Independent or autonomous entity whose territory consists of a city
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Are the streets of Baltimore City safer than they were a decade ago? Peace and progress in our city continues to be a daily effort for Baltimore City State's Attorney Ivan Bates, who joins Nestor at Faidley's at Lexington Market to discuss youth crime, accountability and the challenges of the juvenile system while getting the repeat offenders off the street to make the city safer. The post Baltimore City State's Attorney Ivan Bates discusses law and order and prosecution with Nestor first appeared on Baltimore Positive WNST.
WBBM political editor Geoff Buchholz updates Chicago's pitch to bring the Democratic National Convention back to the city in 2028.
WBBM political editor Geoff Buchholz updates Chicago's pitch to bring the Democratic National Convention back to the city in 2028.
WBBM political editor Geoff Buchholz updates Chicago's pitch to bring the Democratic National Convention back to the city in 2028.
A provocative new history of America's constitution and an urgent call to action for a nation confronted by challenges its founders could never have imagined The American Revolution occurred at a time when Britain's constitutional order failed to adapt to the extraordinary growth of its colonies. The framers designed an American constitution to succeed where Britain's had faltered, planning for continuous population and territorial expansion that would eventually cross the continent. Yet by the end of the nineteenth century, it was already ill-suited for an increasingly urban, industrialized society, and the transformations of the twentieth century have pushed it to a breaking point. The Making and Breaking of the American Constitution: A Thousand-Year History (Princeton UP, 2026) charts the history and aims of the American constitution from its origins in an agrarian past to the grave crisis we face today. Mark Peterson traces the American constitutional tradition to the control of land in medieval England, showing how the founders incorporated the aspirations of Magna Carta with the administrative principles of the Domesday Book, a meticulous survey and valuation of landed property commissioned by William the Conqueror. This framework encouraged the growth of democratic self-government in a young nation. It also institutionalized the colonization of territory and the expulsion of Indigenous peoples, establishing a legal blueprint for transforming tribal lands into revenue-yielding real estate for settlers. Peterson's riveting narrative paints an arresting picture of a dynamic republic whose frame of government has changed enormously to meet the challenges of the modern age but whose written constitution has changed very little. Marking the 250th anniversary of American independence, The Making and Breaking of the American Constitution reveals how this widening disconnect threatens the very existence of our democracy. It calls for a constitution that sustains the ideals developed over the past thousand years while meeting the challenges of the future. Mark Peterson is the Edmund S. Morgan Professor of History at Yale University. He is the author of The City-State of Boston: The Rise and Fall of an Atlantic Power, 1630–1865 (Princeton) and The Price of Redemption: The Spiritual Economy of Puritan New England. Mark Peterson traces the American constitutional tradition to the control of land in medieval England, showing how the founders incorporated the aspirations of Magna Carta with the administrative principles of the Domesday Book, a meticulous survey and valuation of landed property commissioned by William the Conqueror. This framework encouraged the growth of democratic self-government in a young nation. It also institutionalized the colonization of territory and the expulsion of Indigenous peoples, establishing a legal blueprint for transforming tribal lands into revenue-yielding real estate for settlers. Peterson's riveting narrative paints an arresting picture of a dynamic republic whose frame of government has changed enormously to meet the challenges of the modern age but whose written constitution has changed very little. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/new-books-network
A provocative new history of America's constitution and an urgent call to action for a nation confronted by challenges its founders could never have imagined The American Revolution occurred at a time when Britain's constitutional order failed to adapt to the extraordinary growth of its colonies. The framers designed an American constitution to succeed where Britain's had faltered, planning for continuous population and territorial expansion that would eventually cross the continent. Yet by the end of the nineteenth century, it was already ill-suited for an increasingly urban, industrialized society, and the transformations of the twentieth century have pushed it to a breaking point. The Making and Breaking of the American Constitution: A Thousand-Year History (Princeton UP, 2026) charts the history and aims of the American constitution from its origins in an agrarian past to the grave crisis we face today. Mark Peterson traces the American constitutional tradition to the control of land in medieval England, showing how the founders incorporated the aspirations of Magna Carta with the administrative principles of the Domesday Book, a meticulous survey and valuation of landed property commissioned by William the Conqueror. This framework encouraged the growth of democratic self-government in a young nation. It also institutionalized the colonization of territory and the expulsion of Indigenous peoples, establishing a legal blueprint for transforming tribal lands into revenue-yielding real estate for settlers. Peterson's riveting narrative paints an arresting picture of a dynamic republic whose frame of government has changed enormously to meet the challenges of the modern age but whose written constitution has changed very little. Marking the 250th anniversary of American independence, The Making and Breaking of the American Constitution reveals how this widening disconnect threatens the very existence of our democracy. It calls for a constitution that sustains the ideals developed over the past thousand years while meeting the challenges of the future. Mark Peterson is the Edmund S. Morgan Professor of History at Yale University. He is the author of The City-State of Boston: The Rise and Fall of an Atlantic Power, 1630–1865 (Princeton) and The Price of Redemption: The Spiritual Economy of Puritan New England. Mark Peterson traces the American constitutional tradition to the control of land in medieval England, showing how the founders incorporated the aspirations of Magna Carta with the administrative principles of the Domesday Book, a meticulous survey and valuation of landed property commissioned by William the Conqueror. This framework encouraged the growth of democratic self-government in a young nation. It also institutionalized the colonization of territory and the expulsion of Indigenous peoples, establishing a legal blueprint for transforming tribal lands into revenue-yielding real estate for settlers. Peterson's riveting narrative paints an arresting picture of a dynamic republic whose frame of government has changed enormously to meet the challenges of the modern age but whose written constitution has changed very little. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/history
A provocative new history of America's constitution and an urgent call to action for a nation confronted by challenges its founders could never have imagined The American Revolution occurred at a time when Britain's constitutional order failed to adapt to the extraordinary growth of its colonies. The framers designed an American constitution to succeed where Britain's had faltered, planning for continuous population and territorial expansion that would eventually cross the continent. Yet by the end of the nineteenth century, it was already ill-suited for an increasingly urban, industrialized society, and the transformations of the twentieth century have pushed it to a breaking point. The Making and Breaking of the American Constitution: A Thousand-Year History (Princeton UP, 2026) charts the history and aims of the American constitution from its origins in an agrarian past to the grave crisis we face today. Mark Peterson traces the American constitutional tradition to the control of land in medieval England, showing how the founders incorporated the aspirations of Magna Carta with the administrative principles of the Domesday Book, a meticulous survey and valuation of landed property commissioned by William the Conqueror. This framework encouraged the growth of democratic self-government in a young nation. It also institutionalized the colonization of territory and the expulsion of Indigenous peoples, establishing a legal blueprint for transforming tribal lands into revenue-yielding real estate for settlers. Peterson's riveting narrative paints an arresting picture of a dynamic republic whose frame of government has changed enormously to meet the challenges of the modern age but whose written constitution has changed very little. Marking the 250th anniversary of American independence, The Making and Breaking of the American Constitution reveals how this widening disconnect threatens the very existence of our democracy. It calls for a constitution that sustains the ideals developed over the past thousand years while meeting the challenges of the future. Mark Peterson is the Edmund S. Morgan Professor of History at Yale University. He is the author of The City-State of Boston: The Rise and Fall of an Atlantic Power, 1630–1865 (Princeton) and The Price of Redemption: The Spiritual Economy of Puritan New England. Mark Peterson traces the American constitutional tradition to the control of land in medieval England, showing how the founders incorporated the aspirations of Magna Carta with the administrative principles of the Domesday Book, a meticulous survey and valuation of landed property commissioned by William the Conqueror. This framework encouraged the growth of democratic self-government in a young nation. It also institutionalized the colonization of territory and the expulsion of Indigenous peoples, establishing a legal blueprint for transforming tribal lands into revenue-yielding real estate for settlers. Peterson's riveting narrative paints an arresting picture of a dynamic republic whose frame of government has changed enormously to meet the challenges of the modern age but whose written constitution has changed very little. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/political-science
A provocative new history of America's constitution and an urgent call to action for a nation confronted by challenges its founders could never have imagined The American Revolution occurred at a time when Britain's constitutional order failed to adapt to the extraordinary growth of its colonies. The framers designed an American constitution to succeed where Britain's had faltered, planning for continuous population and territorial expansion that would eventually cross the continent. Yet by the end of the nineteenth century, it was already ill-suited for an increasingly urban, industrialized society, and the transformations of the twentieth century have pushed it to a breaking point. The Making and Breaking of the American Constitution: A Thousand-Year History (Princeton UP, 2026) charts the history and aims of the American constitution from its origins in an agrarian past to the grave crisis we face today. Mark Peterson traces the American constitutional tradition to the control of land in medieval England, showing how the founders incorporated the aspirations of Magna Carta with the administrative principles of the Domesday Book, a meticulous survey and valuation of landed property commissioned by William the Conqueror. This framework encouraged the growth of democratic self-government in a young nation. It also institutionalized the colonization of territory and the expulsion of Indigenous peoples, establishing a legal blueprint for transforming tribal lands into revenue-yielding real estate for settlers. Peterson's riveting narrative paints an arresting picture of a dynamic republic whose frame of government has changed enormously to meet the challenges of the modern age but whose written constitution has changed very little. Marking the 250th anniversary of American independence, The Making and Breaking of the American Constitution reveals how this widening disconnect threatens the very existence of our democracy. It calls for a constitution that sustains the ideals developed over the past thousand years while meeting the challenges of the future. Mark Peterson is the Edmund S. Morgan Professor of History at Yale University. He is the author of The City-State of Boston: The Rise and Fall of an Atlantic Power, 1630–1865 (Princeton) and The Price of Redemption: The Spiritual Economy of Puritan New England. Mark Peterson traces the American constitutional tradition to the control of land in medieval England, showing how the founders incorporated the aspirations of Magna Carta with the administrative principles of the Domesday Book, a meticulous survey and valuation of landed property commissioned by William the Conqueror. This framework encouraged the growth of democratic self-government in a young nation. It also institutionalized the colonization of territory and the expulsion of Indigenous peoples, establishing a legal blueprint for transforming tribal lands into revenue-yielding real estate for settlers. Peterson's riveting narrative paints an arresting picture of a dynamic republic whose frame of government has changed enormously to meet the challenges of the modern age but whose written constitution has changed very little. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/american-studies
A provocative new history of America's constitution and an urgent call to action for a nation confronted by challenges its founders could never have imagined The American Revolution occurred at a time when Britain's constitutional order failed to adapt to the extraordinary growth of its colonies. The framers designed an American constitution to succeed where Britain's had faltered, planning for continuous population and territorial expansion that would eventually cross the continent. Yet by the end of the nineteenth century, it was already ill-suited for an increasingly urban, industrialized society, and the transformations of the twentieth century have pushed it to a breaking point. The Making and Breaking of the American Constitution: A Thousand-Year History (Princeton UP, 2026) charts the history and aims of the American constitution from its origins in an agrarian past to the grave crisis we face today. Mark Peterson traces the American constitutional tradition to the control of land in medieval England, showing how the founders incorporated the aspirations of Magna Carta with the administrative principles of the Domesday Book, a meticulous survey and valuation of landed property commissioned by William the Conqueror. This framework encouraged the growth of democratic self-government in a young nation. It also institutionalized the colonization of territory and the expulsion of Indigenous peoples, establishing a legal blueprint for transforming tribal lands into revenue-yielding real estate for settlers. Peterson's riveting narrative paints an arresting picture of a dynamic republic whose frame of government has changed enormously to meet the challenges of the modern age but whose written constitution has changed very little. Marking the 250th anniversary of American independence, The Making and Breaking of the American Constitution reveals how this widening disconnect threatens the very existence of our democracy. It calls for a constitution that sustains the ideals developed over the past thousand years while meeting the challenges of the future. Mark Peterson is the Edmund S. Morgan Professor of History at Yale University. He is the author of The City-State of Boston: The Rise and Fall of an Atlantic Power, 1630–1865 (Princeton) and The Price of Redemption: The Spiritual Economy of Puritan New England. Mark Peterson traces the American constitutional tradition to the control of land in medieval England, showing how the founders incorporated the aspirations of Magna Carta with the administrative principles of the Domesday Book, a meticulous survey and valuation of landed property commissioned by William the Conqueror. This framework encouraged the growth of democratic self-government in a young nation. It also institutionalized the colonization of territory and the expulsion of Indigenous peoples, establishing a legal blueprint for transforming tribal lands into revenue-yielding real estate for settlers. Peterson's riveting narrative paints an arresting picture of a dynamic republic whose frame of government has changed enormously to meet the challenges of the modern age but whose written constitution has changed very little. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/law
Play The Mighty Challenge, Thursday May 7 edition to see if you have the answer!
This show has been flagged as Clean by the host. In our final look at the game mechanics for Civilization V we look at all of the players and their unique attributes. This helps you to see that certain Empires can be better suited for particular victory strategies. Playing Civilization V, Part 11 The Players By the time you got to the last expansion and all of the DLC, there are 43 possible Empires you can play as. But they are not all alike. Each Empire has a particular Leader, a Unique Ability, and a Unique Unit. In addition most of them have some kind of Starting Bias, and many have a Unique Building or a Unique Improvement. Understanding how to make use of these is important to your strategy. If you let random chance assign you to an Empire, you need to know what kind of strategy will work with that Empire. And if you want to pursue a particular strategy you will want to know how to pick an appropriate Empire to fit strategy. There is a chart that lists all 43 Empires with all of their parameters at the Civilization Fandom Wiki and you might want to bookmark that page for future reference. Also, you want to know what to expect concerning your opponents in a game. Leader You don't have a choice of leaders. When you choose a particular Empire you get the Leader that comes with it. But these leaders are distinct in various ways. To see what I mean, go to the Leader page for one by clicking on the link under the Leader picture. You will see a long list of AI Traits. These describe in numerical terms how competitive the Leader is various ways, how prone to war, which kinds of units it will build, and so on. It is a long list, so your eyes may glaze over, but the significance is that it may give you some insight if this Leader is one of your opponents in a game. This list is how the AI is programmed. There is also more approachable summary under Personality and Behavior, and here is what it says about Pedro II of Brazil: “Pedro will most commonly try for a cultural victory. If he pursues a different victory condition, he is likely to choose a diplomatic one over a scientific or domination victory. Pedro is exceptionally friendly and loyal, and will readily befriend anyone but the most warlike leaders. He is more willing to denounce than to wage war himself, but will maintain a defensive militia comprised of a variety of units. He also has a habit of building a fairly large navy. Fittingly, Pedro's highest priority is the Happiness of his people, followed by the development of his lands and Culture. He will not claim a large territory, but his cities will be highly populated and the land and water around them will be full of improvements. He will sometimes try to build wonders that enhance his Culture and Tourism output. Pedro is friendly toward city-states in his sphere of influence and will often pledge to protect them. He will hardly ever attack or bully them.” Now, the point is that this describes your AI opponent. If you choose to play as Pedro II of Brazil, you can make entirely different decisions from what the AI would do Starting Bias Each Empire will spawn on the map in ways that reflect their Starting Bias, if any. Some Empires (e.g. China, France, etc.) have no Starting Bias at all, which means they can spawn anywhere on the map, though there is programming to ensure that the location is not a disaster, like all Tundra and Ice, or the middle of the ocean. So it will certainly be playable. Still some players like to try 2,3, or 4 times to spawn to see if they can get a good place to start.. For the Empires with a Starting Bias, it can be either positive or negative. For example, the Mongolian Empire has a bias towards starting on plains, which makes sense historically since they came from the plains of Central Asia. The Russian Empire has a bias to start in Tundra, which again seems to fit. The Songhai Empire has a negative Starting Bias, which is to avoid Tundra. The Songhai Empire historically was an empire in sub-Saharan Africa, so this makes sense. And the Siamese Empire avoids Forests. The Roman and Shoshone Empires have no Starting Bias at all, so they could spawn anywhere. This Starting Bias will apply to whichever Empire you choose to play, so if you would prefer to not play with a lot of Tundra, you would de well to not choose Russia. But Russia can do more with Tundra than some other Empire might, so it all balances out. Unique Ability Generally speaking each Empire will have a Unique Ability. For example, the Austrian Empire has the Unique Ability called Diplomatic Marriage, which allows them to spend Gold to annex or puppet any City-State that they have been allied to for at least 5 turns. If the City-State is annexed, it becomes part of the Austrian Empire, but if it is puppeted the City-State technically remains separate but is under the control in some ways of the Austrian Empire. India has a Unique Ability called Population Growth. This doubles the unhappiness caused by more cities, but reduces by 50% the unhappiness caused by increased population. So if you were playing India it is even more important to build Tall rather than Wide. Unique Units Every Empire has at least one, and sometimes two Unique Units. These units replace a normal unit, but are a little better in some respect. They are worth having, but some are more useful than others. And a key factor is when they are available to you. For example, the Celtic Empire gets the Pictish Warrior, which replaces the Spearman. Since the Spearman is generally the first unit you learn to build, it comes very early in the game. So if you were interested in a strategy of early warfare, this might matter to you. The Pictish Warrior is actually weaker than the Spearman in one respect, though, in that it gets no bonus against mounted units. So if you are the Celts, and you are facing the Mongols, you will have a problem. But the Pictish Warrior can pillage without any movement cost. Normally when you use a unit to pillage it ends your turn, but the Pictish Warrior could pillage and then move if it still had movement left. And the Pictish Warrior also has the Foreign Lands Bonus, which gives it a 20% bonus when fighting outside of Celtic territory. And finally the Pictish Warrior gets a Faith bonus when it kills an enemy unit, equal to 50% of the killed unit's strength. The American Empire is one that has 2 Unique Units. One is the B-17 bomber, which replaces the regular Bomber. It comes with 2 promotions (Siege I, and Evasion), and is slightly stronger (70 vs. 65). The problem with this is that it comes so late in the game that it is hard to see what good it will do you. If you are pursuing a Domination strategy you should have already gone most of the way to conquering the world before you actually get the B17. The other Unique Unit the Americans get is the Minuteman, which replaces the Musketman. It comes with a Drill I Promotion, ignores Terrain restrictions, and earns points towards a Golden Age. This is more useful than the B17, but not useful enough to push you towards a Domination victory. But since you need good units for any strategy, if only for defense, it is worth having. Personally, if I was playing as the Americans I would rather go for a Science victory. Unique Buildings/Improvements The last parameter for these Empires is the possible Unique Building or Unique Improvement. Some Empires, such as the Byzantines or the Japanese, do not have one, but they can be useful. For example, the Portuguese Empire has a unique building called the Feitoria which has the interesting property of being built outside of Portugal's territory. The Feitoria, which becomes available once you discover Navigation, can be built in the territory of a Coastal City-State on a Coastal Land tile that has no resources on it. It has three properties: Portugal gets one copy of each Luxury Resource the City-State has. This is great for either increasing Happiness or as something that can be traded with other Empires. +50% defensive strength for any combat units on the tile. Pillaging the Freitoria constitutes an Act of War against Portugal, which means Portugal gets no penalties for going to war. Another example is the Dutch Polder, which can be built on any Marsh or Flood Plain tile. It gives +3 Food, and once you discover Economics it will also yield +1 Production and +1 Gold. Summary Studying the chart of the Empires can help you in picking strategies for the Empire you are playing, or help you to pick an Empire that is well suited to the strategy you want to try. And knowing how the AI is programmed for other Empires helps you to know what to expect in your game. But here are some suggestions. Note that you can win with any Civ, but these are ones that lend themselves to a particular strategy. That said, I usually let the game give me a random choice and then formulate my strategy when I see what I get. Domination Germany Japan Rome Songhai Mongols Science Babylon Korea Poland America Culture Brazil Polynesia Poland France Diplomatic Greece Arabia Portugal Links: https://civilization.fandom.com/wiki/Civilizations_(Civ5) https://www.palain.com/gaming/civilization-v/playing-civilization-v-part-11/ Provide feedback on this episode.
This week, Jeremi and Zachary host historian Mark Peterson to discuss his book, The Making and Breaking of the American Constitution: A Thousand-Year History, and to rethink the Constitution as a long-evolving relationship among people, government institutions, land, and written instruments rather than a single 1787 text. Mark Peterson is the Edmund S. Morgan Professor of History at Yale University. He is the author of three major books: The Price of Redemption: The Spiritual Economy of Puritan New England; The City-State of Boston: The Rise and Fall of an Atlantic Power, 1630-1865; and, most recently, The Making and Breaking of the American Constitution: A Thousand-Year History.
Jeff Coltin, editor-in-chief of City & State, and Timmy Facciola, independent journalist who runs the Substack "Judge Street Journal," recap the debate between the Democrats vying for a shot to take on current Republican Congressman Mike Lawler in NY-17, plus they discuss the biggest local issues, and how this district fits into this year's midterm election politics. Photo: Rep. Mike Lawler, R-N.Y., greets a supporter during a "Back the Blue," campaign rally in Congers, N.Y., on Friday, October 18, 2024. (Tom Williams/CQ-Roll Call, Inc via Getty Images)
This show has been flagged as Clean by the host. In our next look at the game mechanics for Civilization V we three key ideas: Great People, Trade, and Empires/Civilizations. Playing Civilization V, Part 10 - Great People Gaining Great People You earn Great People by accumulating Great Person Points (GPP). Each type of Great Person has its own type of GPP, and they are earned independently, so you can easily accumulate points for several different types of Great People at the same time. You can earn these points through specialists, through Wonders, and through Social Policies. While you can accumulate points towards any and all Great People, you should focus on ones that fit your game strategy. If you are going for a Domination victory, you should focus on Great Generals and Great Admirals in preference to Great Artists and Great Musicians. But if you are going for a Culture victory you might want to reverse that. That is not to say you won't gain a few random other Great People along the way, just that you should know what you are trying to achieve. And Great Generals and Great Admirals are a little different in that you earn them by winning battles. Types of Great People Great Artist – Can start Golden Age, or create Great works Great Musician – Can do Concert Tour (+Tourism), or create Great Works Great Writer- Can write a Political Treatise (+Culture), or create Great Works Great Engineer – Can hurry production (including Wonders). Can create Manufactory Great General – combat bonus to units within 2 tiles, or steal land when creating a Citadel Khan – Unique to Mongolia, replaces Great General, moves faster and heals adjacent units, and can create Citadel Great Merchant – Trade Mission (+Gold and +Influence with a city state). Create Customs House Merchant of Venice – Unique to Venice, replaces Great Merchant. +100% Gold and +100% Influence from Trade Mission, or can puppet a City-State. Can create Customs House Great Scientist – Can Hurry Research, or create Academy Great Admiral – Combat bonus to naval units within 2 tiles. Can repair adjacent naval and embarked units Great Prophet – Can Found or enhance Religion, can spread Religion, or can create Holy Site Every type except Great Admiral can create something, but that uses up the Great Person. And the main action for each also uses up the Great Person (e.g. do a Concert Tour, Hurry Production, etc.). So you need to consider which one works best for you. As a general rule, compare which option pays off the best. For example, if it is early in the game and you get a Great Scientist, creating an Academy will give you science points per turn that will pay off over the whole game. But once you hit the mid-to-late stages the one time hit of science points from Hurry Research makes more sense because you don't have the time left for the per-turn bonus from an Academy to add up. And if there is a key Wonder you need to make your strategy works, keeping a Great Engineer on hand to hurry it up can pay off very nicely. This is the only way to Hurry Production on a Wonder. Trade In Civilization V, the amount of Gold you earn from terrain is much lower, so the path to a full treasury requires that you set up Trade Routes. You have limited number of Trade Slots available, but that limit grows over time. You can earn slots two ways. The first is through discovering techs: Ancient Era: Animal Husbandry, Sailing Classical Era: Engineering Medieval Era: Compass Renaissance Era: Banking Industrial Era: Biology Modern Era: Railroad Atomic Era: Penicillin So just from keeping up your research you can get up to 8 Trade Routes. In addition, the Wonders Colossus and Petra each provide an additional Trade Route. You can establish trade route with your own cities, with City-States, and with other Empires. Trade routes are always city-to-city, and are limited by distance, so it can make sense sometimes to move your trade unit to a different city. The city that produced the unit will always be where it shows up first, but you can make a move on its first turn to transfer the unit to another city, though note that Cargo Ships can only be placed in coastal cities. This can bring a desired destination city within range. Note that for land units (Caravans) you can increase the range by building roads. Effects of Trade Trade is generally pursued for the gold, but there can also be Science, Culture, and Religious effects, so it is worth paying attention here. Even if Gold is the main object, you may have several options that provide equivalent amounts of Gold, and a potential gain of Science or Culture might be the tie-breaker, depending on your strategy for victory. If you establish a trade route with a City-State, you can receive Gold, provide religious pressure to convert them to your religion, and gain influence with them, This can be very helpful if you are going for a Diplomatic Victory, But I would not accept a large difference in Gold just for that minor Influence gain. You can gain far more influence with Gold in long run. Setting up trade between your own cities can be helpful in giving a boost to a city because you can send Food and Production. In the earlier phases of the game that might be a good idea to get a city up to full development. The city where the route originates does not lose Food or Production, but some added amount shows up in the destination city. However, for Food trade to happen you need to have a Granary in each city, and for Production you need to have a Workshop in each city. Plundering Trade routes can be plundered by Empires you are at war with, or more often, by Barbarians. When that happens, the route disappears, and you need to build another trade unit and set up another route. Empires/Civs There are 43 possible Civilizations in Civ 5, so I don't propose to discuss all of them in depth here, but if you want to dive into this more you can go to the Civ Wiki for a chart that shows them all. Instead, I want to discuss why they are different and how you should make choices depending on the Victory type you are choosing. Of course, if you let the game make the choice for you randomly, knowing what each Civ is good for can help you to determine what type of strategy to pursue for your best chance of a victory. The first thing to know about each Civ is that they have a starting bias for where they will spawn at the beginning of the game. This can be either positive or negative, i.e. you are either more likely to spawn in certain terrain, or less likely to spawn in certain terrain. England, which is a naval power, will be biases to spawn on the Coast. Whereas Egypt, a famously desert country, will have a negative bias to avoid Jungle or Forest locations. Second, all Civs have one or more Unique Abilities. For example, the Carthaginians have two abilities that come from history. The first is Phoenician Heritage, which means that all Coastal cities get a free Harbor. And once they have earned a Great General, their military units can cross Mountain tiles, and they are the only ones that can do this. And the French have the City of Light ability, which grants doubled theming bonuses for Museums and wonders that are in the Capital. Third, each Civ has a Unique Unit. These units replace one of the regular units in the game, but are enhanced in some way. Spain has two of these. The first, the Tercio, replaces the Musketman, but it has a +50% bonus against mounted units and an increased Melee strength, making it a combination of Musketman and Pikeman. The other unit, the Conquistador replaces the Knight, but it has some interesting abilities. It can move after attacking if it still has movement points, embarked units have double defense, it can see two tiles further, and has no penalty when attacking cities. Finally, the Conquistador unit can be use to establish a city, though that uses up the unit. Finally, most (but not all) Civs have Unique Building or Improvement. As with units, these tend to replace ordinary buildings/improvements but offer something better. Arabia, for instance, has the Bazaar, which replaces the Marketplace. But it provides an additional 2 Gold per turn more than the Marketplace, it adds one additional copy of each improved luxury resource near the city, and provides +2 Gold for each Oasis and each source of Oil. What you need to consider is how each of these unique attributes of a Civ will fit in to your strategy. And timing matters. The American Unique Unit of the B-17 Bomber is nice, to be sure, but comes very late in the game. It probably won't help you conquer the world. But the Roman units of the Ballista and the Legion are excellent for an early campaign of conquest. For a Trade-oriented strategy, Portugal is excellent, as all of its Unique attributes help with generating Trade and Gold. And Gold is the key to many possible paths to victory. So keep these points in mind as you plan your strategy. And to illustrate all of the things we have been discussing in the Civilization V series, I will play a game where I aim for a Diplomatic Victory. Links: https://civilization.fandom.com/wiki/Great_People_(Civ5) https://civilization.fandom.com/wiki/International_trade_route_(Civ5) https://civilization.fandom.com/wiki/Civilizations_(Civ5) https://www.palain.com/gaming/civilization-v/playing-civilization-v-part-10/ Provide feedback on this episode.
WBBM political editor Geoff Buchholz updates developments in the murder of Loyola Chicago student Sheridan Gorman.
WBBM political editor Geoff Buchholz updates developments in the murder of Loyola Chicago student Sheridan Gorman.
WBBM political editor Geoff Buchholz updates developments in the murder of Loyola Chicago student Sheridan Gorman.
The family of Arben Pilici has filed a lawsuit against DeKalb County after he suffocated during a 2024 welfare check at his home. On today's “Closer Look,” we hear from two of the attorneys representing the family and learn more about DeKalb’s Mobile Crisis Unit and the type of police restraint that led to Pilici’s death. Also, two Georgia Democratic lawmakers are resisting Immigration and Customs Enforcement's ongoing efforts to establish large-scale ICE detention centers in Georgia. “Closer Look” host Rose Scott talks with Georgia State Senator Jaha Howard, who has introduced Senate Bill 517 and Senate Bill 549. We also hear from South Fulton Councilmember Helen Zenobia Willis, who recently introduced a resolution to ban warehouses in South Fulton.See omnystudio.com/listener for privacy information.
Maybe when you think of Los Angeles you think of mega highways, gridlock traffic, and urban sprawl. But our guest today argues that it is actually an underrated destination for enjoying the outdoors. Rosecrans Baldwin, author of Everything Now: Lessons from the City State of Los Angeles, shares his favorite places in the city to enjoy nature, from urban parks to mountain trails…and then he'll also take us even further out there, to a wilderness survival course and a class on talking to plants.More about today's guest: https://www.rosecransbaldwin.com/We always want to hear from you! If you have a question or story for us, give us a call at 315-992-7902 and leave a message, or send an email to hello@atlasobscura.com. Hosted by Simplecast, an AdsWizz company. See pcm.adswizz.com for information about our collection and use of personal data for advertising.
This show has been flagged as Clean by the host. In our next look at the game mechanics for Civilization V we examine several related topics: Diplomacy, Spies, and Religious Pressure. They are all ways to interact with other players without the force of arms being involved. And we will discuss the Diplomatic Victory, which is a new victory type added in Civilization V and can be fun to play. Playing Civilization V, Part 8 - Diplomacy Other Players With other players you have a relationship based on their approach to you. They are: Neutral – This is not Friendly nor is it Hostile. Trades you make with them will be fair from their point of view Friendly – They like you, and will accept requests from you more often. Trades will be slightly in your favor from their point of view. Afraid – This only happens if you have a a very substantial advantage in strength, so this is rare. They will readily accept requests from you, and trades will be in your favor Guarded – They are suspicious and defensive, and will be more likely to be unfriendly. Trades will be harder to achieve, and favor them rather than you. Deceptive – They will pretend to be friendly, but they are plotting against you. They may bribe other players to declare war on you. They will not accept requests for help, and trades will be hard to achieve. Hostile – They hate you, and are completely open about it. Trade deals, if you can get them, will be heavily against you. War – This means they have decided to go to war with you. But they need the right conditions, so they may pretend to be Friendly, Neutral, Guarded, or Hostile while they wait for those conditions to mature. These are not set in stone, as you can modify how the other player feels towards you by your actions. If you have friends in common that will improve your relationship, or if you have enemies in common. Agreeing to their requests will also improve things. But if you cannot agree, just say so. The worst negative modifier is when you agree to do something, and then do the opposite. Saying no is also negative, but not as bad. Finally, remember that negatives will erode over time if they are not reinforced. If you want a very detailed look at the mechanics and details of this, check out https://civ-5-cbp.fandom.com/wiki/Detailed_Guide_to_Diplomacy. City-States City-States are also important diplomatic partners. We'll cover all of the benefits in a different section, but here I want to focus on how they enable the Diplomatic Victory. At a certain point the United Nations will be born out of the World Congress, and when this happens a Diplomatic Victory is possible. This will occur when any player reaches the Information Era, or whenever half of the players have reached the Atomic Era. Diplomatic Victory requires that you get the votes of a certain number of delegates to the United Nations. Each player gets delegates based on their population, and there are also some additional delegates you can earn, such as through building the World Wonder Forbidden Palace which gives you two additional delegates. Anyone planning for a Diplomatic Victory should consider building this Wonder as mandatory. But each City-State gets one delegate, and if you are allied with them their delegate is yours. The mechanics of City-State relationships is that they love gifts, and cash is always the best. So anyone planning a Diplomatic Victory would be well-advised to focus on building a large Treasury. You will know when a World Leader vote is coming up in the United Nations, and can make cash drops on any City-States that are not already allied with you before the vote. But watch out that another player doesn't do the same thing after you and snipe away some of your allies. Also, you can place your spies in City-States to rig elections, and that is another way to get them to ally with you. Spies and Espionage Spies are simply awarded to you whenever any player enters the Renaissance Era. After that you receive another spy each time to advance to another Era. So you can in general have as many as 5 Spies, but if you build the National Intelligence Agency you get one more. This is a National Wonder, and should be a mandatory build if you are going for a Diplomacy victory. And England starts with 1 extra Spy, so if you play as England you could get as many as 7 Spies. Spies can be used for offense or defense. If you station one of your spies in one of your cities it can operate as a counter-spy, and may thwart or even kill an enemy spy. If you are well ahead in technology, that might be a good use, since other players will be trying to steal your tech. But if you are behind, you might want to use your spies to steal tech from other players. You may be successful in this, but the theft does not go unnoticed, and other player may use one of his spies to counter your operation. If you spy is killed, you will get another one in 3-5 turns, but if your spy was a high-rank spy with promotions, that is a serious loss, so you may want to move that spy elsewhere for a while. Diplomats When you assign a spy to the capital of another player you can designate them as a Diplomat. They will take a few turns (depends on game speed, but around 6 turns on normal speeds) to get set up. This is called “Making Introductions”, but the point is that if you need an effective diplomat, don't wait until the last minute. Diplomats can be useful in several ways. Early on, they allow you to trade votes in the World Congress. And they will bring you intelligence about intrigues, and you can then share that with other players. And it can also give you a view of the other player's City Screen. Once you have researched Globalization your Diplomats can help with a Diplomatic Victory because each one counts as one additional vote in the United Nations for World Leader. You can change a spy into a Diplomat and vice versa just by moving the Spy/Diplomat from its current location to another location, which will trigger the ability to change the job assignment. This means that when you first get Spies, and they cannot yet be used to get additional Delegate votes as Diplomats, you can assign them to City-States, where they can help you get alliances. Then as you start to research Globalization, move them to the capitals of other players and turn them into Diplomats. This of course assumes you want to win a Diplomatic victory. If instead you are going for a Science victory and are ahead in Science, it is probably best to station them in your own cities to do counter-intelligence work. If you are ahead in Science, other players will be trying to steal tech from you. Religious Pressure If you have researched all of the Piety Social Policy Tree, you will have option to choose a Reformation Belief to add to your religion. One of these, Underground Sect, allows your spies to exert religious pressure against the city they have been sent to. However, this effect is fairly small. If there is not a Follower of your religion in the city, it seems to do nothing. But in combination it can flip cities to your religion. Start by sending in a Missionary to spread your religion, then your spy can add to that. And you should also combine that with a trade route to add additional religious pressure. And by gradually moving your spies, missionaries, and trade routes from city to city, you can make your religion dominant in a region. Diplomatic Victory This can be a fun way to win, and I have done it. If you want to get a leg up, start with a Civ that gives you advantages, such as Greece or Venice (although my last diplomatic Victory was achieved with Ethiopia, which is generally regarded as a military/domination Civ. You can win any victory type with any civ, and it can be fun to “play against type”). Greece gets an advantage from relations with City-States, which are key to a Diplomatic Victory because each one gets a vote for World Leader. And Venice is interesting because you cannot build settlers. But you can use cash to puppet City-States, and you can purchase units in puppeted City-States as well. Cash is king in the Venice strategy, and you will want to get as many Trade Routes as possible. The first two should send Food to Venice to help boost your population. Since you will only ever have one city as Venice you will want to max it out. All trade routes after that should focus on cash. Use your cash to purchase or upgrade military units, and employ a defensive strategy. You want enough military to deter any aggression against you, but you should avoid making any hostile moves against others if possible. Remember, this is a strategy for a Diplomatic Victory. If you want to go to war, don't choose Venice. Instead choose one of the Domination Civs, like the Zulus or the Mongols. Links: https://civ-5-cbp.fandom.com/wiki/Detailed_Guide_to_Diplomacy https://www.palain.com/gaming/civilization-v/playing-civilization-v-part-8/ Provide feedback on this episode.
In this episode of the Crazy Wisdom Podcast, host Stewart Alsop interviews Aurelio Gialluca, an economist and full stack data professional who works across finance, retail, and AI as both a data engineer and machine learning developer, while also exploring human consciousness and psychology. Their wide-ranging conversation covers the intersection of science and psychology, the unique cultural characteristics that make Argentina a haven for eccentrics (drawing parallels to the United States), and how Argentine culture has produced globally influential figures from Borges to Maradona to Che Guevara. They explore the current AI landscape as a "centralizing force" creating cultural homogenization (particularly evident in LinkedIn's cookie-cutter content), discuss the potential futures of AI development from dystopian surveillance states to anarchic chaos, and examine how Argentina's emotionally mature, non-linear communication style might offer insights for navigating technological change. The conversation concludes with Gialluca describing his ambitious project to build a custom water-cooled workstation with industrial-grade processors for his quantitative hedge fund, highlighting the practical challenges of heat management and the recent tripling of RAM prices due to market consolidation.Timestams00:00 Exploring the Intersection of Psychology and Science02:55 Cultural Eccentricity: Argentina vs. the United States05:36 The Influence of Religion on National Identity08:50 The Unique Argentine Cultural Landscape11:49 Soft Power and Cultural Influence14:48 Political Figures and Their Cultural Impact17:50 The Role of Sports in Shaping National Identity20:49 The Evolution of Argentine Music and Subcultures23:41 AI and the Future of Cultural Dynamics26:47 Navigating the Chaos of AI in Culture33:50 Equilibrating Society for a Sustainable Future35:10 The Patchwork Age: Decentralization and Society35:56 The Impact of AI on Human Connection38:06 Individualism vs. Collective Rules in Society39:26 The Future of AI and Global Regulations40:16 Biotechnology: The Next Frontier42:19 Building a Personal AI Lab45:51 Tiers of AI Labs: From Personal to Industrial48:35 Mathematics and AI: The Foundation of Innovation52:12 Stochastic Models and Predictive Analytics55:47 Building a Supercomputer: Hardware InsightsKey Insights1. Argentina's Cultural Exceptionalism and Emotional Maturity: Argentina stands out globally for allowing eccentrics to flourish and having a non-linear communication style that Gialluca describes as "non-monotonous systems." Argentines can joke profoundly and be eccentric while simultaneously being completely organized and straightforward, demonstrating high emotional intelligence and maturity that comes from their unique cultural blend of European romanticism and Latino lightheartedness.2. Argentina as an Underrecognized Cultural Superpower: Despite being introverted about their achievements, Argentina produces an enormous amount of global culture through music, literature, and iconic figures like Borges, Maradona, Messi, and Che Guevara. These cultural exports have shaped entire generations worldwide, with Argentina "stealing the thunder" from other nations and creating lasting soft power influence that people don't fully recognize as Argentine.3. AI's Cultural Impact Follows Oscillating Patterns: Culture operates as a dynamic system that oscillates between centralization and decentralization like a sine wave. AI currently represents a massive centralizing force, as seen in LinkedIn's homogenized content, but this will inevitably trigger a decentralization phase. The speed of this cultural transformation has accelerated dramatically, with changes that once took generations now happening in years.4. The Coming Bifurcation of AI Futures: Gialluca identifies two extreme possible endpoints for AI development: complete centralized control (the "Mordor" scenario with total surveillance) or complete chaos where everyone has access to dangerous capabilities like creating weapons or viruses. Finding a middle path between these extremes is essential for society's survival, requiring careful equilibrium between accessibility and safety.5. Individual AI Labs Are Becoming Democratically Accessible: Gialluca outlines a tier system for AI capabilities, where individuals can now build "tier one" labs capable of fine-tuning models and processing massive datasets for tens of thousands of dollars. This democratization means that capabilities once requiring teams of PhD scientists can now be achieved by dedicated individuals, fundamentally changing the landscape of AI development and access.6. Hardware Constraints Are the New Limiting Factor: While AI capabilities are rapidly advancing, practical implementation is increasingly constrained by hardware availability and cost. RAM prices have tripled in recent months, and the challenge of managing enormous heat output from powerful processors requires sophisticated cooling systems. These physical limitations are becoming the primary bottleneck for individual AI development.7. Data Quality Over Quantity Is the Critical Challenge: The main bottleneck for AI advancement is no longer energy or GPUs, but high-quality data for training. Early data labeling efforts produced poor results because labelers lacked domain expertise. The future lies in reinforcement learning (RL) environments where AI systems can generate their own high-quality training data, representing a fundamental shift in how AI systems learn and develop.
This show has been flagged as Clean by the host. In our next look at the game mechanics for Civilization V we examine the topic of Science and how to win a Science victory. This is something that has been in Civilization from the very beginning, but in Civilization V there are some changes worth addressing. Playing Civilization V, Part 7 Science In most respects this is not all that different in Civ 5. Most of the techs are the same, there is a tech tree that is pretty similar, and you need to keep up in Science for any victory condition you are seeking. You may want to just beat your enemies into submission, but if you are using Chariots while they have Tanks, you aren't going to have success. But also it is obvious that if you are going for a Science victory, you need to really focus on this. So many of these tips should be followed for any victory condition, but should be mandatory if you are going for a Science victory. The mechanics of researching technologies is that you have to accumulate a certain amount of Science to discover a new technology, but this amount goes up over time, so you have be continuously looking to increase your output of Science to keep up. for instance, one of your first Techs would be Pottery, which has a cost of 35 Science. But in your Capital city you get 3 Science from your Palace, and let's say you have a population of 2, so you are generating 5 Science per turn. That means you will research Pottery in 7 turns. But the Education tech costs 485 Science, Astronomy costs 780, Scientific Theory costs 1650, Plastics 4700, and Particle Physics 6000. These are all key techs to advance your Science to a Science Victory. So you can see that you need to be continually increasing your Science. To start with, Population=Science. You get one Science for every one point of population. That does not, however, mean that you need to have a lot of cities to get there. 4-5 well developed cities are quite sufficient, and adding more cities can cause Unhappiness problems. Since higher population itself can cause Unhappiness there is no good reason to add to the problem. Buildings The next boost you can give to Science is by building city improvements. The first, which comes early in the game, is the Library, which is available once you research Writing. A Library boosts the Science output of a city by one Science for every two citizens (roughly a 50% boost, rounded down), so building those early pays off. Because advancing through the tech tree is a process of accumulating Science, the earlier you can get these boosts the better. The other population-based boost is the Public School (available when you research Scientific Theory), which also boosts Science by one for every two citizens, and also offers a Specialist slot for a Science Specialist. And since more population means more Science, the Granary (available when you research Pottery) is a good building because it helps to grow your population. There is one other building worth mentioning which is the Observatory (available when you discover Astronomy). It doesn't depend on population, but on location. You have to have a city that is located directly next to a Mountain to build this, but it adds 50% to the Science output of the city. Mountains are otherwise useless (unless you are the Incas), but if you want a Science boost and happen to see good location (the ideal spot is an isolated mountain that is not part of a mountain range so you don't lose farming and mining production) this can be great boost. Scientist Specialists You can at a certain point take some of your citizens out of the farming and mining and turn them into Specialists, but you have to have a slot for them, and those slots come in buildings as well. We've already mentioned Public Schools providing one slot. Universities (available when you discover Education) provide 2 slots, as well as boosting the city output of Science by 33%. The other Science building, which comes late in the game, is the Research Lab (available when you discover Plastics) which adds another Specialist slot, plus 4 Science, and then adds 50% to the Science Output of the city. It comes too late to help much in most of the Tech Tree, but is essential to research the Space techs, which are very expensive. Wonders The first one to try for is the Great Library. It gives you a free Library in the city, +3 Science per turn, and a free tech. Use the free tech to get an expensive tech like Philosophy. Oracle provides 1 Great Person Point per turn towards a Great Scientist. Hanging Gardens provides +6 Food per turn (boosting your population), and a free Garden which boosts your Great Person Points by 25%. Leaning Tower of Pisa increases your Great Person Points by 25% in all cities, plus a free Great Person of your choice when you build it. Porcelain Tower gives you +50% from Research Agreements, plus a free Great Scientist. and Hubble Space Telescope provides two Great Scientists, a free Spaceship Factory in the city where it was built, and +25% production for spaceship parts. All of the above are World Wonders, which means you are in competition with other players to build them, and only one player can be successful in each case, so you won't get them all. You can sometimes rush a World Wonder by “chopping”, i.e. using your workers to cut down Forests for added production, but you need to have high production cities to build Wonders in general. There is one National Wonder to focus on, though, the National College. Every player can build their own version of any National Wonder. The National College can be built only when you have a Library in every one of your cities. Your strategy should be to build it as soon as possible, so don't build more than 3-4 cities before you get to this. It gives you +3 Science, plus an increase of 50% in the Science output of the city you build it in. Great Scientists As you work on your Science you will accumulate Great Person Points towards getting a Great Scientist. Some wonder produce Great Person Points, and all of your Science Specialists produce Great Person Points as well. As these add up you will suddenly see a Great Scientist appear. In the early game, the best thing to do is use this Great Scientist to build an Academy. Move the GS to any tile within your city and create the Academy there. It will yield at least +8 Science, bu there are also modifiers that can add to that. The alternative which is better later in the game is to use the Great Scientist to get a free Tech discovery. The reason is that early in the game that +8 Science is very significant, and it can accumulate over time. Combine that with things like an Observatory and a University that increase the city output and it can add up nicely over time. But by perhaps the Medieval Era, and certainly the Renaissance Era, you start running out of time for that accumulation. Meanwhile, the techs have gotten so expensive that a free Tech is the better option. Research Agreements These become available once you research Education. You have to have a Declaration of Friendship with the other player to create one. You each put a certain amount of gold into the pot to fund the research, and after a period of time (usually 30 turns) you each get an amount of Science from it. The way it is calculated is based on the partner that produced the least amount of Science during the agreement. From a science standpoint if you are ahead in Science it probably won't benefit you to enter into the agreement. But it does build your relationship with the other player so I wouldn't avoid them altogether. If you are behind in Science it can help you, of course. Policies and Ideologies Given that you should probably be building tall (4-5 cities) instead of wide (8-12 cities), it makes sense to start out with Tradition instead of Liberty. But once you get to the Renaissance you will want to enable the Rationalism tree to maximize your Science. When you get to Ideologies, you have a choice to make. Ignore Autocracy as that is not a Science-oriented choice. If you have 3-5 cities, Freedom is the best Ideology because Specialists require less food (Civil Society), and have reduced Unhappiness (Universal Suffrage). With a wide strategy (more than 5 cities) Order starts to look better. Getting Worker's Faculties will give +25% Science from every Factory. Exploration and Techs Exploration is generally a good idea for a variety of reasons, but one to focus on here is the effect of meeting other players. In the first place, if you find other players who have researched techs you do not yet have, you can trade for them. You do this whenever possible. Remember, the other players will all be trading with each other anyway, so if you don't participate you will simply fall behind. If you have a nice tech and can trade it to just two other players, you will jump up two techs along the tech tree, and that can be huge. If you hold onto it as a secret, some other player will research it, and they will trade it and get that boost instead. So trade whenever you can. Another advantage is that when you discover that another player has a tech you don't have yet, your cost to research it goes down. Trade This is the next Science boost we will cover. when you set up a trade route with either another player or a City-State, one of the benefits can be an increase to your Science. The main benefit of trade routes is money, at least the way I play, so I will always start by looking for the best addition to my Treasury, but if I can choose between equivalent monetary rewards but one trade route offers more Science I might prefer that if I am going for a Science victory. Choosing an Empire There are many Empires you can play, and some of them are oriented to a Science victory. The two obvious choices are Babylon and Korea. Babylon gets a free Great Scientist when you discover Writing, which is very early, so you should use it to put down an Academy. And it earns Great Scientists 50% faster. Korea's advantage comes from +2 Science from all specialists and from all Great Person tile improvements, plus you get a tech boost each time a Science building or wonder is built in the Capital. Of course, you can win a Science victory with any Empire if you are careful about leveraging your Empire's strengths. For example, Venice and Portugal can rake in the gold in huge amounts, and you can buy a lot of stuff that way. Or with the Celts you generate a ton of Faith, and that can be used to buy buildings and Great Scientists with the right Social Policies. Conclusion This is just a quick overview of the Science path, and there is always more to learn. If you really want to dive into the Science options and get a Science Victory, the Civilization Fanatics site has a pretty good strategy guide at https://forums.civfanatics.com/threads/science-victory-guide-any-difficulty.530940/. Links: https://forums.civfanatics.com/threads/science-victory-guide-any-difficulty.530940/ https://www.palain.com/gaming/civilization-v/playing-civilization-v-part-7/ Provide feedback on this episode.
Aristotle's Politics—a foundational examination of government, justice, citizenship, and the ideal state. Translated by William Ellis, narrated by Mark Cassidy with full subtitles.
Jeff Coltin, editor-in-chief of City & State, talks about Mayor-elect Mamdani's latest deputy mayor appointments, and the inauguration plans.
WBBM political editor Geoff Buchholz reports a new demand for a CTA safety plan from the Trump Administration is sparking reaction in the city.
WBBM political editor Geoff Buchholz reports a new demand for a CTA safety plan from the Trump Administration is sparking reaction in the city.
WBBM political editor Geoff Buchholz reports a new demand for a CTA safety plan from the Trump Administration is sparking reaction in the city.
In this episode, Mike dives into the deep and fascinating history of one of Traverse City's most iconic landmarks: the Traverse City State Hospital, also known historically as the Northern Michigan Asylum and the Traverse City Regional Psychiatric Hospital. Recorded on November 28, 2025 (yes, Black Friday—no, he's not out shopping), Mike shares personal stories, local history, and some memories connected to the vast and beautiful grounds of what is now called the Village at Grand Traverse Commons. What Mike Covers in This Episode 🏥 A Brief History of the State Hospital Established in 1881 and opened in 1885. Founded by Dr. James Decker Munson, namesake of Munson Healthcare, alongside Traverse City's “father,” Perry Hanna. Built as a Kirkbride Plan psychiatric hospital—one of four in Michigan and the only one still standing and in active use today (though no longer as a hospital). 🏛️ Architecture & Design Beautiful Victorian-style buildings with spires, long wings, wide porches, and landscaped grounds. Built on the idea of beauty, light, and nature aiding psychiatric healing. Gorgeous gardens supported by on-site greenhouses that provided year-round flowers. 🌳 A Self-Sustaining Community The hospital operated as its own little world: Farms with cattle, pigs, chickens, crops, and orchards Their own power plant Workshops and barns (now part of Historic Barns Park) Many patients (or “clients,” as some staff called them) worked on the grounds as part of daily life. 👨⚕️ Mike's Personal Connections Both of Mike's paternal grandparents worked there—his grandmother as an RN and his grandfather as an orderly. He shares memories of neighbors and relatives who worked on the hospital farm and grounds. He also reminisces about staying as a kid in the Perry Hanna House (now a funeral home)—a mansion connected to the founders of the hospital. 🏚️ Abandonment and Renewal After closing in the late 20th century, some buildings fell into disrepair. Today, Building 50 has been reborn with: Condos and apartments Offices Shops, galleries, and restaurants in the lower level, known as The Grotto Other “cottages” are slowly being restored, while tours still visit the untouched and eerie sections. 🚶 Ghost Stories, Tunnels & Tours The site is rich with lore—including tunnels connecting buildings. Mike mentions wanting to have his friend Chris (a local historian and photographer) on the podcast to go deeper into the legends, stories, and details. ☕ Coffee Deliveries at Sunrise Mike also shares a personal memory of delivering bagels to Cup of Joe in Building 50's grotto back when his wife ran a bagel shop—always grabbing a cup of coffee around 5:30 a.m. 🌄 A Landmark on the Hill As you drive into Traverse City from the south (US-31 / M-37), the spires of Building 50 rise out of the trees—a recognizable introduction to town. 🎙️ Coming Up November 29: “Why Podcasting Is So Special” November 30: A special final NaPodPoMo episode to close out the month Thanks for listening, and catch Mike tomorrow for more!
In this episode, Mike dives into the deep and fascinating history of one of Traverse City's most iconic landmarks: the Traverse City State Hospital, also known historically as the Northern Michigan Asylum and the Traverse City Regional Psychiatric Hospital. Recorded on November 28, 2025 (yes, Black Friday—no, he's not out shopping), Mike shares personal stories, local history, and some memories connected to the vast and beautiful grounds of what is now called the Village at Grand Traverse Commons. What Mike Covers in This Episode 🏥 A Brief History of the State Hospital Established in 1881 and opened in 1885. Founded by Dr. James Decker Munson, namesake of Munson Healthcare, alongside Traverse City's “father,” Perry Hanna. Built as a Kirkbride Plan psychiatric hospital—one of four in Michigan and the only one still standing and in active use today (though no longer as a hospital). 🏛️ Architecture & Design Beautiful Victorian-style buildings with spires, long wings, wide porches, and landscaped grounds. Built on the idea of beauty, light, and nature aiding psychiatric healing. Gorgeous gardens supported by on-site greenhouses that provided year-round flowers. 🌳 A Self-Sustaining Community The hospital operated as its own little world: Farms with cattle, pigs, chickens, crops, and orchards Their own power plant Workshops and barns (now part of Historic Barns Park) Many patients (or “clients,” as some staff called them) worked on the grounds as part of daily life. 👨⚕️ Mike's Personal Connections Both of Mike's paternal grandparents worked there—his grandmother as an RN and his grandfather as an orderly. He shares memories of neighbors and relatives who worked on the hospital farm and grounds. He also reminisces about staying as a kid in the Perry Hanna House (now a funeral home)—a mansion connected to the founders of the hospital. 🏚️ Abandonment and Renewal After closing in the late 20th century, some buildings fell into disrepair. Today, Building 50 has been reborn with: Condos and apartments Offices Shops, galleries, and restaurants in the lower level, known as The Grotto Other “cottages” are slowly being restored, while tours still visit the untouched and eerie sections. 🚶 Ghost Stories, Tunnels & Tours The site is rich with lore—including tunnels connecting buildings. Mike mentions wanting to have his friend Chris (a local historian and photographer) on the podcast to go deeper into the legends, stories, and details. ☕ Coffee Deliveries at Sunrise Mike also shares a personal memory of delivering bagels to Cup of Joe in Building 50's grotto back when his wife ran a bagel shop—always grabbing a cup of coffee around 5:30 a.m. 🌄 A Landmark on the Hill As you drive into Traverse City from the south (US-31 / M-37), the spires of Building 50 rise out of the trees—a recognizable introduction to town. 🎙️ Coming Up November 29: “Why Podcasting Is So Special” November 30: A special final NaPodPoMo episode to close out the month Thanks for listening, and catch Mike tomorrow for more!
Andres Rivero is the attorney representing our friend Dr. Marvin Dunn. Dr. Dunn sued to prevent a parcel of land owned by Miami Dade College from being transferred to Donald Trump without proper notice to the public. He talks about process with Billy Corben. Plus, Alex DeLuca of the Miami New Times updates us on the guy who was known as the most corrupt cop in the history of Miami Learn more about your ad choices. Visit podcastchoices.com/adchoices
We talk with State Senate President Cameron Henry about his work in trying to help fix New Orleans' budget mess
Learn more about your ad choices. Visit megaphone.fm/adchoices
Learn more about your ad choices. Visit megaphone.fm/adchoices
John Maytham speaks to Andrew Bayliss, author and Associate Professor in Greek History at the University of Birmingham, about his major new history, Sparta. Presenter John Maytham is an actor and author-turned-talk radio veteran and seasoned journalist. His show serves a round-up of local and international news coupled with the latest in business, sport, traffic and weather. The host’s eclectic interests mean the program often surprises the audience with intriguing book reviews and inspiring interviews profiling artists. A daily highlight is Rapid Fire, just after 5:30pm. CapeTalk fans call in, to stump the presenter with their general knowledge questions. Another firm favourite is the humorous Thursday crossing with award-winning journalist Rebecca Davis, called “Plan B”. Thank you for listening to a podcast from Afternoon Drive with John Maytham Listen live on Primedia+ weekdays from 15:00 and 18:00 (SA Time) to Afternoon Drive with John Maytham broadcast on CapeTalk https://buff.ly/NnFM3Nk For more from the show go to https://buff.ly/BSFy4Cn or find all the catch-up podcasts here https://buff.ly/n8nWt4x Subscribe to the CapeTalk Daily and Weekly Newsletters https://buff.ly/sbvVZD5 Follow us on social media: CapeTalk on Facebook: https://www.facebook.com/CapeTalk CapeTalk on TikTok: https://www.tiktok.com/@capetalk CapeTalk on Instagram: https://www.instagram.com/ CapeTalk on X: https://x.com/CapeTalk CapeTalk on YouTube: https://www.youtube.com/@CapeTalk567 See omnystudio.com/listener for privacy information.
The state of Nebraska, the city of Omaha and the community of North Omaha proudly took notice Saturday. People cheered, chanted and held up their cell phones hoping for a decent video of one of the greatest boxers of all time, Terence “Bud” Crawford, as he moved down a parade route in downtown Omaha.
Ezekiel's prophecy against Tyre stands as one of the most remarkable and precise predictions in biblical literature – a stunning demonstration of divine foreknowledge that unfolded over centuries exactly as foretold.The ancient city-state of Tyre was no ordinary settlement. By Ezekiel's time, this 2,000-year-old Mediterranean powerhouse had accumulated wealth beyond imagination. With a monopoly on precious purple dye and control over eastern Mediterranean shipping routes, Tyre had established colonies throughout the region and conducted business with kings worldwide. Their ships featured embroidered linen sails, ivory inlays, and the finest imported woods. Zechariah described their prosperity in striking terms: silver "heaped up like dust" and gold like "mire in the streets" – an observation confirmed by gold flecks that remained in Tyre's beach sand into modern times.Against this backdrop of seemingly invincible prosperity, Ezekiel delivered God's judgment: wave after wave of nations would attack Tyre, ultimately reducing this mighty commercial empire to nothing more than "a bare rock" where fishermen would spread their nets. The prophecy detailed that Nebuchadnezzar would come first, followed by others who would cast Tyre's stones, timber and debris into the sea.History records the astonishing fulfillment of these predictions. Nebuchadnezzar besieged Tyre for thirteen years, conquering the mainland but unable to take the island fortress. Later, Alexander the Great accomplished what Babylon couldn't by building a causeway to the island using mainland rubble – literally fulfilling the prophecy about casting materials into the sea. By the time of the New Testament, this once-wealthy nation was begging for food supplies, and 17th-century European explorers found nothing but ruins inhabited by about fifty poor families who survived mainly by fishing.Skeptics attempt to discredit this prophecy, but careful examination reveals its precise fulfillment. The story of Tyre reminds us that God deals with nations as well as individuals, and His word proves trustworthy across millennia. What world powers today might be risking divine judgment through their actions? How might God's patience be working in our own time?Support the showThank you for listening!! Please give us a five-star rating to help your podcast provider's algorithm spread RTTB among their listeners. You can find free study and leader resources at the following link - Resource Page - Reasoning Through the Bible Please prayerfully consider supporting RTTB to help us to continue providing content and free resources. You can do that at this link - Support RTTB - Reasoning Through the Bible May God Bless you!! - Glenn and Steve
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What's the one thing that literally shapes how your clothes look and how you feel every single day? Your bra. Your bra can be your fashion bestie, and we'll show you how. #yyyaasssss ▶️ Watch this episode of Holly in action on our YouTube channel. That would be fab. And please consider subscribing to get new videos every single week! You're in luck, because this week on the Wear This Not That Podcast, Holly is breaking down the latest trend you cannot ignore—wireless bras and comfort-first lingerie. Whether you've already jumped on the wireless train or if you need more convincing, fashion fact: underwire is no longer the only game in town, and the fashion industry has finally caught up with what women really want: support, inclusivity, and comfort that doesn't compromise style. #TRUTH
This show has been flagged as Clean by the host. Playing Civilization V, Part 3 Victory Types This is a good time to discuss the Victory types in Civ 5. We have talked about choosing appropriate strategies and that mostly has to do with what kind of Victory you are aiming for. Now you can change the objective as the game goes on, so if you realize you can't win your original Victory type, you can switch to another. But success is a lot easier if you make the right choices early on. Domination – To win this, you must keep possession of your own original capital, and capture everyone else's original capital. Original capital is the first city founded by each Empire. It can never be destroyed, but can be captured. Once the original capital city of an Empire is captured, another city will become the current capital, but capturing that does not count towards victory, and a current capital can be destroyed. Science – To win this, build and launch a spaceship to Alpha Centauri. To build a spaceship requires technologies at the end of the Technology tree, but you don't have to actually research every possible technology to do this. You build the parts in your various cities, and assemble them in your Capital. Once you have assembled all the parts, the spaceship will automatically launch and you win the game. Cultural – This depends on your culture compared to the other Empires, and involves the Tourism mechanic. If you attract tourists from another Empire, your culture will become more dominant over theirs. There are 6 levels for your Empire vis-a-vis the others: Unknown, Exotic, Familiar, Popular, Influential, and Dominant. These are defined by the amount of tourism you receive from an Empire compared with their own production of Culture. If the tourism you receive is at least equal to their own Culture production, you are Influential. And to get Culture victory you have to be at least Influential with every other Empire still in the game. The basic source of tourism comes from Great Works of Art, and Artifacts. Great Works of Art are produced by Great Artists, and Artifacts are dug up by your Archeologists once you discover this. Your own Culture production both defends against tourism of other Empires (i.e. your own citizens would rather enjoy your culture than travel to other Empires), and helps to produce the Great Works of Art. This victory type and the Tourism Mechanic is one of the innovations in Civ 5 , and carries over and is developed further in Civ 6. Diplomatic – To win this, you have to voted in as World Leader in the United Nations. You can gain votes in several ways. First, you can liberate the conquered capital of another Empire and return it to them. That will guarantee that they will vote for you in the United Nations. Or, and this is most common, you can ally with City-States and get their vote in the UN. Finally, if a City-State has been previously conquered by another Empire, you can liberate it and they will vote for you in the UN. Once the UN is achieved, votes take place every 20 turns, so if you fall short on one try, you can try to line up more votes for the next try, which usually means allying with a few more City-States. Time – If no one has won by the above means, the Empire with the highest score when time runs out will win. In a Standard game, that is in 2050 AD, and is turn 500. But note that turn 500 is not a turn when you can make a play. Your last chance to actually do anything is turn 499. Terrain Civilization V changed the game board from squares to hexes, which was the first big change. But another change makes terrain even more important in Civ V, and that is that you can only have one unit per tile. The giant death stacks of units that you could employ in Civ III and Civ IV are now gone. That means that any military campaign will mostly be fought on a variety of tiles. Most of this we will discuss later when we look at the military and how to fight wars, but knowing how terrain affects your units in terms of strength and mobility will be a big part of that. So first we need to know what the Terrain Types are. Of course, the other reason we need to know this is in terms of where to settle, where to farm, where to mine, and so on. And special resources are a modifier, but first we'll look at the Terrain Types by themselves. They can be analyzed in terms of their Base Production, i.e., what they will produce without any improvements such as farms and mines, Movement Cost, i.e. how many movement points it takes to move into the Tile, and Defensive Bonus, i.e. how the strength of your units is modified if they are in combat. Grassland – Base Production = 2 Food, Movement Cost = 1, and Defensive Bonus = -33% Plains – Base Production = 1 Food and 1 Production, Movement Cost = 1, and Defensive Bonus = -33% Desert – Base Production = Nothing, Movement Cost = 1, and Defensive Bonus = -33% Ocean – Base Production = 1 Food and 1 Gold, Movement Cost = 1 Lake – Base Production = 2 Food and 1 Gold , Movement Cost = 1 Tundra – Base Production = 1 Food, Movement Cost = 1 Snow – Base Production = None, Movement Cost = 1, and Defensive Bonus = -33% These basic Terrain Types can then be modified by Terrain Features, which can be stacked. For example, you could have a Plains tile with Hills and a Forest. Hills – Base Production = 0 Food and 2 Production, Movement Cost = 2, and Defensive Bonus = +25%. Note that the Base Production for Hills will be 0 Food and 2 Production regardless of the underlying Terrain Type. Forest – Base Production = 1 Food and 1 Production, Movement Cost = 2, and Defensive Bonus = +25%. Note that the Base Production for tiles with Forests will be 1 Food and 1 Production regardless of the underlying Terrain Type. But Forests can be cleared by Workers once Mining is discovered. Jungle – Production effect = -1 Production, Movement Cost = 2, and Defensive Bonus = +25%. Jungles can be cleared by Workers once Bronze Working is discovered, and should be. Mountain – Production = 0, Movement = impassable except for Air units, and for Carthaginian units once they have earned a Great General. Defensive Bonus = +25% River – Rivers run along the borders of tiles. They add +1 Gold. Attacking across a river reduces your attack strength by 20%. Crossing a river will end movement for most units unless there is a road with a bridge. Marsh – Production effect = -1 Food, Movement Cost = 2. Can be removed by workers once Masonry is discovered. If you have a Marsh tile in your city, have the workers remove the Marsh before you attempt to work the tile. Coast – These are the water tiles with relatively shallow water along the coast of a land mass. They are lighter in color than deep ocean tiles. Coast tiles can be traveled on by early water units which cannot travel on the deeper ocean tiles. Coast tiles produce one gold each. Flood plains – These tiles can be found sometimes along river banks. They produce 2 food, but can also produce disease outbreaks. Oasis – Produce +3 Food and +1 Gold. These tiles cannot be improved other than to add roads and railroads. Ice – At the top and bottom of the map are ice tiles representing the north and south poles. Airplanes can fly over these tiles, and submarines can go under them, but otherwise they are impassable Fallout – Once nuclear weapons have been discovered, you can have tiles that are covered by fallout. This will reduce food by 3, production by 3, and gold by 3. Movement cost is 2. In practice this will mean the tile produces nothing. A Worker unit can clean this up, but it will take time. So until that happens, you should look for opportunities to move your citizen into some other occupation until it is cleaned up. And you have to clean it up before building or restoring any improvements. Atoll – This tile type was added in a patch with the Polynesian DLC. It is an ocean tile that produces 1 Food and +1 Production. Movement cost is 1. Admittedly, this is a lot of detail to take in, but there are a few basic rules you might want to keep in mind. First, you don't want to settles cities where there are lots of Desert, Tundra, or Snow tiles. One or two Tundra tiles are OK if there are other positive features, like access to a luxury resource, but Desert and Snow tiles are completely useless. Again if there are lots of desirable tiles available, having one or two Desert or Snow is not problem, since in most cases you never will work all of the tiles in most cities. But look for the good tiles. Similarly, Mountain tiles are not generally useful, however if you are going for a Science victory they can be handy if you settle a city immediately adjacent to a mountain, since that will let you build an Observatory in the city. Observatories cost zero maintenance and add 50% to the science output of the city, making them very valuable. Mountains are also handy as barriers to keep away your enemies. Jungle tiles can also cause disease outbreaks, but clearing the jungle from the tile will put a stop to that. I will always clear away any jungle or Marsh tiles within my cities. Defensive bonuses are also important, but that is better covered when we get to warfare. From: https://www.palain.com/gaming/civilization-v/playing-civilization-v-part-3/ Provide feedback on this episode.
In this episode of the YouTube Creators Hub podcast, Dusty Porter interviews Jackson Wilkey, a successful YouTube creator and real estate expert. Jackson shares his journey from a blue-collar worker to a leading figure in real estate YouTube marketing. He discusses the importance of niche targeting, video length, and audience engagement strategies that have helped him and his students generate significant leads through YouTube. The conversation also covers monetization strategies, common mistakes creators make, and the significance of authenticity in content creation. What We Offer Creators Join Creator Communities. A place to gather with other creators every single day. This provides access to Our Private Discord Server, Monthly Mastermind Group, and MORE! Hire Dusty To Be Your YouTube Coach YouTube Channel Reviews (Audit): Get a 7-10 minute personalized video review of your YouTube channel with honest, actionable feedback for just $50. Subscribe to our weekly newsletter: Each week I document what I'm doing in my business and creative journey, share new things I've discovered, mistakes I've made, and much more! All Tools Mentioned On The Show: The Ultimate Entrepreneurs Resource. This is the spreadsheet where I keep all of the tools mentioned by all the guests on the podcast. BEST TOOLS FOR CREATORS and ENTREPRENEURS: YouTube Optimization (Creative Fuel): https://geni.us/oPCt7Cf Hire Freelancers and Artists (Fiverr): https://geni.us/h4zMWAP Podcast Hosting (Libsyn): https://geni.us/TrpwY0 GeniusLink Link Shortener: https://geni.us/fHPAe Stock Assets For Creators (Envato): https://geni.us/rlEKkLB E-commerce (Shopify): https://geni.us/m9ctWwe Podcast Recording and Editing (Riverside.FM) https://geni.us/PLlt1M My YouTube Film Gear:
Bill Oram of The Oregonian joins the guys to run through all the fallout from the news that Ton Dundon is poised to be the next owner of the Blazers, is the City/State prepared to pony up for whatever Dundon wants to do regarding the Blazers arena, and we answer the poll questions.
Sports Columnist Bill Oram for The Oregonian joins the guys running through all the parallel timelines regarding the Blazers with processing the sale to Tom Dundon, the roster and basketball staff and the City/State leaders.
A prisoner attacked a corrections officer at a state prison in Rush City over the weekend. Corrections officials say an inmate stabbed an officer with a homemade knife. The guard suffered a puncture wound and was taken to a hospital with non-life-threatening injuries and was treated and released. The inmate is serving a life sentence for murder and has been transferred to a maximum security prison.The City of St. Paul has released details about a cyberattack that began more than two weeks ago. The city shut down its computer network, which included internet access at libraries, as a preventative measure.Some state lawmakers are vowing to drop political dialogue that could incite violence. A committee updating statewide K-12 health education standards is moving forward with revisions. More than 3,000 people attended CannaCon over the weekend, a cannabis convention in St. Paul with vendors looking to enter Minnesota's new cannabis market. The Minnesota Department of Natural Resources' spring waterfowl population count is in. The count was mixed: some species increased in numbers, others fell. The state's population of blue-winged teal dropped 60 percent from a year ago, likely due to drought conditions in the southern part of the state.
All of the Texas House Democrats out of the state to stop the Trump power grab are making personal sacrifices - including State Rep. Ron Reynolds, who is missing his twins' first day of high school on Tuesday. Those kids, through the rest of their lives, will have a great story to tell about why Dad was away - he's doing all he can to preserve American democracy. No big deal!Learn more about State Rep. Ron Reynolds at https://ronreynoldstexas.com/.Progress Texas' financial reserves have dropped to about 3 months worth of funding. Help us avoid going on a permanent vacation this summer by becoming a sustaining member: https://progresstexas.org/join-pt-summer-vacation-membership-driveThanks for listening! Find our web store and other ways to support our important work at https://progresstexas.org.
Today on Moment of Zen, Erik Torenberg and Samo Burja examine Singapore's transformation from poor post-colonial state to wealthy financial hub through Lee Kuan Yew's strategic governance, geopolitical balancing, and prioritizing economic efficiency over individual freedoms. Make sure to subscribe to Samo Burja's Bismarck Brief and the Live Players podcast to read analyses and briefs like this one: Bismarck Brief: https://brief.bismarckanalysis.com/ Live Players: https://link.chtbl.com/liveplayers --
Send us a textJoin Professor Jeffrey Sachs and Professor James Romm, classicist and historian at Bard College, for a captivating discussion on one of the most dramatic and fascinating political experiments of the ancient world: Plato's involvement with power politics in Syracuse (Siracusa). Drawing on Romm's newest book, Plato and the Tyrant, Sachs and Romm explore the extraordinary story of how the great philosopher Plato attempted over the course of three decades to bring philosophy into the heart of government.Together, they delve into Plato's journey to the court of the autocratic ruler Dionysius in ancient Syracuse, where he hoped to transform a tyrant into a philosopher-king. They discuss the political turmoil that unfolded, Plato's close relationship with the philosophically minded Dion, and how Plato's experiences deeply shaped his writing of The Republic. Romm reveals how Plato's real-world political experiences ultimately informed his later, more sober work The Laws, and how these texts reflect a lifelong quest to define justice, leadership, and the possibility of a virtuous society.This episode offers listeners a rich narrative of political intrigue, philosophical ambition, and the enduring relevance of Plato's quest to unite ethics and power - an ancient story with striking implications for our world today.The Book Club with Jeffrey Sachs is brought to you by the SDG Academy, the flagship education initiative of the UN Sustainable Development Solutions Network. Learn more and get involved at bookclubwithjeffreysachs.org.Footnotes: Ancient Greek PhilosophyPlatoAuthoritarianismAutocracySyracuseAthensDionysius DionPlato's AcademyAristotleThe Republic (by Plato)The Laws (by Plato)CarthagePhilosopher-King⭐️ Thank you for listening!➡️ Sign up for the newsletter: https://bit.ly/subscribeBCJS➡️ Website: bookclubwithjeffreysachs.org
PREVIEW SYRACUSE: Professor James Romm, author, "Plato and the Tyrant," comments on the significance of the city-state of Syracuse, more potent than any other, including Carthage and Rome in the fourth century BCE. More TONIGHT.
With the June 24 primary almost upon us, could Queens Assemblyman Zohran Mamdani pull off an upset over Andrew Cuomo in the Democratic race for mayor? Could City Comptroller Brad Lander capitalize on his arrest by federal immigration officials and make a last-minute push? Gerson Borrero is a journalist, radio host and political commentator who appears weekly on NY1's “Inside City Hall.” He's also the former editor-at-large of City & State and former editor-in-chief of El Diario/La Prensa, the largest Spanish-language newspaper in New York City. He joined Errol to discuss various angles of the primary. Borrero shared his analysis of the slate of candidates, the influence of the Working Families Party, and the potential impact of alliances between candidates.
The Loremaster and Lore TA return to Athas to discuss the city-state of Tyr! DnD Lorecast Discord | DnD Lorecast t-shirts, stickers and more! Pre-Order Lore TA Shaun's Alien novel, PERFECT ORGANISMS First Look at Lore TA Shaun's next book, the first ever Solomon Kane novel Unearthed Arcana - Horror Subclasses (YouTube video) and The Psion (YouTube video) Gunslinger Class on DnDBeyond Homebrew Corner: Dark Sun for OSE Links: Former Lore TA Shaun's second novel, The Dissonance, is out NOW Pantheon/PRH! Buy it ANYWHERE books are sold! And pick up Shaun's Conan the Barbarian ebook short story, also available now! Fandom University - Sergio's OTHER nerdy podcast! Multi-episodes arcs deep-diving into various nerdy topics *SEASON 1 NOW COMPLETE* Check out all the socials at dndlorecast.com And send us a note! Email us at dndlorecast@gmail.com ROBOTSRADIO.net - Smart Shows for Interesting People. Explore all the awesome shows on the network. Robots Radio Network Discord: discord.gg/JXKfVhM Learn more about your ad choices. Visit megaphone.fm/adchoices
Preview: Author James Romm of Bard College, "Plato and the Tyrant," describes the powerful city state of Syracuse in the 4th century BCE, stage for Plato's descending to the brutal Dionysian conclusion... More later in June.