![]() But the Haihayas forced it to understand the problem with tolerating intolerance. In resolving the first fundamental problem, it learnt the value of tolerance, acceptance, co-existence and pluralism- such that even today it stands as the best example of these values. With the Haihayas, Indian civilization learnt a new lesson. He did not turn the wheel of time forward, rather he set it back. He may have conquered civilization, but he was not a mover of it. But crucially, he is not called a cakravartin. So great was their power and spread that one among them, Kārtavīrya Arjuna, is remembered as a samrāṭ- a clear acknowledgment of his conquest. They showed no regard to the keepers of dharma, wantonly burning entire forests to destroy the āśramas within them. When they attacked cities they did not just drive out the incumbent rulers, they razed the cities to the ground and displaced their inhabitants. When they waged war, they spared neither women nor children. We will come to the other branches shortly, but for now it must be noticed that the Haihayas are remembered unambiguously as adhārmika people. We could take the case of the Haihayas, an ancient Indian collective descended from Yadu, himself one of the 5 sons of Yayāti. But as populations increased, as the people diversified and as the mesh network developed more and more stray ends, the spread of dharma diluted- and emerged those who did not play by it. It was a significant level-up on civilizational trajectory, having formulated resolutions for the above-listed fundamental problems. They developed writing, planned architecture, advanced geometry and mathematics, organized large-scale agriculture, Bronze Age metallurgy, hydraulic engineering, long-distance trade and more. It is vastly more complicated when the other side plays with a different dharma, or rather without dharma at all.īy the 7th manvantara, our ancestors were well on the path to being an advanced civilization of their time. It is relatively convenient when dharma is stable, and there are the odd deviations from it now and then. But these were individual jīvas straying from dharma, and even the great Deva – Asura rivalry was not one of conflicting ethos. It happened again with Veṇa, who grew vain and oppressed his people. It began with Hiraṇyakaśipu, who could not accept the dharma of his son and resorted to adharma to impose his will. Indian civilizational memory of course has grappled with this problem many times over. ![]() It is easy to call this a problem of conflicting religions, but in reality it is the problem of conflicting dharmas- or rather of dharma vs. They remain grappling with the fundamental problem of multiple tribes, their solutions no more sophisticated than wiping out those that are not “us.” But viewed from the level of civilizational trajectory, once multiple tribes have united under a common ethos, they must then face the ethos of other tribal collectives. Petty religions, ever anxious and insecure, their pettiness always causing internal rifts, do not rise above the level of us-vs.-them. We continue now with the third fundamental problem: 3: The Fundamental Problem of Conflicting Ethos ![]() The game has a Metacritic score of 84% based on 4 critic reviews.This is a continuation and conclusion of part 1 posted here, where we established the notion of civilizational trajectory, marked two fundamental problems in it, and appraised the Indian experience on the same to make the case for our civilizational primacy. Each series of challenges in puzzle mode ( Koch, Menger, Sierpinski, Julia, Mandelbrot, and Dragon) is named after a different fractal set. In the fifty-level puzzle mode, the player is tasked with completing objectives in a limited number of moves. In arcade mode, the player works toward setting a high score by surviving for as long as possible. Over the course of the thirty-level campaign, the player encounters different kinds of power-up hexagons with special abilities (hexagons that cause explosions, or that destroy all adjacent hexagons) that help the player earn points. ![]() In campaign mode, the player progresses by earning enough points to clear each level. Fractal features three gameplay modes, campaign, arcade, and puzzle. Gameplay įractal's gameplay revolves around pushing hexagons into seven-hexagon clusters, or "blooms", which earn the player points. įractal was released by Cipher Prime via their website on May 26, 2010, for OS X and Microsoft Windows. The game involves pushing hexagonal fragments together to form large hexagons and chain reactions. Microsoft Windows, OS X, Linux, iOS, Androidįractal: Make Blooms Not War is a puzzle video game by Cipher Prime. ![]()
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