Here’s how it works for most of us, as far as I can tell. I’ll even put it in list form, because who gives a fuck at this point:
1. At an early age, you start hating yourself. Often it’s because you were abused, or just grew up in a broken home, or were rejected socially, or maybe you were just weird or fat or … whatever. You’re not like the other kids, the other kids don’t seem to like you, and you can usually detect that by age 5 or so.
2. At some point, usually at a very young age, you did something that got a laugh from the room. You made a joke or fell down or farted, and you realized for the first time that you could get a positive reaction that way. Not genuine love or affection, mind you, just a reaction — one that is a step up from hatred and a thousand steps up from invisibility. One you could control.
3. You soon learned that being funny builds a perfect, impenetrable wall around you — a buffer that keeps anyone from getting too close and realizing how much you suck. The more you hate yourself, the stronger you need to make the barrier and the further you have to push people away. In other words, the better you have to be at comedy.
4. In your formative years, you wind up creating a second, false you — a clown that can go out and represent you, outside the barrier. The clown is always joking, always “on,” always drawing all of the attention in order to prevent anyone from poking away at the barrier and finding the real person behind it. The clown is the life of the party, the classroom joker, the guy up on stage — as different from the “real” you as possible. Again, the goal is to create distance.
You do it because if people hate the clown, who cares? That’s not the real you. So you’re protected.
But the side effect is that if people love the clown … well, you know the truth. You know how different it’d be if they met the real you.
it’s also interesting that mental illness is distinguished as the common factor within these crimes when there has yet to be any consistent, notable pattern of mentally ill women murdering men for not being interested in them
Yeah, man, I mean, these sorts of incidents:
- Police: Athens woman stabs cheating boyfriend
- Ashley Marie Prenovost Goes On Bloody, Naked Rampage After Boyfriend Refuses Sex: Cops
- South Carolina woman stabs fiancé over wedding color scheme
- Woman stabs man in the belly because he refused to make love to her
- Woman Shoots Man Five Times After Rejection; Kills Herself
- Prosecutors: Woman killed boyfriend for not buying her anything from shopping mall
- Refused a smooch, 92-year-old woman fires gun?
- POLICE: Pontiac woman arrested after stabbing cheating boyfriend
- Pakistan: Girl shoots boyfriend after he refused to marry her
- Dumped teen girl shoots fella
- Keys woman shoots, kills man over a beer
- Minnesota woman beat her boyfriend to death, taped his body up in plastic and hid it in a freezer because he was trying to break up with her.
Totally show that women never react violently to be rejected. Nuh-uh. No sir. Never happens.
I mean, like, one guy totes magically means all men think it’s OK to kill women who reject them and it totes wasn’t mentally ill at all, but multiple incidents of women doing the same, somehow we understand that’s not representative of a pattern. Funny how that works.
And I was nice and didn’t include the incidents like the woman who murdered her boyfriend for listening to the wrong radio channel, or the woman who shot her boyfriend for not returning her calls.
Notice that nobody is saying that these prove all women are violent, shouting down any claims that “not all women” are dangerous, assuming that all women are aggressive and treating them with prejudice as a result.
They recognise these independent instances of instability and criminal behaviour as exactly what they are.
If we recognize the emptiness of our thoughts…the arising and subsidence of each thought will clarify and strengthen our realization…
…If our mind dwells in limpid awareness, with no thought of past or future, without being attracted by external objects or occupied by mental constructions, it will dwell in primordial simplicity. In this state, there is no need for the iron hand of forced vigilance to immobilize our thoughts. “Buddhahood,” it is said, “is the natural simplicity of the mind.”
Having once recognized this simplicity, we should maintain it with effortless presence of mind. Then we will know an inner freedom that has no need to block the arising of thoughts or to fear that they will spoil our meditation…
Preserve that state of simplicity. If you encounter happiness, success, abundance and other favorable conditions, consider them like dreams, illusions. Do not become attached to them. If we are struck by illness, calumny, deprivation or other physical and moral trials, guard against discouragement, rekindle your compassion, and wish that the sufferings of all beings might be exhausted through your own. Fall neither into elation nor misery, whatever the circumstances. Stay comfortable and free in imperturbable serenity…
So basically, I’m lost because I thought the Grammys were about awarding talented artists?
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.