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Author: Krisnguyen3179
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Wasteland 3 - Review Thread

Game Information

Game Title: Wasteland 3
Platforms:
Trailers:
Developer: inXile Entertainment
Publisher: Deep Silver
Review Aggregator:
OpenCritic - 84 average - 97% recommended - 39 reviews

Critic Reviews

33bits - Juanma F. Padilla - Spanish - 95 / 100
After the excellent Wasteland 2, we were excited to get our hands on the new installment, and we can say without fear that it has met expectations. Wasteland 3 is a sign of the love that InXile has for his work and Brian Fargo for the genre that has created a name for him. If you are a lover of the saga or the genre, do not hesitate to enjoy it.
ACG - Jeremy Penter - Buy

Video Review - Quote not available

Attack of the Fanboy - Diego Perez - 4.5 / 5 stars
Wasteland 3 is one of the best RPGs I've played in years, and it's one you absolutely should not skip.
CGMagazine - Lane Martin - 9 / 10
Wasteland 3 is a lovely return to the post nuclear apocalypse with fun gameplay and interesting choices at its forefront, though at times it can be a bit clumsy in its implementation.
COGconnected - Tony Bae - 90 / 100
Wasteland 3 doesn’t pull any punches with its subject matter in sexuality, violence, and language. But if you are fine with that, I would highly recommend you give Wasteland 3 a shot, especially if you were (or still are) a Fallout fan.
Cerealkillerz - Julian Bieder - German - 8.8 / 10
On Paper Wasteland 3 sounds like the perfect RPG-Dream but the execution leaves much to be desired. Bugs, Glitches and graphics that doesn't really represent a game that releases and the end of this console generation are a bit of a letdown. Everything else from the great story, entertaining NPCs, solid battle system, clever leveldesign over to the love for details is amazing, besides some flaws that should soon be fixed, as inXile and Brian Fargo promise. Everyone that wasn't happy with the latest Fallout Games will surely love Wasteland 3.
Chicas Gamers - Adrián de Francisco - Spanish - Unscored
Wasteland 3 is a old-school role-playing game, with a compelling story, a combat system that promises but is not groundbreaking and some funny moments and black mood, which always remind us that we are in a post apocalyptic world, but with a smile. Don't forget the powerful character editor, rhythm voices, and the beautiful scenery that puts you in that atmosphere of cold and snowy Colorado.
Cram-Gaming - Robert Cram - 8.5 / 10
Wasteland 3 can be a bit of slog if you're gunning for marathon gaming sessions with it at the helm. Combat, whilst exciting initially can fall into the traps of repetition. A little more variety could have negated some of the repeated player actions. That said, the story is compelling and the characters an interesting assortment of misfit survivors, although perhaps fitting post-apocalyptic stereotypes. It's a fun, easy to play game overall though that should well-please fans of the series and keep players entertained for quite some time with its high replay-value. However, aside from some bugs here and there, the impressive amount of voice-work on offer, the character building is the best part of the experience where you can really nurture your ranger squad in this snowy post-apocalyptic world.
Digital Trends - Tom Caswell - 4 / 5 stars
Wasteland 3 is a rewarding game that offers unprecedented choice and is a great jumping on point for new players.
DualShockers - Kris Cornelisse - 9 / 10
Improving on its predecessor in almost every way, Wasteland 3 is one of the best and most reactive RPGs I've played in a long time.
EGM - Mollie L Patterson - Unscored
At least in my time with it, Wasteland 3 has been a fascinating experience. I’ve come to appreciate its depth of gameplay, character, building, and exploration, even if some of its pieces and parts still feel very foreign to me.
Entertainium - Eduardo Rebouças - Unscored
I will be even happier with Wasteland 3 once it’s patched and most of the bugs that bit me end up getting squashed. Even in its current state I’m having a grand ol’ time bringing some justice to the cold depths where no Ranger has dared to before. But for as much of a blast as I’m having out northeast in the cold, I hope I can make it back to sunny Arizona in time to save my fellow lawmen!
Eurogamer - Wesley Yin-Poole - Recommended
inXile's old-school RPG is the Fallout game we've been craving.
Fextralife - Castielle - 8.3 / 10
Wasteland 3 is a throwback to the old School RPGs of yesteryear, while providing a new combat experience and a bigger world. Players that liked previous Fallout Games, or games like Wasteland 2 or Baldur's Gate will feel right at home with this title, and will have the opportunity to try X-Com like combat. For the amount of content provided, 60 USD is a very good price, and fans of the genre should get more than their money's worth.
GAMES.CH - Nedžad Hurabašić - German - 83 / 100
Wasteland 3 is absolutely worth the money - the RPG brings dozens of hours of fun gameplay to the table. A must-buy for roleplayers.
Game Revolution - Jason Faulkner - 4 / 5 stars
Wasteland 3 is a marvel of a game, especially from a small studio like inExile. It’s not without its flaws, but the excellent writing and enthralling world overshadow those.
GameSkinny - Daniel Hollis - 9 / 10 stars
Wasteland 3 invokes feelings of classic RPGs such as Fallout and manages to nail the feel and tone perfectly in a modernized setting.
GameWatcher - Marcello Perricone - 8.5 / 10
A fantastic RPG that superbly mixes player choice and great combat to something bigger than the sum of its parts.
GamesRadar+ - Andrew King - 4 / 5 stars
Wasteland 3 doesn't bring much new to the table, both as a CRPG and as a piece of post-apocalyptic fiction. But, it's a terrifically executed role-playing game that rewards player investment from beginning to end.
GamingBolt - Ravi Sinha - 9 / 10
Wasteland 3 is a heady crescendo of post-apocalyptic story-telling. Its combat is compelling and fun while its characters and overall plot are engrossing, even when it goes to some dark places. A must-play for tactical RPG fans.
Gert Lush Gaming - Jim Smale - 9 / 10
Wasteland 3 is the defacto strategy experience and one that every gamer owes themself the pleasure of playing.
God is a Geek - Mick Fraser - 9.5 / 10
Wasteland 3 is a huge undertaking, marrying deep, choice-driven role play with fast-paced tactical combat and vast areas to explore.
IGN Spain - Álex Pareja - Spanish - 8 / 10
Wasteland 3 knows how to open to new players keeping the old school essence. It's not a revolution on the genre or in the post apocaliptic proposal, but it won't matter to the franchise lovers.
Niche Gamer - Cwb - 3.5 / 10
We’ll update this review if the game is fixed, and the issues outlined are fixed or at least addressed; and then I’ll pick it back up. As it stands now, I’ll be playing something else that isn’t as apt to crash. Buyer beware.
PC Gamer - Jody Macgregor - 84 / 100
A wilfully strange setting explored through a predictable but enjoyable old school RPG thats been streamlined just enough.
PC Invasion - Jason Rodriguez - 8.5 / 10
There are a few misgivings related to Wasteland 3's technical aspects, mechanics, and overall challenge. However, its cast of characters (both old and new), the switch to a traditional turn-based combat system, and branching paths filled with decisions and dire consequences make for a superb journey with the Desert Rangers.
PCGamesN - Gina Lees - 9 / 10
Lurid characters, a deep RPG system, and captivating combat set in an unhinged apocalypse - inXile Entertainment's latest shouldn't be missed.
Player2.net.au - Matt Hewson - A or higher
With a focus on freedom of choice that is second-to-none, Wasteland 3 has set the benchmark for CRPG narratives, all the while being supported by wonderfully engaging gameplay and roleplaying mechanics.
PowerUp! - Leo Stevenson - 9.7 / 10
If you’re an RPG fan, a Fallout fan or even just a videogame fan, do yourself a favour and play one of this year’s very best games; Wasteland 3.
Saving Content - Scott Ellison II - 5 / 5 stars
It took me a while to realize how much these interactions, whether it be the interpersonal conversation or combat encounters themselves, stuck with me. Wasteland 3 has rules, but they only exist for you to bend them. With limitless character creation combinations, branching dialogue choices that affect what quests you do or don’t experience, and multiple endings, Wasteland 3 is an expanse of content and opportunity. The change in locale does wonders, no longer relying on a tired post-apocalyptic biome. Wasteland 3 has a wonderful backdrop in Colorado’s frozen wastes, making it the perfect place to spend a nuclear winter.
Screen Rant - Christopher Teuton - 4 / 5 stars
Wasteland 3 takes players to a new location and presents them with equally unfamiliar challenges, yet still perfectly demonstrates all of the reasons why this series has had die-hard fans for over three decades, and is absolutely worth playing for anyone looking for their next post-apocalyptic fix.
Shacknews - Josh Hawkins - 9 / 10
If you’re a big fan of the original Wasteland games, or just an RPG fan in general, then I highly recommend picking up Wasteland 3 and giving it a try.
Spaziogames - Paolo Sirio - Italian - 8.3 / 10
Wasteland 3 doesn't change its predecessor's successful formula but, outside of certain design limitations, it perfects and modernizes it. It's easily the best game in the franchise, in terms of pure technique, and one that clearly gives you an idea of what inXile is able to achieve.
The Games Machine - Danilo Dellafrana - Italian - 8.7 / 10
Wasteland 3 is a good role-playing game, technically passable but enriched by a dense network of intriguing subplots that will push the most dedicated to play it several times. Watch out for the ever-present release bugs, though – best to wait a couple patches if you want to avoid unnecessary hurdles.
TrustedReviews - Alastair Stevenson - 4 / 5 stars
Wasteland 3 is a solid tactical RPG that will keep fans of the genre entertained for hours upon hours. But it doesn't do enough to bring the genre forward to a mainstream audience.
WayTooManyGames - Thomas Medina - 9 / 10
All in all, this is the game I wanted so badly for Wasteland 2 to be. It doesn’t just repeat what came before, but expands upon it all. Not just mechanically, but story wise as well.
Wccftech - Francesco De Meo - 9 / 10
Wasteland 3 features everything only the best role-playing games do: an engaging story powered by excellent writing, compelling characters, tons of customization options, and a deep tactical combat system that feels fresh even after dozens of hours. But, most of all, it features a living world that reacts to what the player does, and changes depending on how the player decides to deal with the troubles ahead, providing a role-playing experience of the highest degree, one that very few games can boast of.
Windows Central - Jez Corden - 5 / 5 stars
Wasteland 3 is a testament to the power of the branching narrative, taking it far beyond binary choices and into a grand canopy of cause and effect. It gives the wintry climbs of Colorado a lifelike quality that must have been painstaking to build. The most impressive RPG in years, Wasteland 3 is a masterpiece.
XboxEra - Jesse Norris - 9.7 / 10
Wasteland 3 shines with clear dedication to crafting the best game its genre has ever seen. Excellent visuals are matched by top notch voice work and some of the best and most natural writing I have seen in a video game not made by Naughty Dog. The combat is a brutal dance where one wrong move can spell disaster, but victory is an exhilarating rush that never becomes old. Wasteland 3 cements inXile as one of the best in the business in the RPG genre and affirms that Xbox has something truly special on their hands.
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2.9.3 Stable update!

2.9.3 Stable update!
What is up Depthians!
We are back with another monstrous update as this one incorporates five beta test builds, so we have a lot to cover.
If you want to dive straight into the massive changelog/dissertation Click
We should probably start with the biggest change to From The Depths in this update and that is the change of fuel and ammo storage.
Quoting Nick, our lead developer
The change is quite simple: "remove ammo and fuel as separate resources. Weapons will consume materials directly, fuel engines and CJEs will burn materials directly".
Before I dig into why I think this is the right thing for FtD, I'd like to explain a few details.
Energy, fuel and ammo are still needed for your constructs.
We have changed the "ammo barrels (etc)" and "fuel tanks" so they are just alternative material storage containers, but with the following properties:
--"ammo barrels" now increase the maximum possible rate of usage of materials as "ammo" for reloading guns. They still explode.
--"fuel tanks" increase the maximum possible rate of use of materials as "fuel" for fuel engines and CJEs, with the future stretch goal of fuel tanks being flammable.
--So ammo racking is going to remain a feature of the game- vehicles that need to reload a large amount of materials may need additional ammo barrels
Ammo and oil processors are replaced ship-wide with existing material storage containers of the same size. They'll be made decorative blocks so you can still use them decoratively in future if you want to.
The oil refinery will be repurposed (described later in the patch notes)
There are two main reasons why I think this is the right move. Why it's right for the business and why it's right for the player.
Let's start with why I think it's right for the player:
Ammo and fuel containers are currently purchasable as either "empty or full". This is confusing when considered in the context of the campaign, story missions, custom battles, multiplayer matches...how do empty and full tanks behave in these modes? I'd need an hour to study the code and a small essay to explain it. That's not good game design.
Localised resources, when considering just the moving of material (and energy, if you want), becomes infinitely more manageable. The supply group system and the transit fleet system are not intuitive and for a lot of situations, their usage becomes fiddly and too complicated. We've replaced these systems with a new supply system that is much more intuitive for moving materials and energy around.
The UI is less cluttered now that ammo and fuel bars are not shown. This is not a minor point...it'll reduce the amount of data on screen by about 40% in a lot of the different views. It'll be so much easier to know at a glance if a particular fleet is running low on "materials" or doing fine. Is a transport ready to leave, or does it need to pick up more materials? Will a set of vehicles have enough materials for the next fight...this is so much easier with just one main resource type per vehicle.
When you or an enemy run out of ammo or fuel in a battle it's just frustrating. By combining fuel, ammo and materials for repairing you can guarantee that if someone runs out, the fight is going to be over quickly.
I imagine that deep down the majority of players would rather not have to create, stock and resupply fuel and ammo. I know that personally, the requirement to do this puts me off playing the campaign. By using a single material it still focuses the game on making efficient war machines, maintaining supply lines and growing your economy, but without the extra confusion of mat->ammo and mat-> fuel conversion.
Being able to assess weapons, engines and vehicles in terms of material cost and running cost is elegant.
Most grand strategy games and RTS games don't have localised resources, and many don't have more than 2 resource types to handle. Very few combine localised materials with multiple types.
Why it's right for the business:
The ammo and oil processors were created about 8 years ago. Boring single blocks that don't add much to the game. It's been our intention to add something similar to the oil refinery but for ammo creation. That's a lot of work and adds to the complexity of the logistical part of the game, which we feel is already a burden.
Making the localised resource supply system more user friendly to make it easy/natural/pleasant to move ammo, fuel and material around the map would require a lot of effort and, quite frankly, I'm not sure we'd ever manage it.
The complexity of the UI scares off a lot of our customers. The barriers to getting a gun firing or a boat moving will be lowered if a single material container can theoretically get everything working.
Running out of ammo/fuel in combat is a problem for our players. We want to find a solution to that, but it would take a lot of effort to do so. We also want the strategic AI to always enter a battle with enough ammo and fuel for the fight- that's another massive bunch of work.
The campaign's strategic AI has to work hard to get materials where it wants them. It's a bundle of work and added complexity to get NPC fleets to restock ammo and fuel as well.
We had proposed work to make resource dumps (from dead ships) contain ammo and fuel...again, that's more work, more bugs, more testing.
Certain game modes such as story missions, tournament mode, and multiplayer maps should theoretically allow the player to choose the amount of ammo or fuel stocked into their vehicles before the match begins. That's another bundle of work and added complexity we'd like to avoid.
Currently out of play units on the map can run out of fuel and will still continue to move "for free". It's exploitable and we don't have a solution to that...but if all the different out of play movement calculations are burning material, there will be no avoiding the cost.
The development effort can be much better spent polishing up other features that I actually believe in, rather than flogging the dead horse of logistical complexity in an attempt to make it interesting, approachable and fun for everyone (which I fundamentally don't think it would ever be).
Fundamentally I think that by winding back this feature we tie up a large number of loose ends and it results in a far more finished and enjoyable product.
And what's-more everyone on the development team agrees that we enjoy the game for fighting, looting and creating...not staring blankly at dozens of resource bars trying to figure out who needs to head back for more fuel and how long we need to wait for ammunition to process.
We've also simplified the resource transfer system. "Supply groups" and "Transit Fleets" have been replaced with a simple but comprehensive three-tier system. You can mark a vehicle as a "Creator", a "Cargo" or a "User". Creators fill up Cargos (and Users), Cargos give to Users (up to procurement levels). Users equalise their material with their neighbours, so do Creators, and there are a few handy transfers from Users back to Cargo and Creator to make sure they maintain their procurement levels as well. This system covers 95% of the way people were using the resource system and does it all semi-automatically. This simplification is much more possible now that materials are the only resource, as they invariably just need to flow from the resource zones to the front line, with everyone (Creators and Cargo) keeping what they need and passing the rest on. This new resource system also facilitates the long-range transport of materials from refinery to refinery, which is neat. The system also has an option, for Creator and Cargo types, to set their "supply chain index", so if you want to relay materials from output to output in order to accumulate them at a central location you can set the supply chain index to determine which way along the chain the materials will flow. It's all explained in the game.
After spending a lot of time with this new system from adventure to campaign and designer mode, the gameplay feels a little faster to get going and a little simpler for fleet management. As if you didn’t already know, you can shift+right click (with your supply construct selected) on the target construct / flagship of a fleet to keep supplied, keep holding down shift and right-click where you want to pick the resources up from and once again while not letting go of shift, shift+right click on the target construct/flag ship to finish the loop.
This would be done of course after setting up the settings Creator, Cargo and User.
Creator as an example is the harvesting construct, Cargo which would be the supply ship, User which would be a single target construct that uses the mats.
This will keep the supply ship target waypoint updated and therefore your supply ship will always head to the target construct no matter where it has moved to after setting up the loop.
You still need ammo and fuel boxes on your constructs, as these are governing the transfer rate / the speed that stock your turrets and fuel engine with the materials needed for them to run. You can run a construct without fuel or ammo boxes, however, once your APS clips are empty you will see a drop in your rate of fire as the material is not being transferred fast enough, this is the same for fuel engines and CJE.
Another change that goes hand in hand with resource management is the changes to fuel refineries.
In short:
Refineries on a force with greater than 1 million materials on it will begin refining the material into 'commodities' that are stored centrally. Commodities (AKA centralised materials) can be added by the player to any vehicle in allied territory, at any time.
Resource zones have a new feature too, and that is the ability to deactivate a resource zone on your owned tiles and if you own enough territory as you can see from the UI when double-clicking on the resource zone “Zone Deactivation”.
https://preview.redd.it/284w9khtt9t51.jpg?width=1920&format=pjpg&auto=webp&s=9dd61b06b2b6d0431bbb35c44a4d54563b81fbf0
Custom Jet Engines, have had some additional parts and new features.
We have the new ducted air intakes which as you can see have different attachment points
https://preview.redd.it/qaqeplmwt9t51.jpg?width=1920&format=pjpg&auto=webp&s=2ac2019d4b0c908019bf0ef0d53ad3a718fc4f4d
These ducted intakes allow you to have your CJE enclosed inside your construct enabling you to pass ducting through to access airflow outside.
https://preview.redd.it/pge1x43yt9t51.jpg?width=1920&format=pjpg&auto=webp&s=f2ee0cf35276f45feeb7320b29d844fa54776cdf
https://preview.redd.it/scych37zt9t51.jpg?width=1920&format=pjpg&auto=webp&s=1bf7559bc2379b692b7a318ba8f43708f5bba81e
And as you can see in the pic below they are enclosed and making use of the air duct intakes.
https://preview.redd.it/ucidv351u9t51.jpg?width=1920&format=pjpg&auto=webp&s=7d93e0c08d381fcaea2bcfc315c7b676f4006b51
You can also funnel the exhaust of your CJE's that would be under the waterline by using the two new connector blocks, a 90-degree corner and an extension piece which allows them to work as long as you funnel the exhaust out above the waterline.
https://preview.redd.it/aiofdee2u9t51.jpg?width=1920&format=pjpg&auto=webp&s=72c1dd2023195ef2337704d0547904031ad97e6c
PACs have also had a rework and new additions.
We now have the long-range lens which has a circular 10° field of fire, the close-range lens which has a circular 35° field of fire, the scatter lens which has a circular 30° field of fire, and the vertical lens which has a 10° horizontal / 60° vertical field of fire (good for AA). The other differences between them is the percentage of damage drop off at certain ranges, which is marked in their UI.
https://preview.redd.it/zvg2u0c5u9t51.jpg?width=1920&format=pjpg&auto=webp&s=567a2c4e092ea5fef62e67b051a74151e48b58d4
https://preview.redd.it/mboi63c5u9t51.jpg?width=1920&format=pjpg&auto=webp&s=78690d46df1466844cc38ff6b6623a30d910b726
One other awesome change to the PAC system is that melee lenses do not need to be hooked up to the now called long-range lens. Simply setup your melee head and snakey noodle PAC tubes with a terminator on the end, then link up to your other melee lens via Q in the drop-down menu. The scatter lens also deserves some attention here, as it can double up the number of beams if we increase the charge time max x4 at 30 seconds. The PAC system has had many tweaks which you should check up on in the changelogs.
Shields have also had some love. Projector shields reflect and laser scatter modes are now merged and have also had a slight buff to ricochet chance. Ring shields armour bonus has also increased by 50%.
We also have some new additions to APS in terms of coolers.
From left to right we now have an L shape, 4 way and a 5 way cooler.
https://preview.redd.it/lfi937e7u9t51.jpg?width=1920&format=pjpg&auto=webp&s=4ff99ceae914777137262754baa017300c2f4c1f
We now have some new wide wheel additions too for all you land vehicle lovers.
https://preview.redd.it/1ysi7u68u9t51.jpg?width=1920&format=pjpg&auto=webp&s=0760606aa3aebbde24a44fcb7319477453ee3b99
The next biggest change would be steam engines even though other changes will be implemented in this update. We are once again rehashing the whole system, which will be released in the following updates.
I had asked Weng a number of questions as to why the change was needed, why are the parts expensive, when and why would you use steam over fuel, and this is what he had to say:
Reason why steam changes are needed:
  • Steam was previously totally unbalanced and arbitrary. For example, 9 small boilers with 1 small piston was the optimal steam setup, which was more efficient and denser than almost all other engines; and turbine power generation only depended on its pressure, so compact turbines were always optimal.
  • It lacked many critical info in its UI.
  • It was hard to control the usage of steam

What's good with new steam:
  • A bit more of realism and complexity
  • Larger steam now generally have better efficiency and density than equivalent smaller steam
  • More useful info such as total power production, performance over time
  • Possibility to regulate steam usage with valves

Pros of steam compared to injector fuel:
  • Denser and more efficient
  • Even denser with turbines
  • Easier to fit into irregular space
  • Provides a buffer with flywheels or steam tanks
  • More efficient when used for propellers
  • Doesn't require fuel containers, uses material directly from any type of storage
  • Computationally less intensive
Cons of steam compared to fuel:

  • Still hard to regulate, so it's only useful when the power usage is constant or there's a buffer energy storage
  • Turbines waste energy when batteries are full
  • Crankshafts waste energy when reaching speed limit
  • More susceptible to damage (injector engines can often still run fine even when half of it is gone, steam can stop working when a single pipe is destroyed)
Why cost of parts is hilariously high: Steam engines have better efficiency and density (many players seem to forget that one) than injector engines. So a higher initial costs makes it less overpowered.
(In my opinion, the potential waste of energy is a major drawback of steam and justifies for its high potential power. But iirc Draba said that injector engines would be useless on designs that require a lot of power if steam doesn't have higher initial cost, which also makes sense.)
Problem with new steam that can't be fixed:
  • Many old designs are broken due to low power output
  • More complexity
Problems that can probably be fixed but I don't have a solution:
  • Inefficient steam engines are ridiculously bad (a bad steam engine is like 30 PPM and 50 PPV, while a good one is around 600 PPM and 110 PPV) (I tried to fix this and spent like 40 hours on that, but I only managed to make it easier to build a mediocre engine)
  • Cannot be simulated to calculate a stable power output, like fuel engines do (actually it's easy but would take a lot of time to do and I don't think it's necessary)

Another massive change is the detection rework which I also left a few questions for Ian AKA Blothorn to explain the system and how it works.
Why a change was warranted:
  • Different types of detection weren't well balanced--for instance, visual components had better accuracy than IR and vastly better range.
  • Detection autoadjust used an incorrect formula, so optimizing adjustment was both mechanical and tedious.
  • Trackers having much better detection ranges than search sensors meant that detection was very binary--if you could see something at all you could usually get a precise lock (barring ECM, which was only counterable by large numbers of components).
  • Needing both sensors and munitions warners made reactive missile defence difficult on small vehicles.
  • There were a number of other inconsistencies/imbalances, e.g. some visual/IR sensors working through water, steam engines producing no heat, etc.
Overview of the new system:
On the offensive side, each sensor type now has a role in which it is optimal, and large vehicles are best using a variety to cover their weaknesses. Visual probably remains the default for above-water detection--it remains impossible to reduce visual signature other than reducing size. IR is better against fast vehicles, as they have trouble avoiding high IR signatures from thrust and drag. Both visual and IR are weak in rangefinding (although coincidence rangefinders are adequate for most purposes); radar is correspondingly strong in range and weak in bearing, although it often offers better detection chances against vehicles that don't pay attention to radar stealth.
On the defensive side, there are two approaches. Most obvious is signature reduction--while it is deliberately difficult to avoid detection entirely, reducing signature reduces detection chances and thus degrades opposing accuracy. At short ranges, however, this doesn't work well--detection chances are likely high regardless, and low errors at short range mean even sparse detections can give a good fix. Smoke and chaff can be useful here: they increase detection chance while adding a distance-independent error to opponent's visual and radar sensors, respectively.
ECM, buoys, and radar guidance have also been reworked. Buoys are more powerful, becoming more accurate as they get closer to the target. While their base error is high, at long ranges a buoy at close range can beat the accuracy of any onboard sensor. If you worry about opponents’ buoys, ECM can now intermittently jam them--except if they are connected to their parent vehicle by a harpoon cable, in which case they don't need the vulnerable wireless connection.
Most blueprints should need no modifications under the new system, although a few may want a few more or less GPP cards. The one exception is water interactions--IR cameras, laser rangefinders, and retroreflection sensors can no longer work through water, so submarines that used them underwater or vehicles that used them to detect submarines will need to replace them (likely with buoys). Vehicles that predominantly used visual detection should also consider adding a greater variety of sensors--in particular, visual camera trackers tied to AA mainframes should likely be replaced with IR cameras. Also, radars and cameras can take over missile and projectile detection (radar is required for projectile detection), so munitions warners can be removed/replaced with additional sensors.
Last but not least a sweet little addition to our build menu prefabs.
https://preview.redd.it/iqw1ymabu9t51.png?width=1920&format=png&auto=webp&s=aa1e3cdba6e1d62e07aef83caf0acad2a39249ed
Please do make sure you go through the changelog as a hell of a lot has changed!
submitted by BaconsTV to FromTheDepths [link] [comments]

Greed is Subtle

The morning alarm woke up Ghen. With an annoyed sigh, he stretched out his arm and silenced the foul-sounding chirps. Slowly sitting up in bed, he let out a deep yawn and got to his feet.
Running a couple of chitinous fingers along his antennae to stimulate them to life, he made his bed and then went to his closet. Today was a work day, so he needed his suit. Once the pants were on, he stretched out his wings so that he could button up the shirt, then relaxing them once all the buttons were secured.
Dressing for the day was done, now for the morning meal. Entering his kitchen, he took out the chilled leftovers of the evening meal last night and popped it into the radiator, first defrosting and then slightly cooking it.
During that process, he also fished out a ceramic cup and placed it in his brewer, serving himself some synthesized caffeine. His idle thought led him to being amused that, when eaten directly off a plant, it has a concentration that could kill him three times over. But after going through some refinement and roasting, all it does is make him hyper.
Once the meal was put together, his plate of heated leftovers and a cup of almost-piping-hot cup of Xia's, he took his time to enjoy it. His communicator vibrated. When he looked, he found it was from his boss.
"Hello?" Ghen answered.
"Ghen, the meeting's been moved up to a few minutes from now." His boss, Xkik, announced. "Apparently higher up has something important they want to say. We have a terminal ready for you, I'll message the login details."
"Wha-, what's so important?" Ghen asked in bewilderment. "Did a water line rupture or something?"
"No, nothing like that." Xkik replied with a slight chuckle. "It's actually about the rumors we've been hearing. That human corporation wanting to acquire us? That's what they're talking about."
Ghen could feel everything inside his thorax drop to the floor. "That must mean it's true then, right? Did we get sold off by the Queen to this company then?"
"Show up to the meeting and you'll get your answer." Xkik said simply. When he finished, Ghen got the notification on his communicator. There's the login details, allowing him to remotely attend the meeting. "They're about to start, hurry up."
Once Xkik disconnected, Ghen worked fast to login and set up the remote viewing. Once everything was done, his screen started transmitting the meeting room. It was already packed. And off by the main board, he saw his answer. There was a human, resting against the wall on his two legs. Standing right in the center of everyone's view was the coordinator, Tizx, watching the clock periodically.
As soon as the meeting's start time was reached, the coordinator began. "Alright everyone. I realize that this was rather short notice, so I want to say how appreciative I am that you made it. Now then, let's just get right to it. For some time now, many of you have been hearing rumors that a human corporation has been interested in us. Why? We never really knew. We're just an organization responsible for finding, extracting and providing water to the colony here all under the direction of the Queen herself. Well, as of now, I have the answer for you. Why don't I let Ryan say that?"
Stepping back, Tizx motioned for the human, Ryan, to take over. With a nod, Ryan practically bounced over and then took the position. "Good morning to you all. I hope my Zazk is passable, heh. Anyways, the answer to those rumors, is yes. Terran Galactic Company is indeed interested in you all. Which now leads to me. I'm here to announce that, effective yesterday evening, this water company is now a subsidiary of Terran Galactic Company, under the name of Zilia Water Delivery."
Many other sub-coordinators broke into hushed conversation, no doubt speaking their thoughts with each other about this move. Ghen could only wonder if this was even a good thing. What will the humans do? Will he still have his job? Will he have to learn how to deal with the ruthless humans?
"Now, I am well aware this is quite the...uh, change." Ryan continued. "That's why I'm happy to inform you that, no, nothing negative or detrimental will happen to you. You just have new people to answer to. Operations will continue as normal, everybody here will still keep their jobs. The only real change any of you will personally experience is that Coordinator Tizx here will now report to someone else. On behalf of the Terran Galactic Company, we are extremely excited and are looking forward to working with you all. Thank you for your time."
A week later.
At least Ryan wasn't lying. After the initial shock wore off, things went back as they normally did. There were no terminations, no reductions in annual pay or anything. Nothing really changed. At least until this new meeting was called. Ghen was at the worksite this time, so he took his seat and watched as, once again, Ryan led the meeting.
"Hello again, everyone!" He said cheerfully, his Zazk noticeably improved. "I hope I didn't end up looking like a liar, right? Everything's still normal, all that?"
All the zazk in the room confirmed, providing comments to their pleasant surprise as well as lingering thoughts.
"Awesome! Awesome." Ryan said jubilantly, his fleshy mouth revealing his bone-white teeth. "Now then, you're probably wondering why I'm here again, right? Well, I got another fantastic piece of news for you all! Two, actually. I'll start with the first: Zilia Water Delivery has just completed its IPO. The company is now publicly traded!"
Ghen and the others voiced their confusion, having no idea what in the name of the Queen Ryan was talking about. What was Ryan talking about? What's an IPO? And why exactly is being publicly traded such a significant thing?
"Oh, you guys don't know any of that?" Ryan asked in surprised confusion. After everybody confirmed, he let out a quick huff as he began his explanation. "Well, to begin, IPO is short for Initial Public Offering. Basically what that means is that, before today, Zilia was privately held. Only certain individuals could buy and sell shares here. But now that we're public? Literally anyone can buy and sell shares in the company, hence us being publicly traded."
"Uh, what's a share?" Ghen asked, still completely lost.
"Oh, boy..." Ryan muttered under his breath before returning to his peppy image. "To simply put it, a share is short for having a share of ownership in a company. When you buy a share, you're buying a piece of ownership, and when you sell, you're selling that amount."
"So wait...if someone buys a share, they're a co-owner then?" One of the other team coordinators asked.
"If they get enough, yeah." Ryan nodded. "You need a lot though, and that really depends on the company. If I had to give an answer though? I'd say usually you need to have a lot more shares than a lot of people combined to be officially a co-owner, but we call that being a majority shareholder."
"And how do we do that?" Ghen asked, now growing curious but still not understanding why such a concept exists.
"Simple. Buy shares." Ryan said simply. "And that leads into the second piece of awesome news. Zilia's corporate has a product in mind, a premium-package of water delivery. Instead of the usual water that you pump out, filter and ensure its potable before delivery, with the premium package, not only will you get that, but you'll also get all of the required nutrients and vitamins the zazk body requires! And they feel you guys have the best expertise and understanding to pull it off! So, here's what we're offering as a good-faith bonus: A 25% increase to your annual salary as well as being given stock options."
Ghen wasn't sure about the second part, but the salary definitely got his attention, as well as everyone else's. Although his job was considered to have a good pay, Ghen isn't going to say no to a higher salary. In fact, he's been focusing his work on getting a promotion so he can come home with even more credits in pocket.
"What do you mean by stock options?" Ghen asked after some time.
Ryan let out that smile again, the one that revealed his teeth. "If you choose to transfer over to the new group, you'll be provided 50,000 shares in Zilia itself. Why's that awesome? Let me walk you through it. Right now, our last closing price per share was 3.02 credits. And if you have 50,000 shares during that time, you're sitting on 151,000 credits, if you cash it out immediately."
"And why shouldn't we?" One of the coordinators demanded in an ambiguous tone.
"Because the price per share changes a lot." Ryan explained promptly. "When we got done with the IPO? It closed at 2.73 a share. Right now? My money's on the closing price being 2.99 a share. However, we are extremely confident in this premium package being successful. If it does? Well, my bet is that the share price will skyrocket to 3.12 a share. If you hold those shares and the price gets to what my bet was? You'll instead get 156,000 credits. Just by holding onto them, you just made an additional 5,000 credits!"
"And what if we have more shares?" Ghen questioned, now getting excited at the prospect of free money.
"Even more money!" Ryan laughed a bit. "And don't forget about dividends, but that's for another time. The premium group is gearing up right now, we just need the workforce. If any of you wants in, I'll be back tomorrow with all the forms needed to make it official. Take the day and tonight to think it over, yeah?"
Everything else melted into a blur. Ghen was practically on autopilot that whole day. Was this the secret to the humans' incredibly massive economy? How so many of them have amassed so much money out of nowhere? All you had to do was just buy this share out of a company and you get more money without even working?
As soon as he got home, Ghen knew what he was going to do during the night. After feverishly looking through the galnet, now having the human race connected to it, he looked and gathered up as many books that were translated into zazk as he could find, all talking about the human economic system. The last time he undertook such an intensive study was during his primary education phase.
And during his search, he even found forums on the galnet that were completely dedicated to the human's economy. All of them talking about strategies on what company, or stock, to pick. How to analyze a company's performance to determine if it was worth the money, or it had potential to grow over time. And that was when he discovered the humans found another method to the extremely simple buying and selling process. There were humans and some other immigrated aliens who made five times what Ghen could receive over a simple month just by watching the share prices during trading hours, and then buying and selling them at the proper times.
Ghen's mind was just absolutely flabbergasted. He thought it was just some strange concept only aliens could make, but no, not with the humans. They've practically made their economy into an art or a science. No, not even their economy. Everything. If humans can see a way to make money off of it, they'll do it. And if there isn't, they'll look for a way.
Healthcare was monetized. Galnet services, transportation, shopping at the store, they even made all of their utilities into profit-oriented companies.
And it was there that Ghen paused, the realization slamming into him. Everything was monetized. Which means, if you don't have the money for it, you're not getting it. Right? Are the humans truly that ruthless? So obsessed with making money? To the point that they're willing to deprive their own people of the absolute necessities if it's a source of credits?
Ghen let out a scoff. There's no way. Nobody is that cruel and callous. He's never been to the United Nations. He can't rely on what a bunch of random people on the galnet says. He decided that from here on out, he'll only go as far as saying that humans are a little obsessed with credits, nothing more.
...
There he was. Ryan, sitting in the office provided to him. And there was a rather large line leading to him. Looks like word got around. Although, the line wasn't as large as he expected it to be. Maybe the others thought it was just a ruse? That there's no such thing as making free money by spending it on such a made-up concept?
Ghen only knows that, if it is a ruse, it's an extremely elaborate one, where all of the humans are in on it. And he believes that's just extremely ridiculous. At the end, if he's unsure, he'll just take the transfer for the very real increase in his very real salary. And although he spent a very good chunk of the night reading up on how humans do things, he's still going to play it smart. He'll leave his 50,000 shares alone and see where it goes from there.
"Good morning sir." Ryan greeted warmly once Ghen took his seat. "Now, name please?"
"Ghen." He answered, barely keeping his nerves down.
"Alright...and what's your position at this location?" Ryan questioned after scribbling on his form.
"I monitor the pumping stations near the extraction sites." Ghen explained, staying on point. "To be more specific, I check to see if they're in need of maintenance, as well as reading the flow rate that's determined by the calculators installed there. If there's too little for what's needed, I pump out more. And if there's too much, I pull it back a little."
"Nice...and how long have you been doing it for?" Ryan complimented with a nod.
"As of tomorrow, ten years." Ghen replied, voice quickly changing to minor awe once he realized that fact.
"Excellent. Do you have anyone in mind you'd like to replace you here?" Ryan questioned after another scribble. "If you don't have anyone, you're free to say so."
Ghen took a moment to think it over. A bunch of names went through his mind, but one stuck with him. "Tilik. He's just been accepted here, but he's learned quickly. Very attentive and he always catches something subtle. I think he'll do really well in my position, even better actually."
"Tilik, really?" Ryan questioned with a little shock, going through his completed forms. Ghen felt a short sense of panic in him. Did something happen, or was Tilik actually transferring? His answer didn't take long to reveal itself. "Right, Tilik was actually one of the first people to want to transfer here. He's actually requested to be part of the testing teams specifically. Do you have a second choice?"
"Um...no, actually." Ghen replied, feeling a little ashamed. "Tilik was my only choice, to be honest."
"Hey, don't worry." Ryan said assuringly with his hands raised. "Nothing wrong with that. Sometimes, there's just nobody up to snuff, right? 'Kay, so, last question. Is there anything specific you'd like to do when given the transfer?"
"If you need someone monitoring new pumps, I'd be happy to do that." Ghen stated.
"So basically same job but with better payoff, am I right?" Ryan grinned. "I hear you. Sometimes, we're just not paid enough for what we're doing. I know I think that sometimes. Uh, our secret, yeah?"
"Yeah, our secret." Ghen nodded, thinking it'd be better to have friendly relations with the human, just in case.
"Awesome. Back on topic, that's it." Ryan announced, placing the form on his pile. "We'll give you a call when you're accepted."
"Oh, uh, that's it?" Ghen questioned with a shrug in shocked surprise.
"What, expecting a question like, why do you want to transfer?" Ryan chuckled a bit as he leaned in his seat. "You can bullshit all you want, but we both know the answer. Sweet money and stock options. Not saying that's a bad answer of course, just that it's pretty obvious."
"I suppose it is." Ghen commented, realizing the point. "Also, you mentioned this...dividend? Is that for Zilia shares?"
Ryan laughed a little bit before nodding. "Yep, announced before I came here. About 0.43 per share. Want to know why that's awesome? Instead of waiting for the proper price to cash out your shares, now? The company pays you for each share you hold."
"A...Are you serious?" Ghen demanded, flabbergasted.
Ryan nodded with his now-trademark grin. "Dead serious. If you get the transfer, and get those 50,000 shares? A little head math...right, if you hold onto those, in addition to your salary, you'll now annually be paid 21,500 credits, if you keep it at 50,000 shares. Only you can decide to sell or buy shares."
Ghen just stood there silent and motionless, no idea of whether to believe it or not, to which Ryan just laughed. Once he walked out of the room, he managed to snap back to reality. Again, just focus on the very real pay-raise. He'll deal with the other parts later.
After he returned to his spot, he spotted Tizx approaching by his desk. The coordinator seems to be as casual as always.
"I saw you in that line a bit ago, Ghen." He said as he leaned on the desk. "Guess you're really taking that human's word?"
"I mean, I don't know about all this share business or what not." Ghen began with a shrug, his tone sounding a little defensive. "But I mean, having a bigger salary? Course I'm going for it when I can. And if all this magic credits turn out to be real? You realize we can live like the royal servants, right? Get the best cars, the nicest food and all that?"
"I'd be very careful, Ghen." Tizx warned in a sudden shift in tone. "Don't trust those humans. The way they just...obsess over money? Come up with more and more insane ways of getting credits? I don't know, it just makes my wings twitch."
"You think this is a bad idea?" Ghen asked with a little surprise at the change-in-demeanor.
"I think you should be careful, with the humans, and with what you're saying." Tizx replied, straightening his posture. "I wouldn't put it past those Earthmen to backstab you if it gets them a few more credits. And we all know how the royal servants get if any of us lowly commoners start thinking we can break into their circle."
"I hear you, I'll be on my guard, promise." Ghen stated with a nod. With a confirming nod of his own, Tizx returned back to his duty, walking past Ghen's desk.
Several weeks later.
Everything became so much better. Ghen got the transfer. He didn't need to relocate to a new residence either. And after he was walked through into learning how to manage his stock account, and seeing that new form of payment in his hands, he already felt as though he made the best decision. But it was only when he decided to take those shares more seriously that he became privy to what he was given. After receiving the dividend payment, and actually seeing it was real, valid credits after transferring it to his main bank account, all he could describe was the most powerful high he ever felt.
While his first thoughts were to buy himself a royalty-class car, some nicer furnishings for his home, or even a better home entirely, he ended up going the smarter route.
After going back to his stock account, he discovered that Zilia's shares rose to about 3.22 credits in price. Knowing that this was the easiest money he could ever make, he took all of his dividend earnings and bought more shares in Zilia, bringing him to owning 56,891.
And from his new regional coordinator, a human named Dylan, tomorrow is the grand release of the premium package. For just a monthly rate of 14.99 credits, the tap water will now include a sizeable portion of all nutrients and vitamins required in the zazk physiology. Still, Ghen has to admit. He's not entirely sure why anybody would want such a thing, if they'd even go for it. But, as long as he's practically swimming in easy credits, he won't pay much attention to it.
And just like when he was intensively studying the basics of how the human economy worked, he barely got any sleep. His mind was constantly thinking about the things he would buy. Or rather, what other stocks to put his credits into. Even now he can still hardly believe it. Just spend your money on some, make-believe thing and, if you wait long enough and picked the right stock, you'll get more than you spent back?
His mind even wandered onto what human colonies, or even their homeworld, Earth, was like. If everybody was making so much money, what kind of things would they offer? What kind of ridiculous service or product or item can you get? He's even debating on joining some forum and just asking around. Explain how he's new to how humans do things and was wondering what he should expect if he's successful.
By the time he felt like he can go to sleep, the binary-stars of the system were rising from the horizon. After getting out of his bed and changing to clean clothes, his mind returned onto what-ifs.
What if he bought better clothes? He's had his eye on that human brand of luxury clothes, Tessuti di Venezia, that's been all the rage amongst the royal servants. Or maybe he can go on vacation and just check out Earth for real?
It was a short ride to his workplace from his home. After getting stuff his stuff and preparing to walk through the doors, he heard the roar of a car grow louder. When he looked, he saw the sleekest and quite possibly the coolest looking car he's ever seen. Each time the engine revved it would startle him, both from how harsh it sounded as well as just how intense it sounded. And after it parked, he saw the doors pop out and then slide along the body back. And there, he saw Tilik, the seat literally turning and extending out a bit before he got off.
As soon as he saw Ghen staring, he struck a rather prideful pose after putting on his lab coat and then sauntered over to Ghen.
"What do you think?" Tilik said, without any doubt inviting praise or compliments.
"D...Did you actually buy that?" Ghen asked, unable to tear his eyes away from the car.
"You're Queens-damn right I did!" Tilik laughed happily. "Thing takes off like a starship, has temperature-controlled seating, all-in-one center console, barely any bouncing on rough roads. Hoof, best decision I've ever made!"
"How much did that thing cost?" Ghen asked after letting out an incredulous laugh.
"Five million credits." Tilik replied, earning an absolutely shocked stare from Ghen. "And thanks to the incredible salary I have, in addition to all these shares and dividends, I'll pay back the credits I borrowed in no time!"
Ghen needed a few moments before he could speak again. "All I've been doing is buying more shares."
Tilik laughed and then patted the now-envious monitor's back. "Smart man. I got a little carried away, yeah, but not anymore. Any spending credits I got, going right back to investing. That's what it's called right, investing?"
"Yeah, it is." Ghen nodded, feeling a fire light up in his thorax. "And also? Today's the day that the premium water thing is being released. Here's hoping it starts out well, right?"
"Oh it will, trust me." Tilik chuckled as they both began making their way inside the workplace. "Lots of research, lots of study. By the Queen, so much of it...it'll make your head spin."
And after hearing that, Ghen had a moment of realization. "Hey, Tilik? How did you get such a nice position anyways? Weren't you just studying under me before the humans came along?"
Tilik let out a sigh after opening the door. "I'll be honest, I never wanted your job. Not because it's boring or terrible, just...I didn't suffer so many sleepless nights in the science academy just to be a glorified button pusher. This is what I've always wanted. Doing science, solving problems rather than just applying the solution, you know?"
"Wait, you got an academic certificate?" Ghen questioned, completely floored. "How did you end up beneath me then? I should've been answering to you!"
"Simple." Tilik gave a heavier sigh. "A royal servant was asking for the same job I was. Take a guess at who got it."
"Ouch. Good thing the humans came along when they did, yeah?" Ghen was taken aback. He never heard anything about a servant taking a job at his place. "Looks like you're proving yourself to be well suited."
"By the Queen, of course I am." Tilik nodded. "Like I said, I nearly broke my wings through so many nights, got certified top of my class, all just to get pushed to the dirt because someone who was born into a particular family wanted the same thing I did? I know I'm smarter than any of those empty-skull servants back in the Center. I know that, whatever, uh...corporate? Yeah, whatever corporate wants out of science, I will xeek give it to them."
"Well, let me know how things go in the lab." Ghen said, admiring his drive as they neared the main office floor. "Because this is where the button pusher needs to go."
Tilik let out a laugh as he nodded. "Hey, how about we meet up at Queen's Fine Eatery tonight. I'll pay, yeah?"
Ghen, at first, wanted to admonish him for choosing such an outrageously expensive place to go. But he quickly realized that, he truly is good for it, thanks to the humans. "Well, hey, if you're paying for it."
...
It was a fantastic opening. After being told what news sites to keep in mind for stocks, he first heard it from Dylan, and then got more detail on Business Today. There was such a massive demand right from the start that Zilia needs to increase extraction just to meet it. But what really got his attention was the effect it had. Zilia Water Delivery's share price just blasted off. After seemingly holding steady at about 3.15, by the time he got home and logged onto his account, it already reached 7.04 a share. The calculator on his account told him that he got a value-gain of 54.26%.
Never in his entire life had he felt such...joy. With all of the shares he currently has? He's sitting at 400,512.64 credits. He knows that it is woefully pathetic compared to what the royal servants have just in their pockets, but the fact that he has such money, just by owning some intangible concept? Why even work at Zilia? Why doesn't he just sit at home, figure out what companies to invest in and make his money that way?
What's even the point in working a real job, getting a pathetic pay when you can just take the money you have, determine where to spend it, and get triple back? All just sitting on your wings at home, researching?
He was so wrapped up in his excited high that he completely forgot he was going to meet Tilik at Queen's. After quickly and haphazardly putting on his nicer clothes, he got to the place only a few minutes late.
Tilik was there by the guide, no doubt having been waiting for him. As soon as he strode up, Tilik's wings stiffned out some. No doubt he must've seen the numbers as well.
"I can see your wings, Ghen." Tilik began with an excited chuckle. "Made some serious credits?"
Ghen let out an incredulous scoff, struggling to find the words for a moment. "Incredible. All I'm going to say."
"Likewise." Tilik chortled some before nodding to the table guide. "All here. Table please?"
"Right this way, sir." The guide said politely. It was a short walk, travelling between round tables. The vast majority were populated by zazk, but Ghen was surprised at seeing a few humans here as well. No doubt corporate workers checking out the local food. He did spot them having bowls filled with some kind of mass. Some were brown, others white with what looks to be black specks on them.
They arrived at their table. A rather nice one, affording a view out the windows into the busy colony streets. Once Tilik and Ghen settled in, the guide handed out the menus.
"May I suggest our rather popular option for tonight?" The guide began. "Human ice-cream. Ingredients sourced from Earth itself. Very cold, but incredibly sweet, and coming in many flavors. The most popular amongst us is called vanilla-bean. The vanilla itself soaks in the cream for much of the process, and then the innards sprinkled on top of it near the end. Rumor has it that the Queen herself has demanded personal shipments of such a treat straight from the home of vanilla, an island on Earth named Madagascar."
Ghen didn't even spare a single thought. "Vanilla bean ice cream then, please."
"Same." Tilik seconded when the guide glanced to him. With a slight bow, the guide proceeded to ferry their orders to the kitchen. Thankfully it was just a short wait before the guide returned, carrying a large plate containing bowls of ice cream. Ghen could feel the saliva on his mandibles as the bowl was placed before them. He could just feel the cold air around that glistening mass of sugary goodness. The white snow decorated with the black dots of vanilla bean.
Once the guide left them, Tilik and Ghen both dived in at the same time. As soon as the ice cream entered his mouth, touched his tongue, he exploded in incomprehensible bliss. The sweetness, the smooth and creamy mass, even the taste of vanilla he wasn't sure about was just absolutely delightful. It was so overwhelming that his entire body limped, slumping in his seat as he was forced to ride on the surging tide of joy and happiness sweeping over him.
Tilik was no different. He too was taken completely by the effects of the ice cream, his wings fluttering some against the seat. Ghen could hear some noise. It was the humans they passed by. They were chuckling, grinning, and glancing over at them discreetly. Unlike the two zazk, the humans seemingly just enjoyed the ice cream as if it was just another nice dessert to them. Or perhaps they couldn't allow themselves to succumb to the high?
And as soon as the wave of indescribable bliss and happiness subsided, Ghen knew. He just knew. This was the life. He wanted this. The ice cream was just the beginning. So many things denied because he didn't have the credits, or worse, not the blood. Because he was just a drone in the great Collective, even if he had the credits, he wasn't allowed because of what caste he was born in. That fire that sparked in him when he saw Tilik's new car? It exploded into a raging firestorm.
And when looking into Tilik's eyes, Ghen could see the same. He was on the same page as Ghen was. Both of them were sold. They have the credits. And the humans? If you can pay for it, they'll never discriminate. All they cared about is if you have the money.
And by the Queen, Ghen and Tilik will endeavor to amass as much credits as physically possible.
The rest of the night faded into a blur. A blur that evokes only one thing. Bliss. It was only when he walked through the door of his pathetic hut that Ghen's mind snapped back to focus. His mandibles felt sticky. And he felt a weight in his stomach. How much ice cream did he eat? Whatever it was, he ate such volume that the lower-section of his throax extended and rounded out, visible even under his shirt. He felt something odd in his pocket. It was a receipt. 43,000 credits for ten bowls of vanilla bean ice cream. Was that ten bowls for both of them? Or individually? Ghen didn't care. He's good for it.
Returning back to his calculator, he acted upon the decision that he had made at that eatery. He's acquiring as many books about investing and stock trading as he could find, frequent and study all the discussions and arguments presented by other like-minded individuals such as he, all to ensure he can live the good life. And he had a very good feeling Tilik was doing the exact same thing.
Well, first, the gurgling in his stomach, as well as the feeling of something rising demanded his attention. Looks like he'll need to take the night off to let his stomach get back to normal.
Three Years Later.
Ghen looked out beyond the horizon, seeing the colony that he grew up in. On the far side was where his old house was. With only a simple robe on, made from the finest silk from Earth's nation-state of China, he relaxed in his seat.
It was a long road. Stockpiling credits from pre-existing investments and from subsequent pays, he and Tilik made it. From having only half a million in assets and cash, now transformed to over eight-hundred million. And now, his call contracts on American Interstellar? They've just announced a breakthrough in their next generation of warp drives, reducing the speed coefficient even further, resulting in far faster travel. And with that, their stock price climbed sharply.
Another hundred million credits in the bank. Soon, very soon, he and Tilik are about to become the galaxy's first zazk billionares. But that's not enough. There are many humans who are billionares. Only those he can count on one hand are considered trillionares. He's going to break into that circle. He and Tilik.
Looking beyond the colony, he saw the abandoned building of the workplace he transferred to when the humans arrived. Turns out, the reason for such a high demand was that the humans also slipped in sugar to the tap water. As soon as that broke, many influential royal servants demanded investigations and outright banning of Terran Galactic Company's influence over the former government division. Zilia's stock price plummeted. But thanks to an advance tip from his human coordinator, Dylan, he and Tilik made a put contract. And that's where they struck gold, as the human saying goes.
Dylan warned that if they were citizens of the United Nations, they'd be investigated and convicted for insider trading. But, since they weren't, and the Collective were only just introduced to capitalism, there's no risk at all. Now the colony is going through a withdrawal phase, Zilia has been dissolved and reformed back as a government division and are currently at work re-establishing the standard, plain water delivery.
"Well, shit." Tilik muttered as he walked up to Ghen's side, taking well to human speech. "Looks like you win. American Interstellar's announcement really was a good thing. There goes a million credits. Ah well, the Royal Shipyards will make it back for me soon."
"Oh? Did they just go corporate?" Ghen asked curiously, glancing to Tilik.
"Hell yeah they did." Tilik chuckled, sitting down. "Queen and her retard servants fought it hard, but Royal Shipyards is now officially a human-style corporation. And, to a surprise to all the xenophobes in the galaxy, they're already being offered contracts for ship production. That'll raise the stock price pretty good."
"What's that human word...?" Ghen muttered, already having a reply in mind. "Dick? Yeah, calls or suck my dick, Tilik."
Tilik roared in laughter. "Already made them. Forty credits a share by this day next month."
"I have half a mind to go thirty." Ghen chuckled. "Either way, until then, I heard from Dylan that he knows a guy who knows several prime human women who happen to be into zazk."
"You're interested in women?" Tilik said as his wings fluttered. "With how often you tell me to suck you off, I'd have thought differently."
"Oh, I always thought it was you who was into men." Ghen responded dryly. "Just wanted to be a good friend, you know? Considering how you never seem to make it past, Hey sweet thing, I'm rich you know."
"Oh, go fuck yourself." Tilik countered with a little laugh. After he stopped, wings stiffened, he looked to Ghen. "So, know any royal servants we can put the squeeze on for more revenue streams?"
"I got just the one." Ghen nodded, sitting up. "Fzik. He's been fighting to control the ice cream trade. Worried it's a corrupting influence. Got done talking with the human CEO of Nestle earlier. If we clear the way, he'll know how to squeeze a little more gains in stock price when he makes the announcement."
Tilik's wings stiffened even more, signaling his approval. "Alright, time to throw some credits around, yeah?"
AN: Sorry for the period of no updates. College is starting up, lots of stuff to clear and work out. Not sure why but I just got a bug up my butt about incorporating money and the stock market into a short. Here it is. Sorry if it seems abrupt, character limit fast approaching. Let me know how you guys think about it!
submitted by SynthoStellar to HFY [link] [comments]

Bug Fables is Paper Mario TTYD but a little better AND a little worse - and that's high praise!

Lil intro:
So Bug Fables: The Everlasting Sapling is an indie game, put together by Panamanian dev duo Moonsprout Games, to follow the legacy of the original two Paper Mario games. Now as someone who would name Paper Mario 2 in my top 5 games since it came out in 2004, I'm happy to report Bug Fables is an excellent successor to that legacy and the few negative comparisons that can be made seem to me to be the result of the difference in scale of available resources between Nintendo and Moonsprout.
The prologue and first chapter introduce the explorers league and the three main characters who enlist together to further their own goals, which are given time to gestate while the world and characters are established. The player characters, a standard trio of an honour-bound knight, a feisty rogue, and a dry humoured, aloof mage, are tasked with adventuring across the lands of Bugaria to collect MacGuffins by the Ant Queen's royal blade Maki. This typical plotline is interrupted and diverted in interesting ways, and the trio of different attitudes keep the dialogue fresh. It's especially nice to see the trio's dynamic shifting as they grow closer. All this to say the writing is about on par with Paper Mario 2, what it lacks in (comparative!) charm it makes up with in coherence.
The better:
There's a lot in this game that could be pulled pretty directly from its inspirations, but in many cases those ideas have been reinterpreted to suit Bug Fable's setting, characters, and unique aspects. This starts with the three main characters allowing a good amount of customization via levelups and badges, which in turn allows for a large variety of strategies to be employed in combat. This is improved by Bug Fables excellent badge selection; very few (often expensive) badges only add power and most badges include trade-offs or otherwise incentivize normally unusual strategies. This deeply strengthens the customization by eliminating the obvious choices for all situations that the Paper Mario games had.
Another large improvement was the use of the trio with the Tattle function, allowing every NPC, enemy, and room to be an opportunity for optional characterization between the teammates. Comparatively, in the Paper Mario games this characterization was limited to Goombario and Goombella, with cutscenes being the only chance other partners could be characters at all - often interchangeably. Often in Bug Fables I would extend a boss fight just so I could hear each of the trio's reaction to the enemy.
Beyond that, many features just seem so much more streamlined than in the Paper Marios: the transit systems fit better into the world and were available sooner though money-gated early on to preserve difficulty, the game economy was balanced to allow for resource scarcity or exploitation without either being tedious as well as having purchases worth saving up for, and a lot of freedom in where and how to travel is given remarkably early on which allows for certain items or badges to be rushed. Best of all, a lot of the lore, world building, and characterization is optional, allowing for uninterested players, replayers, or speedrunners to bypass many walls of text. So many features like these struck me as something a dev would include in a post-release patch, and they make the game much smoother to play.
Lastly, the biggest improvement for me was the difficulty: after the first battle a zero cost Hard Mode badge becomes an option, which keeps the battles threatening til lategame. This is such an important improvement as it turns the early game into a resource balancing act, which encourages thoughtful battling, using the cooking system, and creating badge builds. Unlike in Paper Mario, items are relevant all game long with the best items being simple, if expensive, cooked items that won't win fights on their own. Also, superblocking reduces damage by 1 more than blocking, removing the binary "all or nothing" aspect of superguarding. The only times combat felt unfair was when one enemy had an unpreventable, single target status effect which twice caused me to lose by unluckily targeting my buffed bug, and another when a rapid shot status ailment attack one-shot my tank after a marathon of battling. Additional difficulty options are also available, tho I haven't play around with them yet.
The worse:
The "in the field" controls are somewhat finicky, especially when the camera angle in large or curved rooms adjusts as you move. Additionally, most field skills are usable 360 degrees around the leading character, as opposed to Mario skills which usually are restricted to Mario's direct left or right. This can lead to some spatial confusion, as positioning 2D character models to use 2D animations in a 3D environment can be frustrating - dodging enemy shots while trying to engage in combat comes to mind.
This is also true of several platforming puzzles; solving the puzzle was frequently much easier than executing the solution. While this was barely an issue that took longer than a minute, I could see how it could be frustrating, especially without certain badges.
I also felt that a lot of the decorations in areas could have questionable physics models. Poking around behind foreground or midground items could feel awkward, as their meshes sometimes didn't feel like what the graphics reflected - especially when the item was large enough for the backside of the object to have to be assumed.
Lastly, some of the side content felt unfleshed-out: interesting characters used for a single fetch quest or function, cool side areas with a single purpose, or just unused potential like a sea with two islands. Add to this that the enemy variety was good for the story (exactly one instance of palate swaps, and one area of mostly reused enemies) but lacking for side areas, and my biggest problem with the game is there isn't slightly more of it.
Also:
The music is consistently great, with very few songs not memorably contributing to an area/event's mood. Midway thru the game, the battle music changes to reflect the upped stakes and that's just great. Snakemouth Den and several boss tracks being standouts for me.
Conclusion:
With Bug Fables being an indie dev game as well as a first release its possible the 1.1 patch and/or DLC could change some of the rougher parts, but even besides this it is a solidly great game within the genre. With a bit of sequel baiting sprinkled into the endgame, I'm very impressed by Moonsprout and I may actually change my Sticker Star created rule to never, ever preorder once Bug Fables 2 is announced. If the improvement between this game and its sequel is as big as between the Paper Marios, it could easily be my favourite game of all time.
submitted by OberstScythe to patientgamers [link] [comments]

How do you believe that loggi.cc is made at backend?

Loggi.cc (https://loggi.cc/) is a webpage that shows forex pairs results and also shows some strategies that are working to get result on binary options operations.

Basically it stores the pair candle result minute by minute, process all strategies like (mhi1, mhi2, milhão, 3 vizinhos) using the pair candle result from past minutes. All these in background and in real time, and I believe it stores all the candle results and strategies results at least from 2 hours ago.

The system have to calculate real time like 10 strategies for 24 pair of coins more or less, the calculation is not a big deal but it takes a pair of seconds to be done.

How do you believe all these calculation are made? Multithread? Or is there another kind of way of making it? Remembering that this are made realtime.

And also which stack should be useful to develop this? I am thinking about PHP + Mysql or Node.js + MongoDB.
submitted by mfdigital-8232 to AskProgramming [link] [comments]

Version Control in Game Development: 10 Vague Reasons to Use It

Version Control in Game Development: 10 Vague Reasons to Use It
Whether you’re a AAA development shop or an indie programmer, building a game will surely take more than just a couple of weekends. Many things can happen between the inception of the game and the time it will be released. To track and manage these changes, developers use version (source) control. Let's talk about version control, branching, and how to select the best version control system.

https://preview.redd.it/br064yidj0z51.jpg?width=2190&format=pjpg&auto=webp&s=16b91701114c2e185a7e33bde1bebf2634cb396e
The software development process is a long and arduous road. Changes might be introduced to the game mechanics, the admin part of the game, or practically anywhere, especially, if you develop a GaaS product.
These changes need to be tracked. Indeed, you don’t want to simply copy the entire folder of the game project and save it under a different name (like mycoolgame_v02). You will need version management. That’s what version control systems are for.

What is version control?

Version control is the practice of tracking and managing changes to the code base. Version control systems provide a running history of how the code changes. Using version control tools also helps to resolve conflicts when merging contributions from multiple sources.

What is source control?

Source control and version control are practically interchangeable, but to put a fine point to it, version control is a more general term. Source control systems typically manage mostly textual data — source control typically means source code or program code. On the other hand, version control refers not only to the source code but also to the other assets of the game app, like images, audio, and video resources.

Branching

When you think of a branch, you’d typically picture a fork-like structure. Initially, there’s only one path, but then the paths diverge. That’s essentially what a branch is in source control lingo.
As you build your game app and expose it to testers, QA, and other stakeholders, they will give input that may force you to introduce changes to the game’s source. Most of the time, the changes will be small, but the changes will sometimes be massive. These large changes are inflection points to the development process. This is typically where you decide to branch.
The purpose of branching in version control is to achieve code isolation. You’re branching probably because the new branch represents the next version of the game, or it could be something smaller, like “let’s fix bug number 12345”. Whatever branching method you choose, you’ll need a version control.

https://preview.redd.it/693agxrej0z51.png?width=640&format=png&auto=webp&s=1a9672b8137f9a53968d6b4159269559b67db644

Why use version control in game projects?

#1 - Code backup

Source control, especially a remote repository, is a backup for your code. Indeed, you don’t want your hard drive to be a single point of failure. Do you? What happens to 10 months of coding work if the drive gets fried? What if your server dies? Do you have an automated backup?

#2 - Better team collaboration

Share the code with other contributors and still be in sync with each other. If you’re not using source control, how will you work with other developers? Do you really want to use Dropbox or Google Drive to share source codes? How will you track each other’s changes? Version control systems take care of synching and resolving conflicts or differences with codes from multiple contributors.

#3 - Roll back to the previous version

Version control systems are a retreat strategy. Have you ever made breaking changes to the code and realized what a colossal mistake it was? If you ever want to go back, it’s a cinch to do that in a version control system.

#4 - Experiments with zero risks

It makes experimentation easy. Do you want to try something radical, but you don’t want to clutter or pollute your codebase? Branch. If the idea doesn’t pan out, just leave the branch and go back to the trunk

#5 - Full audit trail

Provides an audit trail for the codebase. You can go back to previous versions of the code to find out when and where the bugs first crept in.

#6 - Better release management

Monitor the progress of the code. You can see how much work is being done, by who, where, and when.

#7 - Code comparison and analysis

You can compare versions of your code. When you learn how to use diffing techniques, you can compare versions of your code in a side-by-side fashion.

#8 - Manage different versions of the game

Maintain multiple versions of your product. Branching strategies should help you maintain different versions of your game/product. It is a common practice for the developers to have at least a production version (free from bugs, well-tested) and a work-in-progress development version.

#9 - Scaling the game projects and companies

Are you an indie developer? Or you are employed by one of the game giants - Ubisoft, Tencent or King? Whatever project you are involved into at the moment, you may come to the point when you’ll need to deal with more teammates, run more tests, and fix more bugs. Version control software is an indispensable part of your game growth.

#10 - Facilitate the continuous game updates

Thinking about the previous point, how often do you plan to release your game updates? Do you plan to do it once a year, monthly or weekly?
The more frequently you update your game, the more likely you’ll need to do the feature branching or release branching to minimize bugs and achieve flawless user experience. Not to mention if you select the games-as-a-service model.

What to consider when selecting version control systems

If you’re about to start a project and deciding which version control system to use, you might want to consider the following.
  1. Ability to support game projects. Some version control platforms are better suited for application development where most of the assets are textual (source codes), and some are better at handling binaryfiles (audio, video, image assets). Make sure your source control system can handle both.
  2. User experience. The source control platform must be supported by tools. If the platform is a CLI-only (command-line interface), it might be popular amongst developers, but non-dev people (artists, designers) might have difficulty using it. The tools have to be friendly to everybody.
  3. Ecosystem of tools and integrations. Does your CI/CD platform support it? Can Jenkins pull from this repo? Your version control system must play nice with the CI/CD apps in the age of continuous integration. Other questions to ask might be;
  • Can you hook it up with Unreal/Unity?
  • Do our IDEs support it?
  • Is it easy to connect it with Trello? Jira?
  1. Hosted or on-premise. Are there companies offering a hosted solution for this version control system? Or do you have to provision a server yourself and find a data center where to park it? Hosting an in-premise source control system has advantages. Still, it also carries lots of baggage like IT personnel cost, capital cost, depreciation cost, etc. In contrast, a hosted solution lets you avoid all those in exchange for a fee.
  2. Single file versioning ability. Can you check out only a single file, or do you have to download everything? Some version control systems force developers to download all the updates from a central server before you can share or see any change. This might be sensible for application code, but it may not make sense for a game app where some of the assets are large binary files.
  3. Access control. Does the system let you control who has access to what? How granular is the control? Can you assign rights down to the file level? Can you assign read but not write privileges to users for particular files?
Some common version control systems are better at handling some of the things we stated above, and some are better at managing others. You may need to do a comparison matrix to select amongst the version control options.

If you ask an application developer for recommendation, I’m almost sure they’ll tell you Git, Subversion, or CVS. These are heavy favorites of app devs. They’re open-source software and great at handling textual data, but they may be ill-suited for a game development project because of the way they handle BLOBS or binary files (which a game app has lots of).
If you ask a game developer, you’ll get a different recommendation; game development projects have very different version control needs than application development projects. Should it be an independent software or a built-in feature in your database or CMS platform?
How many people are involved in game development? How many databases? How are localization and content delivery done?
Gridly features the built-in version control, which enables branching of the content datasets, tweak them in isolation and merge back to the master branch. Sign up for free and make your first branch.
submitted by LocalizeDirectAB to u/LocalizeDirectAB [link] [comments]

Forex Signals Reddit: top providers review (part 1)

Forex Signals Reddit: top providers review (part 1)

Forex Signals - TOP Best Services. Checked!

To invest in the financial markets, we must acquire good tools that help us carry out our operations in the best possible way. In this sense, we always talk about the importance of brokers, however, signal systems must also be taken into account.
The platforms that offer signals to invest in forex provide us with alerts that will help us in a significant way to be able to carry out successful operations.
For this reason, we are going to tell you about the importance of these alerts in relation to the trading we carry out, because, without a doubt, this type of system will provide us with very good information to invest at the right time and in the best assets in the different markets. financial
Within this context, we will focus on Forex signals, since it is the most important market in the world, since in it, multiple transactions are carried out on a daily basis, hence the importance of having an alert system that offers us all the necessary data to invest in currencies.
Also, as we all already know, cryptocurrencies have become a very popular alternative to investing in traditional currencies. Therefore, some trading services/tools have emerged that help us to carry out successful operations in this particular market.
In the following points, we will detail everything you need to know to start operating in the financial markets using trading signals: what are signals, how do they work, because they are a very powerful help, etc. Let's go there!

What are Forex Trading Signals?

https://preview.redd.it/vjdnt1qrpny51.jpg?width=640&format=pjpg&auto=webp&s=bc541fc996701e5b4dd940abed610b59456a5625
Before explaining the importance of Forex signals, let's start by making a small note so that we know what exactly these alerts are.
Thus, we will know that the signals on the currency market are received by traders to know all the information that concerns Forex, both for assets and for the market itself.
These alerts allow us to know the movements that occur in the Forex market and the changes that occur in the different currency pairs. But the great advantage that this type of system gives us is that they provide us with the necessary information, to know when is the right time to carry out our investments.
In other words, through these signals, we will know the opportunities that are presented in the market and we will be able to carry out operations that can become quite profitable.
Profitability is precisely another of the fundamental aspects that must be taken into account when we talk about Forex signals since the vast majority of these alerts offer fairly reliable data on assets. Similarly, these signals can also provide us with recommendations or advice to make our operations more successful.

»Purpose: predict movements to carry out Profitable Operations

In short, Forex signal systems aim to predict the behavior that the different assets that are in the market will present and this is achieved thanks to new technologies, the creation of specialized software, and of course, the work of financial experts.
In addition, it must also be borne in mind that the reliability of these alerts largely lies in the fact that they are prepared by financial professionals. So they turn out to be a perfect tool so that our investments can bring us a greater number of benefits.

The best signal services today

We are going to tell you about the 3 main alert system services that we currently have on the market. There are many more, but I can assure these are not scams and are reliable. Of course, not 100% of trades will be a winner, so please make sure you apply proper money management and risk management system.

1. 1000pipbuilder (top choice)

Fast track your success and follow the high-performance Forex signals from 1000pip Builder. These Forex signals are rated 5 stars on Investing.com, so you can follow every signal with confidence. All signals are sent by a professional trader with over 10 years investment experience. This is a unique opportunity to see with your own eyes how a professional Forex trader trades the markets.
The 1000pip Builder Membership is ordinarily a signal service for Forex trading. You will get all the facts you need to successfully comply with the trading signals, set your stop loss and take earnings as well as additional techniques and techniques!
You will get easy to use trading indicators for Forex Trades, including your entry, stop loss and take profit. Overall, the earnings target per months is 350 Pips, depending on your funding this can be a high profit per month! (In fact, there is by no means a guarantee, but the past months had been all between 600 – 1000 Pips).
>>>Know more about 1000pipbuilder
Your 1000pip builder membership gives you all in hand you want to start trading Forex with success. Read the directions and wait for the first signals. You can trade them inside your demo account first, so you can take a look at the performance before you make investments real money!
Features:
  • Free Trial
  • Forex signals sent by email and SMS
  • Entry price, take profit and stop loss provided
  • Suitable for all time zones (signals sent over 24 hours)
  • MyFXBook verified performance
  • 10 years of investment experience
  • Target 300-400 pips per month
Pricing:
https://preview.redd.it/zjc10xx6ony51.png?width=668&format=png&auto=webp&s=9b0eac95f8b584dc0cdb62503e851d7036c0232b
VISIT 1000ipbuilder here

2. DDMarkets

Digital Derivatives Markets (DDMarkets) have been providing trade alert offerings since May 2014 - fully documenting their change ideas in an open and transparent manner.
September 2020 performance report for DD Markets.
Their manner is simple: carry out extensive research, share their evaluation and then deliver a trading sign when triggered. Once issued, daily updates on the trade are despatched to members via email.
It's essential to note that DDMarkets do not tolerate floating in an open drawdown in an effort to earnings at any cost - a common method used by less professional providers to 'fudge' performance statistics.
Verified Statistics: Not independently verified.
Price: plans from $74.40 per month.
Year Founded: 2014
Suitable for Beginners: Yes, (includes handy to follow trade analysis)
VISIT
-------

3. JKonFX

If you are looking or a forex signal service with a reliable (and profitable) music record you can't go previous Joel Kruger and the team at JKonFX.
Trading performance file for JKonFX.
Joel has delivered a reputable +59.18% journal performance for 2016, imparting real-time technical and fundamental insights, in an extremely obvious manner, to their 30,000+ subscriber base. Considered a low-frequency trader, alerts are only a small phase of the overall JKonFX subscription. If you're searching for hundreds of signals, you may want to consider other options.
Verified Statistics: Not independently verified.
Price: plans from $30 per month.
Year Founded: 2014
Suitable for Beginners: Yes, (includes convenient to follow videos updates).
VISIT

The importance of signals to invest in Forex

Once we have known what Forex signals are, we must comment on the importance of these alerts in relation to our operations.
As we have already told you in the previous paragraph, having a system of signals to be able to invest is quite advantageous, since, through these alerts, we will obtain quality information so that our operations end up being a true success.

»Use of signals for beginners and experts

In this sense, we have to say that one of the main advantages of Forex signals is that they can be used by both beginners and trading professionals.
As many as others can benefit from using a trading signal system because the more information and resources we have in our hands. The greater probability of success we will have. Let's see how beginners and experts can take advantage of alerts:
  • Beginners: for inexperienced these alerts become even more important since they will thus have an additional tool that will guide them to carry out all operations in the Forex market.
  • Professionals: In the same way, professionals are also recommended to make use of these alerts, so they have adequate information to continue bringing their investments to fruition.
Now that we know that both beginners and experts can use forex signals to invest, let's see what other advantages they have.

»Trading automation

When we dedicate ourselves to working in the financial world, none of us can spend 24 hours in front of the computer waiting to perform the perfect operation, it is impossible.
That is why Forex signals are important, because, in order to carry out our investments, all we will have to do is wait for those signals to arrive, be attentive to all the alerts we receive, and thus, operate at the right time according to the opportunities that have arisen.
It is fantastic to have a tool like this one that makes our work easier in this regard.

»Carry out profitable Forex operations

These signals are also important, because the vast majority of them are usually quite profitable, for this reason, we must get an alert system that provides us with accurate information so that our operations can bring us great benefits.
But in addition, these Forex signals have an added value and that is that they are very easy to understand, therefore, we will have a very useful tool at hand that will not be complicated and will end up being a very beneficial weapon for us.

»Decision support analysis

A system of currency market signals is also very important because it will help us to make our subsequent decisions.
We cannot forget that, to carry out any type of operation in this market, previously, we must meditate well and know the exact moment when we will know that our investments are going to bring us profits .
Therefore, all the information provided by these alerts will be a fantastic basis for future operations that we are going to carry out.

»Trading Signals made by professionals

Finally, we have to recall the idea that these signals are made by the best professionals. Financial experts who know perfectly how to analyze the movements that occur in the market and changes in prices.
Hence the importance of alerts, since they are very reliable and are presented as a necessary tool to operate in Forex and that our operations are as profitable as possible.

What should a signal provider be like?

https://preview.redd.it/j0ne51jypny51.png?width=640&format=png&auto=webp&s=5578ff4c42bd63d5b6950fc6401a5be94b97aa7f
As you have seen, Forex signal systems are really important for our operations to bring us many benefits. For this reason, at present, there are multiple platforms that offer us these financial services so that investing in currencies is very simple and fast.
Before telling you about the main services that we currently have available in the market, it is recommended that you know what are the main characteristics that a good signal provider should have, so that, at the time of your choice, you are clear that you have selected one of the best systems.

»Must send us information on the main currency pairs

In this sense, one of the first things we have to comment on is that a good signal provider, at a minimum, must send us alerts that offer us information about the 6 main currencies, in this case, we refer to the euro, dollar, The pound, the yen, the Swiss franc, and the Canadian dollar.
Of course, the data you provide us will be related to the pairs that make up all these currencies. Although we can also find systems that offer us information about other minorities, but as we have said, at a minimum, we must know these 6.

»Trading tools to operate better

Likewise, signal providers must also provide us with a large number of tools so that we can learn more about the Forex market.
We refer, for example, to technical analysis above all, which will help us to develop our own strategies to be able to operate in this market.
These analyzes are always prepared by professionals and study, mainly, the assets that we have available to invest.

»Different Forex signals reception channels

They must also make available to us different ways through which they will send us the Forex signals, the usual thing is that we can acquire them through the platform's website, or by a text message and even through our email.
In addition, it is recommended that the signal system we choose sends us a large number of alerts throughout the day, in order to have a wide range of possibilities.

»Free account and customer service

Other aspects that we must take into account to choose a good signal provider is whether we have the option of receiving, for a limited time, alerts for free or the profitability of the signals they emit to us.
Similarly, a final aspect that we must emphasize is that a good signal system must also have excellent customer service, which is available to us 24 hours a day and that we can contact them at through an email, a phone number, or a live chat, for greater immediacy.
Well, having said all this, in our last section we are going to tell you which are the best services currently on the market. That is, the most suitable Forex signal platforms to be able to work with them and carry out good operations. In this case, we will talk about ForexPro Signals, 365 Signals and Binary Signals.

Forex Signals Reddit: conclusion

To be able to invest properly in the Forex market, it is convenient that we get a signal system that provides us with all the necessary information about this market. It must be remembered that Forex is a very volatile market and therefore, many movements tend to occur quickly.
Asset prices can change in a matter of seconds, hence the importance of having a system that helps us analyze the market and thus know, what is the right time for us to start operating.
Therefore, although there are currently many signal systems that can offer us good services, the three that we have mentioned above are the ones that are best valued by users, which is why they are the best signal providers that we can choose to carry out. our investments.
Most of these alerts are quite profitable and in addition, these systems usually emit a large number of signals per day with full guarantees. For all this, SignalsForexPro, Signals365, or SignalsBinary are presented as fundamental tools so that we can obtain a greater number of benefits when we carry out our operations in the currency market.
submitted by kayakero to makemoneyforexreddit [link] [comments]

[OWL WATCH] AMA's SUMMARY

Disclaimer: This is my arbitrary summary for myself, so there could be some misunderstandings.
If you want the full picture, I recommend reading the full thread.
But, for a guy who just settles with 'less than perfect' summary, why not sharing my own?


Billy-IF
All the key research questions in coordicide have been answered. The challenges lying are implementing and testing our solution. We are implementing our solution into the Pollen Testnet and typing it up into our research specifications**(the specifications, while not complete, will hopefully be made publicly available soon).**
**After these tasks are done, our solution will go through a rigorous testing phase.**During this time, we will collect performance data, look for attack vectors, and tune the parameters.

domsch
the only way for IOTA and crypto-currencies in general to be adopted is via clear and strong regulatory guidelines and frameworks.
We often have the situation where a company reaches out to us and wants to use the IOTA token, but they are simply not able to due to uncertainties in regards to taxes, accounting, legal and regulatory questions.
The EU is taking a great stance with their new proposal (called MICA) to provide exactly this type of regulatory clarity and guidance we need. So we are very happy about that and see this as a great development for the adoption of IOTA.
We are very active in INATBA (in fact Julie is still on the board), are in the Executive Committee of the Digital Chamber of Commerce (https://digitalchamber.org) and are actively working with other regulatory bodies around the world. I think that especially in 2021, we will be much more pro-active with our outreach and efforts to push for more regulatory guidance (for the IOTA Token, for Tokenization, Smart Contracts, etc.). We are already talking with companies to start case studies around what it means to use the IOTA token - so that will be exciting.

domsch
actual product development, will really help us to convince regulators and lawmakers of what IOTA is intended for and where its potential lies.

DavidSonstebo
We are actively participating in regulatory matters via entities such as INATBA, as well as with local regulators in individual countries to help shape regulations to favor the adoption of crypto.
once the use cases can display real-world value, then deployments will happen regardless.

serguei_popov
"The multiverse" is quite an ingenious and promising idea that has many components. Actually, quite some of those are being incorporated to the Coordicide already now. The most "controversial" part, though, is the pure on-Tangle voting -- Hans thinks it should work fine while I think that it can be attacked

Billy-IF
Several of our modules have been devloped jointly with researchers in academia. For example, our rate control module is being developed jointly with professor Robert Shorten **and his team at Imperial College. Moreover,**our team has published several papers in peer reviewed journals and conference proceedings,
We are also making sure the entire protocol is audited. First, we have a grant given to Professor Mauro Conti specifcally to vet our solution.
you may hear an announcement regarding a similar grant to a second university.Second, eventually will offer bug bounties on our testnet. Lastly, we will hire some firm to audit our software and our protocol.

domsch
I would say that the entire enterprise and also the broader crypto-community is certainly actively following our developments around Coordicide**.**
Once that is removed, and with the introduction of Tokenization and Smart Contracts as Layer 2 solutions, there is no reason not to switch to IOTA.
there are probably even more who will reach out once we've achieved our objective of being production ready.

serguei_popov
Our objective is to have Honey ready within the first half of 2021.
we are very confident that Coordicide will happen in time.

Billy-IF
For Chrysalis, we will implement a deposit system. In order for an address to receive dust (which will be explicitly defined as any output with value less than a certain threshold), that address must already have a minimum balance (either 1 MIota or 1 KIota). The total ordering in conflict white flag makes this solution incredibly easy to implement.
this solution in the Coordicide needs alterations, because of the lack of total ordering.

HusQy_IOTA
Sharding is part of IOTA 3.0 and currently still in research.
there are of course some hard questions that need to be answered but we are pretty confident that these questions can and will be answered.

Billy-IF
**Having these layers helps keep the protocol modular and organized.****Indeed,****it is important to be able to track dependencies between the modules, particularly for standardization purposes.As your question suggests, a key component of standardization is the ability to update the standard(no living protocol is completely static).**Standardization will be accompanied by a versioning system, which tracks backwards compatibility.

Billy-IF
Well, let me try to clear these things up.
-The congestion control mechanisms are indifferent to the types of messages in the tangle. Thus non-value transactions (data messages) will be processed in the same way as value transactions (value messages). Thus, in times of congestion, a node will require mana in order to issue either of them.
-You will not need mana to simply “set up a node” and monitor the tangle.
However, in order to send transactions (or issue any messages) you will need mana in times of congestion.

IF_Dave
**The next big one is next month:**Odyssey Momentum; This is a huge multi-day DLT focussed hackathon with a lot of teams and big companies/governments involved working on solutions for the future. The IOTA Foundation is a Ecosystem member of Odyssey and we will be virtually present during the hackathon to help and guide teams working with IOTA.

Billy-IF
Coordicide will not fail. We are working very carefully to make sure that coordicide is a success, and we will not launch Iota 2.0 until it has gone through the proper testing.

domsch
Everyone internally and also our partners are very confident in the path that we've defined. Failure is not an option for us :)

HusQy_IOTA
We will most probably see a slight delay and see Nectar early 2021 instead.

DavidSonstebo
No, IF is not running out of money, this narrative has been repeated for 3 years now, yet we're still operating. Of course, bear markets impact our theoretical runway, but The IOTA Foundation is hard at work at diversifying revenue streams so that we become less and less dependent on the token holdings.

IF_Dave
We are constantly working on getting more exchanges to list IOTA, we however do not pay for listings
Some exchanges require a standard signature scheme
with the introduction of ed25519 in Chrysalis phase 2 that will be introduced and no longer be a restriction.

HusQy_IOTA
Being feeless is one of the most important aspects here since a new technology usually only gets adopted if it is either better or easier to use than existing solutions.
if it enables new use cases that would be completely impossible with the existing infrastructure. That is the single biggest reason why I think that IOTA will prevail.
An example for such a "new" use case is the Kupcrush use case presented by Terry

domsch
there are so many amazing use cases enabled with IOTA
I would say that****the most specific use cases which gets me really excited is conditional access control based on IOTA payments - in particular for the sharing economy.
IOTA Access + IOTA tokens really enable so many exciting new possibilities.

Billy-IF
In fact, with coordicide research coming to an end, we have already started to look into sharding**.**Indeed, sharding will provide the scalability needed to handle the demands of an IoT enabled world.

Billy-IF
We have designed Iota 2.0 to not have large concentrations of power. Unlike PoS systems, Iota will not be a block chain and thus will not be limited by a leader election process.
in a DAG, people can information in parallel, and so nodes with small amounts of mana can create messages at the same time with large mana holders.

Billy-IF
**In any DLT, "voting" needs a sybil protection system, and thus "voting power" is linked to some scarce resource.****Typically the allocation of any resource follows some sort of Zipf distribution, meaning that some people will have a lot, and others not.**The best we can do is to make sure that the little guys get their fair share of voting power.

HusQy_IOTA
With Chrysalis and coordicide we are finally moving to being production ready which will most probably also lead to a bigger market share as partners will start to use the technology which will increase the demand for tokens.

HusQy_IOTA
Privacy features are currently not being researched and it might be hard to support that on layer1 but privacy features could definitely be implemented as a 2nd layer solution

domsch
We focus on making the base layer of IOTA (namely transactional settlement) as secure and fast as possible. Many of the greater extensions to this core functionality are built on layer 2 (we already have Streams, Access, Identity and now also Smart Contracts)

HusQy_IOTA
There are discussions about increasing the supply to be able to still have micro transactions if the token would i.e. cost a few hundred dollars per MIOTA but we have not made a final decision, yet.

IF_Dave
We think we have a edge over other technology especially when it comes to fee-less transactions allowing a lot of use-cases that would otherwise be impractical or impossible.Adoption is not a given but a useful technology will be utilized with the right functionality,

DavidSonstebo
**why we have such a widespread strategy of driving IOTA, not only its development but in industry, academia, regulatory circles, raising awareness, funding ecosystem efforts etc.**I am confident in the position we are in right now.
There is a clear demand for financial disruption, data security, and automation.
someone has to assemble a killer application that meets the demand; IF is pushing for this with partners

Billy-IF
Our goal is to have at least 1000 TPS.

Billy-IF
Personally, I think our congestion control algorithm is our greatest innovation.
our algorithm can be used in any adversarial setting requiring fairness and consistency. Keep an eye out for a blog post that I am writing about it.

HusQy_IOTA
about proof of inclusion?
I have started implementing a proof of concept locally and the required data structures and payload types are already done but we won't be able to integrate this into goshimmer until we are done with the current refactoring of the code.

Jakub_Cech
**Many of the changes that are part of the Chrysalis would have made it and will make it into Coordicide.**Like the atomic transactions with binary layout. The approach we took was actually opposite - as in, what are the improvements we can already make in the current network without having to wait for Coordicide, and at the same time without disrupting or delaying Coordicide?

Billy-IF
All the key research questions in coordicide have been answered.
in reality, the biggest research challenges are behind us.

Jakub_Cech
When Chrysalis part 2 will be live?
We are still aiming for 2020****as still reflected at roadmap.iota.org. **We want to have a testnet where everyone can test things like the new APIs on, and some initial implementations of specific client libraries****to work with.**This will also allow us to test the node (both Hornet and Bee) implementations more in the wild.
The new wallet will also be tested on that testnet.
The whole testing phase will be a big endeavor, and, at the same time, we will also start auditing many of the implementations,

Billy-IF
We are in contact currently with OMG, and they are advising us on how to draft our specifications in order to ease the standardization process. Coordicide, or Iota 2.0, actually provides us a chance to start off with a clean state, since we are building it from the ground up with standardization in mind.

IF_Dave
The focus at this point is delivering Chrysalis and Coordicide. DeFi could possibly be done with Smart contracts at a given moment but it's not a focus point at this stage.

domsch
about price?
We are quite frankly not worried about that. Knowing everything that we have in the pipeline, our ecosystem and how everything around IOTA will mature over the next few months, I am sure that the entire crypto ecosystem will wake up to IOTA and its potential. **Many participants in the market still have outdated information from 2017 about us, so there is certainly some education to do.**But with Chrysalis and the Coordicide progress, all of that will change.

domsch
At the core of it, the IOTA Foundation is a leader in trust protocols and digital infrastructure.We will always remain a R&D organization at our core, as there is a lot more development we can lead when it comes to make our society and economy more fair, trustless and autonomous.
I certainly see us evolving into a broader think-tank and expert group to advise governments and large corporations on their strategies - in particular around data, identity and IoT.

HusQy_IOTA
barely any cryptocurrency gets used in the real world.
IOTA will soon start to actually be used in real world products and it is likely that this will also have an impact on the price (but I can't really give any details just yet).

domsch
ISCP (IOTA Smart Contract Protocol) is based on cryptographic consensus via BLS threshold signatures. That means a certain pre-defined amount of key holders have to come together to alter the state of the contract****or to send funds around. **If majority of the nodes are offline, the threshold will not be reached and the contract cannot be executed anymore.**There are various ways in how we are looking at this right now on how to make SC recovery and easy transitions possible.
**The beauty of ISCP is that we have a validator set which you can define (can be 3 or it can be 100+), and via an open selection process we can really ensure that the network will be fully decentralized and permissionless.Every smart contract committee (which will be its own network of course) is leveraging the IOTA ledger for security and to make it fully auditable and tamper-proof.**Which means that if a committee acts wrong, we have cryptographic proof of it and can take certain actions.
This makes our approach to smart contracts very elegant, secure and scalable.

Billy-IF
No, we will not standardize Iota 1.5. Yes, we do hope that standardization will help adoption by making it easier for corporates to learn our tech.

serguei_popov
In general, I also have to add that I'm really impressed by the force of our research department, and I think we have the necessary abilities to handle all future challenges that we might be facing.

Billy-IF
In coordicide, i.e. Iota 2.0, yes all nodes have to process all transactions and must receive all data. Our next major project is sharding, i.e. Iota 3.0 which will remove this requirement, and increase scalability.
FPC begins to be vulnerable to attack if the attacker has 30%-40% of the active consensus mana.

HusQy_IOTA
There is no doubt about coordicide working as envisioned.

HusQy_IOTA
When will companies fully implement iota tech?
Soon(TM) :P

Billy-IF
Well first, we are going to make sure that we dont need a plan B :) Second, our plans for the actual deployment are still under discussion. Lastly, we will make sure there is some sort of fail safe, e.g. turning the coordinator back on, or something like that.

Billy-IF
All the key research questions in coordicide have been answered, and each module is designed.

Billy-IF
What will be standardized is the behavior of the modules, particularly their interactions with other nodes and wallets. Implementation details will not be standardized. The standardization will allow anyone to build a node that can run on the IOTA 2.0 network.

DavidSonstebo
Tangle EE has its own Slack (private) and calls, so the lack of activity can probably be explained in that fashion. Coordicide will have an impact on all of IOTA :) There's certainly a lot of entities awaiting it, but most will start building already with Chrysalis v2, since it solves most pain points.

Billy-IF
If there are no conflicts, a message will be confirmed if it receives some approvals. We estimate that this should happen within 10-20 seconds.
To resolve a conflict, FPC will typically take another 4 minutes, according to our simulator. Since conflicts will not affect honest users, most transactions will have very short confirmation times.

Billy-IF
a colored coin supply cannot exceed that of all Iota. You could effectively mint a colored coin supply using a smart contract, although there would be performance downsides. There are no plans to increase the supply. The convergence to binary will not affect the supply nor anyone's balances.

HusQy_IOTA
Both, Radix and Avalanche have some similarities to IOTA:
- Avalanche has a similar voting scheme and also uses a DAG
- Radix uses a sharding approach that is similar to IOTAs "fluid sharding"
I don't really consider them to compete with our vision since both projects still rely on fees to make the network work.
Centralized solution can however never be feeless and being feeless is not just a "nice feature" but absolutely crucial for DLT to succeed in the real world.
Having fees makes things a lot easier and Coordicide would already be "done" if we could just use fees but I really believe that it is worth "going the extra mile" and build a system that is able to be better than existing tech.
submitted by btlkhs to Iota [link] [comments]

A trans person's measured take on the trans sports issue

So first of all this post was inspired by GGExMachina's brief statement on the issue:
For example, it is objectively the case that biological men have a physical advantage over women. Yet if someone points this out and suggests that transgender people shouldn’t be allowed to fight in women’s UFC, or women’s soccer or weightlifting competitions or whatever, suddenly you’re some kind of evil monster. Rather than saying that of course trans people shouldn’t be bullied and that we could perhaps have a trans olympics (like the Paralympics and Special Olympics), we are expected to lie.
I've found that this position is incredibly popular among liberals/left-leaning people, especially here on reddit. It seems like, once or twice a month, like clockwork, a thread stating more or less the same thing on /unpopularopinion or /offmychest will get thousands of upvotes. And while I completely understand the thought process that leads otherwise left-leaning people to come to such conclusions, I feel like the issue has been, broadly speaking, dishonestly presented to the general public by a mixture of bad-faith actors and people who have succumbed to the moral panic. And, as I've seen, there are plenty of people in this subreddit and elsewhere who are itching to be as supportive as they possibly can to the trans community but find themselves becoming very disillusioned by this particular issue. By making this post I hope to present a more nuanced take on the issue, not only in regards to my personal beliefs on what kinds of policies are best to preserve fairness in women's sports but also in regards to shining a light on how this issue is often times dishonestly presented in an attempt to impede the progression of pro-trans sentiments in the cultural zeitgeist.

Sex & Gender

The word "transgender" is an umbrella term that refers to people whose gender identities differ from those typically associated with the sex they were assigned at birth. According to the 2015 U.S. Transgender Survey, the approximate composition of "the trans community" in the United States is 29% Transgender men (Female-to-Male), 33% Transgender women (Male-to-Female), and 35% non-binary. (The remaining 3% were survey respondents who self-identified as "crossdressers", who were still included in the survey on the grounds of being gender non-conforming)
While non-binary people, as a group, are probably deserving of their own separate post. the focus of this post will be on trans men and trans women. I will also be primarily focusing on transgender people who pursue medical transition with Hormone-Replacement-Therapy, as they are most relevant to the issue of sports. (Mind that while the majority of binary trans people fit into this camp, there is a sizable minority of trans people who do not feel the need to medically transition.)
What do trans people believe about Gender?
The views of transgender people in regards to Gender are actually pretty varied, although the most prominent positions that I've personally seen are best summed up into two different camps:
  1. The "Trans-Medical" camp
Transgender people who fall into this camp usually consider Gender Dysphoria to be the defining factor of what makes somebody trans. The best way I can describe this camp is that they sort of view being transgender akin to being intersex. Only whereas an intersex person would be born with a disorder that affects the body, a trans person is born with a disorder that affects the brain. Trans people in this camp often times put an emphasis on a clinical course for treatment. For example, a person goes to a psychologist, gets diagnosed with gender dysphoria, starts hormone replacement therapy, pursues surgery, then emerges from this process of either cured of the gender dysphoria or, at the very least, treated to the fullest extent of medical intervention. This position is more or less the original position held by trans activists, back in the day when the word "transsexual" was used instead of "transgender". Though many younger trans people, notably YouTuber Blaire White, also hold this position. Under this position, sex and gender are still quite intertwined, but a trans man can still be considered a man, and a trans woman a woman, under the belief that sex/gender doesn't just refer to chromosomal sex and reproductive organs, but also to neurobiology, genitalia, and secondary sex characteristics. So someone who is transgender, according to this view, is born with the physical characteristics of one sex/gender but the neurobiology of another, and will change their physical characteristics, to the fullest extent medically possible, to match the neurobiology and therefore cure the individual of gender dysphoria.
Critics of this position argue that this mentality is problematic due to being inherently exclusive to transgender people who do not pursue medical transition, whom are often times deemed as "transtrenders" by people within this camp. Many people find it additionally problematic because it is also inherently exclusive to poorer trans people, particularly those in developing nations, who may not have access to trans-related medical care. Note that there are plenty of trans people who *do* have access to medical transition, but nevertheless feel as if the trans community shouldn't gatekeep people who cannot afford or do not desire medical transition, thus believing in the latter camp.
  1. The "Gender Identity" camp
I feel like this camp is the one most popularly criticized by people on the right, but is also probably the most mainstream. It is the viewpoint held by many more left-wing trans people, (Note that in the aforementioned 2015 survey, only 1% of trans respondents voted Republican, so trans people are largely a pretty left-wing group, therefore it makes sense that this position would be the most mainstream) but also notably held by American Psychological Association, the American Psychiatric Association, GLAAD, and other mainstream health organizations and activist groups.
While people in this camp still acknowledge that medical transition to treat gender dysphoria can still be a very important aspect of the transgender experience, it's believed that the *defining* experience is simply having a gender identity different from the one they were assigned at birth. "Gender identity" simply being the internal, personal sense of being a man, a woman, or outside the gender binary.
Many people in this camp, though, still often maintain that gender identity is (at least partially) neurobiological, but differ from the first camp in regards to acknowledging that the issue is less black & white than an individual simply having a "male brain" or a "female brain", but rather that the neurological characteristics associated with gender exist on more of a spectrum, thus leaving the door open to gender non-conforming people who do not identify as trans, as well as to non-binary people. This is where the "gender is a spectrum" phrase comes from.
"52 genders" is a popular right-wing meme that makes fun of this viewpoint, however it is important to note that many trans and non-binary people disagree with the idea of quantifying gender identity to such an absurd amount of individual genders, rather more simply maintaining that there are men, women, and a small portion of people in-between, with a few words such as "agender" or "genderqueer" being used to describe specific identities/presentations within this category.
It's also noteworthy that not all people in this camp believe that neurobiology is the be-all-end-all of gender identity, as many believe that the performativity of gender also plays an integral role in one's identity. (That gender identity is a mixture of neurobiology and performativity is a position held by YouTuber Contrapoints)
Trans people and biological sex
So while the aforementioned "Gender Identity" viewpoint has become quite popularized among liberals and leftists, I have noticed a certain rhetorical mentality/assumption become prevalent alongside it, especially among cisgender people who consider themselves trans-allies:
"Sex and Gender are different. A trans woman is a woman who is biologically male. A trans man is a man who is biologically female"
When "Sex" is defined by someone's chromosomes, or the sex organs they were born with, this is correct. However, there is a pretty good reason why the trans community tends to prefer terms like "Assigned Male at Birth" rather than "Biologically Male". This is done not only for the inclusion of people who are both intersex and transgender (For example, someone can be born intersex but assigned male based on the existence of a penis or micropenis), but also due to the aforementioned viewpoint on divergent neurobiology being the cause for gender dysphoria. Those reasons are why the word "Assigned" is used. But the reason why it's "Assigned Male/Female At Birth" instead of just "Assigned Male/Female" is because among the trans community there exists an understanding of the mutability of sexually dimorphic biology that the general population is often ignorant to. For example, often times people (especially older folks) don't even know of the existence of Hormone Replacement Therapy, and simply assume that trans people get a single "sex change operation" that, (for a trans woman) would just entail the removal of the penis and getting breast implants. Therefore they imagine the process to be "medically sculpting a male to look female" instead of a more natural biological process of switching the endocrine system form male to female or vice versa and letting the body change over the course of multiple years. It doesn't help that, for a lot of older trans people (namely Caitlyn Jenner, who is probably the most high profile trans person sadly), the body can be a lot more resistant to change even with hormones so they *do* need to rely on plastic surgery a lot more to get obvious results)
So what sexually dimorphic bodily characteristics can one expect to change from Hormone Replacement Therapy?
(Note that there is a surprising lack of studies done on some of the more intricate changes that HRT can, so I've put a "*" next to the changes that are anecdotal, but still commonly and universally observed enough among trans people [including myself for the MTF stuff] to consider factual. I've also put a "✝" next to the changes that only occur when people transition before or during puberty)
Male to Female:
Female to Male:
For the sake of visual representation, here are a couple of images from /transtimelines to demonstrate these changes in adult transitioners (I've specifically chosen athletic individuals to best demonstrate muscular changes)
https://preview.redd.it/ntw333p9sbty.jpg?width=640&crop=smart&auto=webp&s=5fe779757dfc4a5dc56566ff648d337c59fbe5cb
https://www.reddit.com/transtimelines/comments/dpca0f/3_years_on_vitamin_t/
Additionally, here's a picture of celebrity Kim Petras who transitioned before male puberty, in case you were wondering what "female pubescent skeletal development" looks like in a trans woman:
https://cdn2.thelineofbestfit.com/images/made/images/remote/https_cdn2.thelineofbestfit.com/portraits/kim_petras_burakcingi01_1107_1661_90.jpg

How does this relate to sports?

Often times, when the whole "transgender people in sports" discussion arises, a logical error is made when *all* transgender people are assumed to be "biologically" their birth sex. For example, when talking about trans women participating in female sports, these instances will be referred to as cases of "Biological males competing against females".
As mentioned before, calling a trans woman "biologically male" strictly in regards to chromosomes or sex organs at birth would be correct. However, not only can it be considered derogatory (the word "male" is colloquially a shorthand for "man", after all), but there are many instances where calling a post-HRT transgender person "biologically [sex assigned at birth]" is downright misleading.
For example, hospitals have, given transgender patients improper or erroneous medical care by assuming treatment based on birth sex where treatment based on their current endocrinological sex would have been more adequate.
Acute Clinical Care of Transgender Patients: A Review
Conclusions and relevance: Clinicians should learn how to engage with transgender patients, appreciate that unique anatomy or the use of gender-affirming hormones may affect the prevalence of certain disease (eg, cardiovascular disease, venous thromboembolism, and osteoporosis), and be prepared to manage specific issues, including those related to hormone therapy. Health care facilities should work toward providing inclusive systems of care that correctly identify and integrate information about transgender patients into the electronic health record, account for the unique needs of these patients within the facility, and through education and policy create a welcoming environment for their care.
Some hosptials have taken to labeling the biological sex of transgender patients as "MTF" (for post-HRT trans women) and "FTM" (for post-HRT trans men), which is a much more medically useful identifier compared to their sex assigned at birth.
In regards to the sports discussion, I've seen *multiple threads* where redditors have backed up their opinions on the subject of trans people in sports with studies demonstrating that cis men are, on average, more athletically capable than cis women. Which I personally find to be a pathetic misunderstanding of the entire issue.
Because we're not supposed to be comparing the athletic capabilities of natal males to natal females, here. We're supposed to comparing the athletic capabilities of *post-HRT male-to-females* to natal females. And, if we're going to really have a fact-based discussion on the matter, we need to have separate categories for pre-pubescent and post-pubescent transitioners. Since, as mentioned earlier, the former will likely have different skeletal characteristics compared to the latter.
The current International Olympic Committee (IOC) model for trans participation, and criticisms of said model
(I quoted the specific guidelines from the International Cycling Union, but similar guidelines exist for all Olympic sports)
Elite Competition
At elite competition levels, members may have the opportunity to represent the United States and participate in international competition. They may therefore be subject to the policies and regulations of the International Cycling Union (UCI) and International Olympic Committee (IOC). USA Cycling therefore follows the IOC guidelines on transgender athletes at these elite competition levels. For purposes of this policy, international competition means competition sanctioned by the UCI or competition taking place outside the United States in which USA Cycling’s competition rules do not apply.
The IOC revised its guidelines on transgender athlete participation in 2015, to focus on hormone levels and medical monitoring. The main points of the guidelines are:
Those who transition from female to male are eligible to compete in the male category without restriction. It is the responsibility of athletes to be aware of current WADA/USADA policies and file for appropriate therapeutic use exemptions.
Those who transition from male to female are eligible to compete in the female category under the following conditions:
The athlete has declared that her gender identity is female. The declaration cannot be changed, for sporting purposes, for a minimum of four years.
The athlete must demonstrate that her total testosterone level in serum has been below 10 nmol/L for at least 12 months prior to her first competition (with the requirement for any longer period to be based on a confidential case-by-case evaluation, considering whether or not 12 months is a sufficient length of time to minimize any advantage in women’s competition).
The athlete's total testosterone level in serum must remain below 10 nmol/L throughout the period of desired eligibility to compete in the female category.
Compliance with these conditions may be monitored by random or for-cause testing. In the event of non-compliance, the athlete’s eligibility for female competition will be suspended for 12 months.
Valid criticisms of the IOC model are usually based on the fact that, even though hormone replacement therapy provokes changes to muscle mass, it does *not* shrink the size of someone's skeleton or cardiovascular system. Therefore an adult-transitioned trans woman could, even after losing all levels of male-typical muscle mass, still have an advantage in certain sports if she had an excessively large skeletal frame, and was participating in a sport where such a thing would be advantageous.
Additionally, the guidelines only require that athletes be able to demonstrate having had female hormone levels for 12-24 months, which isn't necessarily long enough to completely lose musculature gained from training on testosterone (anecdotally it can take 2-4 years to completely lose male-typical muscle mass) So the IOC guidelines don't have any safeguard against, for example, a trans woman training with testosterone as the dominant hormone in her body, and then taking hormones for the bare minimum time period and still having some of the advantage left.
Note that, while lower level sports have had (to the glee of right-wing publications sensationalizing the issue) instances of this exact thing happening, in the 16 years since these IOC guidelines were established, not a single transgender individual has won an Olympic medal
Also note that none of the above criticisms of the IOC policy would apply in regards to the participation of pre-pubescent-transitioned trans women. After all, male-pubescent bone structure and cardiovascular size, and male-typical muscle levels, can't possibly exist if you never went through male puberty to begin with.
What could better guidelines entail, to best preserve fairness in female sports while avoiding succumbing to anti-trans moral panic?
In my personal opinion, sports leagues should pick one of the three above options depending on what best fits the nature of the sport and the eliteness of the competition. For example, extremely competitive contact sports might be better off going with the first option, but an aerobic sport such as marathon running would probably be fine with the third option.

How this issue has been misrepresented by The Right

I'll use Joe Rogan as an example of this last thing:
She calls herself a woman but... I tend to disagree. And, uh, she, um... she used to be a man but now she has had, she's a transgender which is (the) official term that means you've gone through it, right? And she wants to be able to fight women in MMA. I say no f***ing way.
I say if you had a dick at one point in time, you also have all the bone structure that comes with having a dick. You have bigger hands, you have bigger shoulder joints. You're a f***ing man. That's a man, OK? You can't have... that's... I don't care if you don't have a dick any more...
If you want to be a woman in the bedroom and you know you want to play house and all of that other s*** and you feel like you have, your body is really a woman's body trapped inside a man's frame and so you got a operation, that's all good in the hood. But you can't fight chicks. Get the f*** out of here. You're out of your mind. You need to fight men, you know? Period. You need to fight men your size because you're a man. You're a man without a dick.
I'm not trying to discriminate against women in any way, shape, or form and I'm a big supporter of women's fighting. I loved watching that Ronda Rousey/Liz Carmouche fight. But those are actual women. Those are actual women. And as strong as Ronda Rousey looks, she's still looks to me like a pretty girl. She's a beautiful girl who happens to be strong. She's a girl! [Fallon Fox] is not a girl, OK? This is a [transgender] woman. It's a totally different specification.
Calling a trans woman a "man", and equating transitioning to merely removal of the dick, and equating trans women's experiences as women as "playing house" and "being a woman in the bedroom". These things are obviously pretty transphobic, and if Rogan had said these things about just any random trans woman his statements would have likely been more widely seen in that light. But when it's someone having an unfair advantage in sports, and the audience is supposed to be angry with you, it's much more socially acceptable thing to say such things. But the problem is, when you say these kinds of things about one trans woman, you're essentially saying those derogatory things about all trans women by extension. It's the equivalent of using an article about a black home invader who murdered a family as an excuse to use a racial slur.
Now, I'm not saying that Rogan necessarily did this on purpose, in fact I'm more inclined to believe that it was done moreso due to ignorance rather than having an actual ideological agenda. But since then, many right wing ideologues who do have an ideological agenda have used this issue as an excuse to voice their opinions on trans people while appearing to be less bigoted. Ie. "I'm not trying to be a bigot or anything and I accept people's rights to live their lives as they see fit, but we NEED to keep men out of women's sports", as a sly way to call trans women "men".
Additionally, doing this allows them to slip in untrue statements about the biology of trans women. I mean, first of all in regards to the statement "You have bigger hands, you have bigger shoulder joints", obviously even in regards to post-pubescent transitioners, not every trans woman is going to have bigger hands and shoulder joints than every cis woman (My hands are actually smaller than my aunt's!). It's just that people who go through male puberty on average tend to have bigger hands and shoulder joints compared to people who go through female puberty. But over-exaggerating the breadth of sexual dimorphism, as if males and females are entirely different species to each-other, helps to paint the idea of transitioning in a more nonsensical light.
I hope this thread has presented this issue in a better light for anyone reading it. Let me know if you have any thoughts/criticisms of my stances or the ways I went about this issue.
submitted by Rosa_Rojacr to samharris [link] [comments]

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