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This show has been flagged as Clean by the host. In our next look at the game mechanics for Civilization V we examine a new feature in Civilization 5, City-States. These are independent cities controlled by the computer that are also players to some degree in the game, and you can interact with them. And they are key to winning a Diplomatic Victory. Playing Civilization V, Part 9 - City States This was a newly introduced feature in Civ 5, and they play an important role in the game. They represent the small countries that are not running the world. They do not produce Settlers, so they do not expand beyond the one city, though that city can, and will expand its borders in a similar way to how your cities can grow. They do not start with a military unit, but they can produce military units and defend themselves. They can also build buildings in the city, but not Wonders. They do have a single vote each in the World Congress (or later the United Nations), making them a key to a Diplomatic victory. City States start out neutral with regards to the players, but your interactions with them can affect how they feel about you. For example, if you send units through their territory they will get hostile, but if you give them gifts they will get friendly. And if you wish you can go to war with them and take them over. This will affect your diplomatic relations with other players and other city states, but if you have decided on a war of conquest as your victory type, that won't matter to you, right? As mentioned, if you want to go for a Diplomatic victory you want to be allied with as many of them as possible to get their votes in the World Congress or the United Nations. But even if you don't need their votes, there are other benefits from friendly relations. There are two levels to friendly relations: Friendly, and Allied, and the benefits get better as the relations improve. City State Types With the expansions there are 5 types of City State: Militaristic, Maritime, Cultured, Mercantile, and Religious. The benefits you get are: Militaristic – If you are friends the city state will periodically gift you a unit, which will appear in your city which is closest to the city state. If you are allies the units will show up more often. Maritime – If you are friends they will add two food to your Capital city. If you are allies they will add one more food to every city you have. Cultured city states share their culture with you, at one rate if you are friends and at double the rate if you are allies. Mercantile city states give you an added 3 Happiness when you are friends. If you are allies you keep the added happiness, but in addition get access to a luxury resource that cannot be obtained any other way, and that also adds Happiness. Religious city states give you a one-time bonus of Faith when you first meet them, then provide added Faith per turn. Note that Cultured and Religious city states increase the amount of Culture or Faith they provide with each new era, so the earlier you develop your relations with them the better the benefit. Managing Relations With City States There is a mechanism in the game which keeps track of points to define your relations with city states. On this numerical scale, Neutral has a value of 0, Friendly 30 or above, and Allied 60 or above. In the other direction, once you go into negative numbers they become Angry, if if you go negative enough it becomes War. A city state can only ever have one ally. If only one player has more than 60 influence points, that player will become the patron of the city state and they will ally to that player. If two or more players have more than 60 influence points, the player with the most points gets the ally. As the game goes on, you may get a message that a city state you had as an ally has suddenly allied to someone else. This is the result of the other player gaining influence points in some way, often by gifts. You can also gain influence points by promising to protect a city state, but do this with your eyes open. If you do not follow through on your promise it will enrage the city state and you will lose a lot of influence with them. Your influence with a city state has a natural resting point at 0, or Neutral. That means that barring other factors, a positive number will fall over time, and a negative number will rise over time. So if you sent one of your units through their territory they will be angry for a period, but if nothing else happens they will return to Neutral. But on the other side, you don't stay allied with them forever unless you find ways to keep adding influence points. One way is to eliminate barbarian camps near to the city state. In fact, this is one exception to the rule about sending units through their territory. If you are doing it to attack the barbarians, you are seen as a protector, not an invader, and there is no penalty. Another way to gain influence is by completing a quest from a city state. Each city state you are in contact with will periodically give you a quest, and if you fulfill it you will gain influence points. This can include killing a barbarian camp or killing nearby barbarian units (though you can do that at any time, you don't need a quest). Some others include acquiring a Great Person of a certain kind, building a certain World Wonder, bullying another city state, finding a Natural Wonder, and so on. You do not need to fulfill a quest. For example, if your strategy calls for allying with other city states, you might want to pass on bullying another city state. There is no penalty for not fulfilling a quest, just a bonus when you do fulfill one. Another way to gain influence is with gifts. The most effective is Gold, and one large sum is more effective than several small ones. For a Diplomatic victory strategy, you should plan on having a large Treasury as you approach the end game so that you can buy allies in time for the crucial vote. You can also gain a small amount of influence points by gifting units. I make it a practice to do this whenever I have units that I don't want any longer. These could be obsolete units that have no upgrade path, for instance. I don't want to pay maintenance on them as that is a drain on my Treasury, and I could just delete them, but gifting them to a city state gives me a small amount of influence. Another way to get a big jump in your influence with a city state is to capture and then a return one of their Workers. Most often this happens when a barbarian has captured the Worker, and then you capture it. You have the option of keeping the Worker for yourself, and in the early game I would probably do that because the Worker is so valuable. But at a certain point I have enough Workers, and getting the 45 influence points for returning it starts to be more effective. Remember that you have to keep earning influence points to keep up your relations, so even if you get an ally of a city state for a few turns. it will naturally decay back to Neutral. By around the middle of the game if you playing well you can start to invest the resources needed to maintain your relationships. City States and War If you are allied with a city state and you get into a war with another player, a city state you are allied with will join you in the war. Of course, the same is true for the other player, so the war between the two players could also involve 3-4 city states dragged in as allies. You cannot make peace with a city state while it is allied to a player you are at war with. You have to first make peace with that player (or wipe them out if that suits you). However, if you can get more influence with that city state and supplant the other player you can get that city state to ally with you can turn around and attack your enemy. Generally a large cash gift can do this, once again showing the utility of a fat Treasury. Exploration You cannot have diplomatic relations with a city state you haven't met, so this reinforces the idea that you have to explore the map as soon as possible. Of course, you have to balance this with other priorities, such as expanding your cities and defending them, but finding the right balance is what all the Civilization games are about. On most maps this means you should be giving some attention to developing your naval power and technologies. There seems to be a bias to city states being coastal, and in many cases they are on small islands. Of course there are a number of motivations for exploring the map. First of all, you need intelligence of what you are up against with the other players. And unless you are on a very large land mass, you will want to find added lands for settlement. Finding Natural Wonders adds to Happiness in your Empire, so finding them all is important. And last, the unexplored sections of the map have a strong tendency to spawn barbarian units against you. Early on you cannot traverse Ocean tiles and need to stick to Coastal tiles. The unit here is the Trireme, which you can build once you discover Sailing. I will usually build 1-2 Triremes in a coastal city to go around the coast of the land mass I am on and scout out the situation. If another land mass or island is sufficiently close I can cross to it without entering an Ocean tile and extend my exploration. But to really explore the whole map you need to get to Caravels. This Renaissance Era unit becomes available when you discover Astronomy, and is essentially a naval scouting unit. It can enter Ocean tiles. Links: https://civilization.fandom.com/wiki/City-state_(Civ5) https://civ-5-cbp.fandom.com/wiki/Detailed_Guide_to_Diplomacy https://www.palain.com/gaming/civilization-v/playing-civilization-v-part-9/ Provide feedback on this episode.
It never ceases to amaze, how crossword constructors can take a simple phrase and spin it out into as good a puzzle as, say, this one, by Matthew Stock. We liked the theme, and, frankly, everything else in the grid. It included one of our favorite attractions, 15A, St. Louis's Gateway ___ National Park, ARCH; one of our favorite modern British writers, 9D, British novelist Jones, SADIE; and our favorite topographic feature, 40A, Steep-walled canyon, GORGE.Today's episode also contains our latest JAMCOTWA™️ (Jean And Mike Crossword Of The Week Award), going to a debut constructor, no less! Deets inside.Show note imagery: A Trireme, propelled by a multitude of OARs.We love feedback! Send us a text...Contact Info:We love listener mail! Drop us a line, crosswordpodcast@icloud.com.Also, we're on FaceBook, so feel free to drop by there and strike up a conversation!
As authored by Caleb Howells.
Following Tiny's outburst, the crew must mend bridges before leaving their ship to try and infiltrate a prisoner transport vessel that will take them to Brigg… --- Follow us @dicenaslice on all socials and join our new discord! Link to join: linktr.ee/dicenaslice --- Take a Chance by Kevin MacLeod Link: https://incompetech.filmmusic.io/song/4457-take-a-chance License: http://creativecommons.org/licenses/by/4.0/ Midnight Tale by Kevin MacLeod Link: https://incompetech.filmmusic.io/song/4710-midnight-tale License: http://creativecommons.org/licenses/by/4.0/ Liberty Quest by Sascha Ende Free download: https://filmmusic.io/song/293-liberty-quest License (CC BY 4.0): https://filmmusic.io/standard-license ‘Warlock's Whisper' from Tabletop Audio - https://tabletopaudio.com/ Celtic Impulse by Kevin MacLeod Link: https://incompetech.filmmusic.io/song/3484-celtic-impulse License: http://creativecommons.org/licenses/by/4.0/ ‘Ancient Beacon' from Tabletop Audio - https://tabletopaudio.com/ ‘Trireme' from Tabletop Audio - https://tabletopaudio.com/ Bossa Antigua by Kevin MacLeod Link: https://incompetech.filmmusic.io/song/3454-bossa-antigua License: http://creativecommons.org/licenses/by/4.0/ ‘Western Watchtower' from Tabletop Audio - https://tabletopaudio.com/ Additional sound effects from https://www.zapsplat.com and pixabay.com
Thala's reputation has come under fire, so as Captain she needs to decide how to stop a mutiny arising onboard the Cecaelia… --- Follow us @dicenaslice on all socials and join our new discord! Link to join: linktr.ee/dicenaslice --- Take a Chance by Kevin MacLeod Link: https://incompetech.filmmusic.io/song/4457-take-a-chance License: http://creativecommons.org/licenses/by/4.0/ Midnight Tale by Kevin MacLeod Link: https://incompetech.filmmusic.io/song/4710-midnight-tale License: http://creativecommons.org/licenses/by/4.0/ ‘Trireme' from Tabletop Audio - https://tabletopaudio.com/ Refugees by Sascha Ende Free download: https://filmmusic.io/song/539-refugees License (CC BY 4.0): https://filmmusic.io/standard-license Celtic Impulse by Kevin MacLeod Link: https://incompetech.filmmusic.io/song/3484-celtic-impulse License: http://creativecommons.org/licenses/by/4.0/ Liberty Quest by Sascha Ende Free download: https://filmmusic.io/song/293-liberty-quest License (CC BY 4.0): https://filmmusic.io/standard-license Yesteryears (DECISION) by Sascha Ende Free download: https://filmmusic.io/song/244-yesteryears-decision License (CC BY 4.0): https://filmmusic.io/standard-license Bossa Antigua by Kevin MacLeod Link: https://incompetech.filmmusic.io/song/3454-bossa-antigua License: http://creativecommons.org/licenses/by/4.0/ Additional sound effects from https://www.zapsplat.com and pixabay.com
It's time for our crew to plan not only how to break into a prison full of the most deadly criminals in the world, but also how to break back out again… --- Follow us @dicenaslice on all socials and join our new discord! Link to join: linktr.ee/dicenaslice --- Take a Chance by Kevin MacLeod Link: https://incompetech.filmmusic.io/song/4457-take-a-chance License: http://creativecommons.org/licenses/by/4.0/ Midnight Tale by Kevin MacLeod Link: https://incompetech.filmmusic.io/song/4710-midnight-tale License: http://creativecommons.org/licenses/by/4.0/ Celtic Impulse by Kevin MacLeod Link: https://incompetech.filmmusic.io/song/3484-celtic-impulse License: http://creativecommons.org/licenses/by/4.0/ Music: Gypsy Shoegazer No Voices by Kevin MacLeod Free download: https://filmmusic.io/song/3840-gypsy-shoegazer-no-voices Licensed under CC BY 4.0: https://filmmusic.io/standard-license ‘Lord of Bones' from Tabletop Audio - https://tabletopaudio.com/ Celtic Impulse by Kevin MacLeod Link: https://incompetech.filmmusic.io/song/3484-celtic-impulse License: http://creativecommons.org/licenses/by/4.0/ ‘Trireme' from Tabletop Audio - https://tabletopaudio.com/ Bossa Antigua by Kevin MacLeod Link: https://incompetech.filmmusic.io/song/3454-bossa-antigua License: http://creativecommons.org/licenses/by/4.0/ Music: Autumn Walk by Alexander Nakarada (www.creatorchords.com) Licensed under Creative Commons BY Attribution 4.0 License https://creativecommons.org/licenses/by/4.0/ Additional sound effects from https://www.zapsplat.com and pixabay.com
Norma and Shimmer are apparently being held at Brigg, the prison island. This means our crew need to set sail ASAP, let's hope the Cecaelia is where they left it... --- Follow us @dicenaslice on all socials and join our new discord! Link to join: linktr.ee/dicenaslice --- Take a Chance by Kevin MacLeod Link: https://incompetech.filmmusic.io/song/4457-take-a-chance License: http://creativecommons.org/licenses/by/4.0/ Midnight Tale by Kevin MacLeod Link: https://incompetech.filmmusic.io/song/4710-midnight-tale License: http://creativecommons.org/licenses/by/4.0/ ‘Blastfire Bog' from Tabletop Audio - https://tabletopaudio.com/ Celtic Impulse by Kevin MacLeod Link: https://incompetech.filmmusic.io/song/3484-celtic-impulse License: http://creativecommons.org/licenses/by/4.0/ Music: Gypsy Shoegazer No Voices by Kevin MacLeod Free download: https://filmmusic.io/song/3840-gypsy-shoegazer-no-voices Licensed under CC BY 4.0: https://filmmusic.io/standard-license Bossa Antigua by Kevin MacLeod Link: https://incompetech.filmmusic.io/song/3454-bossa-antigua License: http://creativecommons.org/licenses/by/4.0/ ‘Trireme' from Tabletop Audio - https://tabletopaudio.com/ Additional sound effects from https://www.zapsplat.com and pixabay.com
Guest: Michele Chubirka, Senior Cloud Security Advocate, Google Cloud Topics: So, if somebody wakes you up at 3AM (“Anton's 3AM test”) and asks “Do we need firewalls in the cloud?” what would you say? Firewalls (=virtual appliances in the cloud or routing cloud traffic through physical firewalls) vs firewalling (=controlling network access) in the cloud, do they match the cloud-native realities? How do you implement trust boundaries for access control with cloud-native options? Can you imagine a modern cloud native security architecture that includes a firewall? Can you imagine a modern cloud native security architecture that excludes any firewalling? Firewall, NIDS, NIPS, NGFW …. How do these other concepts map to the cloud? How do you build a "traditional-like" network visibility layer in the cloud (and do we need to)? Resources: Video version of this episode: LinkedIn or YouTube “Security Architect View: Cloud Migration Successes, Failures and Lessons” (ep105) “Love it or Hate it, Network Security is Coming to the Cloud” with Martin Roesch (ep113) Gartner Bimodal IT definition Ross Anderson “Security Engineering” book The New Stack blog Trireme tool CNCF site security landscape Google Cloud Firewall
Marty Solomon and Brent Billings are joined by Elle Grover Fricks to survey the forgotten women of the New Testament.Learning Greek with Elle — Servant (PDF)Asking Better Questions of the Bible by Marty SolomonTrireme — WikipediaDidache — WikipediaJunia (New Testament person) — WikipediaBEMA News & Events
Links1. The Center for Maritime Archaeology and Conservation (CMAC), Texas A&M University.2. “How a Grad Student Resurrected an Ancient Naval Weapon Not Seen in 1,500 Years,” Kyle Mizokami, Popular Mechanics, January 31, 2023.3. Stephen DeCasien Website.4. Stephen DeCasien Twitter.
Lysander's importance to history begins when he is appointed as admiral of the Spartan fleet in 407 BC. At this point Athens's navy has experienced a resurgence with the return of Alcibiades.Lysander takes command of the Spartan fleet at Ephesus and resolves to do what it takes to make it a match for the Athenian navy. A tall order - is Lysander up for the challenge?Enjoy the episodeSupport the show
Here's a quick bonus look at the kind of thing I am doing at Western Civ 2.0. This episode covers the rise of Corinth and Sparta and sets the stage for Greece leading up to the Persian Wars. You can get a free seven-day trial of Western Civ 2.0 here: www.glow.fm/westerncivAs always, for ad-free versions of the show check out: www.patreon.com/westerncivpodcast
After suffering a disastrous setback in Sicily the situation once again looks grim for Athens. The Athenians would continue the fight however and the story of the Peloponnesian War would see a number of surprising twists - with Alcibiades playing a key role in each new turning point in the conflict.Thanks for listeningChris & RyanSupport the show
Squatting on the bank of the river, Archie offered one word of description for the wooden ship that was bearing down upon the Town of Grantham, “Trireme.” Sheriff Dance paid no attention to Archie. His eyes were locked on an imposing figure at the rail, who was looking down on the town and the people frolicking in the water. Even at a distance Dance could see that this man was not smiling.In the shallows, Mack stared at the ship in wonder. On the bank, his sister turned a cartwheel in the mud. The figure on the deck of the ship raised his hand and uttered a guttural command. The oars closest to the shore stopped moving and the boat turned in the wide river and headed for the shore. The townspeople scrambled and stumbled back up the muddy bank, retreating before the ship. The hollow drumbeat stopped and the prow of the ship came to rest on the mud with the craft stopped 30 yards offshore. The imposing figure at the rail made a speech that Dance could not understand. But as the man gnashed out the words, he could see the white teeth flashing amid the man’s thick, black beard. This man, surely the Captain of this vessel, finished his speech by raising his open hand and making a downward motion in conjunction with his last word. Which sounded like “Klahpheem!”When no one on the bank moved, the Captain raised his hand and repeated this command, This time Penelope shouted back, “Klahpheem!” Embarrassed, Mack said, “Hush up.”Archie said, “We don’t understand you!”The Captain turn his head sharply with a bird-like motion and fixed Archie with his gaze. He smiled and then barked another command, “Ekidst!” Archers filled the rails around him. Archie began shouting. First in one language and then another. But he got no response from the ship. The townspeople stared on in confusion and disbelief.*Don't you do it*, thought Dance as he cocked his rifle and brought it to his shoulder.In desperation, Archie asked, “You don’t think they’re going to?” "Yeahp," said Dance.“Well, don’t provoke them!”“I think we’re past that.”“What should I do?" asked Archie. "You could try running,” said Dance.On deck the Captain let his arm fall. Dance fired before the first arrow was released. As the Winchester roared, the Captain fell back onto the deck almost in time with the dropping of his own arm. Further down the bank, Speedy Pete drew slow and opened fire with his pistol. At that range, even a good shot would have a hard time hitting anything with a pistol. And Pete wasn’t a good shot. Archie looked up at the cloud of arrows, considered the futility of running, then muttered, “Never a phalanx when you need one.” The townspeople screamed and ran, some slipping in the mud of the river bank. But there was no outrunning the arrows. Penelope, oblivious as she always was, prepared to turn another cartwheel on the bank. Mack tried to run to protect his sister, but the mud sucked at his feet, and he stumbled, crawling on his hands and knees through the water. As the arrows flew, Dance’s rifle boomed out again and again. And Archers fell at the rail like targets in a shooting gallery. He caught one of them low in the belly, and the archer slumped forward and fell into the slow-moving river. Instead of running, Archie straightened his waistcoat and stood tall, ready to receive fire as bravely as any soldier in any line. Out of the corner of his eye, he saw movement. There was the little blond girl, tresses flying wildly, throwing herself into a cartwheel. Everything slowed. The arrows flew. The girl turned. A noble fear grew in Archie and he started to run towards the girl. She spun upright, landing on her feet again, holding her arms up in triumph. An arrow on a high trajectory punched through the left side of her chest, knocking her from her feet.Archie slogged through the impossible mud and came to the girl’s aid. The arrow had gone right through and pinned her to the ground. Her mouth opened and closed as if she was trying to scream, but the pain made it impossible. She gasped infinitesimally small breaths as tears rolled down her cheeks.She grabbed the shaft of the arrow that protruded from her chest and stared down at it. Archie whispered that it would be all right and that she should be brave, that she should not look at it.She called out for her mother in a voice that was barely a whisper. Mack was at her side. He said, “Is she okay?”Archie looked up at the boy’s face and had to look away before he could say, “No. Get a doctor.”Mack hovered above his sister, unable to move. Archie said, very gently, “Do you love your sister?”Mack nodded as tears streamed down his face. “Then run.” Dance kept firing until his rifle was empty. The rail of the ship was clear, and the rowers had started backing water. Dance realized that many of the townspeople were now firing from the bank. He even saw a gambler, giving the attackers both barrels of his tiny derringer. It wasn’t worth a damn, but he grinned at the man’s spirit. As the ship made speed upriver, he saw the bearded face of the Captain appear at the rail, holding a cloth to the right side of his head. Dance brandished his rifle above his head, sideways, showing it to the man and thought, I’ll see you again, you son-of-a-b***h. And next time I won’t miss. He turned back to the townspeople to see how badly they had fared and then saw that Penelope had been shot. *God, not the child. *As Archie held Penelope in his arms, Her head lolled backwards and she drifted into unconsciousness. Archie said, "No, no, dear girl, you mustn't go to sleep. You mustn't." She tried to speak but was unable to move enough air through her lungs to manage it. Then she was asleep. As Archie tried to revive her he saw that her lips were blue. This was a terrible sign and he was terrified by what it might mean. "Where is the damn doctor!" He yelled."He only went to bed a couple hours ago,” said one of the townspeople, waving his empty pistol back towards the town, a staggeringly fine example of a three–day drunk.Archie turned Penelope over and found the tip of the arrowhead poking through the back of her blood-soaked dress. The tip was steel and had cruel, flaring barbs. It was impossible to think of yanking such an arrow back out the way it had gone in. Archie wracked his brain. Surely there was something he could do to prevent this little girl from dying in his arms. Before he was conscious of thinking it, he heard his voice saying, “Knife! does anyone have a knife?" He was surprised to hear that he sounded like he knew what he was doing. A rough-looking man slid a Bowie knife from his belt sheath and handed it to Archie without a word. He heard a woman saying, “Don't you cut her!" Archie ignored her and took a notch out of the arrow shaft just beneath the fletching. He worked as gently as he could, trying not to move the shaft in the wound. When he had cut a significant notch in the shaft he lay the knife on the ground and snapped the fletching off the arrow. Then he turned the girl sideways on his hip and pulled the arrow completely through her. Penelope's eyes fluttered and she came back to consciousness. Archie said, “There now. Isn't that better?”She coughed blood on his suit and started screaming. As she convulsed each new movement brought new pain and the more Archie tried to calm her, the more she was overcome by terror.In desperation, Archie looked around for a doctor or the girl’s mother. Even that vile-tempered nurse of Jean Dumont’s would have been a welcome sight. But all he saw was the snake oil salesman from the saloon. He stood holding a bottle of his ridiculous "medicine" in his hand, opening and closing his mouth, trying to work up the courage to give his sales pitch. What a loathsome fiend thought Archie. And just look at him, he knew it. He dare not give his "remedy" for the certainty that it would be proved fake on the spot.As Dr. Krupp moved to put the bottle back in his jacket pocket one of the gullible miners in the crowd cried out, “He's got de miracle cure!" Dr. Krupp looked around frantically. But he was caught in his own con and there would be no rescue."Yeah," said another voice, "that little girl needs your miracle cure!""Don't let her suffer," cried another.Dr. Krupp looked hopelessly at Archie. And raised his eyebrows in a universal, what-the-hell, expression.Above Penelope’s screams, Archie asked, "does it have opium in it?"Out of habit, Dr. Krupp launched into his standard patter, “The exact nature of this formula is a closely guarded –"“Dammit man, is it full of hop!”Defeated by his own humanity (the con man's worst enemy) he gave a jowly nod and passed the bottle to Archie.Archie unscrewed the cap. It smelled sickly sweet and bitter. He stroked Penelope’s hair, trying to calm her but she wailed all the louder. "Please drink this," pleaded Archie, "it's medicine, and it will make you feel better." But Penelope was hysterical and couldn’t hear him. “No, no. Musn’t struggle. It will make the wound worse.”But she fought all the more. Out of sheerest desperation, Archie poured the bottle into her open mouth, then covered the girl’s lips and nose with his hands. She fought, sputtered, and bit, but finally, swallowed. A strange look came over her face and she stopped fighting. Archie was overcome by dread. Perhaps he had done the wrong thing. The most wrong thing of all. He had never been good with people, and this was doubly true of women and children. Archie found them to be such irrational, unreasonable creatures. They scared him with their unpredictable actions and how easily they could make him feel things that he could not reason with.Then Penelope gulped deeply and struggled to cough. Her eyes grew wide with fear once again and she coughed up and spit out a clot of blood the size of her tiny little fist. It landed in the mud next to Archie’s leg, spattering his already filthy trousers with bright red blood. Then she smiled up at him, nestled into the crook of his arm, and went to sleep.Archie tried to examine the girl’s wound through the hole in her dress. But try as he might he could not find it. He pushed the bloody tear in the fabric around, then tore it open further, but underneath was innocent immaculate skin. He looked up at Dr. Krupp and had no words to explain.Dr. Krupp said, "we did all that was humanly possible, mighty though Dr. Bartoleermere’s elixir maybe there are…"“No,” said Archie, "she's fine.”Archie heard a woman's voice cry, “Pen! Penelope!"Someone in the crowd cried, “Over here."A beautiful woman with her blonde hair in a braid came into view. She looked angry at Archie, but it made no difference. On the spot, Archie decided that this woman with her cornsilk hair — this fierce woman who looked like she would claw the world itself apart to get to her child — was the most beautiful woman he’d ever seen. Had his own mother ever loved him so much as she loved this girl?She held out her arms to Archie and said, “They said she was hurt?"Archie nodded as he handed the sleeping girl to her mother. "She was, shot with an arrow," said Archie, "but she's fine.”Laura gave him a wild, unhinged look. Clearly, this strange Englishman was insane. And she took her child away from the river."Another miracle cure, thanks to Dr. Bartoleermere’s Magic Elixir!”Sheriff Dance said, “You sell that somewhere else or I swear I'll shoot you myself.""But Sheriff, you saw the miracle…" but when Dr. Krupp saw the look in the Sheriff’s eye, he turned and disappeared into the crowd.“His potion worked,” said Archie. “Meebee so, but I don’t want to listen to him right now.” "Who were the attackers?” asked Archie.Sheriff Dance stared upriver for a long time before he said, “My Deputy is of the opinion, that this is all just a complicated ruse to lure me away from the Jail, so Burdock can spring his idiot son.”Speedy Pete said, “It might just be Burdock’s men.”Archie looked confused.Dance said, “Which is just a fancy way of saying I got no earthly idea."“Well,” said Archie, “let's get acquainted with our new neighbors.” Get full access to Patrick E. McLean at patrickemclean.substack.com/subscribe
Having narrowly survived the invasion of Xerxes massive Persian army, Athens would lean on the leadership of Cimon as it looks to establish supremacy in the Aegean Sea with a new alliance and a powerful navy.Support the show (https://www.paypal.com/donate?hosted_button_id=RLVZ3VNNPSRAL)
The Persians are coming and Athens is doomed to destruction if the bold and clever Themistocles, and his rival the honorable Aristides, can't find a way to stop themChris & RyanPlutarch's Greeks and Romans PodcastSupport the show (https://www.paypal.com/donate?hosted_button_id=RLVZ3VNNPSRAL)
Round structure of Anachrony: I. Jump to the left phase.II. Step to the right phase.III. Bring your knees in tight phase.IV. Pelvic thrust phase.V. Drives you insane phase.Let's play Anachrony again! It's just...Games Played Last Week:01:25 -Barrage (Tommaso Battista & Simone Luciani, Cranio Creations, 2019)07:49 -Argent: Summer Break (Trey Chambers, Level 99 Games, 2014)11:19 -Warhammer Underworlds: Direchasm (David Sanders, Games Workshop, 2020)16:48 -Rum & Bones: Second Tide (Michael Shinall, CMON, 2017)20:55 -Scape Goat (Jon Perry, Indie Boards & Cards, 2020)24:06 -Yura Yura Penguin (Yabuchi Ryoko, Self-Published, 2020)26:18 -Hansa Teutonica: East Expansion (Andreas Steding, Argentum Verlag, 2010)28:33 -Pictures (Christian Stöhr & Daniela Stöhr, PD-Verlag, 2019)32:41 -Project: ELITE – R.O.O.K. Team (Konstantinos Kokkinis, Marco Portugal, & Sotirios Tsantilas, CMON, 2020)35:52 -MicroMacro: Crime City (Johannes Sich, Pegasus Spiele, 2020)38:38 -Pavlov's House (David Thompson, Dan Verssen Games, 2018)News (and why it doesn't matter): 40:50 Robinson Crusoe Collector's Edition on Gamefound March 23rd41:55 Trireme racing AND puns?! Greece Lightning42:46 Level 99 Games' crowdfunding: Launch 9943:59 Should there be moderation on Kickstarter comments? Mark says yes.49:06 Feature Game: Anachrony: Fractures of Time (Richard Amann, Viktor Peter, Dávid Turczi, & Mindclash Games, 2020)
The mastermind behind "The Templars in America" series, DAVID BRODY, returns to discuss his latest novel, "Romerica." Cam and Astarte are enveloped once again in international intrigues over the possibility of ancient Romans being in America. David explores the evidence found in the Ohio River Valley, off of Cape Anne and Brazil. We will look at how the characters change after the death of Amanda and where this captivating series is going. We'll examine other out of place artifacts and themes from his many other novels as well. http://davidbrodybooks.com/wordpress/
The mastermind behind "The Templars in America" series, DAVID BRODY, returns to discuss his latest novel, "Romerica." Cam and Astarte are enveloped once again in international intrigues over the possibility of ancient Romans being in America. David explores the evidence found in the Ohio River Valley, off of Cape Anne and Brazil. We will look at how the characters change after the death of Amanda and where this captivating series is going. We'll examine other out of place artifacts and themes from his many other novels as well.http://davidbrodybooks.com/wordpress/
The mastermind behind "The Templars in America" series, DAVID BRODY, returns to discuss his latest novel, "Romerica." Cam and Astarte are enveloped once again in international intrigues over the possibility of ancient Romans being in America. David explores the evidence found in the Ohio River Valley, off of Cape Anne and Brazil. We will look at how the characters change after the death of Amanda and where this captivating series is going. We'll examine other out of place artifacts and themes from his many other novels as well. http://davidbrodybooks.com/wordpress/
In our very first episode, we covered Theseus, a legend himself, but today we get to meet the man whom most believe founded Rome, Romulus! Man or legend, you be the judge. Romulus was a towering figure to the ancient Romans who endured to bring glory to the Empire that Romulus set upon the world on April 21, 752 BC.Excerpt"Plutarch next moves to my favorite origin story, which I like to call the "Revenge of the Trojans", which is set at the time Agamemnon was pillaging and burning the Great city of Troy to avenge his dead brothers pride, while a few distraught Trojans fled the city, loaded up on some surviving Trireme's and set out to find a new home, a new Troy and rebuild their society." Enjoy!Support the show
The Historians is weekly radio show on Boston's WNTN 1550 AM featuring Boston University professors Loren Samons and Brendan McConville. Tune in Saturday's 8:00am - 9:00am on the radio or stream worldwide at www.wntn1550am.com or check our SoundCloud account!
This week Sam, Tristan and Leki revisit 7 Wonders, Anotoine Bauza's card drafting civ builder this time dipping our toes in the Armada naval expansion. Then we talk about our investigations into the hellish and paranormal playing Mantic Games' Hellboy: The Board Game, a co=operative dungeon crawler for 1-4 players. To hear more about 7 Wonders check out episode 37 where we talk more about the base game. https://soundcloud.com/boardchitless/episode-37-7-wonders-and-loads-moar-vikings As always let us know how your thoughts on this week's games by posting to the BoardChitless Facebook group: www.facebook.com/groups/428015890882352 Thanks again to our listeners for tuning in each week. Big love to Mesterio Mann for leaving a lovely review! Please, please, please head over to iTunes and leave us a lovely rating and review...or even a mediocre one :) itunes.apple.com/nz/podcast/board…d1227891466?mt=2
The @SuboscLTD label is back with an impressive release featuring timeless, experimental and sophisticated sounds made by r²π (Retina.it, PRG/M and Ruhig)and Mike Parker. Monument premieres track Trireme by techno legend Mike Parker (@Geophone), who is in charge of the releases A-side. The Embodiment of The Will EP is out in December. Read Parker's full interview on https://mnmt.no/blog/mike-parker-on-his-live-sets-the-european-crowd-and-the-change-from-vinyl-to-cdj/.
In Episode 7 of Naval History Podcast, we conclude our coverage of the Peloponnesian War with a study of the Decelean War, during which most of the naval action shifts back to the Aegean. During this most violent phase of the war, the Persian Empire intervenes in an effort to gain power in the region, bankrolling Sparta and protracting the war, even as Athens, still predominant at sea, struggles to survive. Notable commanders include The competent, unsung Thrasybulus and the flawed Conon (on the Athenian side); the capable but unfortunate Mindarus and the reckless Callicratidas (on the Spartan side); and, shifting his allegiances as he sees fit, the psychopath Alcibiades. All of these men, and thousands of other Greeks, struggle for their empires and for their lives as the long, bloody Peloponnesian War at last nears its violent climax.
If Episode 031 covered the heady, opening stages of the Ionian Revolt, then today's episode covers the denouement and rather anticlimactic conclusion of the revolt. At the start of the episode we follow Aristagoras as he goes on a recruiting trip to Sparta and Athens, using a world map to try and sway the Spartan king into joining the revolt. Athenian ships join the revolt, but after some early success in Ionia, Athens quickly withdraws. She has gained the attention of the Persian king by briefly aiding Ionia, but before Darius repays Athenian meddling he resubjugates Ionia and the surrounding regions. The end of the Ionian Revolt and Darius' campaign to retake Ionia centers on Miletus, naturally. The conclusion of our episode focuses on the naval battle that brought an end to the revolt, a letdown of a naval encounter off the island of Lade. Herodotus gives us some great detail about the training of the Ionian navy and the events of the battle itself, so today's episode takes us all over the ancient Greek world. Show Notes - http://maritimehistorypodcast.com/ep-032-letdown-lade
In Episode 6 of Naval History Podcast, we continue our multi-part examination of the Peloponnesian War with Athens's ill-fated Sicilian Expedition of 415-13 BC, in which the Athenians send a massive expeditionary force to attack and possibly conquer the island of Sicily. During this epic struggle between the Athenians, the Syracusans, and their respective allies. We also meet such characters as the overly cautious and indecisive Athenian general Nicias; his fellow general Alcibiades, one of the first psychopaths known to history; and the daring Spartan commander Gylippus. The disaster that befell the Sicilian Expedition was perhaps the beginning of the downfall of the Athenian empire and set the stage for the final horrific phase of the Peloponnesian War.
Today we have a lengthy primer focused only on the trireme. After a jaunt through some of the evidence related to when the trireme first came into use on the seas of ancient Greece and the Near East we then take a deep dive into the numerous aspects of the ship itself. We discuss the materials used by ancient shipwrights, the process of building and outfitting a trireme, and the design of this ship that set it apart from the oared galleys of archaic Greece. The trireme was essentially an oar-powered maritime missile, so we then outline the various sailors who made up the typical 200-man contingent of each trireme. The trierarch functioned as a ship captain, and from there we meet the other 199 men, 170 of whom were oarsmen. Much of what we know about the trireme has been confirmed via the reconstruction of Olympias and the ensuing sea trials that she underwent. After a bit about Olympias, we conclude with a look at the naval tactics that developed in the wake of the trireme taking over the naval scene in ancient Greece. All in all, what we've got is a 105-minute ode to the most important ship of the ancient world: the trireme. Show Notes - http://maritimehistorypodcast.com/ep-030-trireme-101-how-to-build-sail-and-ram-and-ancient-greek-warship
In Episode 5 of Naval History Podcast, we begin our multi-part examination of the Peloponnesian War, fought from 431 to 404 BC. This part covers the nature and causes of the war, beginning in the final years of the Greco-Persian War, as well as the opening phase of the Peloponnesian War itself (the Archidamian War of 431-421 BC), concluding with the Peace of Nicias in 421 BC.
In Episode 4 of Naval History Podcast, we examine the geostrategic, cultural, and naval aspects of the war that produced one of the most important battles in history: The Battle of Salamis, 480 BC.
In Episode 3 of Naval History Podcast, we get acquainted with history's first true Thassalocracies--Phoenicia and Greece--and examine the ancient world's "ship of the line": The trieres, or trireme.
The trireme on the Greek 1 Cent piece represents the historical period Greece even today is proud of. It makes us think of the great battle, in which Athens saved the Western world from being conquered by the Persians.
"Drag" by Moss of Aura from Waiting; "A Vague Year" by Radio People from Hazel; "How I Hate You" by Tunnels from The Blackout; "W U J" by Cave from Neverendless; "Calendula" by Guanaco +- from Ardea Cinerea; "Flying Saucers are Real" by Sleep Over from Forever; "A.C.R.O.N.Y.M." by Teeth of the Sea from Your Mercury; "Trireme" by Sun Araw from Ancient Romans; "Frightened-Happy" by Sad Souls from Apeiron; The title track from Get Lost by Mark McGuire; "Bia Mintatu" by Cut Hands from Afro Noise, Vol. I.
"Drag" by Moss of Aura from Waiting; "A Vague Year" by Radio People from Hazel; "How I Hate You" by Tunnels from The Blackout; "W U J" by Cave from Neverendless; "Calendula" by Guanaco +- from Ardea Cinerea; "Flying Saucers are Real" by Sleep Over from Forever; "A.C.R.O.N.Y.M." by Teeth of the Sea from Your Mercury; "Trireme" by Sun Araw from Ancient Romans; "Frightened-Happy" by Sad Souls from Apeiron; The title track from Get Lost by Mark McGuire; "Bia Mintatu" by Cut Hands from Afro Noise, Vol. I.
Jasper is joined by Murray Dahm and Paul McDonnell-Staff to discuss the Age of the Trireme. Dur: 40min File: mp3
Jasper is joined by Murray Dahm and Paul McDonnell-Staff to discuss the Age of the Trireme. Dur: 40min File: mp3