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The Imaginary Institution of India
Politics and Ideas
Columbia University Press
The Imaginary Institution of India
Politics and Ideas
Columbia University Press
For decades Sudipta Kaviraj has worked with and improved upon Marxist and subaltern studies, capturing India's social and political life through its diverse history and culture. While this technique has been widely celebrated in his home country, Kaviraj's essays have remained largely scattered abroad. This collection finally presents his work in one convenient volume and, in doing so, reasserts the brilliance of his approach.
As evidenced in these essays, Kaviraj's exceptional strategy positions Indian politics within the political philosophy of the West and alongside the perspectives of Indian history and indigenous political thought. Studies include the peculiar nature of Indian democracy; the specific aspects of Jawaharlal Nehru's and Indira Gandhi's regimes; political culture in independent India; the construction of colonial power; the relationship between state, society, and discourse; the structure of nationalist discourse; language and identity formation in Indian contexts; the link between development and democracy, or democratic functioning; and the interaction among religion, politics, and modernity in South Asia. Each of these essays explores the place of politics in the social life of modern India and is powered by the idea that Indian politics is plastic, reflecting and shaping the world in which people live.
The Imaginary Institution of India is the first major collection of Sudipta Kaviraj's essays and, as such, will be received with great curiosity and attention.Sanjay Subrahmanyam, University of California, Los Angeles
The analysis is stimulating, elegant, and novel.Choice
Kaviraj's narrative about the state in India is an important one, and it is high time these influential papers were collected in one volume.Sailen Routray, Contemporary South Asia
1. On the Advantages of Being a Barbarian
2. Literature and the Moral Imaginations of Modernity
3. The Two Histories of Literary Culture in Bengal
4. A Strange Love of Abstractions: The Making of a Language of Patriotism in Modern Bengali
5. Tagore and Transformations in the Ideals of Love
6. The Poetry of Interiority: The Creation of a Language of Modern Subjectivity in Tagore's Poetry
7. Laughter and Subjectivity: The Self-Ironical Tradition in Bengali Literature
8. Reading a Song of the City: Images of the City in Literature and Films
9. The Art of Despair: The Sense of the City in Modern Bengali Poetry
10. The Invention of Private Life: A Reading of Sibnath Sastri's Autobiography
11. The Second Mahabharata
- Read a review from Three Quarks Daily.


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Fenway 100th - Pedro!
Apr 20 - I'm not sure Joe Morgan was aware of who was right behind him...but, as expected, Pedro Martinez delighted the crowd! A masterful pitcher and an even more entertaining personality, he is one of my all-time favorite Sox!!
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Taken on April 20, 2012

subset: commoncrawl


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Word Origin late Middle English: from Latin triplicat-nounjump to other results
BrE BrE//ˈtrɪplɪkət//; NAmE NAmE//ˈtrɪplɪkət//
- 1done three times Each sample was tested in triplicate.
- 2(of a document) copied twice, so that there are three copies in total Fill out the forms in triplicate.
in triplicatejump to other results
Check pronunciation: triplicate


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Nodoka is playing at a steady pace gaining points for her team. She is quickly advancing but Touka Ryumonbuchi will give her a hard time. Touka prevents Nodoka from having her "perfect game" resulting in extending the game.
Training Camp
The Tournament Begins
The Night Before
Eyes Open
Light Fever
Summer Festival
Anime-Planet users recommend these anime for fans of Saki. All available to watch right here, right now!
Forget track and field! At Oorai Girls Academy, they practice Shensha-do, the art of tank combat! But Miho transfers there believing it to be the one school where Shensa-do isn't offered. She's in for a rude awakening, however, when the student council president demands her participation in the sport. Together with four friends, she learns to face her fears...
5 people think you'll like this
These shows both gave me the same vibe; they both focus around a talented girl who joins a high school club and enters in a competative tournament with a rookie team. Although the types of tournaments are really different the huge female casts and small amounts of fan-service make me think if you enjoyed one you might enjoy the other.
Did you like watching those stereotype schoolgirls fighting in inter-school tournaments, with the protagonist and trump card of a new upcoming and yet unknown school being a girl who had first needed to be reteached that playing the game is fun, and all of this together within growing bonds of friendship? Well, that you'll find in this other anime too.
Because both animes are about cute girls being in a tournament enviorment for Girls und Panzer it is tanks and for Saki it is Mahjong, they have great humor and good actions.
Kojirou-sensei, the rather indifferent teacher and coach of the school kendo club, is in financial dire straits. As a result, he makes a bet with his fellow kendo coach and former upperclassman to see who can assemble and train the better female kendo team, with the prize for Kojirou being a year's supply of food if he wins. Motivated by the idea of free food...
3 people think you'll like this
Both shows are about a group of moe doing what they like. They are extremely similar in terms of plot and characters, but Bamboo Blade has a slice-of-life vibe that isn't really there in Saki (at least not as much). Both shows also feature hints of shoujo-ai, though it doesn't really go far in any of them.
Superpowers with [Mahjong/Kendo], because sprouting angelwings while in "the zone" is awesome. Both Saki and Bamboo Blade are anime about a high-school club with mostly girls, shooting for their dreams with the club and having a good time together. There isn't anything more to the shows, but that's all they need. Saki has a higher "moe-factor" than Bamboo Blade though, but as long as you don't mind that difference, both shows are two of the same kind.
Both animes are coming of age sports animes where a shy girl who is amazing at one sport learns that it is not only a chore but also meant to be fun and is a great way to make friends
Chihaya Ayase is a famous beauty at her school, but she's far from a conventional girl. Three years ago in her final year of elementary school, Chihaya and her friend Taichi became infatuated with the card game, Karuta, after connecting with a lonely boy named Arata Wataya. But when the trio graduated from elementary school, they each went their...
3 people think you'll like this
they both have a common theme of a game where the main character is very passionat about what they play. the feel of them is also very similar,if you liked one, you should definatly check out the other
Both Saki and Chihayafuru are about recruiting members for their clubs and then participating as teams (an occationally individuals) in compitions.
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Let's find the perfect Carrier Air Conditioner
based on your need.
Carrier Ducted Air Conditioning Units
Carrier Under Ceiling Air Conditioning Units
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Why TRUST Carrier?
Designed and developed to withstand extreme weather conditions in the Philippines.
Reliable after sales service with maximum one day response time.
Its own test laboratory ensures that every product delivers real energy savings.
Cares for the environment
In 1902, Willis Haviland Carrier redefined the way we live when he invented the 1st air conditioner. Since then, Carrier has set a legacy of innovation in modern air conditioning around the world. No one knows air conditioning more than Carrier.
In the Philippines, Carrier has been present for a total of 55 years.
In the Philippines, Carrier has sold more than 5 million air conditioners since it established its presence more than 50 years ago. This is equivalent to millions of satisfied customers enjoying the Carrier comfort in their very homes or in the most expansive establishment.
CCAC boasts of being the only air conditioning plant in the Philippines with Psychrometric and Simulation Laboratories that test products to ensure they perform at par or higher than the government standards. In fact, every Carrier product goes through stringent tests like product performance tests (cooling capacity, system power input and EER), maximum load test, flood back test, ultimate trip test, low voltage start test, air blockage and drip test, sweat test, sound test, drop test, system and component reliability, and so much more.
Carrier designs its products with the consumers in mind that is why it highly considers the extreme weather condition in the Philippines. Thus, you can be assured that the materials used to making Carrier air conditioners are of high quality. Carrier makes use of thicker plastic and steel, and every unit is built to stay durable with a rust-proof body and multiple layers of powder coating to protect it from destructive elements. Plus, compressor and cooling coils are protected with anti-corrosion coating.
Carrier service technicians are well-trained. That is why you can be assured of quality service. And since you expect your air conditioners to run 24/7, Carrier's Customer Service Team is there to answer your inquiries 24 hours a day, 7 days a week through various communication platforms like email, chat, text or call. You can choose which one is most convenient for you.
Cooling more than 5 million homes. Equivalent to millions of satisfied customers.
Over 100 years of experience in air conditioning
Our History
The Concepcion-Carrier Air Conditioning Company (CCAC) was founded in December 3, 1997. It is a joint venture between the two giants in the air-conditioning industry:
Concepcion Industries, Inc. (CII) is the industry leader in the Philippine air conditioning market and the dominant name in the appliance industry through such brands as Carrier, Condura and Kelvinator. For more than 50 years of experience and leadership, CII has proven its excellence not only in the field of manufacturing and research, but also in management and sensitivity to the needs of the consumer. CII owns 60% share of CCAC.
Carrier Corporation is the world's largest air-conditioning company. For more than 100 years, Carrier has cooled more homes and establishments than any other brand. Moreover, the company continues to take the lead in the development of new products and technologies in the pursuit of excellence. Carrier Corporation has been the world's leading manufacturer and marketer of HVAC (heating, ventilating, and air conditioning) equipment since Willis Haviland Carrier invented the basics of modern air conditioning in 1902. For all its size, Carrier, which owns 40% of CCAC Philippines, is but a part of an even larger organization, United Technologies Corporation (UTC).
CCAC is an ISO 9001:2008 (International Standardization Organized)-certified company since 1998. It continues to offer to the Philippine market a wide array of air conditioning products, refrigeration products and services. CCAC has dominated the industry through its best-selling line of room air conditioners, package equipment, split type air-conditioner, and applied equipment. From households to commercial establishments nationwide, the Carrier and Condura brands have become the standard for comfort and convenience, which other brands have tried to emulate.


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|Some people refuse to read
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|Better Than First Edition?
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|Open up your old copies of Photoshop
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|attached to Feds Push For Warrantless Cell Phone Tracking
|Lollipop, Lollipop
|attached to FBI Pushing For 2-Year Retention of Web Traffic Logs
|Baud rate?
|attached to Next X-Prize — $10M For a Brain-Computer Interface
|Re:We keep repeating the same mistakes
|Re:We keep repeating the same mistakes
|We keep repeating the same mistakes
|attached to MPEG LA Extends H.264 Royalty-Free Period
|Trying to source a quote
|attached to Laser Fusion Passes Major Hurdle
|Canned Monkeys
|attached to Obama Choosing NOT To Go To the Moon
|Wait for the apologists ...
|attached to The Cell Phone Has Changed — New Etiquette Needed
|Re:Should be a selling feature...
|attached to YouTube Offers Experimental Opt-In HTML5 Video
|FireFox is in Denial
|attached to Why Firefox's Future Lies In Google's Hands
|I fully expect ...
|attached to Obama Appointee Sunstein Favors Infiltrating Online Groups
|There's other things besides Lithium Ion
|attached to "Home Batteries" Power Houses For a Week
|Re:Why is this guy being treated as a Martyr to IT
|attached to The Trial of Terry Childs Begins
|Re:First Lesson in Relativity...
|attached to How To Build a Quantum Propulsion Machine
|Techdirt and "Business Model."
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|Re:Firefox's Ping Attribute: Useful AND Spyware
|attached to Firefox 's Ping Attribute: Useful or Spyware?
|attached to WMF Vulnerability is an Intentional Backdoor?
|Re:Reminds me of a research project...
|attached to Dissecting Songs Down to Their 'Musical Genome'
|Re:I hope they don't get Apache's problems, too
|attached to IIS 7.0 Learns a Few Tricks from Apache
Swap read error. You lose your mind.


text:
Style: 70384570% Wool / 30% Nylon
"The entire purchasing process is convenient and transparent."
Charlie RitterManaging Partner KPMG LLP, Orlando
"I'm impressed with the quality of the suits and shirts. I also love the exceptional level of customer service that I receive."
Jayah KawaMedical Sales
Shopping is likely something you'd prefer to delegate. Stay informed on upcoming events & essential luxuries for daily living.


text:
The Zagat Review
A carnivore's "paradise", this Brazilian churrascaria induces "food comas" with its endless helpings of "meat, meat, meat and more meat" served tableside from skewers, plus an "awesome" salad bar ("so large it could be a meal in itself") and offerings from a "well-stocked" wine cellar; "impeccable" service and a "beautiful" setting add to the overall "wonderful experience", which is "expensive, but worth it."
Zagat reviews are compiled from individual user reviews. Write your review.Write your review.
What To Order
Insider Tip
More than a vegetarian's haven, the salad bar also stocks sushi, charcuterie, cheeses and a rich lobster bisque.
Texas de Brazil
2727 Cedar Springs Road
Dallas, Texas 75201
2727 Cedar Springs Road | Map
Dallas, Texas 75201


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Happy Thursday, and welcome to your weekly updates for NodeMU. I'm really pleased with the progress so far. The socket handler has undergone a major refactoring, and I was able to get logging in, both of which were relatively major accomplishments. Logging was something I wanted to have, as I was tired of having so much stuff barf out to STDOUT, so with logs for system messages, connections, and suspect activity, things are nicely compartmentalized.
Project Status #4
I am VERY pleased with where the code is right now. There is a lot of testing to be done, but I am happy to be able to release version 0.0.8 (Hey, we're early!) into the wild for anyone who wants to take a look at the (mostly non-commented and very un-optimized) code. Hit the jump to get more info and a download link…
Project Status #3
I am pleased to say that the codebase is shaping up nicely (IMNSHO). I am starting to silo similar functions together in files, though there may be some more segmentation that happens along the way. But, there's config files, both internal and user-friendly ones, there's libraries for core functions, db, command functions, and the parser is isolated in its own library. Continue Reading…
Project Status #2
Well, a great deal of code has flown out from under my fingers. A number of the basic commands that need to be there (say, pose, page, whisper, look, WHO for example) are in, and nominally working. It's been a flurry of work, dealing with some of the asynchronous fun and callback gymnastics that Node requires. Continue Reading…
Project Status #1
Every idea has a seminal moment. That instant where something pops into your head you have the thought 'Hey, this is a possibility'. This happened for me when I saw a link for something called NoobHub. This is a very elementary chat server, written in Node, by Igor Korsakov and Sergii Tsegelnyk. I looked over the code, and just sort of…nodded. It clicked. It made sense. It wasn't outlandish. There was no magic. But at the same time, it was like unicorns had barfed up glitter inside my head.
So, I studied the structure of how the server was set up, looking at how streams and buffer sizes, and most importantly, how it handled the identification of who had sent which command at which time. And therein lay that seminal moment. This could be a MU*. All it was missing was a bunch of commands and a WHO screen.
So, basing a socket server off of similar methodologies to NoobHub, I set up a basic socket server, and connected to it with TinyFugue, in two sessions. And then I typed in something on one window, and saw that it was echoed to both windows. Eureka. This could work.
Initially, as I had a CouchDB instance running on the same server that I was dev'ing this code, I thought that I would connect this project to CouchDB. However, that quickly became undesirable for a number of reasons. For starters, I want NodeMU to be easy to set up and use. No more ./configure, make update, make. That wasn't possible if users had to figure out how to set up and administer a CouchDB instance. Not an easy task on good days, for relatively competent tech people. It has a lot of dependencies and only performs best with a fair amount of configuration.
So, as if that load of unicorn glitter in my head had altered the cosmic gravity of the universe in some fundamental way, posts started showing up on sites like HackerNews and EchoJS for NeDB, a new JSON-based database for Node. It was ideal. It was more than ideal. It had a MongoDB interface, it was clean, elegant, fast, and in less than an hour of coding, I had rewritten the interface from CouchDB to NeDB.
Now I have a stable socket server, and a database that I can use. Things are shaping up nicely.
Goals of NodeMU
So, this will probably be a bit of an ongoing series, as the project evolves. "Organic" is the word that would be used to describe something like this. My first goal was, quite simply, to build a MU* codebase. So, from that point of view, having something that people can connect to, and do say, pose, and emit so that others can hear them, is a success.
Why NodeMU*?
I have a long history with MUSH/MUX/MUD/MUCK codebases, as they have been an on-again/off-again part of my life. I began on MUCKs and MUDs, and graduated to the RP-based world of MUSH/MUX. Several times over the past ten years I have endeavoured to build a new codebase. I was inspired by the likes of Ashen-Shugar and RhostMUSH, I was inspired by Javelin and PennMUSH, Brazil and TinyMUX, and Lydia and TinyMUSH.


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Devious Schemes
Costume Photos
Costume Information
|Cost :
|About $130
|Time Taken :
|3 Weeks
|Sadly, I haven't really taken a photo with my Squall cosplay on since the leather pants no longer fit me (>_>;...).
But it was my best cosplay thus far! Worn it during school once and had quite a bit of stares and even a 'Hey! That chick is dressed as err... CLOUD!' <---*LMAO!!!*
I still have the chain necklace, leather straps, and the furry jacket though.


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Southwest Florida's Finest Auto Detailing Supply Company
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Auto Magic Of Southwest Florida is your professional car wash and auto detailing supply serving the southwest Florida Area. Our products are made from the highest quality materials, produce incredible results, and are user-friendly.
Learn More About Auto Magic Of Southwest Florida:
Contact Information
Shop - 941-756-7787
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text:
- Product Details
- Fabric Estimator
- Rewards
Super lightweight with a beautiful drape, make this cotton into a blouse or a flowy dress. Black and white checks round out this sweet and classic design.
Color: Black
Width: 59"
Content: 100% COTTON
Country: GERMANY
PLEASE NOTE: The above numbers are estimations only. Please take into account garment size, lining and fabric width.


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Humanity Is Doomed: Steam's Most Depressing Game
Posted on Thursday, August 4 @ 19:13:30 PST by Sebastian_MossThe end is nigh: It's becoming increasingly hard to deny that fuel resources are running low, global temperatures are rising, and population growth is spiraling out of control, and little is being done to stop our slow march to oblivion. But can a game educate people about the dangers of rapid climate change? Can it help predict what will happen over the next 200 years? And most importantly, can it still be fun?
Fate of the World tries to do all that, and while the game's long-term side effects still remain to be seen, it sure is a fun title - albeit a sobering one. To learn about the game, its scientific basis, plans for an upcoming iPad version and of course, the end of the world, we talked to Ian Roberts, the creative director at Red Redemption at the Develop Conference.
I am Ian Roberts creative director at Red Redemption. We are an indie games company based in Oxford. We've recently released our first PC title called Fate of the World. It's a game about climate change, sustainability, fuel resources, and the future of our civilization.
So, the game is aimed at the core market then?
Yeah, it's aimed at core strategy players and it really appeals to players who like an intellectual challenge, who like a difficult strategy game. It's designed to encapsulate the difficulty of the global political scene, to do with climate change and the economy. So, it's really aimed at the adult market.
How much freedom of choice are you given?
There is quite a lot of choice, it's mostly mission-based, so depending on which mission you choose, you'll be judged on the outcome. There is an overt destroy-the-world scenario called Dr. Apocalypse, but of course there [are] more save-the-world scenarios. But as you soon find out, saving the world is not a black-and-white, you-do-or-don't situation. It's like you sort of save the world, or you save the world after 50 years of absolute hell, or at the cost of this, that or the other. So, it's a sandbox-y open game where the idea is to explore a strategy: "I think, if I focus on this it could give me a good outcome, and so on."
Is there a randomized luck element like in reality?
There is a little bit of luck, the climate system has a little bit of a chaotic element about it. But what we've done is that the temperature change in the game is based off of a peer-reviewed climate model that scientists contributed to the game. We feel that the results of our missions are as close as we'd expect them to be based on current research, we think that the growth of consumption is what economists expect the economy to do, how China is going to become a big global power and all of these things.
But what will happen is that every time you play a card you are changing how things go, and with that change there is an increase or a decrease in risk, and that will change the probabilities and load the deck in different ways. So, you can try and avoid what would be likely outcomes, like an economic collapse when we run out of oil, or an environmental collapse. So, there is part luck and partly just forcing an outcome of the game. The game is designed to be played many times, and for you to go back many times and revise the strategy to lead the ship away from the iceberg.
How important do you think it is to be politically and scientifically accurate?
I felt that it was vital to what we were doing, as we weren't just making a fantasy game. We were making something that gave you an idea of the complexity, and we wanted it to have a foundation of accuracy based on as much factual data as we could get our hands on. Now what we discovered during the development of our game was that that made our game very difficult, and that's because the problem is very difficult, so we just ran with that.
The problem is really pernicious, it has all this complexity, so we made the interface into very simple, card-based choices—you can understand the difference between picking a card that switches the country over to electric-based transport, or choosing a completely different card. But the combination of doing that here, and another combination in another region and so on, and so on, that's where the depth comes through. We wanted the choices to be like the things that people are talking about, and we found that players are responding very, very strongly to that: Players [come] in interested in a strategy game, but [soon] they are talking on the forums about how to beat the game. They say stuff like "I can't ban oil until I find a synthetic feed stock to run my agriculture off when I do it" and that's a gameplay thing, but it's actually a real thing in this world—we can't stop using oil cause we need it for agricultural yield.
So, just by learning how to beat the game, they get a literacy of the subject, and we see that they start linking to news articles in the forum, things that they would never look at before—there's been a spoiling of the water table in Alaska because they are digging for tar sands. So, it's like I'd have never considered this a problem, but I know that when it happens in the game, it's a signifier of worse things to come. It's been really good at just getting people interested in the subject, and we thought it was a very meaty subject for strategy, and we think that gamers are very good at solving intellectual problems. We give them a very hard challenge and they dive at it and discuss good strategies, they have their opinions about what works and what doesn't, and it's pretty satisfying.
Was teaching people about environmental issues your aim, or a welcome side effect?
It's intentional in a sense. We didn't want to be preachy about it. We also didn't want to have it implicit in our design, to have any strategies that would always win. We didn't think that was appropriate or realistic—we just wanted to make a very in-depth, intellectual strategy game. It just happens that the learning you get in the game is something that you can take away. Our company is built on the idea that you can make games that will have something in them that after playing them will have some relevance to your life.
It doesn't have to be climate change, or about sustainability. The next game we make could be a game that's actually about—I don't know—mental health, or about social class, or racism, something that ultimately, as a result of playing a really good game, it may be an RPG, a point-and-click game or a puzzler, but it's about the experience telling you something about what's going on in the world, rather than a re-skinning of The Sims to be My Eco Sims or something like that.
Are there any plans to support more languages?
We're going to be doing some proper paid-for localization of the game, but our players are actually translating the game. I think the interesting thing is how different people from different countries are actually playing the game. We've had our game being used as supplementary material to teaching in Singapore, with them using, alongside, sustainability and climate change models. We didn't really design it for schools—it doesn't fit into a lesson plan in 25 minutes—but it is a very good representation of the problem and can be used as educational material.
Are you finding that a lot of the players are nationalistic?
Well, what they find is that they'll naturally choose things that have a bias to what they know and understand. What we find is that players are actually shocked when they think back over the choices that they made, because in the game you spend your time and your money wherever you prefer, and players will prefer to do things in certain areas, and it's the things that they don't do that are quite revealing. People can be quite happy to put a lot of money to ensure that North America's and Europe's economies are stable, but are not willing to spend the same amount or less money on stability in North Africa or welfare programs in India—and it makes them think: "Am I doing this right?" So it, accidentally, challenges their assumptions just because of how you reflect on the game and how it promotes a discussion of how you did. You start thinking about other points of view on the subject.
There are some darker moves you can do in the game. Were there any internal discussions about how far you could go?
We wanted to give the players access to things that are doable but not necessarily things that you'd be able to do easily or that you'd naturally want to do. We wanted to give covert strategies and things that are actually just evil, partly because we wanted to have players explore the idea that "If I did not value certain parts of the world and they were causing me problems, what would I do considering I don't value them?" And that might be doing sterilization projects or doing gene plagues, doing terrible things in order to serve your own ends. We wanted that as an option, the game is a 'What if?' game and everything is connected.
Was there a worry, though, that there might be some controversy? Fox News or the Daily Mail spinning it into a sterilization-based video game?
Oh, well, yeah… effectively, there's always going to be people who respond to a game negatively. Any time we get promotion or any advertising, we get people on the forums saying this is all rubbish, this is all pseudo-science or that it's all fake. But we are like, "Look, it's all based on peer-reviewed science, it is what it is. If you don't believe in climate change, then you can go off and do your thing." Our proposition is that if it is happening (which scientists have said is very likely), then our game is based on that.
But we do have alternate reality missions where you get to change things you don't believe in. In one mission you can choose not to believe in anthropogenic global warming, and we turn off the connection between carbon in the atmosphere and temperature change, so in that mission, there won't be any global warming. But there will still be a shortage of fossil fuels and the game is still not easy, cause you have to cope with those things. The other side is a mission where you have abundant fossil fuels, but you still have climate change. So we turn off one of the issues, but we don't let you say that both are lies at the same time. But you can play the game with either of those missions, one's called Cornucopia and the other's called Denial, and it's still not easy.
The global situation is very difficult, we're growing at a massive rate and many regions need to improve their standard of living, and that has consequences. There is different ways of dealing with that, so we knew there would be an implicit amount of controversy to that, but we ultimately wanted to be quite open to our approach about it, and also allow people to see it as a sandbox. There are plenty of games based around fantasy scenarios, so if you really don't believe it, you can see it as another fantasy game.
Are you planning any more modes via DLC?
Yeah, at the moment one of the factors that we're missing is migration, so we're currently working on DLC that has migration and cards and mechanics that show that the outcome of climate change will not just cause agricultural loss and sickness and things like that, but also displacement of people. We think that will bring an interesting component to the gameplau—if you have a very isolationist strategy where you're doing things like having North America and Europe being very rich and wealthy and given all the technologies, then you'll have all kinds of problems from populations flooding in from North Africa, etc. So that's what we're working on right now, and we're hoping to release that next month.
Was your launch successful?
Yeah, we've done pretty well, we've got a lot of players that really like the game. We've gained pretty good visibility in both the traditional press and on Steam. We think it can go a bit further, so what we're doing is bringing it to the Mac, we think that's a good fit. We're also hoping to get an iPad app out eventually, so we're going to try to see if we can take this to more players. Every time people find out a little bit about the game, we do see clear increases in sales and good responses from the players who bought it, and there's a lot of gratitude for us having tried something different. I think PC gaming in particular has space for all kinds of games, all kinds of subjects and gamers are willing to try things that intellectually challenge them and just want to be part of that.
When you look at iPad versions of Civilization and Sim City, they are dumbed down for a broader audience. Where does this leave the Fate of the World iPad edition?
They are very dumbed down. I think we will definitely have to think about what that would mean for our game with it being so in-depth. But what I find is that what could work is that our game operates quite heavily on the fact that you can play it for a bit and then go and have a think about what to do next. In a sense, it's an organic puzzle game in which you have made some choices, and you'll think, "If I do this here and this there, will it work?" So, you're solving the game while you're away from it, and I think that would work really well for mobile platforms like the iPad. I don't necessarily want to dumb it down, but I know the market is very attention-deficit-disorder kind of gaming, but doesn't mean there can't be more thoughtful games, and something that has a more intellectual challenge about it. That's a design thing we have to address.
And when you look at the user reviews of the games, there are a lot of complaints about how they have been dumbed down.
That's right, and ultimately we have a great deal of respect for players of our games and we feel that they like being respected. We did a beta of the game that was on Steam and what we found was that when we gave a little bit of information about the game, players were asking for more and more to try and understand how things connect. So we showed them, and now allow people to really dig down into the data to see what's going on, and they really responded well to that.
That's partly because they are hardcore gamers and partly because they want to get good at it. Knowledge is power in the game and knowledge allows you to refine your strategies. You can look at graphs and see which attempts and strategies worked, and which didn't. And it's not to say that people who have iPads are dumb—where does that come from? In fact, people who have iPads are likely to be well-educated media professionals, and they're up for a challenge as much as anybody else. So let's see if it works.
You're not interested in targeting 'Mum gamers' then?
Not necessarily the mums yet, partly because we don't want to misrepresent the subject. There are plenty of games that target the mums.
No casual Facebook game then?
Something like that, that's more social, would have to have a social component implicit in the gameplay. I think that would be a different sort of game, but you can definitely see how you would do social elements to a game about sustainability, about ecological awareness. But I don't think it's this game, it would have to be a game that was based on the knowledge that we've gained, but built with social in mind, effectively making the game a little bit more multiplayer
It'd be interesting if all you could do was affect China, and someone else could only affect Latin America, and you may or may not be happy with the results with one of your friend's doings. So you could imagine a game where players are playing off of each other and are helping each other with technological sharing, with foreign aid and things like that. You could imagine a social game like that, but it's not the game that we built, it would need a re-design.
Have you thought about your pricing plans for iPad – everyone is going freemium, with players having to pay to get more?
We're not sure with that, we're still in early scoping for the iPad. What we're hoping is to get a relationship with a publisher who'd be better able to inform us and perhaps become part of sets of other games that are doing things in this space. If we were to do freemium, it could be done in terms of unlocking additional missions, unlocking additional decks—you could see how it could work. But we're still in the early days of trying to work out the best positioning for our product—but, I guess, so is the industry.
So is the iPad version a couple of years off then?
We think that we could get it out next year with what we know and what we can do, and what we want is that to be a project that we work on while we do spec-ing and scoping work for our next PC title.
Can you talk about your PC title?
I can't talk about it much now, but I can say we're not just interested in strategy games, we're not just interested in climate change. We're just interested in good gameplay that has something you can take away with it. We also want to do more with the audience that has been so accepting of us, which is the indie Steam audience, and we feel we understand that audience quite well. So there's a lot we can do to make a game for them but that also has this reward after play. We feel there's room for that, so it will likely be in that space.
How long did you spend developing the original game?
It was a 2-year project. A lot of that time was spent on the research and on building the models and refining and finding the gameplay. It's a really non-obvious problem in how you would attack it in terms of we're not really copying anything else, sure there were mechanics that we were influenced by, but in terms of the underlying system of how things relate and react, there isn't really anything like this. We built a game on top of a crystal ball, so it took a long time to understand how that would fully operate and how that would be worked into good gameplay. So it was a pretty tight 2-year project for something that innovative. And we're happy with what we've got.
There are some companies trying to develop super computers to do a similar, but more complicated, version of world simulation. Have you been looking into that sort of thing?
We looked into those; what we ultimately wanted to do was pick a simulation that some scientists or economists had already done and use it as the backbone of our game. But what we found was that the models were either too specifically focused, or they just didn't have enough of the relationships that we needed. So you'd have something that was just about the climate, just about economics, or just about resources, but in our game, everything has to connect to everything else. If you have a crashing economy, what effect does that have on birth rate? And then the number of people around in future generations will also have a significant effect on everything else that is going on, in terms of how much food you need, etc.
So we had to build a lot of things ourselves, and we were worried that we would be making assumptions that were too dumbed down. But when we talked to a lot of places, they had made very similar assumptions, and it's not that different to what other people are doing. In terms of the super-computer stuff, the reason you have super-computers trying to solve these things is that they are doing things like agent-based modeling, and they're just trying to brute-force things.
We don't need that at all, we've got the best agent-based modeling there is— we've got players, and they brake shit, and they find the exploits, they see what is good and what is bad. In a sense, I wish more things were discovered with gaming because players are really good at working this stuff out. I think our game is a real eye-opener if any policy maker were to dive into it, or even talk to one of our players—they would be able to have a big argument over whether they were right or wrong about the choices that they are making. They get an understanding of the system and they exploit that, that's what gamers do.
Did you find the research a bit depressing?
Yeah, it is a bit depressing. We make it a little harder for the player as we start in 2020, but unfortunately, every time we look at where things are going, our beginnings in 2020 look like what's going to happen. We start with the assumption that we [humanity] don't really do anything about climate change in the next decade, and unfortunately that's the way things are going. The game being really hard is eye-opening, because that means world leaders are going to have a really hard time with it.
One of the things we found recently that made things a bit more depressing was that the IEA published some new data—and we use a lot of their data to make the starting situation and do the projections. And as an experiment we decided to put the new numbers in, and unfortunately, our game—which is very difficult—is optimistic by about 7% in terms of emissions and of course 7% more resources being used. That was pretty grim. In terms of our game that's seeing a fossil fuel crash either 5 or 10 years earlier, or another half a degree of warming in the mid-to-late game, and that's actually significant in terms of the balance of the game. When I say "the balance of the game", I mean in terms of the implications that has on our future, so it's very sobering.
I think the value of what we've done is that it changes the conversation from regional issues or short-term-ist debates and you get to see the long-term global perspective of things: How this thing over here doesn't matter, and this thing really does. We find our players end up talking about our game at a pretty high level, they elevate the subject and hopefully that will have a knock-on effect, so it might influence change. Who knows?
Because there might no longer be humanity after 2200 and the fact that the further you get away from now, the harder it is to predict, where does that leave you for sequels?
I think if we were going to a follow-up to Fate of the World, then I think we would look at either... it's difficult to visualize, but if you think about Civilization, it's been a refinement of frankly the same game over 5 versions, with how they tell the story and with the gameplay. We'd want our game to along the same lines, to give you better access and control and means to make changes in ways in addition to card-based gameplay, and possible refinements on the models and things. It would have to cover the same period because that's what is interesting—the fact that we're not doing Alpha Centuri, we're not doing a Sci Fi game, we're doing a game about possible outcomes.
We might bring predictions of when we'll get smart grids or better turbines or nano-medicines or whatever, and that would change the gameplay hugely. I can see a lot of scope there for just a better understanding of what's going on, I think we've just scratched the surface of what we can do.
You said your next game is different but appeals to the same fans. What do you mean?
It'll appeal to this growing support of the indie scene. I see us as a curious, different part of the PC indie gaming crowd, but one that's seeing the player base as being able to be intelligent about their choices not just in game, but in the games they choose. I think some of our games would work very well in this space, so while it's not necessarily a strategy game, it would really be about doing what's best about indie game development, which is doing something different.
There are a lot of indie games out there that are either a refinement of an existing genre, or they're experimenting with a particular mechanic. With us, it's about broadening the genres that exist to include things that give relevance and meaning. So what we've done with this game is to broaden strategy games with something about the current day world. We might do a similar kind of broadening to the survival horror genre, or a broadening of a tower defense game, or something to have the gameplay bring out something which is meaningful. That's kind of what we want to do as a studio, to do that broadening of what we understand games to do.
So rather than bringing in brand new mechanics and innovations in puzzles—something about a puzzle that works entirely backwards and you have to unpuzzle it, or whatever—it's not about that, it's about seeing if we can do more with the genre and having a bit more respect for the player's intelligence.
And finally, which is your favorite play style?
It's actually to crash economies early—it's not the same play style as some of my co-workers do, but I like the fossil fuels we have at the moment to last longer. And the way I do that is by causing small economic crashes throughout the beginning and the middle of this century, so that by the time that we have better renewable technologies, better solutions to fossil fuels that we depend on, it makes the transition easier. So, moving everything becomes easier, moving transport off of oil, moving energy production away from coal and gas all becomes easier. And that happens because we haven't gone and consumed everything, we've just hurt ourselves a little bit – and it doesn't take much damage in the developed world to make a big difference.
That's the strategy I play, and it means that we don't have as many problems with agricultural yield because we're running out of oil, or industrial production because we're running out of coal, because we've had the time to safely transition away, rather than letting the world crazily consume everything as if it's their last meal. That's my particular approach, but it's a pretty horrible 50–60 first years of the game, so I don't really want the world to actually go like that, because that would be quite grim. But the other approaches are also very risky, like a long-term technological play—they all have different risks. There is no easy win in the game.
Do you have any data as to how many people win the game?
We do. Largely, we have our players fall into a couple of categories: There are players who do or players who don't beat our fuel crisis mission. Our fuel crisis mission is our kind of middle mission where you've just got to get into the next century. It's very difficult because you've got the fuel shortage part of the problem, and that's really, really hard to deal with. Once players get over that, they will start dealing with the long-term ecological problems in the longer games. So our players largely fall into those who find the century coming up to be too difficult, or those who find the century that follows to be too difficult. But we do find that the players who do win are still seeking better win strategies that make things get better results for them.
Be sure to check out Fate of the World on Steam!
|More On GameRevolution


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Laura Chaparro, science journalist
Tattoos: what are the risks for the skin?28 Nov
Tattoos are fashionable; even children get henna tattoos. However, medical studies indicate that they are not entirely harmless and health authorities warn of the risks.
Tattooing, popular as a mark of individuality, as a cultural practice or to indicate affection or admiration, is on the increase, especially among younger people. Although tattoo parlours in Western countries observe strict health safeguards, the most important question still remains to be answered: are tattoos harmful to the skin? Read More
Laura Chaparro, science journalist
Women, men and children: three different skins27 Nov
Babies' skin changes rapidly; during puberty skin becomes adult; and at maturity women's skin ages faster than men's one.
Skin colour is one of the main differentiating features between people of different ethnic origins. Sex and age are further differentiating factors: male skin is unlike female skin and baby skin is very different from adult skin. When they come into the world, newborns have deep red skin, with bluish tones in their hands and feet. The colours darken slightly before the baby draws its first breath. Read More
Anna Solana, science journalist
Are parabens dangerous?26 Nov
Although many scientists deny the health risks and consider parabens to be irreplaceable, the alarm has sounded. France even wants to ban parabens by law. The cosmetics industry is beginning to develop paraben-free formulations.
The alarm was raised in 2004 when the Journal of Applied Toxicology published a study by Dr. Philippa Darbre and co-workers from the School of Biological Sciences at the University of Reading (United Kingdom). The study pointed to the high paraben levels in tissue samples from 18 breast tumours, indicating the possible influence on oestrogen activity of parabens, chemicals used as preservatives in the food, pharmaceuticals and cosmetics industries. Read More
Detect melanomas with your iPhone25 Nov
Skin Scan is a new Apple App Store application that analyses moles and marks on the skin. A simple photo is analysed and compared with a previous photo using a custom-designed algorithm that calculates the fractal dimensions of the mole. The app alerts the user if they need to visit a dermatologist.
The creators of Skin Scan, including two dermatologists and two mathematicians, maintain that it is well worth spending ten minutes analysing your skin if it can save ten years of your life. Skin Scan was not designed, however, to replace regular medical check-ups.


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Steroid hormone receptors (SR) are hormone-regulated transcription factors belonging to the nuclear receptor family. Upon binding hormone, SR bind to specific enhancer or silencer elements on DNA, recruit many coregulators which remodel chromatin, regulate assembly of the transcription complex, and regulate transcription of the neighboring promoters. Defining the specific molecular functions of the many coregulators and how their recruitment and actions are coordinated are key to understanding how transcription is regulated. Among the many coregulators identified, three complexes are known to have critical roles: the steroid receptor coactivators (SRC) bind directly to SRs and anchor histone modifying enzymes and other coregulators to the promoter;the SWI/SNF complex remodels chromatin in an ATP-dependent manner;and the Mediator complex recruits RNA polymerase II. We have recently discovered two SRC-associated coregulators which are required for recruitment of the SWI/SNF and Mediator complexes to steroid hormone-regulated promoters. With this knowledge we can now progress from coactivator discovery and characterization, which has occupied us and the field for the past 15 years, to the definition of what each coregulator contributes to the process of hormone- stimulated transcription activation and how the recruitment and activities of many of the coregulators are coordinated. This will be done by using RNA interference to systematically deplete the endogenous levels of selected coregulators, followed by chromatin immunoprecipitation assays to examine the effects of coregulator depletion on the stepwise modification of histones and assembly of the transcription complex, which occur on endogenous SR target genes in response to the hormone. This study will go beyond the simple cataloguing of promoter occupancy by defining the stepwise requirements for chromatin modifications and transcription factor assembly and by establishing the functional relationships among the various coregulators, histone modifications, and transcription complex components. We will also define the functions of specific coregulator domains by testing the effect of specific mutations (which disrupt coregulator interactions or functions) on the hormone-dependent regulation of endogenous target genes of SRs. To complement these mechanistic studies, we will also define the physiological gene programs controlled by individual coregulators. We and others have shown that individual coregulators are required for the hormonal regulation of some, but not all, of the target genes of a particular SR in a particular cell line. We will use microarray and bioinformatics analyses to define the subset of SR target genes that require individual coregulators. Then we will examine the specific cellular properties or programs (such as growth and migration) controlled by coregulator-specific subsets of steroid hormone regulated genes. This comprehensive analysis will provide the information necessary to assess whether coregulators are reasonable targets for intervention in breast and prostate cancer and in other steroid hormone-related diseases.
The proposed project will generate a new level of understanding for the molecular mechanism of regulation of genes and cellular activities by steroid hormones. Steroid hormones control normal development and play important roles in diseases such as cancer, diabetes, and autoimmune diseases. The new basic knowledge obtained in this project will identify new potential targets for therapeutic intervention in these diseases.
|Chodankar, Rajas; Wu, Dai-Ying; Schiller, Benjamin J et al. (2014) Hic-5 is a transcription coregulator that acts before and/or after glucocorticoid receptor genome occupancy in a gene-selective manner. Proc Natl Acad Sci U S A 111:4007-12
|Jeong, Kwang Won; Andreu-Vieyra, Claudia; You, Jueng Soo et al. (2014) Establishment of active chromatin structure at enhancer elements by mixed-lineage leukemia 1 to initiate estrogen-dependent gene expression. Nucleic Acids Res 42:2245-56
|Wu, Dai-Ying; Ou, Chen-Yin; Chodankar, Rajas et al. (2014) Distinct, genome-wide, gene-specific selectivity patterns of four glucocorticoid receptor coregulators. Nucl Recept Signal 12:e002
|Liu, Xingxing; Giguère, Vincent (2014) Inactivation of RAR? inhibits Wnt1-induced mammary tumorigenesis by suppressing epithelial-mesenchymal transitions. Nucl Recept Signal 12:e004
|Schiller, Benjamin J; Chodankar, Rajas; Watson, Lisa C et al. (2014) Glucocorticoid receptor binds half sites as a monomer and regulates specific target genes. Genome Biol 15:418
|Yu, E J; Kim, S-H; Kim, M J et al. (2013) SUMOylation of ZFP282 potentiates its positive effect on estrogen signaling in breast tumorigenesis. Oncogene 32:4160-8
|Ianculescu, Irina; Wu, Dai-Ying; Siegmund, Kimberly D et al. (2012) Selective roles for cAMP response element-binding protein binding protein and p300 protein as coregulators for androgen-regulated gene expression in advanced prostate cancer cells. J Biol Chem 287:4000-13
|Won Jeong, Kwang; Chodankar, Rajas; Purcell, Daniel J et al. (2012) Gene-specific patterns of coregulator requirements by estrogen receptor-ýý in breast cancer cells. Mol Endocrinol 26:955-66
|Jeong, Kwang Won; Kim, Kyunghwan; Situ, Alan Jialun et al. (2011) Recognition of enhancer element-specific histone methylation by TIP60 in transcriptional activation. Nat Struct Mol Biol 18:1358-65
|Jeong, Kwang Won; Lee, Young-Ho; Stallcup, Michael R (2009) Recruitment of the SWI/SNF chromatin remodeling complex to steroid hormone-regulated promoters by nuclear receptor coactivator flightless-I. J Biol Chem 284:29298-309
Showing the most recent 10 out of 51 publications


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The name alone indicates how significant this new tyre is for Schwalbe. One is the fastest and at the same time most reliable competition tyre Schwalbe have ever made. It is manufactured in a separate facility built exclusively for the production of this new top class tyre.
The One features 3Star triple compound which is perfectly adapted to the specific purpose of road use. As a result Schwalbe has achieved a great improvement in the familiar trade-off between rolling resistance, wet grip and durability. The One Star Triple Compound is not only faster; it also delivers the usual good grip and is more cut resistant than previous compounds. This makes the tyre significantly more puncture resistant.
Key Features:
|Tyre Type
|Min / Max BAR
|Handmade Tubular
|700 x 24C
|85 - 175
|Tyre Fitment:
If ordered before 8pm, delivered by courier next working day. Available on orders placed before 8pm (2pm weekends and Bank Holidays) for delivery next business day. Applies to most delivery addresses within mainland UK.
Please remember to add postal time (2-3 working days) to obtain a complete estimate of delivery to your door.
You will receive an email to confirm when your item has been sent.
You can also check the status of your order and individual items by accessing your account details and following the prompts.
Please allow 10 working days from the shipping date of your order before notifying us of any late deliveries.
It may be advisable to check with your neighbors to see if your delivery has been left with them, check any places it could be left such as: garage, porch, or behind garbage cans if it was too big to fit through your mailbox. Contact your local post office to see if the item has been returned to the depot as undelivered and awaiting collection.
Please see our returns policy.
Schwalbe S-One Tubular Road Tyre - Black
Michelin Pro 4 Tubular Road Tyre
Continental Competition Tubular Road Tyre
Vittoria Pave CG Black Edition Tubular Road Tyre
Where reviews refer to foods or cosmetic products, results may vary from person to person. Customer reviews are independent and do not represent the views of The Hut Group.
(1 review)
Great Tire - Good road feel and grip in all conditions
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You are welcome to the MellanskogsElmia forestry fair in the woods outside the municipality of Sala in Västmanland County, central Sweden. Here forest owners, contractors, administrators and rural entrepreneurs will gather for two intensive days in order to catch up on the latest technology, attend lectures and meet like-minded colleagues. Most of the fair visitors come from central Sweden. You are welcome to take part in this industry get-together!
The visitors were forest owners, forest contractors, and other rural entrepreneurs with interests in the forestry sector.
We forecast an increase in both exhibitors and visitors at MellanskogsElmia 2016.
87% of the visitors were satisfied or very satisfied with the fair.
88% of the visitors thought it was just the right number of exhibitors.
87% of the visitors would like to attend the fair again!
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Visa and Mastercard decison to delay EMV fuel pump migration three years is a fraud concern for credit unions.
Credit unions that haven't yet converted may experience fraud.
Researchers find an upgrade flaw in U.S. chip-based cards that allows hackers to rewrite the magstripe code.
Sponsor Post
A post-EMV liability shift increase in chargebacks and fraud leads Visa and MasterCard to take action.
Visa to block all U.S. counterfeit fraud chargebacks of less than $25. American Express to follow.
Visa to block all U.S. counterfeit fraud chargebacks of less than $25. American Express to follow.
Walmart Pay is one of the newest additions to the Walmart app, which ranks among the top three retail apps in the Apple and Google app stores with more than 20 million active users.
New service allows FIs to release their own app with card management services.
For many merchants, while their terminals are capable of supporting EMV, they are still opting to wait on activating the technology.
Sponsor Post
Is your credit union's fleet of ATMs up to date with the latest EMV standards? If the answer is no, consider an ATM management solution.


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Building a custom report in Visual Basic / Access
This project received 39 bids from talented freelancers with an average bid price of $508 AUD.Get free quotes for a project like this
Project Budget$250 - $750 AUD
Total Bids39
Project Description
We have a new client who owns a Visual Basic / Access database they purchased from the vendor a few years back. They use this database to keep track of their closed deals.
The client has contacted Imperatif and would like Imperatif to partner with them to undertake TeleMarketing calls using Imperatif's CRM database (Salesforce)
In order for us to extract data required for us to perform tasks the client requires we need to be able to build a custom report of all new deals in the last week. However the original vendor of the Visual Basic / Access database will not do this / build this report for the clients as they now demand that the client goes on a licence system (as they bought the program outright).
We are looking for someone who can help us build this report within the database and possibly look at solutions around extracting the data taking into account the original vendor may not want to assist.
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