OpenLLM-France/wikimedia huggingface dataset:
# Open Sicilian with 2...Nc6

Moves:1.e4 c5 2.Nf3 Nc6 3.d4 cxd4 4.Nxd4 Nf6 5.Nc3
OK, so Black has a few choices here, and there's nothing wrong with d6 or e6.
Now let's talk about the move that has come from non-existence in the early 70's to a place in the repertoire of every super-GM and left a generation of chess writers wringing their hands in despair at the crazy stuff these kids are getting away with: the dramatic lunge e5!
To state the obvious, e5 kicks White's knight. Of course we know that not every such "tempo-gaining" pawn move is good; the acid test is whether the damage it does to the structure outweighs the inconvenience to the opponent. After ...e5 Black's d-pawn is backward on a half-open file (gasp!) and has no foreseeable prospect of advancing to d5, which means the king's bishop will be stuck behind a pawn on d6 and that d5, with a white knight already just one move away, will be a long-term White outpost.
So for a century or so that was the end of the matter, until everyone started playing the Najdorf: 1.e4 c5 2.Nf3 d6 3.d4 cxd4 4.Nxd4 Nf6 5.Nc3 a6 followed by, if possible, ...e5! The point being that, after the customary opposite sided castling, in a position in which mutual mating attacks were the order of the day, the stabilisation of the centre brought about by ...e5 was far more relevant than something some Danish chap had said about backward pawns forty years earlier. And while it's true that the king's bishop will never be the jewel of Black's position after d6 and e5, to quote Mihai Suba, "Bad bishops protect good pawns!"
Far from being a liability, the Najdorf structure was something players wanted to force onto the board, avoiding if possible any of the Bg5 or Bc4 nonsense seen in the Najdorf in which the e-pawn must meekly shuffle out to e6. So the idea of an immediate 5...e5 came up. In the 2...d6 line it didn't really work because of 6.Bb5+! exchanging Black's good bishop - this being the reason behind 5...a6 in the Najdorf. But why not try it with the check pre-blocked by 2...Nc6?
Why not indeed, thought Grandmaster Yevgeny Sveshnikov.

## Theory table

1.e4 c5 2.Nf3 Nc6 3.d4 cxd4 4.Nxd4 Nf6 5.Nc3
| | 5 | 6 | 7 |
| | Nc3 d6 | Bg5 e6 | Qd2 Be7 | += |
| Sveshnikov | ... e5 | Ndb5 d6 | Bg5 a6 | += |
| Taimanov | ... e6 | Ndb5 Bb4 | a3 Bxc3+ | += |
| | ... a6 | Nxc6 bxc6 | e5 | += |
When contributing to this Wikibook, please follow the Conventions for organization.

## References

* Kasparov, Garry, & Keene, Raymond 1989 Batsford chess openings 2. ISBN 0-8050-3409-9.
# Chess Opening Theory/1. e4/1...c5/2. Nf3/2...Nc6/3. d4/3...cxd4

Moves:1.e4 c5 2.Nf3 Nc6 3.d4 cxd4
This is the main line.

## Theory table

1.e4 c5 2.Nf3 Nc6 3.d4 cxd4
| | 4 |
| Main Line | Nxd4 - | += |
When contributing to this Wikibook, please follow the Conventions for organization.

## References

* Kasparov, Garry, & Keene, Raymond 1989 Batsford chess openings 2. ISBN 0-8050-3409-9.
* This Chess related article is a stub. Please assist Wikibooks by expanding it.
# Classical Sicilian Richter Rauzer variation
## Theory table

1.e4 c5 2.Nf3 Nc6 3.d4 cxd4 4.Nxd4 Nf6 5.Nc3 d6 6. Bg5 e6 7. Qd2
| | 7 | 8 | 9 |
| Richter-Rauzer main line | ... a6 | O-O-O Bd7 | ? ? | += |
When contributing to this Wikibook, please follow the Conventions for organization.

## References

* Kasparov, Garry, & Keene, Raymond 1989 Batsford chess openings 2. ISBN 0-8050-3409-9.
* This Chess related article is a stub. Please assist Wikibooks by expanding it.
# Open Sicilian with 2...Nc6

Moves: 1. e4 c5 2. Nf3 Nc6 3.d4
The Open Sicilian is a very popular opening. There is a great deal of theory on the opening and it is also typically very tactical. For these two reasons some people who do not play the Sicilian will avoid playing the Open Sicilian to encourage slower maneuvering instead of sharp tactics.

## Theory table

1.e4 c5 2.Nf3 Nc6 3.d4
| | 3 |
| Main Line | ... cxd4 | += |
| | ... e6 | Nc3 |
When contributing to this Wikibook, please follow the Conventions for organization.

## References

* ↑ Sicilian Defence, .Sicilian Defence
* Kasparov, Garry, & Keene, Raymond 1989 Batsford chess openings 2. ISBN 0-8050-3409-9.
# Classical Sicilian
### 5...d6

Black's move 5...d6 protects the recently developed knight from being attacked. A pawn move is thus in order, since both knights are developed to good squares, and the Bishop on c8 now has the option, but not the obligation, to develop to a good square once white makes their intentions known.
Of all the responses for white, Bg5 is perhaps the best, and should be expected from a strong opponent. It pins the king knight, prepares for queenside castling, and it is the prelude to the Richter-Rauzer Attack (named after Vsevolod Alfredovich Rauser).

## Theory table

1.e4 c5 2.Nf3 Nc6 3.d4 cxd4 4.Nxd4 Nf6 5.Nc3 d6
| | 6 | 7 | 8 |
| Richter-Rauzer | Bg5 e6 | Qd2 a6 | O-O-O Bd7 | += |
| Sozin | Bc4 e6 | Be3 Be7 | Qe2 O-O | = |
| Boleslavsky | Be2 e5 | Nb3 ... | = |
| | f3 e5 | = |
| | Be3 Ng4 | = |
When contributing to this Wikibook, please follow the Conventions for organization.

## References

* ↑ http://www.chessgames.com/perl/chessopening?eco=B60
* Kasparov, Garry, & Keene, Raymond 1989 Batsford chess openings 2. ISBN 0-8050-3409-9.
# Classical Sicilian - Sozin Attack
### 6.Bc4

6.Bc4 begins the Sozin attack on the classical Sicilian. Black may choose to reply with e6, which is a position easily reached through transposition from the Scheveningen variation as well (6.Bc4,Nc3). However, from the Scheveningen variation white tends to pick other attacks which are more suited to the position, such as the English Attack or the Keres Attack. The Sozin attack is often considered less common and less ambitious than the Richter-Rauzer Attack.
Black could also choose to reply with g6 transposing to a form of the Dragon variation, but this leads to the "Magnus Smith trap," with a lot of trouble for black (see a YouTube analysis here).
If black does play e6, both players typically develop bishops with white playing Be3 and black responding with Be7. In this position if white castles king side it is called the Fisher-Sozin attack. If white instead moves Qe2 and eventually castles queenside it is called the Velimirovic variation.

## Theory table

When contributing to this Wikibook, please follow the Conventions for organization.

## References

* Kasparov, Garry, & Keene, Raymond 1989 Batsford chess openings 2. ISBN 0-8050-3409-9.
# Classical Sicilian Richter Rauser variation

Traditionally, in the Classical Sicilian, Black aims for ...e5 or ...g6. The Richter-Rauser (also spelt Richter-Rauzer) is a way for white to combat both of these ideas. It does not completely stop either of the ideas, but it does make them less desirable. ...g6 would weaken the defense of the Black knight on f6.
6...e5 in this position would be considered winning for White and detrimental to the Black position, as after White captures the knight with 7. Bxf6, Black has to choose between capturing back with the g-pawn, or with the Queen:
Option 1: Taking back with 7...gxf6 is the better of the two options according to engine analysis, although it comes with White gaining an outpost for its knight after 8. Nf5. Black could attempt to dislodge the knight with 9...d5, but this can be met with 10. Qxd5. Exchanging Queens immediately is not good for Black, as after 10...Qxd5 11. Nxd5, White is threatening to fork the Black King and Rook with Nc7+. Black is forced to exchange its Light-Squared Bishop with 11...Bxf5 12. exf5. Black then castles with 12...O-O-O, and White wins a pawn.
Option 2: Taking back on f6 with the Black Queen (7...Qxf6) is the worst of the two options and gives White double the advantage. White moves his knight with 8. Ndb5 threaten Nc7+, forking the King and Rook. Defending with the Queen isn't feasible, as White can simply place his other knight on d5 with a nice outpost, and c7 is weak again. If White attempts to defend with the King, with either 8...Kd8 or 8...Kd7, White can play 9. Nc7!!, sacrificing the knight, because if the Black King captures (9...Kxc7??) White can play 10. Nd5! forking the Black King and Queen.
However, it must be kept in mind this opening is fairly theoretical, and there are several playing options for both sides that can lead to a variety of positions.

## Theory table

1.e4 c5 2. Nf3 Nc6 3. d4 cxd4 4. Nxd4 Nf6 5. Nc3 d6 6. Bg5
| | 6 | 7 | 8 |
| Richter-Rauzer main line | ... e6 | Qd2 a6 | O-O-O Bd7 | += |
When contributing to this Wikibook, please follow the Conventions for organization.

## References

* Kasparov, Garry, & Keene, Raymond 1989 Batsford chess openings 2. ISBN 0-8050-3409-9.
* This Chess related article is a stub. Please assist Wikibooks by expanding it.
# Classical Sicilian Richter Rauser variation
## Theory table

1.e4 c5 2.Nf3 Nc6 3.d4 cxd4 4.Nxd4 Nf6 5.Nc3 d6 6. Bg5 e6
| | 7 | 8 |
| Richter-Rauzer main line | Qd2 a6 | O-O-O Bd7 | += |
When contributing to this Wikibook, please follow the Conventions for organization.

## References

* Kasparov, Garry, & Keene, Raymond 1989 Batsford chess openings 2. ISBN 0-8050-3409-9.
* This Chess related article is a stub. Please assist Wikibooks by expanding it.
# Civ/Civilization IV/Modding/Tutorials/Python Tutorial/Misc
## Contents:

* Page 1: Introduction
* Page 2: The basics
* Page 3: Using the API
* Page 4: Event scripting & Interface mods
* Page 5: Debugging
* Page 6: Misc

## Misc

This page contains other stuff about Civ 4 python that isn't really covered in the other posts, and is not obvious at first glance. Some of it is fan-made - creating shortcuts to do some quite complicated things.

### PyHelpers.py:

Most python files import this file. Basically it adds a few shortcuts to some more complicated functions. If you can't find exactly what you want in the API there is a chance that this file might be able to help you - though it only really creates shortcuts, and still follows the API.

### CvGameUtils.py:

This file is used when deciding certain things, like what can/cannot be built. It can be used to interrupt some basic game functions. Normally each function returns "False", but if you were to make it return "True" under some certain conditions on those conditions the unit, for example, could be removed from the list of units available. You could use this to make having the slavery civic make a slave unit be buildable, for example. I'd check it out yourself to see exactly how much power you have in there.

### Scriptdata:

If you want to add additional information about certain parts of the game world you need scriptdata. For example, if you want a unit to use up "ammo" everytime it fought, and then have to return to a city with an armoury to resupply, or maybe you want plots to become muddy if too many units travel on them without roads, you need scriptdata.
If you want to play around with scriptdata, I recommend getting Stone-D's excellent SD-Toolkit. This toolkit allows you to attach pieces of data to parts of the game. Each part must be identified with a unique mod-name (for compatibility).
NOTE: There is an improved version of the toolkit posted on this post on CFC by Teg_Navanis. This version is faster than the default version, and fixes several minor issues the default had.

### Action Buttons:

talchas has released an Action Button's Utility Mod which is a template for adding buttons to the GUI to do custom functions when pressed. The AI will have no clue about it.

### Square Selection:

Once again by talchas this mod is a template. With suitable modification this could be used to make artillery act exactly as Civ 3 artillery, with no bodges. Once again, AI shortcomings come in.

### .ini file modifications:

While I have not actually tried it myself, there is a mod by Dr Elmer Jiggle which allows you to add variables to a mod's .ini file. Get it here
<--Previous Page
# Civ/Colonization

This game is a blend between the Civilization series and a trading simulation.
The game sees the player being sent as an envoy of one of the four major powers in a quest to "colonize" a new world (which may resemble America or may be "made-up").

## Time

The epoch starts in 1492 and spans indefinitely until the player has completed his goals and claimed independence. The manual claims that the game terminates by 1850, regardless of whether the goal of independence has been won by that date or not. You must declare independence from your initial sponsoring country by 1800 in order to have any chance of winning the game.

## Features

The game allows production, trading, and transport of sixteen commodities, in addition to the usual search, build, and grow methodology common to 4X games. The player can choose between four European powers as their home nation. England, France, Holland and Spain. Each power has a different motive for colonizing the New World and the player receives an advantage in a particular area depending on which is chosen.

## Maximum number of colonies

The unstated limitation of 48 colonies may be quite vexing for builder types who wish to create an incredibly extensive empire in the New World. This limitation also allows the computer players to "catch up" somewhat from a dismal initial start. The computer players can keep building on territory that is unclaimed while the human player is limited to destroying/disbanding one settlement in order to build another elsewhere to take advantage of more useful/more advantageous terrain; but a disbanded colony may be one captured from an enemy then emptied of cargo and colonists, so the outlook is not all bad.

## Movement automation

There are limited automation options for movement of materials and units, by "Trade Routes" and the "Go" command. Sending ships to and from Europe is fairly simple, but the program may cause cargo-swapping in mid-Atlantic and spoil an otherwise good plan. The primitiveness of these systems may have contributed to causing this otherwise fine variant of Civ to remain relatively unknown and unplayed by even devout Civ fans.

## External links

* http://synapsa.infoland.int.pl/~taw/Colonization_tips.txt
# Civ/Sid Meier's Alpha Centauri

This is a strategy guide for Sid Meier's Alpha Centauri and its expansion pack, Alien Crossfire. Occasionally the game and its expansion are seen in a composite package called Sid Meier's Alpha Centauri Planetary Pack; the software included in this package is identical to the original releases with all the patches applied.
As should be obvious, the guide still needs a lot of work. All SMACers are encouraged to help out. Of course, normal wiki etiquette applies: if you disagree with a non-factual statement, list your opinion along with it, and confer with others if you wish to make gargantuan changes. Have fun and welcome!

## Table of Contents

* The Basics$^1$
* Understanding the game
* Understanding the Governor
* Working with Cities
* Understanding the Factions
** The SMAC Factions
** The Alien Crossfire Factions
* Strategy
** Early Game
** Middle Game
** Endgame
* Diplomacy

## Appendices

* Social Engineering
* Unit Construction
* Tech Tree
* Facility Index
* Secret Project Index
* Citizen Index
* Patch History
[1] Chapter common to more than one guide
# Civ/Civilization IV/Modding/Tutorials/Tips and Tricks
## Getting Python to Generate Documentation

If you're looking for a quick and easy way to get documentation about the Python modules in Civilization IV then here's what you can do:
* Open up a .py file.
* Add these lines to the __init__ function:
So if you want to show all Dll-exported classes do:
* Run Civ4.
This (should) write out an .html file in the Civilization 4 root directory all the information that pydoc can find about the module. While this depends heavily on the programmers leaving lots of descriptive __doc__ strings, you can at least get the function and parameter names out of it.

## Making Changes Quickly

Since Python is an interpreted language, you should be able to modify a python file, and then see the results in Civ4 immediately. I've found that this is true in at least one case, but false in certain other cases.
For example, if you modify the Civilopedia pages, and then access this page from Civ4 main menu (when you load up the game), then any changes to the Civilopedia wont be seen until you either restart the game, or actually start a game.
However, if you are in a game, and you alt-tab back to the desktop, make changes to the Python files, then alt-tab back to Civ4, the Python files are reloaded and you see the changes immediately, and more importantly, Civ4 tells you at this point whether there's a problem loading any files.
As always, your mileage may vary, but in most cases development in Python should be fairly quick. No more restarting the whole game to see changes...
# Civ/Freeciv

Nothing much here yet. The stated purpose of Freeciv (at one point) was to create a working clone of Civ II for the UNIX/Linux platform. It seems to have worked, and has been ported several times.
You could visit the manuals and HOWTOs at the Freeciv website.
# Civ/Civilization IV/Modding/Utilities
## General

Utilities are for accessing or modifying data in Civilization IV or for other purposes like creating maps, debugging python code, editing XML.

## XML

* XML Marker is a free, user-friendly XML editor
* Altova XMLSpy 2006 Home Edition is the free version of the utility used by Firaxis itself!

## Python

* The HAP Python Debugger is a python remote debugger which can be used to monitor python scripts running in Civilization IV from the outside.

## Graphics

* The Gimp is an open source software package for creating and modifying pixel based graphical content.
* GIMP DDS plugin is a plugin for GIMP 2.x that allows you to load and save images in DDS format, which Civilization IV uses.
* Blender is an open source 3D modeler package which in the future might be useful together with Niftools to create and modify 3d-models for Civilization IV. (some reading materials about civ in the niftools forums can be found here and here)

## Maps

* BMP to WBS Converter is a utility written by Jon Shafer, Rhye, Jesse Smith, Locutus and Door, that allows you make maps by drawing bitmaps and converting them to worldbuilder saves
# Civ/Civilization IV/Modding/Tutorials/Python Tutorial/The Basics
## Contents

* Page 1: Introduction
* Page 2: The basics
* Page 3: Using the API
* Page 4: Event scripting & Interface mods
* Page 5: Debugging
* Page 6: Misc

## The basics

As you should know by now, there are several different types of "thing" you can get in python: ints, floats, strings, and bools. You also might be aware of "pointers". I wasn't when I first came to python, so I'll give you a little heads-up about them.
Basically a pointer is a game entity. It can take the form of a unit, a plot (square), or a player. In the default python code, and in many modder's code, a variable is shown to be a pointer by prefacing it with "p". So pUnit will define a single unit in the game, pPlayer a single player.
Likewise, if a variable is prefaced with an "i" it is likely to be an integer (int) variable, and "b" a Boolean (bool) variable. iPlayer, for example, will probably be a player's individual ID number, rather then the pointer for the player.
It does sometimes get confusing, as most pointers have integers which are closely related to them. This method of naming things helps to avoid confusion in a language like python where variables need not be declared, however it is only a guideline, and just because a variable is named as if it were a certain type of variable, it won't necessarily be one.
I also would like to put a note here about "Types". In most xml entries you will need to enter something into a type field. This field is a very important link to python, though must be converted to an int for it to work properly. There is one function that you'll be finding yourself using over and over again, so I thought I'd put it here. This function will find the int corresponding to the type – and as most functions in the API (soon to come) will want the int value of the type it's very useful. For example:
will return the int corresponding to the tech Mysticism, which, as it is the first entry in the relevant xml file will be zero by default.
will return the int 6 by default, as it is the 7th religion listed.
If you don't get that last bit right now, don't worry – hopefully it'll come clear when you read the next section.
<--Previous Page
# Exercise as it relates to Disease/The importance of screening in the athletic population to detect early risk of Sudden Cardiac Disease/Brief Background

Sudden Cardiac Death in the athletic population is a fairly new area of study. It looks into the sudden death of athletes during or directly after a competitive event. The reason it is an area of study is because athletes have tendencies to push their bodies to the limit and to train harder than any other population. This means they are more likely to trigger sudden cardiac death or cause hypertrophy of the heart respectively. Many athletes have cardiovascular conditions without knowing which is why places such as the United States and Italy have put in place protocols for prescreening. Common conditions include hypertrophic cardiomyopathy, congenital coronary artery anomaly, myocarditis, aortic rupture, and mitral valve prolapse. Exercise is not the cause of sudden death however is considered a trigger for those with any of the above conditions that are unknown.
# ColdFusion Programming/databases

One of the most powerful original features of ColdFusion was the ability to easily connect to various databases.

## Setting up Datasources

Almost any database can be used as long as it has a JDBC driver available. There are built in drivers for Access, MS SQL server and MySQL server. Additionally there is a built in ODBC bridge which should only be used if nothing else is available.
Choosing Data Sources within the ColdFusion Administrator will allow you to setup each datasource that you will need.

## CFQuery

The way to connect to a database is by using CFQUERY.
Example:
Attributes:
* Datasource
* Name
* DbType
Return Variables:
* ColumnList
* RecordCount
* CurrentRow
* ExecutionTime
# ColdFusion Programming/dates

Coldfusion can handle the creation, modification, display, and usage of dates.

## Setting a Date

In order to set a date use the cfset function.

## Displaying a Date

The basic display of a date is simply to output it.
This would display: 12/3/2006
There is function that allows you to easily convert a date into another format.
This would display: 2006/12/3
The options to be used here are:
* d: Day of the month as digits, no leading zeros
* dd: Day of the month as digits
* ddd: Day of the week, abbr.
* dddd: Day of the week, name
* m: Month as digits, no leading zero
* mm: Month as digits
* mmm: Month as abbr.
* mmmm: Month as name.
* y: Year - last two digits, no leading zeros
* yy: Year - last two digits
* yyyy: Year - four digits
The options can be separated by - / , or space to create the format that you want.

## Modifying a date

If we want to add 5 days to today we would use this function.
The options for dateadd are:
* yyyy: Year
* q: Quarter
* m: Month
* y: Day of year
* d: Day
* w: Weekday
* ww: Week
* h: Hour
* n: Minute (remember m is for month not minute)
* s: Second