مــواقــيــت الــصــلاة

(حسب توقيت دبي)
الفجر
5:17 ص
الظهر
12:32 م
العصر
3:54 م
المغرب
6:28 م
العشاء
7:42 م

أحـــــدث البرامـــــج

عن الإذاعة
الرسالة:

نشر كتاب الله مسموعا ليبقى كما هو قرآنا يتلى في كل وقت وزمان بتلاوات مميزة وموثوقة ونشر سنة المصطفى عليه الصلاة والسلام

الرؤية:

أن تكون إذاعة دبي للقرآن الكريم ،الاذاعة الأولى في خدمة كتاب الله

الاهداف:
  • بث القران الكريم مسموعا على مدار الساعة.
  • العناية بعلوم القران الكريم وتفسيره وايصالها لكل مستمع.
  • نشر كتاب الله في شكل تسجيلات صوتية موثوقة ومعتمدة.
  • تعزيز دور الدين في المجتمع من خلال أئمه معتمدين وموثوقين
  • أرشفة وحفظ افضل تلاوات القران الكريم لقراء العالم الاسلامي والعربي والقراء المواطنين.
  • الحفاظ على كتاب الله كمصدر من مصادر ومراجع الحفاظ على لغتنا العربية .
  • العمل على تنمية المواهب المحلية الوطنية من حفاظ كتاب الله وتبنيهم ودعمهم.

Colonization: Sid Meier's

The game has been praised for its deep economic systems and its ability to make the player feel the mounting frustration with "Crown" taxation that historically led to independence.

The game includes various Indigenous tribes (such as the Cherokee or Iroquois) who are essential for trade and training specialists. Players can choose to maintain friendly relations through trade and missionaries or take a hostile approach to seize land and plunder gold. Legacy and Remakes

: Players must establish efficient trade routes between colonies and Europe to generate the funds needed to buy tools, muskets, and further immigrants. Interaction with Indigenous Peoples

: Unlike Civilization's simpler food and production model, Colonization features a complex economy with 16 types of goods, including raw materials like tobacco, sugar, and cotton, and refined products like cigars, rum, and cloth.

The player represents one of four European powers——with the ultimate goal of declaring independence from their "home" country and defeating the Royal Expeditionary Force.

is a turn-based strategy game released in 1994 by MicroProse , designed by Brian Reynolds and Sid Meier . While it shares a similar visual style to its predecessor, Civilization , it focuses specifically on the European colonization of the New World between 1492 and 1850. Core Gameplay and Mechanics

: Success depends on managing individual units with specific professions, such as Master Distillers, Elder Statesmen, or Hardy Pioneers. These specialists can be recruited from Europe, trained in universities, or learned from Indigenous peoples.

The game has been praised for its deep economic systems and its ability to make the player feel the mounting frustration with "Crown" taxation that historically led to independence.

The game includes various Indigenous tribes (such as the Cherokee or Iroquois) who are essential for trade and training specialists. Players can choose to maintain friendly relations through trade and missionaries or take a hostile approach to seize land and plunder gold. Legacy and Remakes

: Players must establish efficient trade routes between colonies and Europe to generate the funds needed to buy tools, muskets, and further immigrants. Interaction with Indigenous Peoples

: Unlike Civilization's simpler food and production model, Colonization features a complex economy with 16 types of goods, including raw materials like tobacco, sugar, and cotton, and refined products like cigars, rum, and cloth.

The player represents one of four European powers——with the ultimate goal of declaring independence from their "home" country and defeating the Royal Expeditionary Force.

is a turn-based strategy game released in 1994 by MicroProse , designed by Brian Reynolds and Sid Meier . While it shares a similar visual style to its predecessor, Civilization , it focuses specifically on the European colonization of the New World between 1492 and 1850. Core Gameplay and Mechanics

: Success depends on managing individual units with specific professions, such as Master Distillers, Elder Statesmen, or Hardy Pioneers. These specialists can be recruited from Europe, trained in universities, or learned from Indigenous peoples.

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