History Main / UnstableEquilibrium

18th Jan '16 8:39:03 AM Scorpion451
Is there an issue? Send a Message
Changing the truth in television example, as it didn't really relate to the trope at all.
TruthInTelevision, since [[CaptainObvious real soldiers do not respawn when killed]].
to:
TruthInTelevision, since [[CaptainObvious real soldiers do not respawn when killed]].Can be TruthInTelevision: For instance, those who make more money have more financial resources to draw on, which makes it significantly easier to increase income in the future.
17th Jan '16 12:34:20 PM Saposhiente
Is there an issue? Send a Message
Not the right place to be reviewing the rest of the book.
This is thoroughly explored in Malcolm Gladwell's ''{{Outliers}}'', most effectively early on with respect to the Canadian junior hockey league, in which most of the players are born early in the year, with birthdays later in the year becoming vanishingly rare. This is because the league is yearly, and at the earliest ages a difference of a few months makes a big difference in coordination. By age 17, that advantage is gone and has been replaced by years of being given more and better training. School systems that avoid differentiating children until later ages don't see the same birthday gaps as those that differentiate earlier. The rest of the book is less well supported, but still compelling.
to:
This is thoroughly explored in Malcolm Gladwell's ''{{Outliers}}'', most effectively early on with respect to the Canadian junior hockey league, in which most of the players are born early in the year, with birthdays later in the year becoming vanishingly rare. This is because the league is yearly, and at the earliest ages a difference of a few months makes a big difference in coordination. By age 17, that advantage is gone and has been replaced by years of being given more and better training. School systems that avoid differentiating children until later ages don't see the same birthday gaps as those that differentiate earlier. The rest of the book is less well supported, but still compelling.
12th Jan '16 4:07:42 AM kasperow
Is there an issue? Send a Message
Added DiffLines:
* In EVE Online, there are generally two groups of players: Those with lots of money all the time, and those who constantly struggle to make a living. Needless to say, the main reason why some players make a lot of money is that they successfully scam and steal from everyone else.
8th Jan '16 5:36:48 AM MegaMarioMan
Is there an issue? Send a Message
* Invoked deliberately in ''VideoGame/PapersPlease'' much like the real-life poverty example. If you don't have enough money for food or heat, your family members will become sick. If you don't buy sick family members medicine (on top of the daily food\heat), other family members will become sick, requiring more medicine.
to:
* Invoked deliberately in ''VideoGame/PapersPlease'' much like the real-life poverty example. If you don't have enough money for food or heat, your family members will become sick. If you don't buy sick family members medicine (on top of the daily food\heat), food and heat), other family members will become sick, requiring more medicine.

Added DiffLines:
* Invoked deliberately in ''VideoGame/PapersPlease'' much like In ''VideoGame/RatchetAndClankFullFrontalAssault'', the real-life poverty example. If you don't have enough online mode can become this. Owning nodes will generate money for food or heat, your family members you, and capturing a node you haven't had in the game yet will become sick. If let you don't buy sick family members medicine (on top of acquire a new weapon. However, it's possible to shut the daily food\heat), other family members player out by killing them when they try to get nodes and taking them for yourself. This will become sick, requiring allow you to get new weapons and more medicine.money, which will let you put up barriers over the nodes you own and capture the other nodes faster due to being able to kill the enemies that spawn near them quicker. By doing this, you can leave the other player stuck with their starting Combuster (pistol), and no money to buy base defenses, player upgrades, or an invasion force to attack the enemy base.
30th Dec '15 11:21:56 PM dancnbna
Is there an issue? Send a Message
Added DiffLines:
* Increasing your LV in ''VideoGame/{{Undertale}}'' increases the damage you deal and passively decreases enemies' defense stats, resulting in you dealing more and more damage as you continue to level up, to the point that you can OneHitKill almost anything save two bosses if you grind XP, and enemies start dealing less and less damage to you if they even get a chance to attack, resulting in a snowball of power imbalance. [[spoiler:Given that LV, ''level of violence'', is the measure of your malice, and monsters naturally become weaker against someone who is malicious, it's justified in a nasty way.]]
27th Dec '15 1:40:11 AM jormis29
Is there an issue? Send a Message
No need for curly braces, just use Camel Case
* This is the core of the economic part of ''VideoGame/{{HarvestMoon}}''. Choosing Friends of Mineral Town for illustration, you start out the game with 500G. By the end of the first spring you can use foraging and turnip sales to earn yourself 30,000G, tool upgrades, and some animals. By the end of the first summer, you can take that 30,000G and make well over 300,000G from pineapples. By the end of the first Autumn, you can take that 300,000G and make well over 3,000,000G from sweet potatoes. 3,000,000G is enough to buy essentially all the purchasable things in the game. Most players wouldn't call this a bad thing, although I think some folks might prefer if the game required a bit more business sense, rather than "grow hundreds of X, then hundreds of Y, then hundreds of Z, then do the same next year."
to:
* This is the core of the economic part of ''VideoGame/{{HarvestMoon}}''.''VideoGame/HarvestMoon''. Choosing Friends of Mineral Town for illustration, you start out the game with 500G. By the end of the first spring you can use foraging and turnip sales to earn yourself 30,000G, tool upgrades, and some animals. By the end of the first summer, you can take that 30,000G and make well over 300,000G from pineapples. By the end of the first Autumn, you can take that 300,000G and make well over 3,000,000G from sweet potatoes. 3,000,000G is enough to buy essentially all the purchasable things in the game. Most players wouldn't call this a bad thing, although I think some folks might prefer if the game required a bit more business sense, rather than "grow hundreds of X, then hundreds of Y, then hundreds of Z, then do the same next year."
27th Dec '15 1:38:20 AM GentlemensDame883
Is there an issue? Send a Message
* Danbooru has a limit to the number of images a user can upload at any one time pending approval. It increases with the number of approved images and decreases with the number of unapproved ones. This means that users who have an eye for good-quality art and thus get more approvals will be able to upload more, while users who haven't become able to discern good art will find their ability to upload gradually curtailed.
to:
* Danbooru has a limit to the number of images a user can upload at any one time pending approval. It increases with the number of approved images and decreases with the number of unapproved ones. deleted ones, and anything that isn't approved within three days of upload is automatically deleted. This means that users who have an eye for good-quality art or at least the stuff moderators favour and thus get more approvals will be able to upload more, while users who haven't become able to discern good art or are disfavoured by the moderators will find their ability to upload gradually curtailed.
23rd Dec '15 11:30:07 AM Latro
Is there an issue? Send a Message
* This is the core of the economic part of ''VideoGame/{{HarvestMoon}}''. Choosing Friends of Mineral Town for illustration, you start out the game with 500G. By the end of the first spring you can use foraging and turnip sales to earn yourself 30,000G, tool upgrades, and some animals. By the end of the first summer, you can take that 30,000G and make well over 300,000G from pineapples. By the end of the first Autumn, you can take that 300,000G and make well over 3,000,000G from sweet potatoes. 3,000,000G is enough to buy essentially all the purchasable things in the game.
to:
* This is the core of the economic part of ''VideoGame/{{HarvestMoon}}''. Choosing Friends of Mineral Town for illustration, you start out the game with 500G. By the end of the first spring you can use foraging and turnip sales to earn yourself 30,000G, tool upgrades, and some animals. By the end of the first summer, you can take that 30,000G and make well over 300,000G from pineapples. By the end of the first Autumn, you can take that 300,000G and make well over 3,000,000G from sweet potatoes. 3,000,000G is enough to buy essentially all the purchasable things in the game. Most players wouldn't call this a bad thing, although I think some folks might prefer if the game required a bit more business sense, rather than "grow hundreds of X, then hundreds of Y, then hundreds of Z, then do the same next year."
23rd Dec '15 11:28:26 AM Latro
Is there an issue? Send a Message
[[folder:Simulation]
to:
[[folder:Simulation][[folder:Simulation]]
23rd Dec '15 11:26:58 AM Latro
Is there an issue? Send a Message
Added DiffLines:
[[folder:Simulation] * This is the core of the economic part of ''VideoGame/{{HarvestMoon}}''. Choosing Friends of Mineral Town for illustration, you start out the game with 500G. By the end of the first spring you can use foraging and turnip sales to earn yourself 30,000G, tool upgrades, and some animals. By the end of the first summer, you can take that 30,000G and make well over 300,000G from pineapples. By the end of the first Autumn, you can take that 300,000G and make well over 3,000,000G from sweet potatoes. 3,000,000G is enough to buy essentially all the purchasable things in the game. [[/folder]]
This list shows the last 10 events of 180. Show all.