«Gods» are
simply powerful ideas that can influence cultures and individuals.
Not exact matches
But if you
simply implement a strategic plan for
idea generation, you'll be shocked by how many relevant, compelling and
powerful writing topics you can conjure up.
As David Griffin states: «If the world is an actual creation, and not
simply a complex
idea in the divine mind, or
simply aspects of modes» of God, then all -
powerful can not mean having all the power» (GPE 269 - 70).
Buried among all the responses to this question were two that contained a
powerful idea; they read,
simply, «Ourselves.»
Charles Dickens and William Shakespeare aren't known for simplicity, but they were capable of writing
powerful ideas,
simply.
Both games feature a «Commander» unit, a giant mecha, which uses atomic - level manufacturing to build an entire economy on far - off planets literally from the ground up, which is an interesting inversion on how mecha usually are used in games: the «Commander» is more or less the player character, and while their large mecha is by no means weak, it's a central unit because of its production capabilities, and not because of its arsenal, which as a mecha fan I always thought was a nice way to work the
idea of a «hero mecha» into an RTS, because you can relate to the Commander mecha's role as, well, a Commander on the battlefield rather than as
simply a
powerful named «hero» unit as exist in most other RTSes.
The
idea that the climate system is so
powerful that it is beyond human influence is
simply incorrect....