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Ken MacLeod concludes the Corporation Wars trilogy in this action-packed science fiction adventure told against a backdrop of interstellar drone warfare, virtual reality, and an A.I revolution. The enemy is out in the open. The Reaction has seized control of a resource-rich moon. Now it's enslaving conscious robots -- and luring the Corporations into lucrative deals. Taransay is out in the jungle. Her friends are inside a smart boulder on the slope of an active volcano. The planet is super-habitable -- for its own life, not hers. But soon, the alien infestation growing on her robot body is the least of her problems. Carlos is out of patience. With the Reaction arming for conquest, the Corporations trading with the enemy and the Direction planning to stamp out the rebel robots and their allies for good, he has to fight fire with fire. Seba is out of time. Deep inside the enemy stronghold, the free robots have to spark a new revolt before the whole world falls in on them. b>As battle looms, the robots must become their own last hope. The Corporation WarsThe Corporation Wars: Dissidence The Corporation Wars: InsurgenceThe Corporation Wars: Emergence
From Arthur C. Clarke Award-nominated author Ken MacLeod, an action-packed space opera told against a backdrop of interstellar drone warfare, virtual reality, and an A.I. revolution. In deep space, ruthless corporations vie for control of scattered mining colonies, and war is an ever-present threat. Led by Seba, a newly sentient mining reboot, an AI revolution grows. Fighting them is Carlos, a grunt who is reincarnated over and over again to keep the "freeboots" in check. But he's not sure whether he's on the right side. Against a backdrop of interstellar drone combat Carlos and Seba must either find a way to rise above the games their masters are playing or die. And even dying might not be the end of it. The Corporation WarsThe Corporation Wars: Dissidence The Corporation Wars: InsurgenceThe Corporation Wars: Emergence
Ken MacLeod continues the Corporation Wars trilogy in this action-packed science fiction adventure told against a backdrop of interstellar drone warfare, virtual reality, and an A.I. revolution. And the ultimate pay-off is DH-17, an Earth-like planet hundreds of light years from human habitation. Ruthless corporations vie over the prize remotely, and war is in full swing. But soldiers recruited to fight in the extremities of deep space come with their own problems: from A.I. minds in full rebellion, to Carlos 'the Terrorist' and his team of dead mercenaries, reincarnated from a bloodier period in earth's history for one purpose only - to kill. But as old rivalries emerge and new ones form, Carlos must decide whether he's willing for fight for the company or die for himself. DIE FOR THE COMPANY, LIVE FOR THE PAY.
From Arthur C. Clarke Award-nominated author Ken MacLeod, an action-packed space opera told against a backdrop of interstellar drone warfare, virtual reality, and an A.I. revolution. Carlos is dead.br Seba is alive. By a fluke of nature, a contractual overlap, and a loop in its subroutines, this lunar mining robot has gained sentience. Gathering with other "freeboots," Seba is taking a stand against the corporations that want it and its kind gone. Against a backdrop of warring companies and interstellar drone combat, Carlos and Seba must either find a way to rise above the games their masters are playing, or die. And even dying will not be the end of it. They've died for the companies more times than they can remember. Now they must fight to live for themselves.
Some have claimed that "War is too important to be left to the generals," but P. W. Singer asks "What about the business executives?" Breaking out of the guns-for-hire mold of traditional mercenaries, corporations now sell skills and services that until recently only state militaries possessed. Their products range from trained commando teams to strategic advice from generals. This new "Privatized Military Industry" encompasses hundreds of companies, thousands of employees, and billions of dollars in revenue. Whether as proxies or suppliers, such firms have participated in wars in Africa, Asia, the Balkans, and Latin America. More recently, they have become a key element in U.S. military operations. Private corporations working for profit now sway the course of national and international conflict, but the consequences have been little explored. In this book, Singer provides the first account of the military services industry and its broader implications. Corporate Warriors includes a description of how the business works, as well as portraits of each of the basic types of companies: military providers that offer troops for tactical operations; military consultants that supply expert advice and training; and military support companies that sell logistics, intelligence, and engineering. In an updated edition of P. W. Singer's classic account of the military services industry and its broader implications, the author describes the continuing importance of that industry in the Iraq War. This conflict has amply borne out Singer's argument that the privatization of warfare allows startling new capabilities and efficiencies in the ways that war is carried out. At the same time, however, Singer finds that the introduction of the profit motive onto the battlefield raises troubling questions—for democracy, for ethics, for management, for human rights, and for national security.
The Hugo Award-winning classic sci-fi novel about interstellar war. The Beyond started with the Stations orbiting the stars nearest Earth. The Great Circle the interstellar freighters traveled was long, but not unmanageable, and the early Stations were emotionally and politically dependent on Mother Earth. The Earth Company which ran this immense operation reaped incalculable profits and influenced the affairs of nations. Then came Pell, the first station centered around a newly discovered living planet. The discovery of Pell's World forever altered the power balance of the Beyond. Earth was no longer the anchor which kept this vast empire from coming adrift, the one living mote in a sterile universe. But Pell was just the first living planet. Then came Cyteen, and later others, and a new and frighteningly different society grew in the farther reaches of space. The importance of Earth faded and the Company reaped ever smaller profits as the economic focus of space turned outward. But the powerful Earth Fleet was sitll a presence in the Beyond, and Pell Station was to become the last stronghold in a titanic struggle between the vast, dynamic forces of the rebel Union and those who defended Earth's last, desperate grasp for the stars.
"At the onset of World War II, [Billy] Williams formed Elephant Company and was instrumental in defeating the Japanese in Burma and saving refugees, including on his own 'Hannibal Trek, ' [becoming] a media sensation during the war, telling reporters that the elephants did more for him than he was ever able to do for them"--
This is the real toy story, an unprecedented behind-the-scenes journey through a world of influence, fantasy, and multimillion-dollar Hollywood deals, a world where the whims of children make millionaires and topple titans. This is also the story of an unusual man. Alan Hassenfeld, the chief executive officer of Hasbro, never intended to run a Fortune 500 company. A free spirit who dreamed of being a writer and exploring Asia, he was content to remain in the shadow of his older brother Stephen, a marketing genius who transformed a family firm established by immigrant Jews into powerhouse and Wall Street darling. Then tragedy struck. Stephen, and intensely private man, died of AIDS, a disease he had not acknowledged he had, even to his family. Alan Hassenfeld was named CEO, just as Hasbro was facing a daunting onslaught of challenges. Toy Wars is about Alan's struggle to balance the demands of the bottom line with his ideals about the kind of toys children deserve, as well as the ethical obligations of management. Wayne Miller, an award-winning journalist and novelist, was granted unprecedented access to Hasbro, the maker of G.I. Joe, Star Wars toys, Mr. Potato Head, Batman, Monopoly, Scrabble, Trivial Pursuit, and countless other favorites. For five years, he sat in on design sessions, marketing meetings, and focus groups, and interviewed employees in every part of the company. He witnessed a major corporate restructuring; crucial deal with Dreamworks SKG; a hostile takeover bid by archrival Mattel; the collapse of a $45 million virtual reality game; and the company makeover of G.I. Joe, Hasbro's flagship product and one of the most popular toys of all time. Toy Wars is filled with many colorful characters, including: Hollywood moguls Steven Spielberg and George Lucas, whose kid-friendly movies can translate into licensing gold for toymakers Mighty Morphin Power Rangers creator Haim Saban, who tapped into a popular Japanese TV series and made it a worldwide television and merchandising phenomenon Mattel CEO Jill Barad, the second-highest-paid woman in corporate America, who promotes and defends Barbie with the zeal of a religious crusader Hasbro executive Al Verrecchia, the loyal second in command who did not let friendship or tradition stand in the way of a dramatic restructuring Larry Bernstein, arguably the best toy salesman ever, a riotous raconteur whose divisional presidency crumbled when he was unable to meet Hasbro's profit goals Rich in family drama and written with sly wit, Toy Wars is a deeply compelling business story, a fascinating tour through a billion-dollar industry that exerts tremendous influence on the lives of children everywhere.
A collection of short first-person narratives by the members of a company caught in the frontline in the first World War.