OpenLLM-France/wikimedia huggingface dataset:
# Castles of England/Greater London

There is one castle of note in Greater London.
| Name | Type | Date | Condition | Ownership / Access | Notes (Key) |
| Tower of London | Concentric castle | 100111–13th century | Intact | Historic Royal Palaces | White Tower begun c.1077, complete by 1100, curtain walls added 13th century, working portcullis. |

### Tower of London

The Tower of London, or more properly, Her Majesty's Royal Palace and Fortress, stands on the north bank of the River Thames in central London. Construction began in 1066 shortly after the Norman invasion. The castle's common name comes from the White Tower which was built in 1078 and was seen at the time as a symbol of oppression. As a whole, the Tower is a complex of several buildings set within two concentric rings of defensive walls and a moat. There were several phases of expansion, mainly under Kings Richard the Lionheart, Henry III and Edward I in the 12th and 13th centuries. The general layout established by the late 13th century remains despite later activity on the site.
The Tower of London was besieged several times and controlling it has been important to controlling the country. By the time of the Tudors the Tower became used less as a royal residence, and despite attempts to refortify and repair the castle its defences lagged behind developments to deal with artillery.
The Tower was oriented with its strongest and most impressive defences overlooking London and visually dominating the surrounding area. The castle is made up of three wards or enclosures. The innermost ward contains the White Tower and is the earliest phase of the castle. Encircling it to the north, east, and west is the inner ward, built during the reign of Richard the Lionheart. Finally, there is the outer ward which encompasses the castle and was built under Edward I. Although there were several phases of expansion after William the Conqueror founded the Tower of London, the general layout has remained the same since Edward I completed his rebuild in 1285. The castle encloses an area of almost 12 acres with a further six acres around the Tower of London constituting the Tower Liberties – land under the direct influence of the castle and cleared for military reasons.
# Castles of England/Isles of Scilly

There are three castles on the Isles of Scilly.
| Name | Type | Date | Condition | Ownership / Access | Notes (Key) |
| Cromwell's Castle | Artillery tower | 16511651 | Substantially intact | EH | |
| King Charles's Castle | Artillery fort | 15501550 | Ruins | EH | Ruined |
| Star Castle | Artillery fort | 15931593 | Intact | Hotel | Substantially intact |

### Cromwell's Castle

Cromwell's Castle is a coastal gun tower built by Oliver Cromwell on the island of Tresco. It was constructed in 1651 - 1652 as a replacement for King Charles's Castle. The guns were mounted on the roof above the garrison's living quarters and magazines. The tower was originally entered at first floor level by an external stair on the south side. The present entrance dates from the construction of the lower gun platform added in the 1740s by Abraham Tovey, Master Gunner.

### King Charles's Castle

King Charles's Castle is a coastal artillery fort near the northern extremity of the island of Tresco. It is now in ruins. It was a semi-hexagonal gun tower designed to provide a wide field of fire and two-storeyed to give at least two tiers of guns. The domestic quarters for the garrison were at the rear.
Despite its name, the castle was built 1550-1554 during the reign of Edward VI. During the English Civil War low earthwork defences were thrown up beyond the castle to protect it from landward attack. After the war it was replaced by Cromwell's Castle.

### Star Castle

Star Castle is a fortress on St Mary's, Isles of Scilly, built in 1593 by Francis Godolphin in the shape of an eight-pointed star. Little altered it is an almost complete example of an Elizabethan fort.
# Castles of England/English Castle References

← English Castle Glossary |
This chapter provides a list of references, further reading as well as links to useful additional resources.

## References

* Bolton Castle official website

## Further Reading

* Blair, J. (1998). Anglo-Saxon Oxfordshire. London: Sutton. ISBN 978-0750917506.
* Brown, R.Allen (1962). English Castles. London: Batsford. ISBN 978-0907486060.
* Brown, R.Allen (2004). Allen Brown's English Castles (3rd ed.). Woodbridge, UK: Boydell Press. ISBN 978-1843830696.
* Creighton, Oliver (2002). Castles and Landscapes. London: Continuum. ISBN 978-0826458964.
* Elton, G.R. (1991). England Under the Tudors. London: Routledge. ISBN 978-0415065337.
* Emery, A. (2006). Greater Medieval Houses of England and Wales, 1300–1500: Southern England. Cambridge: Cambridge University Press. ISBN 978-0521581325.
* Harrington, P. (2007). The Castles of Henry VIII. Oxford: Osprey. ISBN 978-1846031304.
* Higham, Robert; Barker, Philip (1992). Timber Castles. London: Batsford. ISBN 978-0713421897.
* Impey, Edward; Parnell, Geoffrey (2000). The Tower of London: The Official Illustrated History. Merrell Publishers in association with Historic Royal Palaces. ISBN 978-1858941066.
* King, D.J.Cathcart (1983). Castellarium Anglicanum: An Index and Bibliography of the Castles in England, Wales and the Islands. London: Kraus International Publications. ISBN 978-0527501105.
* King, D.J.Cathcart (1988). The Castle in England and Wales: An Interpretative History. London: Croom Helm. ISBN 978-0918400086.
* Liddiard, Robert, ed. (2003). Anglo-Norman Castles. Woodbridge, UK: Boydell Press. ISBN 978-0851159041.
* Renn, Derek (1984). "Review: Castellarium Anglicanum by D. J. Cathcart King". Medieval Archaeology. 28: 277–278.
* Thompson, Michael (1987). The Decline of the Castle. Cambridge: Cambridge University Press. ISBN 978-0521321945.
Many of the castles discussed in this book are owned or managed by English Heritage. Its website provides a brief overview of the castles and information on visiting:
# Castles of England/Essex

There are five castles of note in Essex.
| Name | Type | Date | Condition | Ownership / Access | Notes (Key) |
| Colchester Castle | Tower keep | 100111th century | Intact | HM Local authority | Reduced in height in 17th century. |
| Hadleigh Castle | Castle | 120113–14th century | Fragmentary remains | EH | |
| Hedingham Castle | Tower keep | 1130–40 | Substantially intact | HH | Castle demolished 17th century except for keep, well-preserved interior despite fire of 1954. |
| Pleshey Castle | Motte and bailey | 110112th century | Earthworks | Private | |
| Walden Castle | Keep and bailey | 110112th century | Fragmentary remains | HC | Remains of keep. |

### Colchester Castle

Colchester Castle's keep at 152 x 112 ft is the largest ever built in Britain and the largest surviving example in Europe. There has always been debate as to the original height of the castle. It has been suggested that the keep was at one time four storeys high, though for a number of reasons, including the peaceful region of the castle and the lack of local stone, it is now thought that it had only two or three. The castle is built on the foundations (or the podium) of the earlier Roman temple of Claudius (built between AD 54–60). These foundations, with their massive vaults, have since been uncovered and can be viewed today on a castle tour.
The castle was ordered by William the Conqueror and designed by Gundulf, Bishop of Rochester. Building began between 1069 and 1076 under the supervision of Eudo Dapifer, who became the castle's steward on its completion. Building stopped in 1080 because of a threat of Viking invasion, but the castle was completed by around 1100. Many materials, such as Roman brick and clay taken from the Roman town, were used in the building and these can easily be seen. Scaffolding pole holes and garderobes can still be seen in the structure.
# Castles of England/Gloucestershire

There are six castles of note in Gloucestershire.
| Name | Type | Date | Condition | Ownership / Access | Notes (Key) |
| Berkeley Castle | Keep and bailey | 110112–14th century | Intact | HH | Largely unaltered until 1920s, when interior modernised by 8th Earl of Berkeley. |
| Beverstone Castle | Pentagonal castle | 120113–15th century | Ruins | NGS | 160117th century house built within ruins. |
| Ruardean Castle | Fortified manor house | 120113th century | Fragment | | |
| St Briavel's Castle | Keep and bailey | 120113th century | Habitable | EH | Youth hostel. |
| Sudeley Castle | Quadrangular castle | 140115th century | Restored | HH | Restored as country house 19th century. |
| Thornbury Castle | Fortified house | 1511c.1511 | Substantially intact | Hotel | Restored 19th century. |
# Castles of England/Hampshire

There are a number of notable castles in Hampshire.
| Name | Type | Date | Condition | Ownership / Access | Notes (Key |
| Calshot Castle | Artillery fort | 150116th century | Substantially intact | EH | Altered 18–20th centuries, in use until 1961. |
| Hurst Castle | Artillery fort | 150116th century | Substantially intact | EH | Repaired and refortified 19th century. |
| Netley Castle | Artillery fort | 150116–19th century | Rebuilt | Convalescent home | Remodelled and extended 1885–90. |
| Odiham Castle | Shell keep and bailey | 1201Early 13th century | Fragmentary ruins | HC Local authority | Built by King John. |
| Portchester Castle | Keep and bailey | 100111–12th century | Extensive ruins | EH | Built within surviving walls of Roman fort of the Saxon Shore. |
| Southampton Castle | Keep and bailey | 100111–14th century | Fragments | HAL | North bailey wall survives. |
| Southsea Castle | Artillery fort | 150116th century | Rebuilt | HC Local authority | Altered several times. |
| Warblington Castle | Fortified manor house | 150116th century | Fragmentary ruins | Private | Remains of possibly fortified building besieged during the Civil War and subsequently destroyed, on site of earlier fortified manor house. |
| Winchester Castle | Motte and bailey | 100111–13th century | Fragment | HC Local authority | Great hall survives, reroofed in 1873. |
| Wolvesey Castle | Castle | 110112th century | Ruins | EH | |
# Circuit Theory/Phasors/Examples/example11

Given that the voltage source is defined by $V_{s}(t)=cos(t)$ and the current source is defined by $I_{s}(t)=2sin(t-{\frac {\pi }{3}})$, find all other voltages, currents and check power.

## Knowns, Unknowns and Equations

    Knowns: $V_{s},R_{1},R_{2},L,C,I_{s}$
    Unknowns: $v_{1},v_{2},v_{C},v_{L},i_{1},i_{2},i_{C},i_{L}$
    Equations:
       $v_{1}=R_{1}*i_{1}$
       $v_{2}=R_{2}*i_{2}$
       $i_{C}=C*{d \over dt}v_{C}$
       $v_{L}=L*{d \over dt}i_{L}$
       $i_{1}+I_{s}-i_{2}-i_{C}=0$
       $i_{c}-I_{s}-i_{L}=0$
       $v_{1}+v_{2}-V_{s}=0$
       $v_{C}+v_{L}-v_{2}=0$

## Solutions and Analysis

    numeric solution calculated in the phasor domain
    attempt at a Laplace solution
    simulation at circuitlab
# Circuit Theory/Phasors/Examples/example11/laplace solution
## Laplace Solution

Can not get Mupad to evaluate the laplace transform of both functions, but can get the laplace transform to evaluate within MatLab:
    ${V_{s}}(t)\rightarrow {\mathcal {L}}(V_{s})$ = s/(s^2 + 1)
    ${I_{s}}(t)\rightarrow {\mathcal {L}}(I_{s})$ = -(2*((3^(1/2)*s)/2 - 1/2))/(s^2 + 1)
The equations can be solved in the Laplace domain:
    ${\mathcal {L}}(V_{1})=R_{1}*{\mathcal {L}}(I_{1})$
    ${\mathcal {L}}(V_{2})=R_{2}*{\mathcal {L}}(I_{2})$
    ${\mathcal {L}}(I_{C})=C*s{\mathcal {L}}(V_{C})$
    ${\mathcal {L}}(V_{L})=L*s{\mathcal {L}}(I_{L})$
    ${\mathcal {L}}(I_{1})+{\mathcal {L}}(I_{s})-{\mathcal {L}}(I_{2})-{\mathcal {L}}(I_{c})=0$
    ${\mathcal {L}}(I_{c})-{\mathcal {L}}(I_{s})-{\mathcal {L}}(I_{L})=0$
    ${\mathcal {L}}(V_{1})+{\mathcal {L}}(V_{2})-{\mathcal {L}}(V_{s})=0$
    ${\mathcal {L}}(V_{c})+{\mathcal {L}}(V_{L})-{\mathcal {L}}(V_{2})=0$
The Laplace numerical results look as complicated as the symbolic phasor results. The Laplace solutions are too complicated for matLab or MuPad to get back into the time domain ... even when solved numerically. This is why people use phasors.
# City Of Heroes/Enhancements/Math
## Types of Enhancements

There are five known types of enhancements in City of Heroes: Training Enhancements (TO), Dual Origin Enhancements (DO), Single Origin Enhancements (SO), Trial Reward Enhancements (TR), and Hamidon Enhancements (HO).
Enhancements are broken down into two categories. Range, cone range, defense and damage resist enhancements use the lower of the two numbers in the following table; all other enhancements use the higher number.
Value of Enhancements :
| Training Enhancements: | 8.25%/5% |
| Dual Origin Enhancements: | 16.5%/10% |
| Single Origin Enhancements: | 33%/20% |
| Trial Reward Enhancements: | 25%/15% (affects multiple aspects of a power) |
| Hamidon Enhancements: | 33%/20% (affects multiple aspects of a power) |

## Effect of Level

The level of the enhancement does not directly affect the benefit that enhancement. However, the level of the enhancement relative to the level of the hero does. Enhancements at a higher level than the hero provide a 5% bonus per level difference; those at a lower level have a 10% reduction per level difference. To calculate the value of an enhancement, take its base strength (e.g., 33% for a single-origin damage enhancement), and multiply it by the level modifier (one of .7, .8, .9, 1, 1.05, 1.1, and 1.15).
To calculate the effect of multiple enhancements for a single power, calculate the modifying factor as follows: $ModifyingFactor=1+\sum BaseEnhancementStrength*LevelModifier$
For instance, if a level 32 hero has three single-origin damage enhancements (levels 31, 32 and 35) and one dual-origin damage enhancement (level 33) in one attack, the modifying factor will be: $1+.3333*.9+.3333*1+.3333*1.15+.1666*1.05=2.19$
To see how this affects the power, either multiply or divide the power's basic "value" by the modifying factor (depending on whether the "value" is being increased or decreased). For instance, the above-mentioned hero will be doing 2.19 times as much damage with that attack. Or, if those were endurance reduction enhancements instead, that attack would use $1/2.19=46\%$ of the base endurance.
Note that accuracy enhancements are affected by level difference, but are additive to your base to-hit instead of being multiplied.
# City Of Heroes/General Help/MrNoj

This guide is far from complete and any information in it is from my own experience and not necessarily how everyone plays the game. With that said, on with the guide! – User:Mrnoj

## Quick tips and Hints

Heals wake people up. Any change in HP will break sleep, including both heals and damage.
Never try and pull a boss from a group… he will bring all of his lieutenants and minions with him. Instead, go for the minions that are walking around and not too near the group, or the ones that are facing a different direction than the rest, they tend to be the easiest to pull alone or in small groups.
A quick way to get out of debt or gain some quick influence is to exemplar to someone in the 1-10 level range. To do this, have them right click on you (or your name in the team window) and select ‘invite exemplar’, accept the invitation and you will notice many of your powers grey out. You cannot use these powers for the duration of the exemplar, but soon you should be out of debt or have the influence that you needed.
Team often, and team with people you know, this is where people tend to have the most fun and the quickest level gains. Pick up groups can be fun, but they can also be frustrating. Teams work best when people know what the other players on the team are capable of.
Choose your powers wisely. It is usually a bad idea to have more than one transport power before you hit level 28, around that time some people will pick up a second transport power, especially so in the case of Super Speed and Super Jump. On the flip side of the coin, most people have some form of transport power when they hit level 14.
Make your power pool powers count. They aren’t as powerful as your primary and secondary power sets, so if you have something that is very similar to a power pool power that you are considering, think hard about it. Many people will choose the fitness pool for the Health and Stamina powers that are available at the later levels. Another common choice is Hasten from the Speed power pool.
Avoid over-using power pools. You are only allowed 4 different power pools, but you can pick as many of the 4 powers in each of those pools as you like. Generally it is not a good idea to get more than 5 or 6 pool powers over the lifetime of your character.
# City Of Heroes/General Help/Task Forces

A Task Force is a series of missions given by a special contact which must be completed by a single team. No new members may be added to the team once the TF starts. People can quit, but once the team drops down to a single player, the task force is over. No contacts other than the special TF contact will give you missions or sell you inspirations. While the task force is going on, you can only do task force missions. You can log off, and then log back on later to complete the TF, as long as and your teammates don't actually quit from the TF. You must fall within the level range listed below to begin the task force, though you may outlevel it during the course of the TF. People can SK up to join a TF, but may not be able to enter the necessary zones. People can exemplar down to join a TF, but if they unexemplar for any reason during the TF, they are immediately booted out. Any mapserver disconnect for either of the people in the exemplaring relationship can result in being kicked from the TF. Note: villains will spawn at the highest level of the TF, without regard for the levels of the heroes in the TF. This list contains spoilers

### Moonfire (Striga Isle): The Kheldian War

We couldn't take her out, and our attempt to complete this listing failed. Hopefully another will seize the reins and complete the guide (Wiki rocks)
* We had more luck, beating her with 2 scrappers, an illusion / bubbler, and an emp / dark. We took out her guards, retreated, rested and buffed, then waded in. Though she kept healing (not always to full) we kept plugging. After about 5 minutes of solid thrashing she bit the dust. Everyone got an xp bonus and an SO (no badge).
# City Of Heroes/Inspirations

Inspirations temporarily boost your abilities. Each inspiration is respresented by a colored square in your inspiration tray. If you hover the mouse over an inspiration, its name will pop up. By right clicking on an inspiration, you can learn more about it. There are seven types of inspiration, and each is available in three sizes: small, medium, and large.
The small version of each inspiration can be purchased from your contacts. Some are available immediately, and others only after you have completed some missions for that contact. Each inspiration costs 50 influence, except for Awakens, which cost 250. Inspirations can also be received from defeated enemies. Because they are dropped so frequently by defeated enemies, they are considered disposable and cannot be sold to stores. You can give an inspiration to another player by dragging it from your inspiration tray and dropping it on the other hero. Inspirations may also be traded using the trade window.
A level 1 hero can only carry four inspirations at a time. Higher level heroes can carry many more.

## The seven types

Accuracy - increases your accuracy when you attack, and your perception.
Damage - increases the damage you inflict when you attack
Defense - increases your defense, making it harder for you to be hit
Endurance - recovers a portion of your endurance
Health - heals a portion of your health
Resistance - frees you from all status effect attacks, and gives you resistance for a short time
Resurrection - returns you to consciousness without a trip to the hospital. Has no effect on xp debt.
Note: The game originally contained Discipline inspirations, which granted resistance to status effect attacks, but could not be used after you were held, disoriented, or mezzed. In Issue 3 (?) two new inspirations were added which protected you from different types of status effects, and which could be used while disoriented, held, or mezzed. In Issue 4, it looks like these will all be replaced with Break Free inspirations, which give resistance to all status effect attacks and which can be used while while you are held.
# City Of Heroes/General Help

General guides to CoH can be linked here. To do so, simply edit the page and add your guide under the section it belongs in by typing Save the page and click on the link that you just made and you have your own page to write a new guide in.

## Primers

MrNoj's Primer
Gaining Influence
Story Arcs
Leading a Team
Brawl Index
Task Forces
# City Of Heroes/General Help/Influence
## How to gain Influence

Influence at early levels can be hard to come by, and for many new players, this can be annoying. But there are several ways to gain influence quickly.

## Exemplar

For those of you who have no debt, this can be a great way to go. For those of you with debt, this is a way to get rid of it. The best way to pull this off is to find someone around lvl 2-5, and ask them to exemplar you. Tell them to right click on you and select 'Invite Exemplar'. Many of your powers will be greyed out, they won't be useable. The reason why you choose someone in such a low level range is because missions go quickly and you get that ending xp in no time. Another reason is because you get to help out a lowbie a bit... some people actually consider this a benefit (~~).

## "Sell" Missions

When you get the 'missing fortune teller' mission (from a magic contact around lvl 10-15), head to the green line and make a full round of all the stations, yell out in broadcast that you have the find the missing fortune teller mission, the one that gives the spelunker badge, and then go back to steel canyon and head for perez park... by the time you get there you should have a full team asking to join you. Don't outright ask for influence... it's implied... trust me. At the end of the mission, you'll have at least one of the team members come up to you and invite you to trade. I've made up to 1 million influence from this mission alone.
# BASIC Programming/Random Number Generation

One useful thing for games is random numbers. This is a sequence of numbers that appears randomly distributed, so they can be used to simulate things like shuffling a deck of cards or producing different behaviours every time a program runs.
Random numbers in BASIC are generated by the RND function. This returns a number between 0 and 1. For example:
You will get "Wikibooks' coolness quotient: .7055475%".
That result looks random. Run it again and you get the same value! That makes a game boring. This is the purpose of seeding, which is normally accomplished with the RANDOMIZE statement. In modern dialects, this can be tied to the clock using the TIMER keyword:
which will print "Wikibooks' coolness quotient: .8532526%" and another time will print "Wikibooks' coolness quotient: .3582422%". Better, right?
But decimal numbers are not always useful. If you want a whole number, you must get a random number and then convert it to a whole number. Normally you want that number to be between two limits, say 0 and 100. One solution is to take the number, multiply by the maximum desired value, add half to round it, and then take the whole number part. Some slight variation on the following code is very common:
Modern dialects like QBASIC offer more control. We can state the variable is an integer, and BASIC will force it to that format and slightly simplify the code:
which will print "Wikibooks' coolness quotient: 85%".