements in the design. White space can add to or detract from the balance, unity, harmony, rhythm and overall success of a design. White space can give emphasis, contrast, and movement. It can be used for repetition and pattern, and work within various relationships with other elements of the positive and negative spaces in the design.

title: Graphic Design/Principles of Design