Chủ Nhật, 21 tháng 1, 2018

Waching daily Jan 22 2018

CHAOS… was a 1985 wizard-dueling turn-based strategy game that challenged the type of

games a computer could do as well if not better than on a tabletop.

Inspired by a card game British designer Julian Gollop penned years earlier, and Warlock,

an early Games Workshop card game, it was one of the great strategy classics of the

dawn of the computer gaming age.

Julian's desire to revisit his original spell-slinging battle game never ceased.

Its most obvious revival was Chaos Reborn, successfully crowdfunded in 2014.

It was a true-to-form remake of the original game, down to the stylized monster designs

and spells.

But this wasn't the first time Julian sought to remake his fantasy classic.

In fact, it wasn't even the second.

Five years after making Chaos, Julian and his team at Mythos Games made Lords of Chaos;

a more graphical interpretation of his original design, with additional role-playing game

elements and story.

Yet there was another attempt that seems to have fallen off the pages of gaming history:

An underexposed re-imagining of Chaos some 13 years after its original release.

Trying new technology, shedding turn-based combat, and making some sweeping changes to

the formula, I present to you, the fantastic experiment known as Magic & Mayhem.

Julian Gollop was an avid tabletop strategy game fan.

Making video games as early as high school, and after moving from a small town in Essex

to London to learn economics at a university, he spent more time devoted to his game-making

passion than to schooling.

Julian wrote Chaos: The Battle of Wizards for the ZX Spectrum, a UK-centric rival of

the Commodore 64.

The game was first published by Games Workshop, and this title single-handedly set the course

of events that would put down Gollop as one of the masters of strategy computer games.

Chaos pitted two or more wizards against eachother in an empty arena.

Each turn began with choosing a spell to cast—either summoning a creature, or damaging, debuffing

or enhancing an existing one—followed by a movement and attack phase.

If you're familiar with turn-based combat, you'd probably guess that there are ranged

creatures, fast creatures, flying creatures, etc., but the twist here is how straightforward

yet unpredictable this game was designed to be.

Every creature, whether a rat, wizard or mighty dragon, dies in a single hit.

All attacks are a percentage chance to succeed, improved or lowered based on the strength

of the attack versus the target's defense.

This can lead to incredible moments where you manage to sneak a weaker creature up to

an enemy wizard and miraculously defeat them first try, only to later miss after miss with

your massive club-wielding giant.

On one hand, taking squares and eliminating enemies without complicated stat sheets is

simple and elegant like a game of Chess.

On the other, it's highly reliant on chance and calculated risk.

Nothing is guaranteed in Chaos, and its addictive Russian roulette-style combat kept players

repeatedly hitting that 'replay' button back in 1985.

Playing a game today that is as as old as myself, I wasn't expecting much of a looker,

and…it isn't.

What it IS though is a tight strategy game that offers imaginative randomity-heavy combat

with a variety of spells that will keep you guessing.

Though Julian Gollop is most known as the creator of the revered X-COM series, the legendary

turn-based strategy games that inspired a swath of game classics ranging from Fallout

to Diablo.

Bringing tactics and strategy to a modern world with gun squads and alien invaders was

an instant hit and spawned imitations for decades to come.

MicroProse's sequel, X-COM: Terror From the Deep sent players to the depths of the ocean,

but otherwise changed relatively little of the original gameplay.

Julian and his team were rehired for the third entry in the series, X-COM: Apocalypse, which

made many sweeping changes like higher resolution graphics, optional realtime combat and many

more levels of elevation; the latter two causing strain on the series' formula and tech behind

it.

After the long and troubled development of Apocalypse, Julian and his crew at Mythos

decided to try a new take on his Chaos game concept.

Lacking the license to the original title, they set out with a new name, setting and

real-time mechanics.

Magic & Mayhem was picked up by publisher Virgin Interactive and the journey through

this inspired yet flawed game began.

What makes Magic & Mayhem stand out from Chaos' multiple remakes and iterations is its strong

sense of personality; few titles have the mix of old and new artistry stitched throughout

its designs as this game does.

You are immediately treated to a cinematic story introduction of a wizard's apprentice,

who returns to his master's tower only to find it hastily abandoned.

This intro showcases exceptional Ray Harryhausen-esque claymation, like something out of Jason and

the Argonauts or Clash of the Titans—likely inspirations.

This deliberate art direction made it one of the few games to use claymation models

for the game's units.

This gives Magic & Mayhem an unmistakable look and feel.

The game's world and story is told over three fantasized versions of historic Europe.

Albion, with Druids wandering through gentle rivers dividing Celtic plains.

Ancient Greece, with mythological figures like Jason and the Golden Fleece.

And eventually to the conflicts of Merlin, Morded and King Arthur in the realm of Avalon.

Each have their own architecture, style and use of musical instruments, with Irish folk

inspiration for Albion, stringed instruments for Greece, and more synth and modern music

for the Medieval world.

And the music, oh, the music.

Even from its more negative reviews, critics praised the game's unforgettable soundtrack.

Mythos hired the Afro Celt Sound System to imagine the game's unique soundscapes.

Mixing bagpipes, pennywhistles, West African influences, and even electronic accompaniment,

it was truly a marvel.

Each track was tuned to the three worlds, Albion, Greece and Avalon, and were executed

to such musical precision that I catch myself humming them even today.

The core of the gameplay is combat, with brief dialogue interludes.

You begin with a wizard as your starting unit, and should they perish, the game ends.

The casting chance mechanic of Chaos has been replaced with a traditional mana bar.

You can pick up consumable items and even one-off spells throughout your adventure,

but the bulk of the action will be ordering units around like a realtime strategy game

and casting spells.

Each spell has unique characteristics and uses.

There are simple attack spells like fireball, and the more powerful lightning.

Summoning creatures is vital, but is balanced by your unit cap.

A dozen elves have the same mana cost as a single griffin, but it would consume much

of your unit cap, so what you summon and when comes into play.

Mana is both a resource and a balancing act, and managing a posse of creatures is important

as your mana does not regenerate.

The search for Mana Sprites to consume and Places of Power to hold are a must.

How you defend and position yourself and your army to guard your mana sources is one of

the key strategies to the game.

You have a diversity of tactics and effects you can create: cast Lightning Storm around

a thatched village to burn them out of shelter; grow a Tangle Vine between you and another

wizard to escape their reach; devour multiple enemies in an ever-growing Gooey Blob; craft

healing or attack totems to protect your units and Places of Power, or just destroy a chunk

of the world with the awesome Apocalypse spell.

Flammability is so addictive in Magic & Mayhem.

Start a brush fire and watch it engulf an army.

Call lightning down on a tree and see it spread to a nearby shack.

Or flush out defenders by burning down their walls and defenses.

You can create cheaper illusions of creatures that intelligent units have a chance to disbelieve,

summon magic wings to take yourself or your army to the skies, or perhaps drop a field

of magic mist to disrupt and confuse your pursuers.

The game featured impressive physics to back up your awesome magic powers.

Damaging a rooftop can cause tiles to fall and hit creatures under its protection; levitating

an enemy into the air will eventually drop it from the sky and crush it based on weight

and fall distance, and area of effect spells can burst into a sphere rather than simply

a flat circle.

The game balances spell loadouts and ensures every match is different via the unique portmanteau

system.

You can assign spell ingredients to either Law, Neutral, or Chaos talismans, with one

of three spell options per ingredient.

Choosing between summoning a powerful creature, an enchantment or a form of healing makes

for interesting and challenging loadout building.

Magic & Mayhem features a sizable campaign with multiple difficulty levels, PVP multiplayer

over LAN and the internet, plus an offline bot mode, which pits the player against one

or more AI wizards.

Bots were my mainstay mode, jumping into one of the dozens of maps, trying new techniques,

spells and creatures.

The cliche idea that no two matches are alike is absolutely true here with such a wild and

powerful arsenal of abilities.

And as with many games by Mythos, the AI would recalibrate after each match and would try

to mix up its strategies to outwit your own.

It was these sorts of personal touches that made concept-before-product games so special.

It was from an era of inspiration, before game design settled into the comfortable normalcy

of standard genres.

After playing a demo back in 1999, I was ecstatic to try the final game, but then the delays

and confusing localization emerged.

First was the unusual decision for Virgin Interactive US to rename the game to Duel:

The Mage Wars for the States, but when that same company was liquidated after Viacom sold

Virgin Interactive proper, the American publishing rights went to Bethesda Softworks, who decided

to retain the original title, Magic & Mayhem.

Their weak marketing, confusing title changes and delays likely influenced the underwhelming

sales for one of the most interesting strategy games that year, despite strong competition

in the likes of Alpha Centauri, Homeworld and Age of Empires II.

The translation of the precise, turn-based tactics of Chaos into a realtime RPG/strategy

hybrid was a risky move, but I think they rethought the rules and gameplay as well as

you could expect, though the game did suffer technologically.

Compared to the 3D-accelerated marvel Unreal, released a year prior, Magic & Mayhem's archaic

engine buckled at the seams with every move.

With gameplay locked at a glacial 10 frames per second, it can feel slow, clunky and unresponsive.

When a large area-of-effect spell with many physics and terrain interactions occurs, the

game stalls while it catches up.

The unfortunate drawback of 2-dimensional games is that common quality of life features

like rotating the camera and easily navigating verticality are problems.

Even with a layer-toggling button, it's difficult to track units inside buildings, second floors

or on rooftops.

A real shame since it has so many interactions with the Z-axis, hard-coded into the engine.

The game itself is pretty stable and I encountered few bugs and issues.

My biggest complaint with the game is at its core—the slow-turning 2D engine that struggles

to push out the dismal frame rate, and imperfect handling of elevation and building cutaways—issues

that would likely require a complete rewrite of the game's engine.

THE ART OF MAGIC To many's surprise, UK and US publishers

Virgin and Bethesda, respectively, rolled out a sequel to Magic & Mayhem in 2001—not

with a bang, but with a whimper.

Mythos Games did not return as developer of the sequel, and they canceled their unofficial

X-COM successor and shuttered their doors that same year.

Magic & Mayhem: The Art of Magic was given to newcomer Charybdis Limited, another UK

developer.

Regrettably, it's often a painful transition when a project moves from the minds behind

an idea to inheritors of the project.

In the case of The Art of Magic, despite receiving slightly more critical praise than the original,

it didn't transition as well as it could have.

This prequel was set in the same world as the original, though most characters do not

make an appearance.

In some ways it's a remake—with many of the same spell concepts and ideas—yet they

are noticeably different.

Though returning with a charming soundtrack, you'll still feel dismayed by its unpolished

look and feel.

Screens like the portmanteau seem stitched together and are considerably less intuitive.

Much of the user interface seems almost temporary, as if they intended to improve it later.

Creature animations were lackluster and the style and flavor of the original's beautiful

claymation fantasy world is gone.

In one of the most jarring cases of "Early 3D Sequel Syndrome" I've ever witnessed,

the uninspired art style treats you to bland, blurry textures and blocky trees cut off at

the stump.

A new engine was built from the ground up which had an unfixed camera and a smoother

framerate, yet the game mechanics suffered.

In spite of a true 3D game world, combat was flatter than ever.

Hills and elevation seem cosmetic, you can no longer order flying creatures to levitate

in place, and the complex environmental physics interactions are all but gone.

Terrain doesn't ignite, buildings don't disintegrate under stress, and even monster battles—though

smoother and more responsive—feel like random clusters of conflict, sometimes with little

danger or consequence if you outsmart the dull AI.

This new iteration failed to implement the same tactical layer of depth purported by

the original.

But more conspicuously, its heart and soul had faded away.

Magic & Mayhem's two-dimensional rendering engine was already dated at launch, yet its

code bordered on simulation.

The Art of Magic brought modern graphics, but limited development stripped the game

of its advanced gravity, material flammability and elevation mechanics.

Ironically, in upgrading the graphics technology and using a much more advanced engine, this

sequel devolved to a simpler, less innovative game, missing much of its personality and

what made the original so addictive.

The game's development scars were conspicuous.

If giving a complete engine rewrite to a new developer wasn't enough, Charybdis folded

mid-development, with much of the staff moving to Climax Nottingham, who completed the project.

Portrait art that looked like crude placeholders, an awful and cluttered user interface, missing

animations, and weak art direction made this game seem like it was led out to die.

In the early 2000's, when the real-time strategy bubble had popped and the genre was

on the ropes, Art of Magic at times seems like an unenthusiastic cash-in on brand recognition

(what there was of it anyway) by the publishers.

With Julian going back to the original turn-based Chaos design in the more recent Chaos Reborn—a

great strategy game which I enjoy quite a lot, yet is missing the unique voice and formulaic

experimentation that Magic & Mayhem attempted, with some success.

Magic & Mayhem is a flawed masterpiece, uncomfortably wedged between slow and methodical strategy,

and firmly in the technological canyon of 2D and 3D games.

A remake with a tighter engine, smoother gameplay, and an easier way to view and manipulate the

3-dimensional world, could be a modern-day classic.

It plays a lot like the massively successful Multiplayer Online Battle Arena games like

League of Legends, but with a lot more fun, environmental interaction and minion control.

It was rough at times, but its ideas still ring as sound as they did almost 20 whole

years ago.

Will these ideas be renewed in some form in the future?

We can hope.

But until then, let's do our best to ensure Magic & Mayhem's brilliance and promise

is not forgotten.

I hope you enjoyed this page from gaming history.

Likes and subscribes are always appreciated and do help to spread this message further!

A huge thanks from the bottom of my heart for all the support from my amazing Patrons.

And, as always, thank you for watching!

For more infomation >> Not Forgotten - Magic & Mayhem (X-COM Creator's Hidden Masterpiece) - Duration: 17:41.

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How Much Power Does Sweden Have? - Duration: 10:07.

Sweden is a great and amazing country with its own people and traditions and

despite its population

It is quite a large country

With a lot of places to protect and although Sweden may be a country that has had a neutral attitude

Towards warfare for over a century lung. They still do indeed defend themselves if need be

But with what forces behind it

Hey, everybody what's going on Dave Walpole here

And we're gonna talk about

Sweden's and military forces now before I get into this video guys if you guys are a huge person that really loves learning about

Militaries or you love learning about different cultures and places from all around the world

But maybe you don't get the opportunity to visit these places well if you like learning with them

I hit the subscribe button and come learn with us every single day because that's what we do here on

FTD facts now with that being said I want you guys to leave a suggestion down in the comment box below because here on the

Channel we take a lot of recommendations from you guys so put it down there cool so today

We're gonna look at one of the most interesting armies in the world because although they may be

Neutral they do have some pretty interesting forces within it and before I get in this video. I got to ask you guys

What is your favorite army in the entire world like some people might say the United States Army because it's just so big or China

Or something like that, but remember other armies have different things about it such as different policies, so which army is your favorite

Let me know why down there cool, but let's get started

Let's talk about Sweden's military forces so first of all let's start off with its manpower

Now the manpower of Sweden is roughly about 4 million

65,000 people but if you were to break that manpower down the people that are actually fit for service equal about three million four hundred

Thousand and to go deeper into that that means there are males that are fit for duty and that there are

Females that are fit for duty because Sweden allows females to have an active role in the military as well

Now in today's world its military personnel is roughly

57,000 and to break that down

It's active personnel sits at approximately twenty two thousand five hundred people with about thirty four thousand five hundred

Reserves now keep in mind guys. That is Jeff a loose estimate

It doesn't mean that these are exact numbers because well, military forces don't like to give out exact numbers

It's just really not kind of a good thing to do they gotta have some classified information as well

Now within this personnel they defend Sweden's interests and one unit in particular is the Royal Guards now

They say there's approximately 100 to 200 of these royal guards

and they are very popular within the country first of all they're a huge tourist attraction because

People like to take photos of them and like the ones in Britain these ones do defend the royal family at the Royal Palace in

Stockholm now what I was talking about the active personnel

And the reserve units that are within the military forces keep in mind that was an estimation from like

2017 because as of January 1st of 2018

Sweden has put in conscription once again for the use and one of the reasons for this is because back in

2013 they actually did a poll and they discovered that only 6% of people in Sweden actually

Believe that they have sufficient forces to defend themselves so they obviously were like well

We gotta up this and we got to get people in the army a little bit more now

Let's take this army and break it down even further because there's also things like Air Force Navy and of course the Marines now for

Aircraft they have approximately

198 when it comes to their total aircraft strength for fighter crafts they have approximately

72 with the main fighter of Sweden being the sa a B Jas 39 Gripen

And of course they are replacing some of their older fighters out with the Jas 39

EF with approximately 70 of them on the way to be delivered now as for attack craft

They have approximately 74 transport aircraft

They have approximately 53 and a helicopter

Strengths with 49 now for these helicopters a majority of them are actually transport helicopters that have more of a defensive than offensive

Capability now let's divvy it up into its

mobile division when we talk about that we got to talk about tanks now for their combat tanks, they have approximately

120 of them and these are the strv

121 leopard 2 tanks

Which actually when it comes to these tanks just because everybody else has them doesn't make it any different because these are actually really good

Tanks. We've seen in places like Germany Canada and other places in Europe

For their armored fighting vehicles there's approximately two thousand four hundred and seventy of them

But let's go even further guys and let's take a look at their Navy assets because unfortunately

Sweden doesn't really have a lot of them currently their Navy assets sits at approximately

63 with nine of these being Corvettes five submarines and as of today Sweden doesn't have any destroyers battleships

Which are extraordinarily outdated and of course aircraft carriers?

Why because well they don't really need them when they're just defending their own turf and on top of that let's not forget the fact

That they have 14 we patrol craft

Now how does this all break down well when it comes to all the machines that the military uses they actually need about

300,000 barrels a day of oil and one downside to Sweden is that they only produce about

1,000 barrels of oil a day

So they got to import a lot of oil from different countries just to keep their army going and as for nuclear plans

Well, you could pretty much guess that because Sweden is a defensive and neutral country

It wouldn't have any weapons of mass destruction

So there's gonna be no nukes in the country and the plans for nuclear capability within Sweden were scrapped by

1968 when Sweden signed the nuclear non-proliferation

Treaty and by 1972 every plan of nuclear capability for Sweden was removed from the country

Now for the budget of the military we're gonna go with

2015 statistics because it's kind of hard to get a

2017 number currently Sweden spends approximately

1.2 4 percent of its total GDP on its military with a budget equaling 40

8.45 1 billion sweden Crona, which if we were to convert that into US dollars it would be approximately

5.8. Billion, but as for 2017 it's roughly believed that Sweden actually has turned it up a notch

And they spend over 6 billion dollars on their military

And the policies and rules of the Sweden military are one to defend the country if attacked by a foreign nation

- to support the civil community in case of disasters stuff like that would be like flooding or major storms

Or even earthquakes hurricanes stuff like that although they don't get hurricanes up in Sweden and three to deploy forces to international peace support

operations

Which the third one rings true because Sweden has provided a lot of troops for UN peacekeeping missions?

And when it comes to their peace missions they've been a part of things that have helped the Ebola outbreak

They've been in Israel Lebanon they were also part of operation, Atalanta

Which was a joint operation from other countries from around the world to fight piracy in African countries like Somalia?

They also saw combat in the Congo crisis and the Bosnian war in the 1990s as well

They have a task force that is in charge of overseeing the truce at the Korean Demilitarized Zone

And of course they had soldiers in Afghanistan which saw combat

So that is a brief look at the military power of Sweden and sure they may not be a major force to reckon with

But when it comes to their defense they have got it where it counts

With up-to-date firearms and munitions Sweden is a country that you wouldn't want to tick off

However overall Sweden is a country that is smart enough to pick its battles very carefully, but that's it guys

My name is Dave WAP

And I want to thank you guys all for tuning in it's great that you guys come over to the channel and learn about many

Different cultures and militaries from all around the world that being said I want to know your thoughts about this military down there

also

I want to know

What do you guys want to see from the channel in the future so leave a suggestion down there in the comment section below also?

Just let you all know this video has been brought you by grammarly comm there in the description box below

They are a great program

That is free that you can use to improve your English while typing online and also in the description box below if you guys want

To follow me hit me up on my own channel. It's down in the description box below

I do a lot of gaming reviews and just pretty much have a lot of fun talking about movies and seeing

What could be done to make them better so description box down there?

That's where it's at but other than that that's been the country of Sweden a great

Military power that just knows what it's doing in the war and sure it's continuously updating itself and making it better and making it more

Defensible and with that in mind let us know your thoughts on this amazingly strong powerful and well put together

Military force as this is the country people

Culture and soldiers of Sweden who may have a neutral heart deep down

But will defend themselves in time of crisis and will always be there to extend a hand

Hey, you made it to an end of an FTD facts video guys be sure to check out this playlist right here because we've got

A great one for you

Well you can learn about different places and people from all around the world what's better than that?

Trust me you guys will feel better

You'll feel smarter if you guys tune in and watch every single day so hit the subscribe button get that Bell notification

And we'll see you guys in the next video cool. Bye

For more infomation >> How Much Power Does Sweden Have? - Duration: 10:07.

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Create Your First YouTube Video (Online Course) - Duration: 1:21.

Hi! I want to help you get started with your own YouTube channel. I'm Suzanne

Dulin and I work professionally as an instructional designer. In my day job. I

help a lot of people record videos, people who are just everyday people who

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Shocking Impeachment Announcement Rocks Washington, You'll Be Stunned - Duration: 22:44.

Shocking Impeachment Announcement Rocks Washington, You'll Be Stunned

House Democrats are getting ready to impeach President Donald Trump in mid-2018, as indicated

by a new report in Newsweek.

The current week's Judiciary Committee win for Rep. Jerrold Nadler of New York, a constitutional

law expert who's already managed Trump, flagged Democrats are preparing for an impeachment

battle with the embattled Republican Trump, as indicated by The Washington Post.

Nadler has made his position on Trump crystal clear– and he needs him gone.

At the point when Michael Flynn confessed to deceiving the FBI toward the beginning

of December, Nadler said there is "more than enough evidence" to impeach Trump for

obstruction of justice.

In a readied articulation, Nadler stated, "There is now more than enough evidence

to form the basis of a congressional investigation into the President's obstruction of justice

— and it is long past time that the House Committee on the Judiciary engage on this

matter."

Nadler could lead the underlying charge in indictment procedures before a vote on House

floor, trailed by a trial in the Senate.

Some noticeable Democrats, notwithstanding, have expressed that impeachment would be an

awful thought.

Shockingly, House Minority Leader Nancy Pelosi emerged as an opponent of the thought.

She stated, "Republicans would love for us to make our campaign about the impeachment

of Trump.

That's not what it's about.

It's about the well-being of American families.

He's just not that important.

Impeachment would further divide us, not bring us together."

Strikingly, Pelosi is correct– the Democrats HAVE influenced their personality about Donald

Trump.

The left has turned into the "Party of No," forming their character around disposing of

Trump as opposed to offering inspiring strategies that will help the American individuals.

Most House Democrats have demonstrated that they will do whatever conceivable to obstruct

Trump, regardless of whether their deterrent damages the general population.

We saw that opinion play out in the votes to repeal Obamacare and pass tax reform–

neither one of the bills got a solitary Democrat vote.

What do you think about this?

Do not hesitate and write your thoughts in the comment section below.

Thank you for reading.

H/T Conservativepal, Newsweek, The Washington Post

For more infomation >> Shocking Impeachment Announcement Rocks Washington, You'll Be Stunned - Duration: 22:44.

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