Quotulatiousness

May 4, 2018

Jordan Peterson – Winston Churchill predicted the Death of our Civilization

Filed under: Education, Health, History — Tags: , , , , — Nicholas @ 02:00

Dose of Truth
Published on 9 Apr 2018

Without tradition or culture and the diligence to keep it alive our value systems and lessons learned by our ancestors will be soon forgotten and Western civilization will descend in to chaos as a result of the forgotten history and disregard for its tradition and value structure. Jordan Peterson sits down with former Deputy Prime Minister John Anderson and they discuss this topic and Jordan Peterson provides us with an education on concepts in psychology like memory and its function. John Anderson starts off with words of Churchill, as Jordan Peterson unpacks the statement made.

January 10, 2018

Tipping toward a new Ice Age

Filed under: Environment, History, Science — Tags: , , , — Nicholas @ 05:00

Matt Ridley on the possibility that our current interglacial period — the time period during which all of human history has played out from before the start of agricultural civilization down to today — may be coming to an end:

In 1976 Nicholas Shackleton, a Cambridge physicist, and his colleagues published evidence from deep-sea cores of cycles in the warming and cooling of the Earth over the past half million years which fitted Milankovich’s orbital wobbles. Precession, which decides whether the Earth is closer to the sun in July or in January, is on a 23,000-year cycle; obliquity, which decides how tilted the axis of the Earth is and therefore how warm the summer is, is on a 41,000-year cycle; and eccentricity, which decides how rounded or elongated the Earth’s orbit is and therefore how close to the sun the planet gets, is on a 100,000-year cycle. When these combine to make a “great summer” in the north, the ice caps shrink.

Game, set and match to Milankovich? Not quite. The Antarctic ice cores, going back 800,000 years, then revealed that there were some great summers when the Milankovich wobbles should have produced an interglacial warming, but did not. To explain these “missing interglacials”, a recent paper in Geoscience Frontiers by Ralph Ellis and Michael Palmer argues we need carbon dioxide back on the stage, not as a greenhouse gas but as plant food.

The argument goes like this. Colder oceans evaporate less moisture and rainfall decreases. At the depth of the last ice age, Africa suffered long mega-droughts; only small pockets of rainforest remained. Crucially, the longer an ice age lasts, the more carbon dioxide is dissolved in the cold oceans. When the level of carbon dioxide in the atmosphere drops below 200 parts per million (0.02 per cent), plants struggle to grow at all, especially at high altitudes. Deserts expand. Dust storms grow more frequent and larger. In the Antarctic ice cores, dust increased markedly whenever carbon dioxide levels got below 200 ppm. The dust would have begun to accumulate on the ice caps, especially those of Eurasia and North America, which were close to deserts. Next time a Milankovich great summer came along, and the ice caps began to melt, the ice would have grown dirtier and dirtier, years of deposited dust coming together as the ice shrank. The darker ice would have absorbed more heat from the sun and a runaway process of collapsing ice caps would have begun.

All of human civilisation happened in an interglacial period, with a relatively stable climate, plentiful rainfall and high enough levels of carbon dioxide to allow the vigorous growth of plants. Agriculture was probably impossible before then, and without its hugely expanded energy supply, none of the subsequent flowering of human culture would have happened.

That interglacial will end. Today the northern summer sunshine is again slightly weaker than the southern. In a few tens of thousands of years, our descendants will probably be struggling with volatile weather, dust storms and air that cannot support many crops. But that is a very long way off, and by then technology should be more advanced, unless we prevent it developing. The key will be energy. With plentiful and cheap energy our successors could thrive even in a future ice age, growing crops, watering deserts, maintaining rainforests and even melting ice caps.

November 27, 2017

Sea Peoples: The 1200 BC System Collapse

Space And Intelligence
Published on 7 May 2017

In the 12th century B.C., after centuries of brilliance, the civilized and globalized world of the Bronze Age came to an abrupt and cataclysmic end. Kingdoms fell like dominoes over the course of just a few decades. No more Minoans or Mycenaeans. No more Trojans, Hittites, or Babylonians. The thriving economies and cultures of the late second millennium B.C., which had stretched from Greece to Egypt and Mesopotamia, suddenly ceased to exist, along with writing systems, technology, and monumental architecture. Could it happen again?

November 4, 2017

The End of Civilization (In the Bronze Age): Crash Course World History 211

Filed under: History, Middle East — Tags: , , , , , , — Nicholas @ 02:00

CrashCourse
Published on 3 Oct 2014

In which John Green teaches you about the Bronze Age civilization in what we today call the middle east, and how the vast, interconnected civilization that encompassed Egypt, The Levant, and Mesopotamia came to an end. What’s that you say? There was no such civilization? Your word against ours. John will argue that through a complex network of trade and alliances, there was a loosely confederated and relatively continuous civilization in the region. Why it all fell apart was a mystery. Was it the invasion of the Sea People? An earthquake storm? Or just a general collapse, to which complex systems are prone? We’ll look into a few of these possibilities. As usual with Crash Course, we may not come up with a definitive answer, but it sure is a lot of fun to think about.

September 3, 2017

The Bronze Age Collapse Explained

Filed under: Europe, History, Middle East — Tags: , , — Nicholas @ 02:00

Published on 11 Jun 2016

If you are like many people these days, you fawn over the latest episode of The Walking Dead, enjoy movies like the Hunger Games, or lost your mind during Mad Max Fury Road. We seem to think a lot about what the apocalypse for our society might be like. Well, what if the apocalypse already happened… say 3,200 years ago.

Read More:
Dickinson, Oliver (2007). The Aegean from Bronze Age to Iron Age: Continuity and Change Between the Twelfth and Eighth Centuries BC
Cline, Eric H. (2014). 1177 B.C.: The Year Civilization Collapsed

Step Back is a history channel releasing videos biweekly that endeavors to go past the names, dates, and battles you might find elsewhere. It invites you to take a step back, consider the past and how it connects to today. We search for the quirky, unconventional, and just plain weird parts of our collective story.

August 22, 2017

The Bronze Age Collapse – Lies – Extra History

Filed under: Europe, Greece, History, Middle East — Tags: , , , , — Nicholas @ 04:00

Published on 12 Aug 2017

How did the Bronze Age Collapse affect civilizations other than the four discussed in our series? When trade fell apart, why didn’t those who relied on bronze switch to forging with other metals? James and Soraya look back on these questions on Lies!

May 17, 2017

Sid Meier interview

Filed under: Business, Gaming, History — Tags: , — Nicholas @ 03:00

Last week, Chris Suellentrop talked to the legendary Sid Meier about the Civilization series and other games:

The first Civilization was released more than a quarter-century ago in 1991, after being developed by a team of two – Meier and Bruce Shelley – that grew to 10 at its largest. Meier estimated recently that the budget for the game was around $170,000. He did the programming, the design, and the artwork. “It was kind of an audacious game for us to make,” Meier said during a talk about the game’s development at this year’s Game Development Conference in San Francisco. “6,000 years of history in 640k.”

The Civilization series has now sold almost 40 million copies, according to Take Two, which owns Firaxis. Sid Meier’s Civilization VI, the most recent entry in the series, was released last year. (Even though Meier’s name is on it, the lead designer was Ed Beach.)

At GDC, Meier talked to Glixel for almost an hour with boyish enthusiasm about what makes Civilization work, why Firaxis turns to a new lead designer with almost every sequel, and that whole thing with having his name on the box.

How did it feel to deliver a postmortem on Civilization at the Game Developers Conference to mark the 25th anniversary of the game’s release?
In between the time Civ 1 came out and now, the Internet appeared, modding appeared, Reddit appeared, mobile appeared. So many things have happened in that time. But it’s all within a lifetime.

At Firaxis, Civ has been the pillar of what we do. We’re able to find a freshness in it by bringing in different designers. It’s one of the unique things about Civilization. Each iteration is led by a different person. There’s almost a Civ burnout. Once you’ve done a Civ, you’re kind of burned out and somebody else comes in with some fresh ideas.

[…]

What makes a good Civ game?
What happens in the player’s imagination. What we discovered afterwards, just by luck, kind of, was what fueled this “one more turn” phenomenon was the idea that, in your mind, you were always projecting what was going to happen next and what was going to happen three turns from now, what was going to happen eight turns from now. You had multiple irons in the fire. You were exploring this continent. You were dealing with troublesome neighbors. And you had this wonder that was always about to be built. So you were always anticipating what comes next.

A good Civ game has that quality, and it’s based in part on the turn-based nature of it. You have the time to imagine what’s going to happen next. You have the time to project your strategy, your ideas into the future. There’s also the anticipation not only of what you’re about to do but what the game’s about to do to you. Genghis Khan is going to show up. Or they’re going to finish the wonder before you. So there’s all those things that you are looking forward to and anticipating.

October 9, 2016

Tips and tricks for Civilization VI

Filed under: Gaming — Tags: — Nicholas @ 03:00

In PC Gamer, T.J. Hafer offers a few ideas to help you get started in your first few Civilization VI games:

Civilization VI

Going from Civ 4 to Civ 5 was probably the biggest step out of the comfy, immortal dictator shoes Sid Meier’s flagship series had ever taken, but Civ 5 to Civ 6 is an even more significant transformation. So whether you’re totally new to this world domination thing or a veteran of weathering Gandhi’s aggressive nuclear policy — along with battling the rest of Civ 6’s leaders — it’s wise to seek some understanding of the basics. There are some tricky concepts to come to terms with a couple layers under what Sean Bean will tell you in the tech pop-ups. And it’s Sean Bean, so you never know when he might get impaled or immolated, leaving us to navigate the winds of time on our own.

[…]

Barbarians have gotten a lot smarter

You know that scene in Jurassic Park where they realize the velociraptors have figured out how to open doors? My first couple encounters with Civ 6’s barbarians were a bit like that. The first barbarian unit you see is probably going to be a scout. And guess what? He’s coming to scope out your city and determine if it’s weak enough to attack. Not only that, but when his friends do arrive, they’re likely to have an intelligent unit composition and an understanding of the terrain similar to a human player.

City centers can’t attack in Civ 6 until walls have been built, so your first couple dozen turns can really put you at the mercy of the barbarians. Don’t wander off too far with your first warrior. I also recommend building at least one more warrior and a slinger very early on — before you even make a second settler. It’s worth it. On the bright side, barbarians are also now smart enough to retreat and lick their wounds if they know they’ve been beaten. So you only really need to kill a little more than half of their raiding party to buy yourself a respite.

Spread your Traders around to build road networks

Since trade routes now automatically generate roads between cities (and this is, in fact, the main way of building roads), you’re going to want to keep re-basing your traders every time their mission expires to add another link to your network until all the cities of your empire are connected. Roads are more important than ever due to the harsh terrain movement changes I discussed with Tom. They can easily be the difference between being able to reinforce a city that’s under siege, and allowing it to fall to friggin’ Saladin and his friggin’ auto-heal overpowered stupid-face Mamluks.

Also, don’t forget to protect your traders passing through the fog of war! I lost two of them to a barbarian scout with one health that I let live after the destruction of his village, thinking he wasn’t worth chasing and wouldn’t be a threat anymore. He apparently learned kung fu and took vengeance for his ancestors, costing me a lot of money, and I wasn’t too happy about it.

October 6, 2016

Civilization VI: What’s New or Changed? [Technology, Civics, Districts, Wonders, etc…]

Filed under: Gaming — Tags: — Nicholas @ 02:00

August 18, 2016

A compendium of available information on Civilization VI

Filed under: Gaming — Tags: — Nicholas @ 02:00

Civilization VI

Scott Alexander linked to this site which is compiling links to all of the public information available for the soon-to-be-released game Civilization VI. I’ve pre-ordered my copy, and I’ve been casually following the development process, so I’ll probably be visiting this site pretty regularly.

July 6, 2016

QotD: The treason of the modern intellectuals

Filed under: Liberty, Politics, Quotations, Religion — Tags: , , , , , , , — Nicholas @ 01:00

The longest-term stakes in the war against terror are not just human lives, but whether Western civilization will surrender to fundamentalist Islam and shari’a law. More generally, the overt confrontation between Western civilization and Islamist barbarism that began on September 11th of 2001 has also made overt a fault line in Western civilization itself — a fault line that divides the intellectual defenders of our civilization from intellectuals whose desire is to surrender it to political or religious absolutism.

This fault line was clearly limned in Julien Benda’s 1927 essay Le trahison des clercs: English “The treason of the intellectuals”. I couldn’t find a copy of Benda’s essay on the Web. but there is an excellent commentary on it that repays reading. Ignore the reflexive endorsement of religious faith at the end; the source was a conservative Catholic magazine in which such gestures are obligatory. Benda’s message, untainted by Catholic or Christian partisanship, is even more resonant today than it was in 1927.

The first of the totalitarian genocides (the Soviet-engineered Ukrainian famine of 1922-1923, which killed around two million people) had already taken place. Hitler’s “Final Solution” was about fifteen years in the future. Neither atrocity became general knowledge until later, but Benda in 1927 would not have been surprised; he foresaw the horrors that would result when intellectuals abetted the rise of the vast tyrannizing ideologies of the 20th century,

Changes in the transport, communications, and weapons technologies of the 20th century made the death camps and the gulags possible. But it was currents in human thought that made them fact — ideas that both motivated and rationalized the thuggery of the Hitlers and Stalins of the world.

Eric S. Raymond, “Today’s treason of the intellectuals”, Armed and Dangerous, 2002-11-28.

May 27, 2016

AI Only Battles, TSL Games, and Nukes in Civ 6 | Civilization 6 Interview!

Filed under: Gaming — Tags: — Nicholas @ 02:00

Published on 25 May 2016

Civ 6 Interview discussing canal cities, graphics, happiness, and more!

Description of Civilization 6 from the Official Website:
Sid Meier’s Civilization VI is the next entry in the award-winning Civilization franchise, which has sold in nearly 33 million units worldwide, including more than 8 million units of Civilization V.
Originally created by legendary game designer Sid Meier, Civilization is a turn-based strategy game in which you attempt to build an empire to stand the test of time. Become Ruler of the World by establishing and leading a civilization from the Stone Age to the Information Age. Wage war, conduct diplomacy, advance your culture, and go head-to-head with history’s greatest leaders as you attempt to build the greatest civilization the world has ever known.
Civilization VI offers new ways to engage with your world: cities now physically expand across the map, active research in technology and culture unlocks new potential, and competing leaders will pursue their own agendas based on their historical traits as you race for one of five ways to achieve victory in the game.

FEATURES

EXPANSIVE EMPIRES: See the marvels of your empire spread across the map like never before. Each city spans multiple tiles so you can custom build your cities to take full advantage of the local terrain.

ACTIVE RESEARCH: Unlock boosts that speed your civilization’s progress through history. To advance more quickly, use your units to actively explore, develop your environment, and discover new cultures.

DYNAMIC DIPLOMACY: Interactions with other civilizations change over the course of the game, from primitive first interactions where conflict is a fact of life, to late game alliances and negotiations.

COMBINED ARMS: Expanding on the “one unit per tile” design, support units can now be embedded with other units, like anti-tank support with infantry, or a warrior with settlers. Similar units can also be combined to form powerful “Corps” units.

ENHANCED MULTIPLAYER: In addition to traditional multiplayer modes, cooperate and compete with your friends in a wide variety of situations all designed to be easily completed in a single session.

A CIV FOR ALL PLAYERS: Civilization VI provides veteran players new ways to build and tune their civilization for the greatest chance of success. New tutorial systems introduce new players to the underlying concepts so they can easily get started.”

May 12, 2016

Civilization VI to be released in October

Filed under: Gaming — Tags: — Nicholas @ 08:50

Firaxis has announced the release date of the next version of Civilization, along with a number of changes to the game that may increase the challenge level (and disrupt the current “meta”):

Civilization VI

In many ways, Civilization 6 takes its predecessors and iterates on the systems that have come before. There are changes being made to trade, research, religion and more. Based on the limited amount of information so far released, these changes seem to be incremental.

But there is also a big change coming. In previous Civ games, city improvements were mere statistical boosts or manufacturing gateways, rendered prettily with a slightly different artistic representation. You built a wall and your defenses improved and your city, quite clearly, became encircled by a wall. They lived within the city, outside your control.

Civilization 6 is not the same. It demands that you place your city improvements in geographic locations in hexes around the city, which best take advantage of that building’s boosts and functions.

This means that your city upgrade path is no longer a rote event. It is a matter of geographic practicality.

In Civ 5, combat changed significantly. But combat is merely a system, albeit an important one. In Civ 6, it’s the city itself — the throbbing organ of all Civ games — that is being altered.

The improvements you build in your cities will now actually need to be placed in the tiles surrounding your city and can derive benefits from the terrain if built in better or worse locations. This will probably place an even greater emphasis on finding the best possible spot to found a city, as the long-term growth and development will hinge to a much greater degree on the city’s hinterland than in earlier Civ games.

While I’ve certainly enjoyed the most recent game, I found myself very often following an informal “script” or template when playing Civ V, which Firaxis developers think they’re addressing in the new game:

Why has Firaxis decided to make this change to how cities are structured, to merge the building elements of the city with its surrounding geography?

“We want players to adapt to the map every time they play the game,” says lead designer Ed Beach. “We want people to think on their feet, to respond to being put in different types of terrain, to being put in situations while playing different leaders.”

He says that the “number one” problem the team has identified about Civ 5 is that players often settle on certain strategic paths, and they play the same way every time. For example, when I build cities, I’m almost always looking at Monument, Shrine, Granary, Library, Walls, Coliseum. I rarely change this formula, nor others theirs.

This is why Civ 6‘s cities are different. “It’s as big a change for the economic side of the game as unstacking the armies was with Civ 5,” says Beach. “We want to throw different things at the player at different times and make them have to adapt.”

April 21, 2016

QotD: The amazing (ancient) Greeks

Filed under: Architecture, Europe, Greece, History, Quotations, Science — Tags: , , , — Nicholas @ 01:00

I discovered the Greeks when I was eight, and I came across a copy of Roger Lancelyn-Green’s retelling of The Iliad. I was smitten at once. There was something so wonderfully grand, yet exotic, about the stories. I didn’t get very far with it, but I found a copy of Teach Yourself Greek in the local library and spent weeks puzzling over it. Over the next few years, I read my way through the whole of Greek and Roman mythology, and was drawn into the history of the whole ancient world.

When I was twelve, my classical leanings took me in a new, if wholly predictable, direction. The sexual revolution of the 70s hardly touched most South London schoolboys. The one sex education lesson I had was a joke. Porn was whatever I could see without my glasses in the swimming pool. So I taught myself Latin well enough to read the untranslated naughty bits in the Loeb editions of the classics. The librarians in Lewisham were very particular in those days about what they allowed on their shelves. They never questioned the prestige of the classics, or thought about what I was getting them to order in from other libraries. With help from Martial and Suetonius and Ausonius, among others, I’d soon worked out the mechanics of all penetrative sex, and flagellation and depilation and erotic dances; and I had a large enough fund of anecdotes and whole stories to keep my imagination at full burn all though puberty.

Then, as I grew older, I realised something else about the Greeks — something I’d always known without putting it into words. There’s no doubt that European civilisation, at least since the Renaissance, has outclassed every other. No one ever gathered facts like we do. No one reasoned from them more profoundly or with greater focus. No one approached us in exposing the forces of nature, and in turning them to human advantage. We are now four or five centuries into a curve of progress that keeps turning more steeply upwards. Yet our first steps were guided by others — the Greek, the Romans, the Arabs, and so forth. If we see further than they do, we stand on the backs of giants.

The Greeks had no one to guide them. Unless you want to make exaggerated claims about the Egyptians and Phoenicians, they began from nothing. Between about 600 and 300 BC, the Greeks of Athens and some of the cities of what is now the Turkish coast were easily the most remarkable people who ever lived. They gave us virtually all our philosophy, and the foundation of all our sciences. Their historians were the finest. Their poetry was second only to that of Homer — and it was they who put together all that we have of Homer. They gave us ideals of beauty, the fading of which has always been a warning sign of decadence; and they gave us the technical means of recording that beauty. Again, they had no examples to imitate. They did everything entirely by themselves. In a world that had always been at the midnight point of barbarism and superstition, they went off like a flashbulb; and everything good in our own world is part of their afterglow. Every renaissance and enlightenment we have had since then has begun with a rediscovery of the ancient Greeks. Modern chauvinists may argue whether England or France or Germany has given more to the world. In truth, none of us is fit to kiss the dust on which the ancient Greeks walked.

How can you stumble into their world, and not eventually be astonished by what the Greeks achieved? From the time I was eight, into early manhood, I felt wave after wave of adoration wash over me, each one more powerful than the last.

Richard Blake, “Interview with Richard Blake”, 2014-03-14.

August 13, 2015

The Hockey Stick of Human Prosperity (Everyday Economics 1/7)

Filed under: Economics, Health, History — Tags: , — Nicholas @ 02:00

Published on 24 Jun 2014

In this series, Professor Don Boudreaux explores the question economists have been asking since the era of Adam Smith — what creates wealth? On a timeline of human history, the recent rise in standards of living resembles a hockey stick — flatlining for all of human history and then skyrocketing in just the last few centuries. Without specialization and trade, our ancient ancestors only consumed what they could make themselves. How can specialization and trade help explain the astonishing growth of productivity and output in such a short amount of time — after millennia of famine, low life expectancy, and incurable disease?

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