History is ultimately about the cannabalization of the Top 10 wealthiest by the next 90 wealthiest. The rest is just footnotes. This is the essential pattern that emerges from Howard Zinn’s A People’s History of the United States. The American Revolution was just a war between the New Rich (George Washington, Thomas Jefferson, et. al) and a few British landowners. The Civil War was just a war between the New Northern Rich and the few slaveholding landowners who owned most of the South. Continuing with this pattern, the Great Recession of 2007 was just a war between Goldman Sachs and Lehman Brothers (with Goldman Sachs winning, gloriously).
Cash is inherently bubble-producing. “Nothing makes money like money,” as the saying goes, and so as the rich become the ultra-rich, they eventually create a tumor. The situation is unsustainable, and when the bubble pops, the second layer of wealthy individuals are ready to reclaim the seized territory or government handouts.
The rest of history is simply about the minimal goods that the rich can give the poor to keep the system in tact.
This tumblr isn’t usually used for game related stuff, but nobody wrote a decent guide as far as I can tell. So here’s my very quick intro.
First first thing: DO NOT ENTER THE GAME’S PASSWORD AS YOUR NAME. (Not sure why, but it’s happened twice.)
Some general notes. BotI is a co-op, slow-form real-time strategy game. What that means is, the game plays out slowly over several actual days. Movement, building, etc. takes hours. Three reasons this is good: 1. you can think through your actions, 2. if you have only a few minutes a day, you can still play. The game doesn’t ask for much time commitment. (You will have to spend 20-30 minutes to familiarize with the game, but after that you only need a few minutes here and there) 3. The time element adds a lot of suspense.
Assuming you just started your first game of BotI:
1. Do NOT mindlessly collect taxes. There will be a blinking orange text at the top, beneath the coins. You should collect taxes after you conquer or bribe your first cities, if possible.
2. Have a look at the map. You’ll see there are cities and unit cards. Some of these are yours, as indicated by color. White cards are independent, hostile units which don’t move. They are just guarding their cities. You either fight them or bribe them. Black unit cards are zombies. They move and attack. You will have to defend yourself against them and then go on the offensive. The game is won when there are no more black cards. Cities and units are upgraded/built/reinforced with certain colored currencies visible in each city. The coins in the city represent how upgraded the market in that city is, which represents how many coins you will get at tax time. The grey walls around cities reflect how fortified they are.
3. Click a city. For each city you have 4 potential options, depending on resources and the last action you took. You can upgrade the market (gives you more coins at tax time), upgrade fortifications (gives your units a defense bonus at that city), recruit a new army, or reinforce an army (which sends units to an already existing army, is cheaper, and usually the better choice). In the very beginning, it’s wise to upgrade markets, fortifications, and reinforce armies — not necessarily in that order, though. Read about combat below to help you decide what to upgrade.
4. Understanding combat. Each unit’s attack = base strength + d6 roll per level + fortification. The top number on the unit card is its base strength. If it is in a city with fortifications, that’s displayed below with an addition symbol. Each unit also has a level, which is visible when that unit is selected, down on the bottom panel. Units fight whenever they meet at a city or on the road. The unit with the higher attack wins, but takes losses equal to the loser’s attack. (i.e. simply subtract the loser’s number from the winner’s.)
5. Trading and bribing. Trading coins with other players and bribing independents use up your 4 daily trades. You should find out which players can use which coins, either by asking them or looking at their cities. To send coins to a player, hit “new” at the top left, then hit the “Trade Coins” in orange text at the bottom left of the panel that appears. To bribe white/independent units, click on their card. At the top of the unit panel on the bottom of the screen, orange text will say “offer them coins”. If you have the coins and trades to do so, this can be a good choice.
6. Movement. Click on a unit. A “move” button appears next to it. Now you may select a town to move to. This will take a few hours.
Some other notes:
You can tell a lot just by looking at a city. If there are grey arrows around it, the fortifications are being upgraded. If there is a grey coin at the top of the coin stack, the market is being upgraded. If there is a unit face beneath the city, you can make/reinforce units from that city.
Units have special abilities, like ranged magical attacks. The range of special abilities is visible as a RED circle when you select that unit’s card. You can also read these from the unit’s card. Don’t forget to use your magic attacks.
When going into combat, pay attention to if it’s going to be decided by dice roll. You can’t always avoid that, but you may as well, if it’s possible.
What to buy and when (quoted from smellyterror.blogspot):
Very loosely: build as much economy as you can survive, and as little defence as you can survive. Spend the rest on units.
Judging what you can survive is the tricky part. Also, if you’re trying to win, you’ll want enough units to get a bit of a lead in the zombie-killing department - but you’re still going to need enough economy to sustain you in the long term.
Often, especially in the beginning, the best option for fighting zombies is to take the initial attacks in your defences, wipe the slobber off your walls, then counter-attack. You’ll need to plan ahead, though, because defences take a long time to build, but you can’t take them with you when the zombies go somewhere else. Work out where you’re likely to be doing some heavy fighting, and get defences down early.
Note that a level of markets adds an average of 2 coins per day. To get the last level, level 4, costs 10 coins. So that will take you 5 days just to make your money back. It’s often more cost effective to add a level of reinforcements so you can capture that 2-market town down the road. Not that you should avoid getting the level 4 markets, just consider whether you have a better alternative. A good example is bribing Dwarf-towns.
Look, I’ve spent my life hovering around the periphery of wealth.
I went to a private high school with rich kids, because I got a scholarship. I went to college because my dad sold his share of a company he built and suddenly had boocoodles of money. I still worked work-study jobs, and on holidays and summers I ran cranes in a warehouse. I was raised comfortably middle class, but I got to see what REAL wealth looked like. I worked in really good restaurants. Like, REALLY good.
Rich people scheme.
It’s that simple. Rich people will think nothing of chartering a private jet to go see a football game, but they’ll scream bloody murder if you try to sell them a bottle of champagne for ten bucks more than they can buy it at the wine store. Rich people know the price of everything.
Rich people plot.
They lay traps. They plan to make others fail.
Anyone who pops their head up gets it sliced off.
There’s a brilliant bit in an early Simpsons episode where Bill Gates shuts down Homer’s nascent Internet business with the words “how’d you think I got rich? WRITING CHECKS?”
It’s fucking true.
And so for every shark there’s a thousand remoras.
Which reinforces their paranoia. You want to know wealth? Sell them drugs. Rich people love drugs.They have an endless appetite. Ever see a woman do a red wine and cocaine enema? I have. And she was in the New York Times social pages the following month for her contributions to charity. Which amounted to a tenth, hell, a fiftieth of the money she’d spent on drugs in a week.
Here’s the secret about “class warfare”: WE’VE ALREADY FUCKING LOST.
Question two: Which one book would you give to every politician?
Answer: One that explodes.
Before you freak out, let’s change the question and see what you think: Which one book would you give to Hitler, Goering, Himmler, and Goebbels?
Let’s ask this another way: Would a book have changed Hitler? I don’t think so. Unless it exploded.
fucking jesus this is a stark explanation of capitalism’s consideration for workers as human beings
"Somebody gets the surplus wealth that labor produces and does not consume. Who is the Somebody?" Such is the problem recently posited in the editorial columns of the New York Truth. Substantially the same question has been asked a great many times before, but, as might have been expected, this new form of putting it has created no small hubbub. Truth’s columns are full of it; other journals are taking it up; clubs are organizing to discuss it; the people are thinking about it; students are pondering over it. For it is a most momentous question. A correct answer to it is unquestionably the first step in the settlement of the appalling problem of poverty, intemperance, ignorance, and crime. Truth, in selecting it as a subject on which to harp and hammer from day to day, shows itself a level-headed, far-sighted newspaper. But, important as it is, it is by no means a difficult question to one who really considers it before giving an answer, though the variety and absurdity of nearly all the replies thus far volunteered certainly tend to give an opposite impression.
What are the ways by which men gain possession of property? Not many. Let us name them: work, gift, discovery, gaming, the various forms of illegal robbery by force or fraud, usury. Can men obtain wealth by any other than one or more of these methods? Clearly, no. Whoever the Somebody may be, then, he must accumulate his riches in one of these ways. We will find him by the process of elimination.
Is the Somebody the laborer? No; at least not as laborer; otherwise the question were absurd. Its premises exclude him. He gains a bare subsistence by his work; no more. We are searching for his surplus product. He has it not.
Is the Somebody the beggar, the invalid, the cripple, the discoverer, the gambler, the highway robber, the burglar, the defaulter, the pickpocket, or the common swindler? None of these, to any extent worth mentioning. The aggregate of wealth absorbed by these classes of our population compared with the vast mass produced is a mere drop in the ocean, unworthy of consideration in studying a fundamental problem of political economy. These people get some wealth, it is true; enough, probably for their own purposes: but labor can spare them the whole of it, and never know the difference.
Then we have found him. Only the usurer remaining, he must be the Somebody whom we are looking for; he, and none other. But who is the usurer, and whence comes his power? There are three forms of usury: interest on money, rent of land and houses, and profit in exchange. Whoever is in receipt of any of these is a usurer. And who is not? Scarcely any one. The banker is a usurer; the manufacturer is a usurer; the merchant is a usurer; the landlord is a usurer; and the workingman who puts his savings, if he has any, out at interest, or takes rent for his house or lot, if he owns one, or exchanges his labor for more than an equivalent, — he too is a usurer. The sin of usury is one under which all are concluded, and for which all are responsible. But all do not benefit by it. The vast majority suffer. Only the chief usurers accumulate: in agricultural and thickly-settled countries, the landlords; in industrial and commercial countries, the bankers. Those are the Somebodies who swallow up the surplus wealth.
And where do the Somebodies get their power? From monopoly. Here, as usual, the State is the chief of sinners. Usury rests on two great monopolies, — the monopoly of land and the monopoly of credit. Were it not for these, it would disappear. Ground-rent exists only because the State stands by to collect it and to protect land-titles rooted in force or fraud. Otherwise the land would be free to all, and no one could control more than he used. Interest and house-rent exist only because the State grants to a certain class of individuals and corporations the exclusive privilege of using its credit and theirs as a basis for the issuance of circulating currency. Otherwise credit would be free to all, and money, brought under the law of competition, would be issued at cost. Interest and rent gone, competition would leave little or no chance for profit in exchange except in business protected by tariff or patent laws. And there again the State has but to step aside to cause the last vestige of usury to disappear.
The usurer is the Somebody, and the State is his protector. Usury is the serpent gnawing at labor’s vitals, and only liberty can detach and kill it. Give laborers their liberty, and they will keep their wealth. As for the Somebody, he, stripped of his power to steal, must either join their ranks or starve.