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‘I am an engineer and a measured man of the world. I prefer to weigh everything in the balance, to calculate and to plan. Yet my own heart is going faster than I can now count.’ In 1649, Jan Brunt, a Dutchman, arrives in England to work on draining and developing the Great Level, an expanse of marsh in the heart of the fen country. It is here he meets Eliza, whose love overturns his ordered vision and whose act of resistance forces him to see the world differently. Jan flees to the New World, where the spirit of avarice is raging and his skills as an engineer are prized. Then one spring morning a boy delivers a note that prompts him to remember the Fens, and confront all that was lost there. The Great Level is a dramatic and elemental story about two people whose differences draw them together then drive them apart. Jan and Eliza’s journeys, like the century they inhabit, are filled with conflict, hard graft and adventure – and see them searching for their own piece of solid ground.
Much of eastern England is below sea level, resulting in wide swathes of marshland that are easily flooded. In the seventeenth century, the Bedford Level Corporation was set up by Francis Russell, fourth earl of Bedford, in order to manage the drainage of the Great Level of the Fens, which became known as the Bedford Level and is the largest region of fenland in eastern England. Between 1828 and 1830, Samuel Wells, the corporation's registrar, published his well-documented history of the Bedford Level and the attempts made at various points to clear it of water using a variety of methods, from earthworks raised by the Romans to the strategies of Sir Cornelius Vermuyden and the eventual introduction of steam-powered technology. Volume 1, published in 1830, contains a historical account of the area and of the commission set up to address the perennial problem of flooding.
How only violence and catastrophes have consistently reduced inequality throughout world history Are mass violence and catastrophes the only forces that can seriously decrease economic inequality? To judge by thousands of years of history, the answer is yes. Tracing the global history of inequality from the Stone Age to today, Walter Scheidel shows that inequality never dies peacefully. Inequality declines when carnage and disaster strike and increases when peace and stability return. The Great Leveler is the first book to chart the crucial role of violent shocks in reducing inequality over the full sweep of human history around the world. Ever since humans began to farm, herd livestock, and pass on their assets to future generations, economic inequality has been a defining feature of civilization. Over thousands of years, only violent events have significantly lessened inequality. The "Four Horsemen" of leveling—mass-mobilization warfare, transformative revolutions, state collapse, and catastrophic plagues—have repeatedly destroyed the fortunes of the rich. Scheidel identifies and examines these processes, from the crises of the earliest civilizations to the cataclysmic world wars and communist revolutions of the twentieth century. Today, the violence that reduced inequality in the past seems to have diminished, and that is a good thing. But it casts serious doubt on the prospects for a more equal future. An essential contribution to the debate about inequality, The Great Leveler provides important new insights about why inequality is so persistent—and why it is unlikely to decline anytime soon.
Design and build cutting-edge video games with help from video game expert Scott Rogers! If you want to design and build cutting-edge video games but aren’t sure where to start, then this is the book for you. Written by leading video game expert Scott Rogers, who has designed the hits Pac Man World, Maxim vs. Army of Zin, and SpongeBob Squarepants, this book is full of Rogers's wit and imaginative style that demonstrates everything you need to know about designing great video games. Features an approachable writing style that considers game designers from all levels of expertise and experience Covers the entire video game creation process, including developing marketable ideas, understanding what gamers want, working with player actions, and more Offers techniques for creating non-human characters and using the camera as a character Shares helpful insight on the business of design and how to create design documents So, put your game face on and start creating memorable, creative, and unique video games with this book!