This is the fifth dish of the fourth course of our series (I, II, IIIa, IIIb, IVa, IVb, IVc, IVd,IVe, V) looking at the lives of pre-modern peasant farmers, who made up a majority of all of the humans who have ever lived. We are trying to grapple here with what has thus been the … Continue reading Collections: Life, Work, Death and the Peasant, Part IVe: The No-Rest Of It
Tag: Economic History
Collections: Life, Work, Death and the Peasant, Part IVc: Rent and Extraction
This is the third piece of the fourth part of our series (I, II, IIIa, IIIb, IVa, IVb, IVc, IVd,IVe, V) looking at the lives of pre-modern peasant farmers – a majority of all of the humans who have ever lived. Last time, we started looking at the subsistence of peasant agriculture by considering the … Continue reading Collections: Life, Work, Death and the Peasant, Part IVc: Rent and Extraction
Collections: Life, Work, Death and the Peasant, Part IVb: Working Days
This is the continuation - the first of several - of the fourth part of our series (I, II, IIIa, IIIb, IVa, IVb, IVc, IVd,IVe, V) looking at the lives of pre-modern peasant farmers - a majority of all of the humans who have ever lived. Last time we discussed the survival requirements (in food … Continue reading Collections: Life, Work, Death and the Peasant, Part IVb: Working Days
Collections: Life, Work, Death and the Peasant, Part I: Households
This is the first post in a series (I, II, IIIa, IIIb, IVa, IVb, IVc, IVd,IVe, V) discussing the basic contours of life - birth, marriage, labor, subsistence, death - of pre-modern peasants and their families. Prior to the industrial revolution, peasant farmers of varying types made up the overwhelming majority of people in settled … Continue reading Collections: Life, Work, Death and the Peasant, Part I: Households
Collections: Teaching Paradox, Imperator, Part IIb: Built in a Day
This is the second half of the second part of our three part (I, IIa, IIb, IIIa, IIIb) look at Paradox Interactive's ancient grand strategy game Imperator: Rome which covers the broader Mediterranean and South Asia from the very late fourth century through to the end of the first century BC, the period of the … Continue reading Collections: Teaching Paradox, Imperator, Part IIb: Built in a Day
Collections: Teaching Paradox, Imperator, Part IIa: Pops and Chains
This is the first half of the second part of our three part (I, IIa, IIb, IIIa, IIIb) look at Paradox Interactive's Hellenistic-era grand strategy game Imperator: Rome. I had hoped to do this part in a single post, but my book writing schedule intervened and so it became necessary to split it up. Last … Continue reading Collections: Teaching Paradox, Imperator, Part IIa: Pops and Chains
Collections: Roman Roads
This week we're taking a brief look at Roman roads because that was the topic which won out on the latest ACOUP Senate poll and on this blog we conform to the mos maiorum by following the Senatus Consultum. In particular the question here was from Matthew Runyon who asked, "What was so revolutionary about … Continue reading Collections: Roman Roads
Collections: Why No Roman Industrial Revolution?
This week we are taking a look at the latest winner of the ACOUP Senate poll, which posed the question "Why didn't the Roman Empire have an industrial revolution?" To answer that, we need to get into some detail on what the industrial revolution itself was and the preconditions that produced it, as well as … Continue reading Collections: Why No Roman Industrial Revolution?
Collections: Rome: Decline and Fall? Part III: Things
This is the third and final part (I, II, III) of our series tackling the complicated and still debated question of 'how bad was the fall of Rome (in the West)?' In our first part, we looked at the question through the prism of 'words' - language, culture, religion and literature. There we found a … Continue reading Collections: Rome: Decline and Fall? Part III: Things
Collections: Teaching Paradox, Victoria II, Part I: Mechanics and Gears
This is the first post in a three-part series that will be examining the historical assumption of Paradox Interactive's grand strategy computer game set in the 19th and early 20th century, Victoria II. Readers will find a number of references here to our previous discussion of one of Paradox's other games, Europa Universalis IV, but … Continue reading Collections: Teaching Paradox, Victoria II, Part I: Mechanics and Gears









