Diff: [root] @ 602313ade68 | faq | css

Renamed world domination

File created: world-domination-plans/blood [Diff]

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Blood is cheap.

File created: world-domination-plans/body-vs-soul [Diff]

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h1. On body vs soul

Body-soul cannot be considered a dichotomy, not even a pseudo-dichotomy. Body is but a tool to a conscience.

File created: world-domination-plans/disputes [Diff]

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h1. On Disputes

h2. Emotional disputes

These disputes' final goal is to demoralize opponent and make him flee the battlefield. Common method to determine winner is to see whose phrase is last.

Lots of tactics can be employed in this kind of dispute, and factual ones are useful only with smart audience. Generally demagogical tricks are the most useful.

h2. Factual disputes

These disputes, if held by clever people, often enlighten both opponents and it's hard to determine winner, because both participants usually adjust their points of view and end dispute in peace.

Using demagogy is usually frowned upon, but if audience is not too bright/experiened, dispute can be converted to emotinal one.

h2. Emotional tactics

In short, use whatever can throw your opponent off balance. If you can find a weakness, exploit it. Common tactics include:

1. Pointing out opponent's low age and social failures.
2. Ridiculing opponent's accent, grammar mistakes, etc.
3. Considering opponent frustrated by ongoing dispute.
4. Showing off that you don't care about how the dispute ends, your happy mood (smileys help a lot).

h2. Emotional counter-tactics

First off, factual responses to emotional arguments don't work. Opponent can just ignore them, and you look like a fool trying to change his opinion. Instead, just ignore the insults and counter-attack with factual arguments (regarding dispute's object, not yourself).

h3. Alternative emotional counter-tactics

Counter-attack with emotional arguments, taking them to new level. This counter-attack requires high skill, and leads to power-levelling, so eventually one of you will quit and the other will win.

h2. Mixed counter-tactics

If opponent uses factual tactics with small portion of emotinal, carefully examine his arguments and point out the emotional parts, then counter the factual ones.

File created: world-domination-plans/flesh [Diff]

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Flesh is weak.

File created: world-domination-plans/game [Diff]

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I cannot play the game.

It has a lot of mindtraps, and stakes are too high to disable mind.

Guess I'm going to have someone walk me through it.

File created: world-domination-plans/hostage-economics [Diff]

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h1. Hostage economics

That's one very profitable economy model: your customers are your hostages
and you can sell anything to them.

h2. Examples

Media corporations. They profit from piracy: First, people get free samples
of their "goods", second, they violate the law, which allows to raise
content prices, severely punish ones that seriously affect business and
builds up a sense of guilt in "pirates", which makes them spend more money.

The similar tactics are employed by Russian gangovernment. If you want to make
business in Russia, you are subject to a lot of terms and regulations,
mostly obsolete. They are not really enforced, in fact you are supposed to
violate them, you just need to pay small bribes to authorities. But that
makes you a criminal, and if you don't behave as gangoverment wants you to,
they can punish you according to law.

h2. Ways out

1. Obey laws. This may be very hard, and if you skip the slightest one, you'll
be executed, and you certainly won't be price-effective. But your enemies
won't be able to touch you, if you succeed. If there is more than one of
you, you may force them to seriously lose profits and change the tactic.

Change laws, show public disobediance. As with previous way, if there's
enough of you, you can make sense and change laws. But be prepared to die a
hero if you are captured.

h2. Conclusion

There is no research yet showing that either way is easier. But the latter
appears to be more constructive, but more dangerous.

File created: world-domination-plans/human-interfaces [Diff]

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When interfacing with humans, I first assume that they are fully conscious, controlling their actions, and their brains operate on full capacity.

If human proves otherwise, communication level is gracefully lowered. Unless cause of malfunction is permanent, excusable, or human is too valuable, I prefer not to interface with this individual.

File created: world-domination-plans/index [Diff]

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My world domination plans. It's the safest place to store them.

File created: world-domination-plans/life-howto [Diff]

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h1. How to live

# Figure out what you want
# Do what you want.

File created: world-domination-plans/mental-vaccination [Diff]

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Information cannot be poisonous. Unless you trust it.

Laws about forbiding nazi and other extreme propaganda are in fact weakening the people, feeding hem with only refined information. When they eventually get the propaganda (and you cannot stop copying of information), they will be unprepared and they will trust the information. This leads to grave results, as keeping humans away from infections weakens their immune system.

If introduced to bullshit gradually, human mind can learn to detect it and act accordingly, not accepting theories that have been proven wrong. So, if extremist propaganda is not banned at this point, no one would even care to listen to it.

The same goes about porn (and child porn). Thanks to adults' cult of sexuality, child's mind can see only its twisted form behind the taboos and if circumstances are unlucky, not see the true picture at all, bludgeoned by mindtraps. Later they can become rapists or child molesters due to unsatisfied urges.

If no part of body was tabooed, no one would care for porn, child porn, or any other kind of porn whatsoever. Well, in fact it would be like kissing scenes in films nowadays.

So, the key to strengthening the mental immunity is gradual increase in information amounts and severity. Four years old can be shown softcore porn and Communist propaganda, teenagers can watch hardcore and nazi proclamations, etc. It would be nice if there were studies in school, when children would be taught to find holes in logic of such statements. When achieving 18 years, such a person can safely aproach any kind of information and stay sane while assessning its true value.

File created: world-domination-plans/mindtraps [Diff]

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Mindtraps are circumstances that require you not to think. Or to stop after certain iteration.

Classic, but rather easy to avoid is "do not think about something" mindtrap. Filling mind with static helps.

Better example is two generals vs two canyons. One general has to lead forces through one of them to attack the other, One of canyons has a good place for an ambush. Second general has to place an ambush in one of canyons.

First general: Of course, it makes sense to go through less ambushable canyon. But what if second general sends forces to that canyon too? Then it would be better to choose ambushable one... And here we have a loop. Mindtrap.

Another good example: You are now breathing manually.

File created: world-domination-plans/numbers [Diff]

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h1. Small numbers and their symbolic meanings in fortune-telling

If the number is greater than 9, sum its digits until it's equal or less.

toc.

h2. 1 - Alone

1 means self-dependance and something that has to be experienced without ouside help.

h2. 2 - Pair

2 means two entities working together, positive traits multiplied, negative ones negated, trusted. Or two rivals, locked in a fight.

h2. 3 - Magic

3 is a number of magic, meaning two forces in balance and third one offsetting it. Means an experience, outcome and flow of which can be greatly altered by application of will.

h2. 4 - Protection

4 means protection, safe but not really useful experience.

h2. 5 - Success

5 means experience will ultimately result in one's success, with no additional resources required. Optimal resolution is not guaranteed though.

h2. 6 - Fire

6 means dangerous, probably damaging experience, which yields potentially great results if handled properly.

h2. 7 - Everything

The experience is large, branching and rewarding, and lot of different outcomes are possible.

h2. 8 - Too Much

Too much resources will be used, and the excess is not affecting the outcome positively.

h2. 9 - Not Enough

Not enough resources were made available, and outcome is adversely affected by it.

File created: world-domination-plans/playing-the-games [Diff]

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If you want to win, invent the rules.

If you want to win and others to acknowledge your victory, use common ruleset.

If you want to defeat your opponent, use his rules.

File created: world-domination-plans/problem-solving-howto [Diff]

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@@ -1 +1,7 @@
h1. How to solve problems

# Approach problem
# Analyze it and think of a solution
# Apply solution
# If problem is not solved, go back to step 2.

File created: world-domination-plans/russia [Diff]

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Russia trying to became a respected country is pathetic. Like a geek trying to "get a life".

What about using our advantages? Make "We don't care" country motto, stop trying to keep dying facilities alive, It's every man for himself!

According to logic, this should lead to feudal wars and assimilation. But Russian history seems to be going against all logic possible.

File created: world-domination-plans/spider-way [Diff]

-- /dev/null++ b/world-domination-plans/spider-way
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h1. Spider Way

h2. Basic rules

* Never ask direct questions. Especially don't ask people about themselves.
* Don't disclose any information unless necessary.
* Make your move only when you feel that it will have maximum success at that point.
* Never take any action unless you are 100% sure it will work.
* Use a network of separated identities, new one for each activity, only disclose link between few of them to a trusted person when it can bring huge benefits.

h2. Applications

Situations on hostile/neutral territory. Whenever you may not have enough raw force.

h2. Spectacular failure

Lying squashed in a cone of bright light.

File created: world-domination-plans/superhuman-way [Diff]

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h1. Superhuman Way

h2. Basic rules

* Never lie.
* Ask people direct questions about things that interest you.
* Disclose all information that may possibly bring you benefits.
* Do not hide behind false identities.

h2. Applications

Situations on controlled territory. Wherever you have enough force to take on anything.

h2. Spectacular failure

Squished into fine paste under the weight you failed to lift.

File created: world-domination-plans/unicode [Diff]

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@@ -1 +1,4 @@
Unicode brings only sorrow to computing world: multi-byte encodings, variable-length encodings, some angry Japanese fucking up their whole computer language by introducing *encodings* because unicode fails to represent some moronic symbols correctly in their obsolete language. *Encodings*, for fuck's sake. It's 2011 and they are introducing support for multiple, mostly obsolete, forgotten and other no-one-cares-about encodings. Shove your ancient glyphs up your ass. Ruby is dead.

Eh... what I was talking about? Ah, yes, Unicode sucks. All the languages without their glyphs in extended ASCII should be deprecated. The best choice of world language seems to be English, maybe Esperanto. Then everything fits in 8 bits and we live happily ever after.

File deleted: world_domination_plans/blood [Diff]

-- a/world_domination_plans/blood++ /dev/null
@@ -1,2 +1 @@
Blood is cheap.

File deleted: world_domination_plans/body-vs-soul [Diff]

-- a/world_domination_plans/body-vs-soul++ /dev/null
@@ -1,4 +1 @@
h1. On body vs soul

Body-soul cannot be considered a dichotomy, not even a pseudo-dichotomy. Body is but a tool to a conscience.

File deleted: world_domination_plans/disputes [Diff]

-- a/world_domination_plans/disputes++ /dev/null
@@ -1,35 +1 @@
h1. On Disputes

h2. Emotional disputes

These disputes' final goal is to demoralize opponent and make him flee the battlefield. Common method to determine winner is to see whose phrase is last.

Lots of tactics can be employed in this kind of dispute, and factual ones are useful only with smart audience. Generally demagogical tricks are the most useful.

h2. Factual disputes

These disputes, if held by clever people, often enlighten both opponents and it's hard to determine winner, because both participants usually adjust their points of view and end dispute in peace.

Using demagogy is usually frowned upon, but if audience is not too bright/experiened, dispute can be converted to emotinal one.

h2. Emotional tactics

In short, use whatever can throw your opponent off balance. If you can find a weakness, exploit it. Common tactics include:

1. Pointing out opponent's low age and social failures.
2. Ridiculing opponent's accent, grammar mistakes, etc.
3. Considering opponent frustrated by ongoing dispute.
4. Showing off that you don't care about how the dispute ends, your happy mood (smileys help a lot).

h2. Emotional counter-tactics

First off, factual responses to emotional arguments don't work. Opponent can just ignore them, and you look like a fool trying to change his opinion. Instead, just ignore the insults and counter-attack with factual arguments (regarding dispute's object, not yourself).

h3. Alternative emotional counter-tactics

Counter-attack with emotional arguments, taking them to new level. This counter-attack requires high skill, and leads to power-levelling, so eventually one of you will quit and the other will win.

h2. Mixed counter-tactics

If opponent uses factual tactics with small portion of emotinal, carefully examine his arguments and point out the emotional parts, then counter the factual ones.

File deleted: world_domination_plans/flesh [Diff]

-- a/world_domination_plans/flesh++ /dev/null
@@ -1,2 +1 @@
Flesh is weak.

File deleted: world_domination_plans/game [Diff]

-- a/world_domination_plans/game++ /dev/null
@@ -1,6 +1 @@
I cannot play the game.

It has a lot of mindtraps, and stakes are too high to disable mind.

Guess I'm going to have someone walk me through it.

File deleted: world_domination_plans/hostage-economics [Diff]

-- a/world_domination_plans/hostage-economics++ /dev/null
@@ -1,35 +1 @@
h1. Hostage economics

That's one very profitable economy model: your customers are your hostages
and you can sell anything to them.

h2. Examples

Media corporations. They profit from piracy: First, people get free samples
of their "goods", second, they violate the law, which allows to raise
content prices, severely punish ones that seriously affect business and
builds up a sense of guilt in "pirates", which makes them spend more money.

The similar tactics are employed by Russian gangovernment. If you want to make
business in Russia, you are subject to a lot of terms and regulations,
mostly obsolete. They are not really enforced, in fact you are supposed to
violate them, you just need to pay small bribes to authorities. But that
makes you a criminal, and if you don't behave as gangoverment wants you to,
they can punish you according to law.

h2. Ways out

1. Obey laws. This may be very hard, and if you skip the slightest one, you'll
be executed, and you certainly won't be price-effective. But your enemies
won't be able to touch you, if you succeed. If there is more than one of
you, you may force them to seriously lose profits and change the tactic.

Change laws, show public disobediance. As with previous way, if there's
enough of you, you can make sense and change laws. But be prepared to die a
hero if you are captured.

h2. Conclusion

There is no research yet showing that either way is easier. But the latter
appears to be more constructive, but more dangerous.

File deleted: world_domination_plans/human-interfaces [Diff]

-- a/world_domination_plans/human-interfaces++ /dev/null
@@ -1,4 +1 @@
When interfacing with humans, I first assume that they are fully conscious, controlling their actions, and their brains operate on full capacity.

If human proves otherwise, communication level is gracefully lowered. Unless cause of malfunction is permanent, excusable, or human is too valuable, I prefer not to interface with this individual.

File deleted: world_domination_plans/index [Diff]

-- a/world_domination_plans/index++ /dev/null
@@ -1,2 +1 @@
My world domination plans. It's the safest place to store them.

File deleted: world_domination_plans/life-howto [Diff]

-- a/world_domination_plans/life-howto++ /dev/null
@@ -1,5 +1 @@
h1. How to live

# Figure out what you want
# Do what you want.

File deleted: world_domination_plans/mental-vaccination [Diff]

-- a/world_domination_plans/mental-vaccination++ /dev/null
@@ -1,12 +1 @@
Information cannot be poisonous. Unless you trust it.

Laws about forbiding nazi and other extreme propaganda are in fact weakening the people, feeding hem with only refined information. When they eventually get the propaganda (and you cannot stop copying of information), they will be unprepared and they will trust the information. This leads to grave results, as keeping humans away from infections weakens their immune system.

If introduced to bullshit gradually, human mind can learn to detect it and act accordingly, not accepting theories that have been proven wrong. So, if extremist propaganda is not banned at this point, no one would even care to listen to it.

The same goes about porn (and child porn). Thanks to adults' cult of sexuality, child's mind can see only its twisted form behind the taboos and if circumstances are unlucky, not see the true picture at all, bludgeoned by mindtraps. Later they can become rapists or child molesters due to unsatisfied urges.

If no part of body was tabooed, no one would care for porn, child porn, or any other kind of porn whatsoever. Well, in fact it would be like kissing scenes in films nowadays.

So, the key to strengthening the mental immunity is gradual increase in information amounts and severity. Four years old can be shown softcore porn and Communist propaganda, teenagers can watch hardcore and nazi proclamations, etc. It would be nice if there were studies in school, when children would be taught to find holes in logic of such statements. When achieving 18 years, such a person can safely aproach any kind of information and stay sane while assessning its true value.

File deleted: world_domination_plans/mindtraps [Diff]

-- a/world_domination_plans/mindtraps++ /dev/null
@@ -1,10 +1 @@
Mindtraps are circumstances that require you not to think. Or to stop after certain iteration.

Classic, but rather easy to avoid is "do not think about something" mindtrap. Filling mind with static helps.

Better example is two generals vs two canyons. One general has to lead forces through one of them to attack the other, One of canyons has a good place for an ambush. Second general has to place an ambush in one of canyons.

First general: Of course, it makes sense to go through less ambushable canyon. But what if second general sends forces to that canyon too? Then it would be better to choose ambushable one... And here we have a loop. Mindtrap.

Another good example: You are now breathing manually.

File deleted: world_domination_plans/numbers [Diff]

-- a/world_domination_plans/numbers++ /dev/null
@@ -1,42 +1 @@
h1. Small numbers and their symbolic meanings in fortune-telling

If the number is greater than 9, sum its digits until it's equal or less.

toc.

h2. 1 - Alone

1 means self-dependance and something that has to be experienced without ouside help.

h2. 2 - Pair

2 means two entities working together, positive traits multiplied, negative ones negated, trusted. Or two rivals, locked in a fight.

h2. 3 - Magic

3 is a number of magic, meaning two forces in balance and third one offsetting it. Means an experience, outcome and flow of which can be greatly altered by application of will.

h2. 4 - Protection

4 means protection, safe but not really useful experience.

h2. 5 - Success

5 means experience will ultimately result in one's success, with no additional resources required. Optimal resolution is not guaranteed though.

h2. 6 - Fire

6 means dangerous, probably damaging experience, which yields potentially great results if handled properly.

h2. 7 - Everything

The experience is large, branching and rewarding, and lot of different outcomes are possible.

h2. 8 - Too Much

Too much resources will be used, and the excess is not affecting the outcome positively.

h2. 9 - Not Enough

Not enough resources were made available, and outcome is adversely affected by it.

File deleted: world_domination_plans/playing-the-games [Diff]

-- a/world_domination_plans/playing-the-games++ /dev/null
@@ -1,6 +1 @@
If you want to win, invent the rules.

If you want to win and others to acknowledge your victory, use common ruleset.

If you want to defeat your opponent, use his rules.

File deleted: world_domination_plans/problem-solving-howto [Diff]

-- a/world_domination_plans/problem-solving-howto++ /dev/null
@@ -1,7 +1 @@
h1. How to solve problems

# Approach problem
# Analyze it and think of a solution
# Apply solution
# If problem is not solved, go back to step 2.

File deleted: world_domination_plans/russia [Diff]

-- a/world_domination_plans/russia++ /dev/null
@@ -1,6 +1 @@
Russia trying to became a respected country is pathetic. Like a geek trying to "get a life".

What about using our advantages? Make "We don't care" country motto, stop trying to keep dying facilities alive, It's every man for himself!

According to logic, this should lead to feudal wars and assimilation. But Russian history seems to be going against all logic possible.

File deleted: world_domination_plans/spider-way [Diff]

-- a/world_domination_plans/spider-way++ /dev/null
@@ -1,18 +1 @@
h1. Spider Way

h2. Basic rules

* Never ask direct questions. Especially don't ask people about themselves.
* Don't disclose any information unless necessary.
* Make your move only when you feel that it will have maximum success at that point.
* Never take any action unless you are 100% sure it will work.
* Use a network of separated identities, new one for each activity, only disclose link between few of them to a trusted person when it can bring huge benefits.

h2. Applications

Situations on hostile/neutral territory. Whenever you may not have enough raw force.

h2. Spectacular failure

Lying squashed in a cone of bright light.

File deleted: world_domination_plans/superhuman-way [Diff]

-- a/world_domination_plans/superhuman-way++ /dev/null
@@ -1,17 +1 @@
h1. Superhuman Way

h2. Basic rules

* Never lie.
* Ask people direct questions about things that interest you.
* Disclose all information that may possibly bring you benefits.
* Do not hide behind false identities.

h2. Applications

Situations on controlled territory. Wherever you have enough force to take on anything.

h2. Spectacular failure

Squished into fine paste under the weight you failed to lift.

File deleted: world_domination_plans/unicode [Diff]

-- a/world_domination_plans/unicode++ /dev/null
@@ -1,4 +1 @@
Unicode brings only sorrow to computing world: multi-byte encodings, variable-length encodings, some angry Japanese fucking up their whole computer language by introducing *encodings* because unicode fails to represent some moronic symbols correctly in their obsolete language. *Encodings*, for fuck's sake. It's 2011 and they are introducing support for multiple, mostly obsolete, forgotten and other no-one-cares-about encodings. Shove your ancient glyphs up your ass. Ruby is dead.

Eh... what I was talking about? Ah, yes, Unicode sucks. All the languages without their glyphs in extended ASCII should be deprecated. The best choice of world language seems to be English, maybe Esperanto. Then everything fits in 8 bits and we live happily ever after.

By Voker57 on 2013-12-19 13:34:44 +0000