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Subnautica: The Definitive No-Spoilers Guide For New Players
2023.05.29 22:28 Aisling_The_Sapphire Subnautica: The Definitive No-Spoilers Guide For New Players
Updated May 2023 I recently changed Reddit accounts and it's been about a year, so it seemed prudent to repost this for visibility. :)
https://subnauticamap.io/ - This is an interactive map of the crater. However, be warned that it will show the general location of things you need to find. This can be toggled but if you have zero point of reference for the places mentioned in this guide, this map should provide one.
General tips are at the bottom, however, they rely on you having played at least part of the way through the game so I don't recommend checking them until at least part 3, AKA "Going Traveling"
Subnautica is a game primarily about exploring your environment while overcoming the trepidation that the game sets up in you over doing so. Although there isn't a perfect guide to being able to clear the game, there also isn't an unambiguous path of progression for the player, either.
Consequently new players often find themselves at an impasse in terms of progression and where to go. The following is a no-nonsense, straight to the point guide on how to progress, but it's not a bible. You can do most of this just by exploring and wandering around.
A blind playthrough is critical to the first time player experience. This is often true of every game but for Subnautica it makes or breaks the whole story - you need to have no idea what the hell is going on the first time you clear the game. If you spoil it for yourself you will regret it, please believe me in this. This guide is meant to give you a nudge when you find you don't know where to go next, it's not really meant as a walkthrough, even though it can be used as one. Do yourself a favor friends, don't go wandering
/subnautica or the wiki too much and this guide will not lead you astray. It is written
specifically for brand new players.
The Beginning
When you first arrive on 4546b, you find yourself with basically nothing. You're hungry, thirsty, your lifepod is broken and your cookies are gone. The Aurora is burning (and you nearly did too) but despite all that, you're alive and this planet is about to get some Ryley in it.
The environment around you has most of what you need to get started. The metal scrap strewn around the shallows provides an easy source of Titanium while you can break limestone and sandstone to get the minerals you need for your starting tools. You'll want the quartz you find for glass.
Although you have a number of options for making equipment, at this stage I don't recommend using resources for the air pump or pipes. Truth is they don't really have much use; they create a breathing line from the surface for when you're diving, but they're expensive and there's better alternatives in your near future.
Once you have a scanner and knife, take the time to scan everything you can. All the local wildlife can be scanned and most of the flora.
Your objective at this point is to build a repair gun, knife, seaglide, flashlight and scanner. Branching Out
Now that you've got your basic tools and you can get around a little, it's time to begin exploring. At this point you've seen the deeper waters on the edges of the kelp forest.
It's time to go take a look.
The red grassy plains have what you need to progress to deeper waters. You'll want to explore the wrecks there.
There are four grassy plains surrounding the shallows at compass points and cave systems exist in three of them which will become relevant later, but are largely out of your reach for now. It is out here that you will find fragments necessary for an important task you must complete soon.
Raiding the aurora will require the laser cutter you learn to make here. You'll also want a propulsion cannon, which you can find the fragments to near the side of the Aurora. DO NOT GO AROUND THE BACK OF THE AURORA. SERIOUSLY. You are not prepared for that level of giggling insanity yet. By now you've fixed the radio
and may have triggered the sunbeam event, in which case you will want to go follow that. Give yourself the full span of time to go to the island and explore unless you'd prefer to explore after the event, but don't let yourself get distracted by what you find there and miss the ship arriving. The signals you've been getting are important prompts and need to be checked out when possible, so make sure you take the time to do that. Also, when you go to either island DO NOT PARK YOUR SEAMOTH NEAR THE BEACH.
DO NOT PARK YOUR SEAMOTH NEAR THE BEACH. There is a real risk of it phasing through the ground and becoming inaccessible and then you'll end up on this subreddit asking how to get it back like the other 5 guys a week. Seriously.
Also note that bringing an ion cube to the top of the mountains caves will let you do something interesting up there, but I won't be specific. A scanner room at this spot is ideal not just to
track the reaper leviathan on the eastern side of the island but there is quite a lot of shale and lithium here as well, which is probably something you're gonna want.
Going traveling
At this point you should have a seamoth, your basic tools, a laser cutter, propulsion cannon and lead suit. You are prepared. It's time to go to the Aurora... but only if you've gotten the communication from Alterra with the captains door code. Otherwise, you must wait for that radio event. You can go explore the ship anyways of course, but not having the code means you can't get into the captains room, requiring you to go back and get it later. So it's up to you. You can open the door anyways if you get the code off the internet or something but since the game gives it to you anyways, you can always wait for the prompt.
If not, the door code is 2679 If you have a cyclops I don't recommend taking it, since reapers hang out at the front and back ends of the ship. However, a seamoth is small enough to fit through the broken superstructure of the ship at the front and thus avoid this danger. There are two ways to access the ship and although it seems impossible, you CAN in fact climb up to access the open one. Otherwise, you can use the prop cannon to move the debris out of the way of the door near water level. Be sure to take the time to explore inside and use the carry-all bags to leave stuff you want to keep from the ship out the front so you can come back and pick it all up later. There's lots of useful stuff in there.
As a side note here, the leech-like things that annoy you in the reactor room are called Bleeders. I hate Bleeders personally, but I noted that if you grab one with the propulsion cannon and fling it into the wall
out of sheer spite then other bleeders will be attracted to the body, which makes grabbing and doing the same to them quite easy. Clearing the entire room of those little #*(
[email protected]'s only takes a couple minutes.
You can get the codes for various rooms inside from the PDA's you find. Also note that some doors can only be opened once you repair them. Sometimes the Aurora glitches and these repair sections don't work but because the ship has two entrances, you can always go around the back to clear the whole thing, which is... annoying. If you don't mind being patient, leaving the Aurora and doing other things for awhile will reset the wreck, allowing you to come back later and potentially be able to repair the doors then.
The codes for the ship are:
Cabin No. 1: 1869 Captain's Quarters: 2679 Cargo Bay: 1454 Lab Access: 6483 Time to go down
With the Aurora repaired you have the ability to wear things other than the lead suit, so it's time to chuck that in the trash 'cuz you won't need it again. It's time to get the outer wrecks in the zones beyond the shallows and
hoo boy ain't that gonna be an experience.
The cyclops is your friend here. But what's this, you don't have a cyclops? Well, that's okay. You may have found one of the engine fragments on the aurora in the cargo bay but if you missed it, it's not really a big deal. Your next objective to build one is to go explore
mushroom forest and the underwater floating islands for the fragments you'll need. If you've been following your radio signals you've probably been to the aurora rendezvous point by now, but if not, take the time to go thoroughly explore that island. One of the PDAs you need to find the next place is
not at the degasi base, but on one of the paths of the island near an arch of rock. You'll need to explore the island thoroughly to find it. Make sure to scan everything and bring back plant samples if you have a seabase.
You can use plant pots to keep food trees on your cyclops for easy access to food without worrying about curing everything all the time. Once you have the cyclops, you need to take the time to upgrade your seamoth to depth so you can explore the various wrecks, supplement your PDA database and establish yourself properly for long-term operations. At this point in the game you should be aiming for or already have:
A seabase, even a basic one. A couple corridors with lockers are invaluable for storage and operations and the scanner room is MISSION CRITICAL. If you haven't built one yet, get on that! A seamoth, either at or being upgraded to 500m depth Knife, flashlight, repair gun, seaglide, scanner, laser cutter, propulsion or repulsion cannon, rebreather Be sure to check everything, then check it again! It's easy to miss things on the island. Be sure to check the buildings on the tops of the hills there too. Although it would be nice to be able to plant land beacons (hint hint, Unknown Worlds), it's not feasible for marking out
the precursor gate on the floating island so unfortunately, it's not of much use unless you have your base on one island or the other. I don't recommend the floating island for this for reasons which will become apparent later in the game.
Looking into the abyss
If you've explored most of or all of the wrecks and no longer have missing technology, it's time to go deeper. If you've been following your PDA signals you need to check out the degasi bases and follow their story, as they lead you to a large, deep cave which is the path to deeper places you need to explore.
There are several inlets to the place you need to reach.
Northern Bulb Zone where it meets Mountains has a large entrance. Blood Kelp Zone and Trench both have entrances. The last one is in deep grand reef, where the final Degasi base is. I personally recommend either
Deep Grand Reef or
Bulb Zone but the latter has the most accessibility.
Raiding the final Degasi Base before exploring this cave system will get you
the orange precursor key which you'll need to access something hidden at
the southern end of the caves near blood kelp trench's entrance. While working down here I strongly recommend making liberal use of beacons as navigational guides if you're new to this place. It is VERY confusing and looks very same-y if you haven't spend a lot of time here.
Deep inside the caves you'll come upon a chamber with a massive skull sitting on a chunk of land in the middle and access to a slightly lower part of the cave system which is
not green. This is the
Cove Tree Cave and the brine there will not hurt you the way the green brine does. This leaves you able to free dive there to gather materials without needing to rely on your prawn.
This chamber with the skull is, in fact, the central chamber of Lost River. It is an excellent place for building a scanner station and the entire area is ludicrously rich in resources. It's a perfect place to stock up and catch up any upgrades, tools or devices you may be lacking so far. You'll want the resource stocks for later and honestly, it's just a really cool place to have a base in general.
The
Disease Research Facility is in the north-eastern arm of Lost River, accessible through the
Bulb Zone entrance. A juvenile ghost leviathan guards the path but as with most leviathans, operating in silent running and staying above or below it while sticking to the cave walls will get you by without any issue. If they do notice you, just pop a decoy, go full speed for about 5-8 seconds and then drop the engine to low and stay in silent running until you get far enough for the big ugly to stop bothering you.
The southern part of Lost River holds a large chamber with a
ghost leviathan juvenile and houses another rather large skeleton. This area in particular is rich in large ore deposits and
crystallized sulfur that you'll be needing for some big upgrades.
By the way, remember the cyclops shield? By now you're probably noticing that using the auxiliary functions on the cyclops eats a lot of power. Redundant power cells are your friend and if you feel you're worried about power costs while exploring, you lose nothing by having a buttload of spare power cells. It can pay off, being able to spam the shield for awhile and run away.
You'll want that shield for what's coming next.
Once More Unto The Deep
By now you've probably explored Lost River a bit and you're wondering where to go from here. If you've built a scanner room in the central chamber, you'll have noticed that the scanner, when at full range, shows a chamber below Lost River.
This is the inactive lava zone and it is here your answers lay.
You have two access points to reach this chamber. The
North-east arm past the
disease research facility and the
cove tree caves. Both entrances are equally difficult to get through but the first one feels more open, if you don't mind the ghost leviathan circling around above the opening.
This chamber is rich with even more valuable resources, if you somehow haven't got enough already. The
cove tree cave entrance leads to the western part of the ILZ chamber. The
North-east entrance leads to the north edge of the chamber. The chamber itself is rather oval-shaped, with the western edge of it relatively empty and the eastern part containing a massive lava bubble.
If you wander around down here long enough the PDA will prompt you to take a look at that bubble a bit more closely.
You will need two purple precursor keys to access the facility inside. Now that you're down here you'll notice there's a fair number of warpers, crimson rays (who are harmless) and leech-like things which will attach to the hull of your ship and drain power. That sounds like a problem, doesn't it?
Don't worry though, we got you covered. Once you're down here, go grab some kyanite and you can build the
cyclops thermal reactor which pretty much eliminates the whole running out of power problem. The shield is a great way to
get the leeches off your hull at the same time.
As for the leviathan,
the sea dragon isn't actually a whole lot of threat. It might spit fire at you and is capable of picking up and biting the prawn but will mostly ignore you if you don't go hanging out in front of it.
With that said, treat it like any other leviathan while in the cyclops. Drive slow, keep an eye on it and if it gets curious, drop a decoy and move away ASAP. Cutting your engines once you've gotten a little distance will almost always make them lose interest.
But Wait, There's More!
If you've explored the inner depths of the lava bubble, then
you have the blue key, ion battery plans and have opened the portal to the QEP. Great! Now coming down here in the prawn isn't a big deal and you don't have to drive the cyclops all the way down here to go grab resources. A small scanner base down here would be great for quickly finding what you need.
As you can probably guess, there's an even deeper chamber than this, which is the active lava zone. You can find the entrance by following the lava flows around the ILZ and keeping an eye on the floor. You'll find a large space big enough for the cyclops to lower down into.
Down here you'll find 2 sea dragons to avoid, so don't you get conservative with your power. By now you'll probably have built ion power cells and those can run your shield and sonar together for a full 5 minutes with silent running going so don't be shy about using them!
Getting into the
alien base down here will require
two blue keys, one for accessing the facility, the other for accessing the inner facility. It is here you will find the
ion cube fabricator which requires the prawn. You can use this to
open the warp gates in the facility.
Six ion cubes in total are required for this. Four for the warp gates on the upper floor and two in the Sea Emperors tank. One of these leads back to the upper floor, if you find you're struggling to get back out. This gate in particular is about halfway up the tank at the back and sits on a large ledge. An ion cube is provided to activate it, giving you a way to walk out of the tank if you find you're struggling to get out.
And... that's pretty much it, really. After that encounter you'll know where to go and what to do. The paths laid out for you in
the final facility lead you to the places you need to go to find the things you require.
Tips and tricks
- Keep floaters in your cyclops. When you're operating above 500m, running out of power, floaters will allow you to passively bring your ship to the surface without power expense so that you can resupply it. This is pretty much a last ditch move but it never hurts to be prepared.
- You can fit up to 8 basic plant pots in an observatory, which will grant you twice the amount of growing space as an indoor grow bed for the same amount of floor space while also making the crops more easily accessible.
- The engine comparment of the cyclops has a lower deck behind the vehicle bay which everybody ignores, but it's a great spot for plant shelves and marble melons for food security.
- Load your vehicles. Dedicate storage in them to supplies. Water, food, medkits, beacons, flares (bonesharks and crabsquids react to them) and spare power supplies for the vehicles. Keep this kit supplied and you will never be caught unprepared for an 'oh crap' situation.
- Okay, so you don't want to give up inventory space for your vehicles. The next best thing is then to fill a watertight locker or two with food, water, medpacks and maybe a couple spare batteries and power cells, then drop them someplace with a beacon next to them. Do this a dozen times in random spots around the map as you travel and now you have emergency caches you can access if you get into trouble.
- When you reach the point where materials gathering is easy, consider creating vehicle-creation drop points. 2-3 spots on the map with a mobile vehicle bay, a couple lockers with everything you need for a new seamoth and some basic supplies. If you lose your vehicle, it's a lot easier to make a replacement and get the mats than to get the mats to make a replacement.
- The propulsion gun is your friend. Use it to grab items to pick up, use it to grab cave crawlers and yeet them into low orbit, use it to pick up rocks and fling them at things you particularly don't like. Use it to collect gas pods from gasopods without getting hit by the cloud. Use it to move debris in wrecks. Bring a spare battery specifically for it because flinging things around uses a lot of power but the sheer utility of the tool makes it worth the cost.
- You'll be tempted to deck your seamoth out with all the toys but the truth is once you have the prawn, it's obsolete. Don't fall into the temptation of continuing to build tons of upgrades for it unless you plan to use it for a fast-fetch vehicle for things you need from far away. However, with that said, the seamoth is really the superior vehicle for wreck-diving.
- Keeping a second air tank in your inventory and swapping them mid-dive is a perfectly viable option. However, the tanks only refill when wearing them, so make sure to switch again once you're back in breathing space. This can and will save you when wreck diving and two ultra high quality tanks equals 450 seconds of air in total, or 7m30s of air.
- Speaking of air, you can use the air bladders alternate use key (F on PC - the same button for self-scanning) to get a few seconds of air out of it into your tank. It's not much - 20 seconds or so - but sometimes, that little bit extra can save your life if you're just out of reach of your vehicle.
- You can collect flora and fauna samples as you progress through the game and have a garden base specifically for growing plant samples from around the crater. Obviously this looks really nice (creepvine in an alien tank under the floor provides the room in your base with a nice golden glow) but is also useful later.
- SCANNER ROOMS. SERIOUSLY PEOPLE. If you're struggling to find the magnetite, go to Jellyshroom. If you're struggling to find Jellyshroom, always remember that lifepod 17 is directly next to one of its exit points. The range upgrades are incredibly important and the HUD chip makes the whole thing work.
- Farm supplies! You don't need to work or power anything to grow crops. Consider dropping a foundation with some growbeds, a beacon and your farmables (gel sack, creepvine seeds, creepvine samples, acid mushroom, blood oil and deepshrooms). Now you can stock up on things like batteries, rubber, lubricant, benzene, polyaniline. Keep a few of these crops in your cyclops for planting in new spots and never run out of the stuff you need while keeping your home base nice and lag free.
- Creature decoys can be deployed both by hand and by prawn propulsion arm, which lets you pull items out of your inventory to 'throw'. You can also do this with the propulsion cannon by using the F key (the alternate tool use button, the same one you use to self-scan, for all you console folks).
- Turning off your engines greatly reduces the chance of a leviathan damaging the cyclops, even if it's right on top of you. Moving is what gets their attention. If one is swimming near the sub, cut all engines and just wait patiently for it to get a little distance, then silent running and max speed for a few seconds. Pop a decoy for good measure if you want to make absolutely sure.
- You can access the right side of the Aurora relatively safely by going south to Crag Zone and then banking east into the deeper parts of crash zone. Most of the reapers are up by the ship, sticking to the bottom will keep you relatively safe and net you as much titanium as you will ever need.
- Blood kelp zone, the sea treader wreck and the meteor crater in Dunes all have secrets that you may find interesting.
- Remember the Bleeders in the reactor room of the Aurora? Bring a grav trap along - they're cheap, it's disposable - and enter through the top door by climbing along the wreckage up there. Pop the grav trap in the reactor room and kill one of them with the propulsion cannon - the others will come for the body and be stuck in the trap, making picking them off much, much easier than it would be trying to find them all individually. You can just leave the trap behind. If you have the stasis gun, you can wait for them to stack up in the grav trap, stun them, then drop gas pods amidst the several bleeders and watch them get bodied.
- Gas pods 'o doom also work against leviathans. They work against EVERYTHING. You just need a lot of them, but getting a lot of them is really easy with the propulsion cannon (which can fire them too, by the way).
- Reefback barnacles are a good source of copper and silver, but beware the tiger plants on their backs. If you have a reinforced dive suit, tiger plants can't hurt you, but without one they're a pain. You can yeet them with the propulsion cannon. That trick works for drooping stingers too.
- Beacons everywhere. No seriously, everywhere. You'd be amazed how few people use them as much as they ought to be used.
- Eastern red grass plains has deep caves with a type of plant which can only be found in a few select spots on the map. Bulb Zone's lifepod has caves with some nearby and the Dunes also has some, but a Reaper is guarding them. If you do manage to find the spot though, it's GREAT for rubies!
- Scanner room cameras are a good way to keep track of nearby leviathans. They also force the terrain to load, which is required for the scanner room to actually pick things up. Stalkers will snag the cameras and move them around, but they're pretty useful for quickly getting the scanner room working right. The wildlife ignores the cameras too, so if you want a really nice picture of some creature you really hate getting close to, they're a great way to get it.
- Breed some stalkers, release them outside your base next to a pile of metal scrap and never worry about finding teeth for glass again. Barring that? Drop a random beacon in the kelp forest and wait for a stalker to collect it, follow it back to their stash and drop a grav trap.
- Light sticks can be good for wreck diving, as are flares. Flares provide much better lighting in large open spaces than the flashlight or seaglide. It makes them a good alternative to the flashlight in the early game.
DO NOT PARK YOUR SEAMOTH NEAR THE BEACHES. DO NOT PARK YOUR SEAMOTH NEAR THE BEACHES. DO NOT PARK YOUR SEAMOTH NEAR THE BEACHES.
- The following is a list of zones where one can find particular ores. It isn't a complete list, but will allow you to find everything you need in a timely fashion:
Lithium -
Jellyshroom, Bulb Zone, Mushroom Forest, Lost River Loose Lithium -
Mushroom Forest, Mountains, Grand Reef, Shale, lost river Magnetite -
Jellyshroom is the only biome with large nodes Loose Magnetite -
Jellyshroom, mountains, cove tree cave, blood kelp zone, lost river Rubies -
Dunes, Spare Reef Caves, Lost River, Grand Reef, Underwater Islands Diamonds -
Lost River, Shale, Inactive Lava Zone, Sea Treader Path, sometimes caves Table Coral -
Shallows, Lost River Copper -
Mushroom forest, blood kelp zone, bulb zone, lost river, limestone, Inactive Lava Zone Silver -
Crag Zone, Mountains, Lost River, sandstone, Inactive Lava Zone Gold -
Jellyshroom, Blood Kelp Zone, Lost River, sandstone, shale Lead -
Sandstone, mountains, crash zone, lost river, Inactive Lava Zone Titanium -
Crash Zone, Dunes, Limestone, Lost River, Inactive Lava Zone Metal Salvage -
Crash Zone, Crag Zone, Kelp Forest Kyanite -
Inactive Lava Zone Crystalline Sulfur -
Lost River Nickel -
Lost River Uraninite -
Blood Kelp Zone, Blood Kelp Trench, Lost River, Inactive Lava Zone, Grand Reef Quartz -
Dunes, Crag Zone, Lost River, Inactive Lava Zone, Red Grassy Plains If you're reading this guide and have any suggestions for additional information, feel free to share them for the next iteration.
Good luck, survivor!
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2023.05.29 21:54 EffectSubstantial909 Lost Terran - 1
This is first time writing a story and English is not my primary language, so don’t expect too much on the Grammar and spelling. Before I start I’ll explain a bit of the world building as I did put some thought into the world building. While I’m not a scientist I based a lot of my world building on science. World building The story will be Sci-fi and it will take place in a galaxy far far away (basically don’t expect anyone else besides Mc getting there, I don’t want my story to get too convoluted) Mc is PMC security personnel and would get sent there from a lab explosion. The place Mc gets transported to is a younger part of the universe where a lot of stars that will ever be born hasn’t been born yet, which mean there’s less heavier elements there. To get a better understanding here’s a elemental tier list from light to heavy. Tier 1: Hydrogen (H) Tier 2: Carbon (C), Oxygen (O) Tier 3: Silicon (Si) Tier 4: Iron (Fe), Titanium (Ti) Tier 5:Silver (Ag) Tier 6: Gold (Au), Lead (Pb) Any element below Tier 5 can be created from normal fusion from any Star but those above it can only be formed in the cores of a super Nova a much rarer type of star. So basically Iron where the Mc finds himself is equal to Gold on Earth. In that part of the galaxy dude to the lack of heavier elements most of their construction materials are made using a plastic like substance so it wouldn’t be strange for Mc to rip door off it’s hinges. I do pat myself in the back for my explanation. Natural as per HFY standard the worlds there are mostly low gravity worlds. Next is that the gender ratio of that galaxy place has more female, I’ve also thought of the explanation for this and it would be in the story. Rest assured I would explain despite them having sci-fi technology “why don’t they just make more men?” (Story start)——————————— 14th Jun 2078 23:30 local time Southern Africa ‘Yet another night’ Franz signs as he goes over his monotonous patrol route, not that he’s complaining that nothing is happening especially with the salary he’s getting paid, besides that the benefits are quite good too. Franz walks towards a security door then swipes it with his key card. Click With the click Franz opens the door and examine inside for anything out of place. …… …. .. Not finding anything suspicious he closes the door and goes on his scheduled route lugging his cumbersome bolt-action rifle. ‘Man how old is this thing? My grandfather’s grandfather would have carried these to the battlefield’ FranZ thought as he stares at the Mosin-Nagant he has been issued. ‘The legendary garbage rode’ Franz thought as he looks at the rifle. Ever since the company has been subjected to western sanctions for “human rights abuses” the quality of the equipment non-frontline units like him has seen a major decline. Like dude! How are you supposed to deal with child soldiers insurgents?! Oh and we certainly know how the Americans dealth with it when they were in Africa. They shot them! ‘Those hypocrites, it’s fine if they do it but if others do it it’s a war crime’ Franz grumbled at the antique he has been issued. Of course it’s not just shooting child soldiers in Africa, probably the major reason is that the PMC he’s working for accepted a contract to help Saudi Arabia conquer Iraq. Iraq has always been a sore subject to the Americans and they heavily sanction anyone involved. Currently Iraq is being fought over by Iran and Saudi Arabia. After Iran succeeded in developing a nuke they got bolder and reignited the Iran-Iraq war, but unlike the last Iran-Iraq war that ended in stalemate this time Iran was steamrolling the Iraqi army. Seeing Iraq being steamrolled without much resistance Saudi Arabia took this chance to grab some lands. It didn’t take long before Saudi armies and the Iranians meet near Kuwait which ended in a 3 way cluster fuck. Suffice to say the Americans are not the least bit pleased their ties to the Saudis turned sore and they pulled all support to the Saudis and heavily Sanctioned all the mercenaries that joined in. After that Franz’s SMG got confiscated and replaced with this crappy Bolt-action. Saying that it’s not all bad as China and Russia is more than willing to step in, it’s just that their weapons are not as high tech as the westerns ones, there’s also compatibility issues (like the ammunition calibers, the rail system which all the mods can be attached) and that’s just for things like small arms not mentioning bigger items like tanks and armored vehicles. With all that in mind the PMC is still a business after all so drastic actions were taken and cost cutting measures needed to taken. Anyway as Franz passing a corridor he sees someone he doesn’t recognize coming out of a room. ‘Who that hell is that?’ He wondered as nobody should hear this late at night, like he could understand if someone just wanted to finish an errand which caused the to leave a bit late but it’s almost 12 midnight now there shouldn’t be anyone here. Even so it’s too early to jump to conclusions so Franz did what he was taught to do in this situation. “Who are you?” Franz asked the person from afar thinking that it could be one of the senior researchers need something or some shit. Like there’s no way it could be an intruder life is not like in the movies, there’s no way in hell that he’s dealing with some James Bond espionage nonsense. Right? But seeing the person still not responding Franz asks again “Oi! who are ?” But the person still didn’t respond to him and continues walking away, visibly at an increased pace. ‘Well fuck me!’ Franz cursed inwardly as things seems to have gotten real “Identify yourself!” Franz yells for the last time before he takes drastic actions. In response the person just flat out runs. ‘Shit!’ Franz curses as he calls in control. “Control this is Franz from unit 5, I’ve just spotted an intruder at section D exiting from one of the highly secured rooms. He was heading towards section E when I lost sight of him” There was a brief pause as the personnel at control was probably reviewing the cam footage from his helmet. A reply eventually came back “ other security personnel are now converging on section E, go investigate what that intruder was up to” “Copy that Control” Franz said before making sure his helmet’s built in cams are working properly and that control are receiving his live feed. Franz then head towards the door the intruder came out from and Franz swipes his key card. Booooooot “Control my access is rejected” Franz said as he made sure the cam can see the red light coming out of the access panel. “Ok try again now” the woman at control seems to have given him access and so he swipes his keycard again Click With the click Franz slowly opens the door and looks inside “Well fuck me” Franz said, as soon as he opens the door he sees a bomb was strapped in one of the devices in the lab. “Emmm control I think we may need a bomb squad” Franz said as he was just about prepared to run away but before that an elderly man’s voice came out of the coma “Not enough time the nearest bomb squad is at the capital, you’ll have to disarm the bomb, I’ll patch the you through to the experts and they’ll guide you on how to disarm it” ‘Awww shit’ Franz cursed as that elderly man is probably one of the high ranking personnel, he wants to run but he has seen videos of what happens to cowards and deserters. “Copy that” Franz replied as she sallows a lump in his throat. ‘There better be bonus after this one’ he grumbled inside while maintaining a poker face as he steps closer to the bomb and examines it without touching. Moments later another voice came through the coms “Alright let’s see what we have here…” ‘This must be the expert’ Franz thought “Oh my god, are they insane! The strapped a bomb to anti…” the coms was cut off A bit later the coms came back on “Alright sorry for the interruption, now follow my instruction as closely as possible and DON’T do anything I didn’t tell you too” “You don’t have to tell me that, I want to live to see another day” Franz replied “Alright so let’s…” then the expert gave him instructions on how to proceed He followed the instructions of the expert, but unfortunately despite there having an expert that doesn’t mean the bomb would get defused 100% of the time and this is one of those times that the bomb doesn’t get defused, as Franz doesn’t even know what he did wrong before the bomb exploded. Next thing you know Franz woke up in a totally different place
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2023.05.29 21:53 dd-kk Beginner Advice
Hello! I’m looking to get into fishing from the shore, as I live on the Isle of Arran in Scotland. I am a beginner, and the extent of my experience has been dropping lures off the side of a boat and hauling up predominantly mackerel.
I now don’t have access to a boat, and so I’m looking to get equipment to allow me to fish from shore.
I was looking at a Daiwa Sandstorm Beach Casting rod, 12’6, 100-200g, with a Daiwa Sealine SLOSH multiplier reel. Is this a good shout? My logic is based on needing to be able to cast a decent distance.
There are a handful of different spots to fish from shore here, but probably mostly for mackerel, pollock, coley etc. Theres also probably fishing for mullet/trout where the outflowing burns (small rivers) meet the sea.
Does anyone have any suggestions for different gear, or if I’m just totally barking up the wrong tree here? Any and all advice, tips and wisdom greatly welcomed!
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2023.05.29 21:29 AlienNationSSB #Alien-Nation Chapter 168: Now or Never
Alien-Nation Chapter 168: Now or Never
All Chapters First Chapter of Alien-Nation Previous Chapter Chapter summary: Elias wanders the grounds inspecting everything he can, has a fatheson moment with Larry then sends Vaughn to go try and spring people from jail.
It had been easy for me to see during the speech I'd given roughly how many had already arrived up the narrow pass, and as I stood from inspecting a firing port in a trench, testing whether the old cast iron cannon would roll back far enough on its rails after firing.
I gave it a pass after measuring against a rod. Certainly it was far from the highest of technologies at our disposal, but certainly it would be either lethal, injurious, or at the very least, extremely loud. The gathered mishmashed array of weaponry pointing outward was impressive enough, but the real piece de resistance was the sheer number of railguns we'd had returned to us, frequently carried by a two man team. I signed off on it for final inspection, noting the plug in place over the end, and went to the railgun positioned further down the trench near the intersection.
This was one I recognized. This shared at least something in common to the cannon, insofar as it was far from the latest model at our disposal. I spotted some of my own extremely crude handiwork, a far more rough set of welds performed along the plate's protective, unsanded metal edges. Mister Singer, if he were ever presented with it, may have recognized the shoddy, unstable hand that welded together some of the protective casing. The service flap told me the model without needing to even open it, the household door frame hinges pulled from Verns' stock of spare parts bin, before we implemented something even so basic as refined latches with catch points.
That had to make this a Mk. II. Sentimentality had no place on the front lines. I sucked in a breath at the sight of another old muzzle-loader being carried into the workshop for upgrades, already laid out on the timber worktable and ready for use and sucked in a breath.
I just hoped the earliest design of managing power flow wouldn't give out from the faster firing. Complex but beautifully arrayed piping had given way to simpler, more streamlined designs as we incorporated a greater number of readily available alien parts. Some of which we were supplied an initial batch of in the bag with the blueprints, and then we were told how to work free those same parts from various broken pieces of technology we'd reclaimed off the Shil'vati, or even the freely given away omni-pads. With every iteration we demonstrated a degree of adaptation to using the parts we had available, and each generation marked a leap forward in our own understanding of Shil'vati technology, courtesy of G-Man and his father's handiwork.
The final barrels of the extremely limited run of the second batch we'd paid handsomely for were marked 'present,' too. They had gone the least far afield, with one already slagging itself during the attack on the data center. I frowned at the spreadsheet, as if my impression of it might cause their fate to improve.
The latest blueprints could maintain a decent rate of fire without burning out its power management system located in the welded together case. Or, rather, the barrel gave out first. For the first time, perhaps as a result of being coupled with the magazines and a relatively rapid-fire exchange meant the neosteel barrels we received had finally become the weak point in the design.
It was only after we'd returned to Camp Death that I'd noticed the difference.
The new batch we'd paid dearly for seemed somewhat altered from the first batch we'd been building all the others out of, made from an alloyed material that shone somewhat dimmer under the sun as George and I worked in the shed elbow-to-elbow, though the contrast was not immediately obvious until one held the two against each other. It was slightly thicker, too, all of which to me indicated a change in supply in some manner, but our supplier had hardly announced themselves to Sam.
This was a troubling puzzle to me. I still couldn't be sure it was the new microbatch of barrels alloys being far from equal to the originals we'd finally finished building out? Or was it the expanded magazines and power couplings' ability to fire faster creating an overall volume of fire that overheated the barrel from overuse? Or was the power management design faulty, generating more heat per shot? Were we misusing them?
I measured the barrel of the Mk. II, just to be sure the shelf life of the barrel hadn't come due. So far, inspections of the original batch of barrels had mercifully indicated they'd all been brought back here were in comparatively great shape, with this one being no exception. That lent me some comfort that these new barrels were just not up to the task of heavy, sustained fire. I couldn't know that for certain, and an unreliable weapon was cause for anxiety.
Indeed, there was almost no wear on this version at all, disproving the worst case scenario that these were only good for a certain number of rounds before they'd be worn down to uselessness. Certainly, they'd eventually give out, but it seemed we were still far off from that point.
"Sir?" Asked the gunner, staring at me.
I stared at him, then down at the spreadsheet. "This thing fires three rounds a minute. Do you think that rate of fire is sufficient?"
I could tell he wasn't sure whether a 'no' would have him replaced with someone professing to be more accurate.
"Get it upgraded." I took the white gel pen and scribbled on it- make ready for an upgrade as soon as the final repaired railgun clears the shed. Assigned to casemate #4, Operator... "Call sign?"
"Brut," he answered.
"Brut...with the Umlaut?" He gave a thumbs up and I added them. Costing nothing but a drop of gel ink for a little personalization if it made for a happy gunner was a good investment. "Use it well. Get it upgraded if there's time, keep an eye on the work shed. Once the repairs stop, you can take this to the front of the line, Brüt."
There was no point dismantling all our old ones and creating a backlog while some still needed repairs. I wrote on the hatch Upgrade from Mk. II to Mk. IV. That would give it a magazine and more than triple its firing rate. Anything more than that, I quietly held my doubts for the feasibility of upgrading in a timely manner. The Mark V's took too much time and effort to build their complex power management systems for not enough gain, stuffed too tightly into the protective case to be completed quickly. The Mark VI's tended to overheat their crude fire control circuitry, the consequence of an overcorrection back to simplicity; they could maintain a high fire rate, but were too delicate. The VII's were the ones with the new barrel. Promising, but those barrel faults...I still worried it might have been the power management system.
We'd started considering adding water tanks to help maintain them, but it brought the weight higher than that of a Mk. I, and successfully swapping a boiling hot tank off a delicate, electronically-loaded railgun in combat seemed like a very questionable use of the time. We'd just have to ask the crews manning the railguns to be a bit judicious in our fire, and hope that the flaw was limited to the new little batch of barrels.
How many rounds, exactly, and exactly how fast was yet to be determined; we hadn't conducted the amount of testing a proper military might carry out, but while we had no shortage to man, we also did not have so many as to test dozens until their point of failure, weighing and comparing all their possible conditions.
All this uncertainty kept bouncing around my head. How many troops did we have here? How many rounds for every type of rifle, including the more exotic variants? How reliant on them were we to deal damage, and was it all stored somewhat safely? On the less direct side of things, how many tons of food did we have stored, and was it distributed well? How many thousands of gallons of water could we draw? How many pounds of soap to wash utensils, cups, wounds, and shower with? How many pounds of food over how many men, to last how many days? If it rained, some of these might be alleviated, and yet might kick off a whole host of other issues. There was no way of knowing, no way of taking a perfect stock. But I could estimate.
We had a lot of people. And a lot of guns. And a lot of defenses, and literally countless tons of high explosives, triggered by various means and methods. And we were mad as hell. While exactly how mad was less concrete a figure, I knew this many men away from home could end poorly.
Ultimately, whether it was the fault of the new barrel or the design had finally reached the limitations of its potential rate of fire without causing other issues, I couldn't say for certain. So I had to do my best.
I gave the railgun a clean bill of health to operate if needed, 'priority upgrade,' and noted the rate of fire for the defensive position at 'three a minute.' This one being one of our oldest models, I left it to the operator with my blessings, and made a mental note to add the next railgun we had to be stationed nearby, just so that we weren't under strength from that angle.
I craned my neck from the trench to behold even more insurgents trickling into the old clearing. The arrivals always came in ones-and-twos, their body language telling me the story of the journey it had taken to get here. They'd had to have abandoned their vehicles to the traffic-snarled roads almost certainly some miles away unless they knew the path George and I would occasionally take;.
Those who brought their own heavy weapons lay them down at their feet before collapsing. Water and food was distributed, though I couldn't speak to the quality, and a trash run would have to be made, tossing the empty tins into ammunition containers.
Of all the newcomers who had yet to be organized into place, I counted two mortars, several more volunteers grouping up to retrieve ammo after taking down descriptions of the vehicles from their exhausted owners and sprinting back out into the night to fetch whatever had been left behind.
The resourcefulness lifted my spirits. No one entertained the notion that these men were taking their leave to flee a certain doom. All present felt some degree of faith, understood who they were, why they were here, and what we were setting out to accomplish. Cells worked to find one another in the darkness, congealing themselves into a more coherent, practiced fighting force by virtue of familiarity with one another. Discipline was sharp and needed little enforcement past an initial reminder. No flashlights switched on inside the premises or campfires were lit despite the encroaching edges of the cold front. Insurgents were guided to whatever defensive positions, pillboxes, trenches, battlements, or bunkers still sat empty, depending somewhat on their expected role after detailing their skills to sentries or those otherwise familiar with the camp carefully explaining sight lines and our overall defensive strategy.
Whispered word overheard from those arrivals seemed to indicate a mixture of panic and outrage was fast spreading through the state's populace, carrying them on frightened wings as they took flight in the night, from here to the southernmost beaches and bays. It seemed word had gotten out successfully, then. That knocked down one more obstacle to our success, or at least set the pieces in place. Soon, all that would remain would be the ugly business of following through, and hoping, no praying that I hadn't massively miscalculated in my hubris.
I took the ramp out of the trench so they could pour some loose gravel into it, helping ensure that if those threatening looking storm clouds opened and if the drains clogged, we still would have some footing, and retired to the command cabin, eyeing how empty it felt with all the finished products being set into defensive arrangements; only the workshop still retained all its rather explosive concoctions.
The manpower situation was such that those familiar in reliably manufacturing complex bombs were spending their time setting up defenses in the fields beyond and settling in our new arrivals.
And then I had the couple hostages, weakened by months of captivity, restrained and kept under guard, but still sitting right on top of the half-done armaments.
I told myself that we had taken precautions- the most reactive sets separated by a thin membranous bag of water to prevent chain reactions from taking root and a few emergency containment systems, but they relied on someone present. I'd need all hands on deck- and what if a direct lance of energy landed from some heavy weapon hit the shed, perhaps to try and make a point? No mere bag of water would make a difference then.
Then again, if they brought that king of weaponry to bear, then the outcome would be certain. The Shil'vati would still lose their hostages, and have tacitly admitted I'd forced their hand, and that they'd declared we were enough of a threat to sacrifice noblewomen just to put a stop to.
I hunched over a smaller map in the command cabin, pinning down the garrisons and jails Verns might be held in. Perhaps I'd been premature in my assessment in lacking a future need of a good map when I'd jumped atop the table for my little motivational speech. I'd gotten caught up in the moment; I hadn't foreseen the need for an offensive element.
I was sorely missing my Lieutenants. Vendetta wasn't here, which was one of the greater anxieties weighing on my shoulders.
The one word I'd whispered in his ear all that time ago to bring him around to believing I did, in fact, have a plan: Victory. He should be here already.
He'd sprinted off across the field in glee back when I told him of this plan's possibility, that "Plan C" might come about due to a few cells going dark and my suspicion that it wasn't moles. The null hypothesis, that there were in fact moles, had put him in direct danger by sending him to double-check.
I cursed my blindness. My eagerness to take a night off, to get him out of the way so he wouldn't clash with the others, so I could be a 'normal boy' for a night and attend a party- one I wouldn't be kicked out of, To find social acceptance.
All part of a 'coming of age,' even after I'd already spilt blood, led a war campaign effort, kissed, earned more money than most would see in a lifetime, and mentally cut ties with my family. By almost any account, I already was a man, yet I'd gotten obsessive in imitating the modern trappings of defining such things. I should have seen the cells reporting members' absences and even going dark as a whole for what it was. I could have called off Town Hall, started assembling even more people here.
Then again, if I had, then perhaps...the shil'vati might not have started grabbing everyone. I hated to think of Verns as 'sacrificial.' They likely didn't have much on him, just a neighbor's report. Then again, we'd had that meeting right after the bar fight at Lucky's, right? How thoroughly had George cleared out his house, if they went back to rummage around and investigate? How well could George cover his tracks? We'd left that ammo crate in the hallway, for starters- clumsy of us, yet we were in a panic. Like children. I tensed as I remembered so vividly the sudden sharp report of the gun, watched Patrick's empty eyes stare up. But not children.
There was nothing I could do for Vendetta. We'd sent the Bat Signal out. Either he'd be here, or he'd miss it.
I weighed the value of sending George away once he got here. The order would certainly annoy him after he'd just arrived, something of an arduous task given how far backed up the traffic had become. I also knew it meant I'd have one fewer lieutenant here, where I desperately needed him. I could hardly ask him to burn down the childhood home, and it would certainly reek of hiding evidence.
"Sir," A sentry stood in the door frame, and I stretched from where my muscles had tensed up, pulling my shoulders back and yawning silently beneath my mask, lumbering toward him.
I didn't realize how tall I'd gotten until I realized he was staring up at me and had taken a half-step backwards- not to make way so I could lead from the door, either, but almost defensively.
"Yes, what is it?" I asked, stopping in place.
"We've received a message for you, sir. Radio is reporting that a 'Hex' has checked in from her position. She and Binary report 'Green as Grass,' sir."
I wasn't used to being called 'sir,' and it caught me off guard. I realized he was standing there, waiting for a response from me of some sort, too.
What should I say for him to send back to Hex? I momentarily remembered the sensation of the kiss, the warm, slightly wet softness, the tenderness, and felt a bit of a blush under my mask. While every instinct screamed at me to not air even a hint of my romances or inner turmoil about a kiss over the unencrypted connection, there was a level of 'not talking about it' that I was unfamiliar with and hadn't planned for. Could my message back be coded into something subtle? Nothing came to mind.
"G-good," I finally stuttered a little awkwardly. "That's very good."
"What does it mean, sir?"
I pushed the distractions out of my head. This was no time to be thinking about girls- and my mind stubbornly disobeyed, wandering right back to Natalie. At first to the hug she'd offered me, when I was scared. Frightened of the mind-wiper device. That tenderness she'd offered- I pushed the memory from my mind, too. This wasn't the time to fantasize, either. I had to live in the world that was before me, here in the present. People were relying on me. I could figure out all that other stuff- girls, hope, my future- sometime later.
"It means the operation can proceed as planned."
If the Twins stopped reporting or got caught with the hostages, then we'd have a lot less leverage stopping Azraea from blowing us all sky high. A couple noblewomen- who I wasn't terribly familiar with and seemed to be somewhat less important, provided they were truthful to me of their station. This unfortunate pair had relied on connections to already-stationed family members to arrive, rather than on their raw political power to muscle their way to Earth's then-closely guarded secret coordinates, and were present only for evidence of said hostages' presence.
"Sir, beg your pardon," I could sense something bubbling under his words, against his better judgment, but some sense of desperation demanded he ask me this anyways. "But what is the operation? I've been manning the airwaves with Radio, helping spread word, but everyone I make contact with seems to want to know."
"I don't see the wisdom in broadcasting the finer details of our plan, I'm sure you understand."
I sensed the inner conflict by the way he froze up. He wanted to object, probably, to swear he wouldn't leak more than the minimum. The problem was, anyone listening for long might take a morsel here, a morsel there, and bring it all together and undo us.
"You have all you're meant to have at this point, frustrating though that must be to try and inform others of the going-ons. Our objective is right before us. When the time comes and the enemy appears, blast them." I didn't want to say there isn't much else to plan. At least, not for them to consider.
"And you, sir?"
"I'll be right here, alongside you," I promised. That seemed to ease some of his pressing curiosity, at least. "We'll be here together, to watch the birth of a miracle." That, or we'd die together. Those words didn't quite have the same catchy ring, though.
I looked over my shoulder back at the map. What more good could be wrought over pondering what jail he might be in, without more details?
"Another matter. Hex said G-Man should arrive in a few minutes."
"Thank you. Anything else to report?"
"No sir, the shortwave beckons." They gave a hand-on-heart and stepped out, leaving the doorframe empty.
I told myself I may as well follow. There was no good to come of disappearing into a tent, secluded for long periods, not when anxiety might run through the gathered troops. I had to make myself seen at least periodically. Besides, it was easier to get a more complete picture from out here than in there.
Radio looked like a one-man-band by the way he was surrounded by boxy electronics of varying sizes, their glows dimmed slightly by thin pieces of fabric taped over the tiny glowing screens, and the trap stretched over his head. Wires snaked their way along the ground, a trooper trying to lay the cable into a thin channel of dirt with a spade to reduce the tripping hazard.
Pierce crouched next to him with a laptop plugged into something wired together, the final outlet of which looked vaguely like an international travel inverter, her fingers flying across the trackpad.
"Radio, how are we?"
"We've made lots of contact, I think. So much traffic on the airwaves it's actually hard to find a clear channel to broadcast on."
"Do they have our encryption keys?" I asked, the question almost automatic.
"No, having one kind of defeats the purpose of being heard and getting the signal out. Besides, encrypting's probably easy for the Shil'vati to crack. Less easy for human intelligence agencies, but impossible for the people who we want to hear us."
I already knew most of this, but humoured him. Little entertained radio quite like his namesake.
"What's our chance of discovery, then? Rough time to them figuring out it's us here, and finding the signal's origin."
"At least with a somewhat uncountable number of HAM signals being thrown across the airwaves, we are a really big needle in a gigantic haystack. Besides, how many times have we actually been where we're broadcasting from?"
That was a point I hadn't considered.
The Shil'vati would likely regard our signal as just a relay point, rather than the source, let alone the destination.
Would they strike it just to silence the orders, once they figured out how many of them were originating from the same point?
I comforted myself by staring upstream of the creek that wandered to the south of Camp Death, following its course with my eyes to where it flowed under the concrete tunnels under the highway, under the train tracks, to where it ultimately ran back to where Radio and I had visited Saint Michael's. Then I turned my head back across the field, toward where the foundation of Mojo and Mister Pasta's had been, where Vaughn had called in the kill team on the Fed's sting operation,
We'd certainly set up plenty of remote broadcast towers before, to entice them into launching strikes on collaborationists. That Saint Michael's was still standing after we'd broadcast all kinds of propaganda from there meant they'd almost certainly learned to be a bit more cautious about lashing out blindly.
In the darkness I saw a familiar figure materialize, and with a bit of relief, I ran up to greet Larry. I wanted to give the old mechanic a hug, but knew that expressions of intimacy while standing near the middle of the camp's defensive perimeter in front of everyone was more than a bit inappropriate, and settled for a nod of acknowledgment.
"I cleaned up the mess at Jules place," he said, going back to referring to his friend by their code name, glancing at Pierce.
I felt a moment of shame. We'd panicked and grabbed everything. Perhaps we were like children after all, leaving our toys out and in the hall. "Thank you."
"Saw Patrick."
"Patrick saw," I said back. "Patrick- called."
Whatever Larry was about to say, that brought him up short. "Oh. Oh." The words seemed to leave him pained. He'd known Patrick, too, and I felt the weight of guilt. It seemed he moved on faster than I could, because he changed the topic quickly.
"What's up?" He gestured at the radio setup.
Pierce seemed to be quite engrossed in her work, trying to connect the laptop to a radio via a USB cable, fumbling with the port in the dark. The laptop's screen was showing a shaky handheld video of a mass arrest- and I thought I could hear my own voice echoing the words I'd spoken just a short while ago.
"Just uploading the speech. I've spliced it up to some footage that one of the newcomers brought. We'll also be exporting raw versions of both- just the audio, the video, make sure people have the record and can decide for themselves."
Sometimes the truth was the best propaganda.
"How are you getting video out? I thought the internet was down."
Radio held a hand up, and then put it down, as if I'd been a teacher asking a question and he'd been chasing extra credit. The next few sentences were practically a foreign language to me, uttering a series of numbers in rapid succession, followed by what sounded like a name. That may've been a model, an edition of a model, a make, a special form of broadcasting- all of it may well have been bounced off the ionosphere for how far it went over my head. I wasn't used to being so completely out of my depth, but everyone seems to have specialized in some skill or another. I'd preferred getting involved in all aspects of the revolution, but at a certain point delegation was a necessity, and I was watching not just the task's needs, but also the capabilities of my lieutenants grow well past my ability to offer useful insight and guidance.
"I...see." I didn't, but I wasn't sure what else to say. I wanted to express curiosity, but I felt like this new capability was something we'd discuss later, if there was a later. "And people can receive high definition video over shortwave? It just takes a long time?"
It seemed to me to be an apparently somewhat technical process to perform over shortwave, and only when finally pressed for details, Radio at last admitted something I did understand: "I am not sure most people know how to collect the signal, or have the right equipment to, but I'm sure someone will, Maybe that person will redistribute the videos."
There. Actionable, useful information.
"Then continue," I said. "At least unless anything more pressing jumps up to do."
"Let's hope it's good for more than the history books," Pierce commented mildly.
"The world has to know, and I am certain the shil'vati have no interest in putting such footage out there. That's reason enough for us, isn't it?" I watched Radio nod and then scurry about the camp, tracing one of the wires toward the antenna array nearest the highway. I turned to Larry, breaking off from the amusing spectacle. "Do you remember my promise?" My question was genuine, but he seemed to waver slightly, now that the possibility of actually delivering on it was here and present. Perhaps the aura of our inner circle's invincibility had been shattered with the loss of his neighbors, and it would be best to set his mind to something productive. "If you want it to come true, see to it that the mortar teams are trained. Get the cannons in position, and make sure we're good for more than just one wave."
Larry snapped a salute, fingers on brow, and I clumsily approximated one in return, though I had never done a salute before in my life. I could sense the slight smile from behind his mask, and with a quick check over his shoulder that no one was watching, he reached out, straightened my palm out slightly, then brought the edge of my palm higher until it was a bit more level. "That's better," he judged, then leaving me alone once I dropped the hand a few seconds later.
George showed up a few minutes earlier than Hex had predicted, out of breath and escorted by a sentry. "Ditched the truck," he wheezed. "The huge bags of claymores and equipment were really heavy. Had to haul it under the interstate." His shoes shone with creekwater; He'd almost certainly taken the path Larry had forbade us from trying, and I couldn't imagine doing it in the pitch black darkness at any speed.
I motioned to the sentry. "Help him get that bag into the workshop." He was the best bomb maker, but he also had helped build this place. I wanted to pick his brain, but I would give him time to rest, first.
"Hey, Radio. Radio!" I heard the shortwave radio he'd set at the top squawk to life with a familiar grumble on the other end, distorted somewhat by the tinny speaker. I scooped it up. Someone with a vocoder- Radio gave those out sparingly.
"'E' here," I answered for him, but didn't want to announce myself. Not right away.
A moment's pause.
"What are your orders?"
"Vendetta?" I wanted to confirm.
"I'm here with over fifty people waiting at Warehouse Base for something to do," I knew the transmission would likely be monitored, but the time for subtlety was over. "You're on speakerphone, by the way."
The line was likely tapped, or at least would be intercepted, its contents determining priority for being passed upward or presented to someone with authority, possibly even Azraea herself.
Whatever orders I gave, they'd have to be in code, or at least sound like something unimportant, low-priority so that we might give him as much opportunity to get the drop on the enemy as he could be afforded.
"Don't bother trying to come here yet," I quickly supplied. "By now, if you're not on your way here, you have your own party to go to." I took a moment to survey the grounds. "We've practically got a full house. See about getting a house party of your own, though you'll have to pull the guests out of their own company. Or something to flank."
"Any idea where to start?"
The map fresh in my mind, I found the answer sprang to me.
"There's a rest stop along Route One. If you've got any party poppers, you can get them to open up to you like a can opener. You know, it's all about introducing yourself well."
I heard him laugh mirthlessly, the sound coming through like a cheese grater run over the asphalt.
"That one's a big bite, maybe more than we can chew without choking. Why don't we start with something smaller?"
I wanted to protest, to direct him to the biggest ones first. Then again, how much did they have on Verns? How likely was he to be somewhere heavily defended?
"What do you have in mind?"
"Well, right across the river from where the naughty girls all get sent. Why don't we start there? Every party needs a few ladies, right?" I could hear a roar of assent from the background.
I wasn't quite sure what he meant by that- was he going to try and attack the Shil'vati base? Surely not those women? He wasn't that insane. Then it clicked- the Women's Correctional Facility in Wilmington, just upstream of the Christina River from where he was broadcasting from at the old Warehouse Base. Easy to get to, certainly, and right near the interstate with pedestrian bridges and neighborhoods to scatter in after the strike made it an excellent candidate. Almost certain to succeed.
The strike wouldn't yield us Verns, though forcing the Shil'vati to admit that they couldn't both take and hold their prisoners at the same time might force them to at least pause rounding up ever more people.
If I gave it my blessing, I would be sacrificing any chance of rescuing Verns for...for what? The tradeoff strained my soul to even consider.
"If you feel that's best, you know your crowd. That said, they got Jules- we want him back." He'd helped build Camp Death. He knew its ins and outs, though my real reasons were somewhat sentimental. "Keep an eye out for Morningstar and a few other cells. I've little doubt they can party with the best of them." They were one of my heaviest hitters, routinely bragging they could go clay pigeon hunting with an unguided RPG, yet I was pretty sure I'd never rallied them to Camp Death- if they were to rally, Warehouse Base was where they'd be.
There was a moment of silence, until Vaughn reported back- "Yeah, they're here. They were going to move up to you once they got everyone together. Should we leave instructions for where to find us, or to find you?"
"Do it- supplies are overall good here. Lots of...uh, balloons, confetti..." I felt like I was stretching the analogy too far, so I gave up trying to equate weaponry to party paraphranelia. "...you know, the works. Take Morningstar and use 'em as you see best fit. What've you got for your party? Any good party supplies?" We certainly could make a trash run and see if we could also deliver them some RPGs at the same time.
"Got some Bump-n-Grinds, and you know those are always good for an up-close-and-personal encounter."
I laughed. "From what I read about bumping and grinding? The closer, the better." Their accuracy left a fair bit to be desired. Still, it would be a good, even vital carry just in case those dreaded Security Forces Technicals made an appearance, and would probably be 'good enough' against a stationary target like a wall, especially in the hands of a capable squadron like Talonstar.
"What time are you thinking?"
"I'd say as soon as we're all ready. You really overestimated how many people know where Camp Death is. A fair number showed up here, and are still trickling in."
"Enough to throw several parties at once?" I asked, suddenly hopeful.
"Well, I suppose, maybe, but I'd be wary of partygoers without someone in charge to, uh..." the metaphor seemed to be breaking down, but I got what he was going for.
"Yeah, I see."
"Are you thinking if there are too many noise complaints at once, it'll keep the party going longer?"
"That's part of it, but I'm hoping we might find a particular person we're missing, lost him when we were playing unexpected host. Someone of G-Man's, you'd know him as Jules. A divide and conquer might maximize our odds of finding him."
"Plus, maximize the number of partygoers we pick up as we move. I like it. A few small house parties for every big house. Any special orders?"
"None. K.I.S.S. principle applies. Good, bad, I want it all out on the streets. 'KISS' 'em until they can't see straight." Keep It Simple, Stupid.
"You're certain?" I could hear the hesitancy in his voice. "This is going to be the greatest thing we've ever done, and I want to be by your side for it 'til the end. I don't want any last-minute cancellations, and I sure as hell don't wanna miss it. How long should I party?"
We'd be letting absolute chaos loose. Fire. Looting. The worst of humanity, turned loose, with Vaughn potentially at its head if he decided to recruit for some reason. Could I still claim to be the good guy if I turned those kinds of people free to wreak havoc on the state I claimed whose denizens I was protecting?
Blackstone's Ratio holds that it is better that ten guilty persons escape than that one innocent suffer. It would still hold me no less accountable for whatever followed from this mass prison break, though.
I looked over to the recently arrived George, and hung my head.
So be it.
"Confirmed, Vendetta. I'll next talk to you when you're here in person- call it when you start either getting tired or if the hosts hire a doorman, a bouncer, or something you can't handle. Bring any good partygoers and favors you find, guide them here, O Pied Piper. Over and out." The signal went quiet again, and I turned off our radio, standing and yawning. The hour was late, and it would be my last opportunity for some shuteye.
I pulled aside a few sentries to my first order. I felt it was a strange one, and likely futile: I asked everyone to 'try and get some rest.'
The sentries were going to be exhausted, and I needed them to start working in shifts if we were to maintain our vigil and perimeter. Doubtless, more would be coming, and giving them at least some rest might be a difference-maker. G-Man helped lead the newcomers to the subterranean bunkers and tunnels, trying to make sure everyone had a place to stay the night and resources got split, even if it was throwing tarps and blankets on hard-packed dirt. I eyed the tunnels, knowing which one of them would spit me out near the stream, itself running so low I might as well refer to it as a ravine. Digging that had been cramped, paranoia-inducing, but we'd dug out so much of the hill and filled it with enough weapons to wage a full-scale war. What had begun as almost make-work and a place to store things when we'd started out
I couldn't sleep well on the cot that night, tossing and turning- I even tried resting with the mask off, held in my hands, but the risk to my identity if anyone barged in caused me enough stress. Eventually, I stood and donned it, making my rounds around the camp, trying to calm myself. Instead, I felt eyes following me, and I had to force myself to stand tall. For the thousandth time, I thought of this as my Valley Forge.
The sentry at the door to the command cabin gave me a hand-on-heart, and I returned it.
As I patrolled, I could hear whispered prayers, muttered plans of action, and mercifully, snores. At least some were getting some sleep. I could see orange lights reflecting off the clouds, near where I knew Wilmington lay.
I almost jumped a foot in the air when I felt the tap on my shoulder, only to find G-Man's mask staring into mine. How strange that such a haunting visage was a comfort to me.
"Hey. Can't sleep?"
"I can't," I confessed. "G-Man, I'm sorry what happened with your father. Hell of a birthday." I hadn't even had a chance to give him the present I'd bought him- a couple new filters, and vintage craftsman toolkit, "from before they sold out," Verns had told me. The memory of his voice already felt distant somehow- no. I'll see him again.
"Wasn't your fault. Even if Town Hall wasn't your big idea to get them to retaliate, you know? Then they'd still have done something. But, uh, thanks for saying that. And thanks for trying to get dad out. I'll remember that." George said quietly, then the conversation ended when he turned away and went to the edge of the embankment. Just like that.
I could never quite get a read on him.
I went inside, and tried to force myself to get at least some shut-eye.
Thanks to Terran-Armored-Core and DeltaNu for helping with some decisions and spellcheck.
Thanks to Inmutabilis-Ratio for helping with the site, it was very helpful in importing the text.
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2023.05.29 21:24 Chubbyklove_ On The Final Day of Our Sub We Find Out LeMickey James Was Holding Everyone Hostage So He Could Get a Bubble Ring on an AAU Court
2023.05.29 20:58 Jimithyashford Memorial Day Wade Fishing James River Backwater
2023.05.29 20:58 FerretBoi69 Thor vs Wonder Woman
Before getting into their stats: I want to talk about one of the key things that led to Wonder Woman's victory, in her episode: The Sword of Hephaestus. This sword, is sharp enough to
split atoms. However, in my opinion Thor should resist this. Thor's
molecules (and atoms) work differently than mortals. This is something
very consistent with Thor, and other Gods. Thor survived an increased blast,
from Kang's dissolution beam, which could split atoms across time. Thor was immune, to having his
subatomic particles hardened. He has survived, being
blasted by anti matter. Thor, has also survived being blasted by
Power Cosmic, from Galactus, and the Silver Surfer. The Power Cosmic, has shown the ability to not only
control atoms, but straight up
atomize stuff. Thor, has also outright, survived a blast that would
atomize, anyone other than a God. Even if you don't buy his immunity, this ability should be countered by Thor, but I'll talk about that more later. This isn't to say however, that the blade couldn't hurt Thor, as he has a
history , of being hurt by mythical blades. He however, is always able to patch it up, with his healing factor.
Thor's stats:
Thor has
shattered a root of Yggdrasil. As a baby, he shook
The World Tree, with his cries. Thor has defeated
a Celestial. This is consistent, because
Knull noted he had felt a power like Thor's, and he goes around
killing Celestials. And Celestials,
created the Multiverse in Marvel. Thor is considered, a threat to a large portion,
of all that resides in Eternity, and Infinity. Two weaker
Thor's , spewed shockwaves across
the Multiverse. Keep in mind, one of them barely has
a tenth, of the actual, Thor's power.
With the Godblast, Thor can fend off
Galactus. And with 3 other Thor's, he was able to
bolster the Super flow , and prevent the Multiverse from collapsing. As already established, Thor was also doing most of the heavy lifting here.
For speed, Thor
has outsped the Silver Surfer. Who was stated by the cosmic abstract Infinity, to have
incalculable speed. Mjolnir, has outright,
traveled immeasurable distances. Thor, has spun his hammer, so fast
it transcended space and time. Thor has flown to
Asgard, which is a realm,
beyond time and space. Wonder Woman's stats:
Wonder Woman has redirected
a blast , from the entire Greek pantheon. She shattered,
the Cronus sceptre, which houses the God Wave. Wonder Woman has defeated, the
Phantom Stranger, who is able to fight the Spectre. In a fight with Superman, they both
shook the Heavens. Wonder Woman, has also been able to,
harm Darkseid , with her blows. This is impressive because, Darkseid took a punch
powered by the whole Multiverse casually. This should be consistent as well, since the Hellbat, is powered by
her punches. And the Hellbat, can also
harm Darkseid. For speed, Wonder Woman is almost as fast
as the Flash. This should be consistent because, she did pretty well in
The Great Race. Wonder Woman is considered
faster than Superman in combat. Wonder Woman has the speed of
Hermes. Which means she should be comparable to Shazam, who has the speed of
Mercury. Shazam has
flown , to the Rock of Eternity, which is beyond
time and space. So in terms of AP and Speed they should be pretty comparable. But Thor should have an edge in AP, while Wonder Woman should have an edge in speed.
Thor's experience and skill:
Thor is very old. Thor, has been seen in
hieroglyphics. He remembers humanity, back when we were
in the stone age. He also says, he is older than our
entire race. For skill, he has centuries, worth of training in the arts of
war. He kept up with Man-Beast, who's combat is
millions of years more advanced than ours. Thor also matches
Shang-Chi. Who is comparable to Iron Fist, who has access to
infinite combat techniques. Wonder Woman's experience and skill:
For Wonder Woman is a little harder to gauge her
age. We know her mother, Queen Hippolyta was a teen during the Trojan War, which took place 3000+ years ago, so Wonder Woman should be around that age. For skill, Wonder Woman was able to
Zod, who was bred to be a warrior from birth. She is considered the
greatest melee fighter, on Earth, by Batman, and no one argues with Batman. She should also scale to Ares, who has tactics and strategies throughout the
ages. So, for skill, they should be pretty even. However, for experience Thor should completely blow hers out of the water, which in my opinion is going to be a huge advantage as he'll have more experience fighting opponents like her.
I will only talk about Hax that is applicable in combat. Thor's hax:
Matter Manipulation: Thor can fuse an opponent's
molecules. Thor can manipulate
subatomic particles. He hits so hard he can
atomize objects. He can also manipulate
anti matter. Wonder Woman herself, has shown limited
resistance to this, however this did result in her being
weakened. Her equipment however, hasn't shown any
resistance to this at all. This ability is huge because it allows Thor to weaken her, and strip her of her equipment.
Life Absorption: Thor has shown the ability to drain a person's life force. Wonder Woman should resist this however, as she was barely effected by
Parasite. Power Absorption/ Nullification: Thor has stolen the
Power Cosmic , from Galactus. He has also separated the
Juggernaut , from Cytorrak. Wonder Woman should partially resist this because of Parasite, but not on the scale that this ability operates at. Wonder Woman does have ways of getting her powers back, but not before Thor should finish her off.
Storm Creation: As the God of Thunder, Thor can create storms larger than entire universes. Or isolate them,
inside of a person. This ability would grant him complete control of the battlefield, and Wonder Woman has no way of stopping him from creating one inside of her.
Regeneration: Thor has a potent regeneration, being able to regenerate a incinerated arm in 30 minutes. His regen, has also patched up wounds from the All Black, Twilight Sword, and Odin Sword.
Super Smooch: This ability can't be countered and one shots any target. Wonder Woman's hax:
Zeus's Lightning: Wonder Woman has the ability to control Zeus's Lightning. This however wouldn't work on Thor. Thor is completely immune
lightning, and electricity. Thor is also the
elemental archetype , and is the
extradimensional abstract concept of the storm. So not only is this ability useless in harming Thor, it also runs the risk of being used against her.
Soul Manipulation: The Lasso of Truth has shown the ability to target souls. Thor should resist this though, as he was unaffected by
hellfire from the Ghost Rider.
Regeneration:Wonder Woman was able to heal from severe head trauma, broken bones, and organ failure, within 3 hours.
So, Thor in my opinion is a more versatile fighter, and his Hax could definitely tip the scales in his favor.
Onto Amps:
I will only be talking about amps that they can naturally access. Not one time power ups, or amps that they eventually lost, or can't access.
Thor's amps:
Warrior's Madness: Is an ability that is a 10× multiplier. It does have a drawback though, the
madness part.
Meginjord: Is a belt that multiplies his strength by two. It does have the drawback
of severely draining the users stamina For Thor though, it's not as bad as it seems, because this guy can fight for over,
2 years! Odin Force: If, you feel, he should get it. It's power shook
an embassy created by the Living Tribunal, that exists above infinite dimensions. It grants omniscience, telepathy, existence erasure, and reality warping. However using too much of it, will cause the user to fall into the Odin Sleep.
Gaea's Power: By praying to his mother, she grants him some of her power. She is responsible for the creation of
all gods in Marvel. When Thor had a smaller portion he was able to
harm the Chaos King. It grants him control of the earth, and an even higher scale of
power nullification .
Phoenix Force: A latent ability he has just recently unlocked, because of his interactions with the Phoenix at a early age. It grants him the
flames of the Phoenix. Power Cosmic: Thor was once a herald of Galactus. He has still kept the Power Cosmic. He felt the call from Galactus to all of his
heralds. And he
used the power cosmic in his fight against
Knull. Wonder Woman's amps:
Gauntlets of Atlas: These gauntlets give her a 10× multiplier.
Superform: by removing her bracelets she gets a huge boost in power.
Godwave: by praying to her pantheon she is granted a portion of the Godwave. It's power created
all deities in DC along with the Superheroes. It grants a boost in power, and omniscience. Using it too long however, puts strain on the user and, runs the risk of the user
dying. So for amps, I feel Thor should also take the advantage here. He has a less risky (none could kill him), more versatile, and just straight up more amps to fall back on. With Gaea's Power, he could also just nullify Wonder Woman's Godwave amp.
Wonder Woman's worthiness?
This is a topic I find quite interesting. Is Wonder Woman worthy of Mjolnir? It's something that both companies think is a
possibility. However even if she can pick it up, it is always going to obey
Thor over her. And if it didn't, it would cause Thor to use Jarnbjorn. An enchanted axe that
can kill Celestials. Which would also exploit her weakness to piercing weapons.
Verdict:
In my opinion I think Thor, should win pretty solidly. They both are comparable in stats, and skills, but when it comes to hax, experience, and amps, Wonder Woman is outclassed. With probably his biggest advantage being experience because, that's gonna cause him to use his hax, once he realizes that just hammer smashes isn't going to work.
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2023.05.29 20:44 AdventurousRice7504 AITA for opting out of my cousin wedding when they expected me to play videographer for free?
I went to school for film and have a job doing nature videos and stock videos for advertisements.
This week I was going to my cousin James wedding on Wednesday afternoon. I RSVP months ago. I left all of my equipment at home because of its my vacation so why lug it around with me. I get to my grandma’s house on Friday and she’s shocked that I didn’t bring any cameras or anything. She tells me I’m supposed to record my cousin’s wedding for him. She volunteered me. I politely declined saying it was a party I was invited to as a guest. My cousin and family members can’t believe I forgot my equipment at home. My mom already told them I wasn’t doing it and it was rude to expect it from me for free. This whole conversation happened without my knowledge. My cousin said I could rent the equipment myself at my own expense as a gift. I declined again and I have a family member saying I could use their newest iPhone because the specs are better than most professional cameras these days (not exactly true but ok) I tried explaining again that I wanted to be present as guest for my cousin at the wedding. This morning my mom and I was disinvited from the bbq and wedding unless I record the wedding for my cousin. My grandma gave me until tonight to find a hotel room and I’m being difficult because videographer are expensive. I was supposed to help my cousin save money and now he’s scrambling at the last minute because his bride is angry at our whole side of the family because I’m selfish. It’s making the whole family look bad.
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2023.05.29 20:18 MatoroTBS Kaiserreich Beta 0.25 - ‘On the Wide Steppe’
After several years, the Eastern Europe Rework is complete, as the release of the Ukraine rework signals the end of an era for Kaiserreich. We learned a lot from the development process, with the Eastern Europe Rework being released incrementally, unlike the single large update that gave much of the China rework. With each successive release, we try our best to reach new heights with the mod, and to build on the work that was done beforehand, and both of these aims particularly apply to the Eastern Europe Rework. Our efforts remain ongoing on the reworks of all European majors, and the team members who worked on Ukraine have already moved on to work on Russia, Spain and Austria-Hungary. But for now, we are pleased to bring you our latest release, and we hope you enjoy it!
Changes Notable Additions
- Updated the format of the Country Selection screen.
- Added new introduction screens for several countries, including the majors and notable minors.
- Removed the cap on the war support debuffs that is present in vanilla HOI4, applied by casualties, bombing and lost convoys, and decreased the rate of the war support decay.
- Countries now will lose 20% war support if at war, regardless of it being a defensive or offensive war.
- Reduced the Chinese “Unequal Treaties” resource export malus to 60%.
Reworked/Expanded Focus Trees
Tweaked Focus Trees
- Lebanon - overhauled political and military trees
- Ottoman Empire - added four new national foci for NatPops
New Events
- Added new alerts informing the player of impending declarations of war.
- Added events alerting the player when the AI has given them land in annexation events.
- Added annexation events for the Northern Caucasus, Corsica, the Kuban, Nice, Savoy and Syrmia.
New Decisions
- Added a new “Ostpolitik” decision category for Germany, detailing their relations with their eastern allies.
New Custom Country Paths
- Cuba (expanded current options)
- Ukraine
- West Indies Federation (expanded current options)
GFX
- New portraits
- American Union State: Robert Melville Danford
- Australasia: Henry Douglas Wynter
- Bharatiya Commune: Madhav Sadashivrao Golwalkar, Madan Mohan Malaviya, Sarojini Naidu, Vinayak Damodar Savarkar
- Union of Britain: George Nathan
- Bulgaria: Manol Vasev
- Cambodia: Son Ngoc Thanh
- Chile: Oscar Escudero Otárola
- Cuba: Juan Blas Hernández
- Combined Syndicates of America: Edward Allen Carter Jr., William Edward Foster, Daniel Webster Hoan, Campbell Carrington Johnson, James Kelly Parsons, Hyman Godalia Rickover, David Monroe Shoup
- Commune of France: Henri Adeline, Florimond Bonte, Jean-Édouard Verneau
- El Salvador: Salvador Castañeda Castro, Maximiliano Hernández Martínez
- French Republic: Paul Reynaud
- Germany: Wilhelm II, Wilhelm III (civilian & military)
- Greece: Georgios Papandreou
- Illyria: Stjepan Radić
- Latvia: Constitutional Assembly
- Lebanon: Anthony Peter Arida
- Kurdistan: Bakr Sidqi
- Malaya: Zhuang Mingli
- Mountain Republic: Ali Mitayev
- Ottoman Empire: Abdülmecid II
- Papua New Guinea: Sumsuma
- Paraguay: Higinio Morínigo Martínez
- Russia: Pavel Milyukov
- Serbia: Petar Zivkovic
- Shandong: Wu Huawen, Lu Jin
- Siam: Phraya Phaholponpayuhasena, Rama IX, Paribatra Sukhumbhand, Sarit Thanarat
- Slovenia: Leon Rupnik
- Kingdom of Spain: Emilio Mola Vidal
- Taiwan: Lin Xiantang, Lin Xiongzheng, Xie Xuehong
- Tripolitania: Ahmad Faqih Hasan
- Ukraine: Marko Bezruchko, Roman Dashkeyvch, Petro Diachenko, Opanas Fedenko, Oleksii Federov, Vasyl Fylonovych, Nykyfir Hryhoriiv, Yevhen Konovalets, Isaak Mazepa, Mykhailo Omelianovych-Pavlenko, Vsevolod Petriv, Kostiantyn Prisovskyi, Sviatoslav Shramchenko, Oleksandr Shulhyn, Oleksandr Shumskyi, Leonid Stupnytskyi, Mykola Stsiborskyi, Yurii Svirskyi, Yurii Tiutiunnyk, Oleksandr Udovychenko, Omelian Volokh, Vasyl Vyshyvanyi, Oleksandr Zahrodskyi
- Tweaked portraits
- Argentina: Pedro Eugenio Aramburu, Isaac Francisco Rojas
- Bohemia: Viktor Hoppe
- Commune of France: Aubert Frère
- Galicia & Lodomeria: Hnat Stefaniv, Dmytro Vitovskyi
- Liangguang: Li Zongren (changed uniform)
- New advisor portraits
- Germany: Reichskolonialamt
- Lebanon: Khayreddine al-Ahdab, Rashid Baydoun, Michel Chiha, Philibert Collet, Jacob of Ghazir, Selim el Khoury, Rose Shahfa
- Princely Federation: Council of Princes
- Russia: Aleksandr Novikov, Mikhail Yangel
- Somalia: Assembly of Clans
- Syria: Army Air Command / Army Naval Arm
- Taiwan: Chen Fengyuan, Lan Gaochuan, Jian Ji, Cai Peihuo, Riad el-Solh, Jiang Weishui, Liao Wenkui, Liao Wenyi, Lin Xiantang, Lin Xiongzheng, Xie Xuehong
- Ukraine: Asan Sabri Aivazov, Rostyslav Bereziuk-Voloshyn, Petro Bolbochan, Mykola Boretskyi, Mykhailo Bilynskyi, Volodymyr Chekhivskyi, Ivan Cherniakhovskyi, Dmytro Dontsov, Dmytro Doroshenko, Oleksandr Dovzhenko, Solomon Goldelman, Oleksandr Hadd, Borys Homzyn, Oleksandr Hrekiv, Mykhailo Hrushevskyi, Hryhorii Hrynko, Borys Huber, Andrii Hulyi-Hulenko, Dzhambulat Kanukov, Pavlo Khrystiuk, Andrii Khvylia, Mykola Khvyliovyi, Ihor Kistiakovskyi, Volodymyr Kedrovskyi, Mykola Kochubei, Vasyl Kochubei, Serhii Koroliov, Volodymyr Korostovets, Mykola Kovalevskyi, Levko Kovaliv, Oleksii Kozlovskyi, Ahatanhel Krymskyi, Andrii Livytskyi, Yurii Lypa, Ivan Lytvynenko, Mykola Maksymov, Arnold Margolin, Borys Martos, Andrii Melnyk, Mykola Mikhnovskyi, Zinaida Mirna, Yakiv Moraleyvch, Kyrylo Moskalenko, Vasyl Murashko, Andrii Nikovskyi, Oleh Olzhych & Olena Teliha, Kyrylo Osmak, Serhii Ostrovidov, Yurii Otmarshtain, Viktor Pavlenko, Anatolii Pisotskyi, Andrii Pokrovskyi, Mykhailo Poloz, Viacheslav Prokopovych, Serhii Rudenko, Volodymyr Salskyi, Volodymyr Savchenko-Bilskyi, Fedosii Shchus, Pavlo Shandruk, Oleksandr Shapoval, Serhii Shemet, Oleksandr Skoropys-Yoltukhovskyi, Zakhar Sliusarenko, Olena Stepaniv, Fedir & Mykhailo Tereshchenko, Vasyl Tiutiunnyk, Stepan Tymoshenko, Metropolitan Vasyl, Mykhailo Volobuiev, Serhii Yefremov, Maik Yokhansen, Vsevolod Zmiienko
- United Baltic Duchy: Baltische Landeswehrkommission
- Added some new generic American, British and German general portraits.
- Added a generic “Council of Advisors” advisor portrait.
- Added new national spirit icons for Chinese splinters, Ethiopia and Ukraine.
- Updated the Irish national focus icons for their army, navy and air force.
- Updated several Indian national focus icons.
- Added new national focus icons for Ukraine.
- Added new flags for the Bharatiya Commune, RadSoc Centroamerica, Hindustan, Madagascar, socialist Ukraine, Taiwan, Transamur and native-led Zimbabwe.
- Tweaked the flag for the West Indies Federation.
- Updated the flag render of Kolchak-led Transamur
- Fixed NatPop Egypt using the wrong flag.
- Updated the icons for the Artillery traits for commanders.
- Moved and resized the paper clip icon used in all event pictures.
- Added and tweaked the icons, names and models for the tanks and planes used by multiple countries across the mod.
- Added some custom infantry weapon icons for Austro-Hungarian constituents and White Ruthenia.
- Fixed a Mongolian leader being used as a generic leader portrait.
- Removed the Blackshirt insignia from a vanilla division icon.
- Updated Ireland’s event pictures.
- Updated the resolution and colouring on an old loading screen.
Music Mod
- Reconfigured the Music user interface and reformatted the track titles to ensure they fit into the interface properly.
- Added “Mars Genderang Kemenangan (March to the Sound of Victory)” for Insulindia.
- Removed “Rayuan Pulau Kelapa (Love of the Coconut Island)” for Insulindia.
- Added “Two Brothers Were Going There” for Russia.
- Added “Black Clouds Cover Over the Ruins”, "Cossacks Were Riding", “Ked my pryishla karta (This is the Map)”, "Long Live, Free Ukraine", "Oh, Grow You Dry Oak“, “Oh, On the Mountain the Reapers are Harvesting”, “Oi, vydno selo (Oh, You Can See the Village)”, "There's a Willow in the Field" for Ukraine.
- Fixed music not playing correctly for Azerbaijan, Madagascar, Mali and Zanzibar.
- Fixed “Protect the Yellow River” playing for non-Chinese countries.
- Fixed several tracks from vanilla HOI4 not playing, tweaked when some tracks from vanilla are likely to play, and renamed several vanilla tracks to more Kaiserreich-appropriate titles.
Mapping
- Added more naval bases to the Bharatiya Commune and Princely Federation.
- Added Bastogne as a victory point.
- Fixed the French city of Verdun being too close to the German border.
- Adjusted the shapes of Dalmatia and Syrmia.
- Tweaked Morocco’s provinces.
- Fixed an invalid Moroccan railway.
- Added Terneuzen as a victory point.
- Increased the Infrastructure level in India.
- Updated the eastern Ottoman railway around Kars.
- Re-added the Sea of Marmara as a strategic region, to fix issues with AI pathfinding in the Aegean due to the blocked straits.
- Fixed Iquitos’ location to Peru from Ecuador.
- Improved supply situation in and around Transamur.
- Increased the supply availability between Crimea and Kherson.
- Removed the strait between Courland and Saaremaa.
Other Changes
- North America
- Rebalanced American war support and stability.
- Reduced the amount of military factories given by the factory conversion decisions, to avoid hobbling the AI.
- Increased the priority given by American civil war participants to building military factories during the Second American Civil War.
- Revised the combat AI for the participants of the Second American Civil War.
- Replaced the American Union State general Jacob Devers with Robert Danford.
- Buffed Canada’s starting army and war support.
- Canada’s NatPops no longer make John Diefenbaker their leader, as Henry Herbert Stevens stays in the position.
- Adjusted several Canadian and Combined Syndicate character names to include the nicknames they are most commonly known as.
- Renamed William Zebulon Foster to William Edward Foster, as he was never actually named Zebulon.
- Nerfed the Combined Syndicates of America commanders Robert Sharon Allen, Smedley Darlington Butler, Evans Fordyce Carlson, Benjamin Oliver Davis Sr, Herbert Charles Heitke, Campbell Carrington Johnson, Robert Hale Merriman, Maurice Rose and David Monroe Shoup, each by one skill level.
- Nerfed the military advisor traits of the Combined Syndicates of America’s Smedley Darlington Butler, Evans Fordyce Carlson, Bessie Coleman, William Rea Furlong, Eddie August Henry Schneider and David Monroe Shoup.
- Added Jacob Loucks Devers, from the American Union State, and Campbell Carrington Johnson, as generals for the Combined Syndicates of America.
- Removed George H. Cannon as a general for the Combined Syndicates of America.
- Added a Chief of Army role to the Combined Syndicates of America’s commander James Kelly Parsons.
- Removed Robert Sharon Allen’s Chief of Army role for the Combined Syndicates of America.
- Added the Armour Officer trait to Robert Sharon Allen, the Organiser trait to Robert Hale Merriman, the Cavalry Officer trait to Benjamin Oliver Davis Sr and the Chief Engineer trait to Hyman Godolia Rickover.
- Removed the Reckless trait from the Combined Syndicates of America’s Maurice Rose.
- The Combined Syndicates of America’s naval advisors are now available from either of the “American People's Navy” or “New Naval Plan” national foci, instead of just the former.
- Nerfed the initial “Red Guards” national spirit for the Combined Syndicates of America.
- Improved the effect of the Combined Syndicates of America’s “Roll Out The AO-2” and “The Red Dragon” national foci.
- Increased the duration of the “New European Military Schools” national focus for the Combined Syndicates of America.
- Revised the AI’s logic in supporting or abandoning Hawaii.
- Hawaii’s faction-joining decisions are now quicker.
- The American Union State now leaves any factions if couped by Pelley, and a player-led leader of the Entente can choose to attack him in return.
- The United States now starts with medium tank designs.
- Player-controlled United States can now decide whether or not the assassination attempt on Huey Long or Jack Reed is successful.
- Removed “Canberra” from the America ship name lists, due to its presence being an OTL reference.
- Central America & the Caribbean
- Added a unique flag for Augusto César Sandino’s Centroamerica.
- Removed “Fulgencio Batista” from Cuba’s ship name lists.
- Added party descriptions to Cuba.
- The Dominican Republic’s Trujillo now loses his advisor roles after being fired.
- South America
- Demoted Argentina’s Pedro Eugenio Aramburu from Field Marshal to General.
- Tweaked the map colour of NatPop Brazil.
- Brazilian puppet Patagonia (the Kingdom of Araucania) now starts with a core on Neuquén.
- Releasing Brazil now retains Acre and the borderlands for separate decisions.
- Added a Head of Army role to Brazilian Field Marshal Eurico Gaspar Dutra.
- Nerfed the Head of Army trait belonged to Brazil’s Euclides de Oliveira Figueiredo.
- Removed the option to create a puppet Ecuador on the Galapagos Islands, as it resulted in Ecuador getting too many volunteers in subsequent wars.
- Updated and standardised the names of many Paraguayan characters.
- Western & Southern Europe
- Added Breton endonyms.
- Replaced the Union of Britain’s George Sutherland Aitken with George Nathan.
- Decreased the skill level of the Union of Britain’s Thomas Jacob Hutton.
- Added Henri Adeline, Florimond Bonte, Georges Revers and Jean-Édouard Verneau as generals to the Commune of France.
- Added Henri Adeline as a military advisor to the Commune of France.
- The Commune of France’s Maurice Gamelin is improved to a level 3 field marshal, with a different Chief of Army trait, but now has the Old Guard trait.
- The Commune of France’s Clement Blanc now has the Artillery Officer trait, Charles Delestraint now has the Armour Officer trait, Diego Brosset has swapped Infantry Officer for Engineer, and Raoul Magrin Vernerey has swapped Adaptable and Infantry Officer for Commando and Harsh Leader.
- The Commune of France’s Marie-Pierre Koenig now has a Chief of Army role.
- Increased the army experience reward given to the Commune of France’s “Communal Army” and “Grand Army Reform” national spirits.
- Countries can no longer choose not to attend the Internationale Congresses.
- Moved the general Aubert Frère to the Commune of France, from the French Republic.
- The Commune of France’s Jacques Sadoul is changed from a general to a political advisor.
- Removed colonial names from the Commune of France’s submarine name list.
- Added Alessandro Sardi as a general for the Italian Republic.
- AI-controlled Socialist Republic of Italy will now attempt to perform naval invasions on the Republic of Italy.
- The Canadian decision to support the Orange Order in socialist-controlled Ireland now spawns Northern Irish units rather than Irish ones.
- Portugal will now actively try to annex the Congo in peace conferences.
- Portugal can now intervene in the Third Boer War.
- Halved the political power cost in the United Kingdom’s reconstruction decisions.
- The United Kingdom can now ask for the return of Canadian and Australasian fleets.
- The United Kingdom’s naval national foci have been considerably nerfed.
- Added the option for a player to refuse handing over the leadership of the Entente to the United Kingdom, while playing a country other than Canada.
- Central & Northern Europe
- Revised the frequencies at which Austria goes each of its three paths.
- Pluralist Austria can no longer integrate any parts of Germany.
- Non-pluralist Austria can now core all of Germany.
- Austria can no longer potentially integrate the German-speaking part of Switzerland, unless they have reformed the German Empire.
- Austria and Germany now start with medium tank designs.
- Austria now retains south Germany when releasing the German Empire, to be decided in its own annexation event.
- The Austrian-led German Empire, and German splinters, can now integrate German border regions, and no longer get instant cores.
- Added new descriptions to the late infantry technology for Austria-Hungary and its constituents.
- Denmark now starts with a core on Greenland, which no longer causes resistance for any other occupying power.
- Added English translations of Finland’s party names.
- Lwow is now not automatically given to Poland in the latter’s annexation event, unless its controller chooses to give all of Galicia & Lodomeria to Poland.
- Updated the events surrounding the division of Galicia to Poland and Ukraine.
- Germany’s integration of Austria, Slovenia and Switzerland is now compliance-based.
- Improved Manfred von Richtofen’s unique trait.
- Added air bases as rewards to German aviation national foci.
- Improved Germany’s AI at defending from naval invasions.
- Expanded the release of the North German Federation to match the standard of the other three German splinters.
- Germany now starts with interwar anti-tank technology.
- Germany’s “Anti-Russian Foreign Policy” national spirit is now removed from countries that join Russia’s faction.
- Replaced the news event picture from the “Fall of Amsterdam” event.
- The Netherlands’ integration of Flanders is now compliance-based.
- Decreased the war-related stability debuff given to the Nordic Federation by the “Nordic Neutrality” national spirit.
- The Nordic Federation will now send volunteers to Finland and Germany in the Weltkrieg.
- Reichspakt Poland will now get kicked from their faction, should they declare war on a Habsburg-led Austria during the Weltkrieg.
- Republican Poland having a failed nationalist coup will now prevent the nationalist uprising from occurring.
- AI-controlled Republican Poland will now have a nationalist coup less often.
- Increased Poland’s priorities in completing its economic decisions.
- Poland can now only complete Operation Parasol if it has less than 20% surrender progress.
- Poland will now lose some monarchy influence when the King appoints Studnicki after the election, even if the Circle won the election.
- Tweaked the AI’s event choice priority in Poland’s Clover Revolution.
- Changed the icon for Poland’s “20th Century Cavalry Tactics” national spirit.
- Releasing the Rhenish German splinter state now requires control of Cologne or Essen.
- Added Bogumil Vošnjak as the NatPop leader of Slovenia.
- Added Leon Rupnik as a general for Slovenia.
- Increased the amount of steel that Sweden gains in Kiruna.
- Updated several of Switzerland’s national focus icons.
- The Kingdom of Two Sicilies Confederation now gives annexed territory to its Italian puppets.
- Added two starting military factories to the Kingdom of Two Sicilies.
- Eastern & Southeast Europe
- The AI will now prioritise giving lands in the Balkans to an ally, rather than releasing puppets.
- Added an alternate description Bulgaria’s “Anti-Belgrade Pact”, should the Belgrade Pact be already defeated.
- The Estonian admiral Johan Pitka no longer starts in the United Baltic Duchy.
- Added party descriptions to Latvia.
- Latvia can now organise a state visit to NatPop Russia, so long as the latter is Realpolitik.
- Buffed several Latvia traits, national spirits and national foci.
- Added more trains to Latvia’s starting stockpiles.
- Added air bases to decisions and national foci rewards for Lithuania and the United Baltic Duchy.
- Added option in Macedonia’s annexation event, for it to be offered to Bulgaria or Serbia in exchange for an alliance.
- Increased the amount of war support drain that Romania receives from integration of Transylvania.
- Halved the maluses incurred by Romania’s “Great Game”.
- Romania can now attack Austria immediately if Austria is at war, ignoring normal revolt preparations in Transylvania.
- Romania is now able to core Bucovina without owning Transylvania.
- Romania will now no longer try to join Russia’s faction if they previously were at war.
- Russia’s annexation event can now result in the release of the Mountain Republic, made up of part of the Northern Caucasus under Russian control
- Made multiple tweaks to Russia’s political power, stability, and war support situation.
- Expansionist Russia can now invite Romania to the Moscow Accord, so long as Germany has been beaten and Serbia is also in the faction.
- Moved Russian military advisors Sergey Korolyov and Sergey Rudenko to Ukraine, replacing them with Aleksandr Novikov and Mikhail Yangel.
- Added a volunteer limit bonus to the “Twilight Struggle” national spirit, associated with the Russian/Entente event against the Internationale.
- Imperial Russia can now choose to just empower the Hohenzollerns for a puppet German Empire, instead of a Romanov.
- Socialist Russia now uses a slightly different green.
- Socialist Russia will now declare war on Central Asia before joining the Internationale.
- Nerfed Socialist Russia’s war support and starting stability.
- Added more AutDem party popularity for Russia’s Wrangel path.
- Serbia will now keep its core on Montenegro, if it loses the Fourth Balkan War.
- Added a two year truce and non-aggression pact to the Belgrade Pact’s Treaty of Budapest with Austria.
- Added generic Ukrainian name lists.
- Tweaked costs of several Eastern European Defence Cooperation decisions.
- Replaced the consumer goods cost from Eastern European Defence Cooperation contributions, with a political power cost.
- The United Baltic Duchy’s integration of Latgale is now compliance-based.
- Decreased the weekly stability loss from White Ruthenia’s “Solidifying Our Identity” national spirit.
- Added a new description a White Ruthenian upgrade to the infantry weapon technology, featuring Najman’s hand mortar.
- Africa
- Adamawa and Cameroon can now claim and integrate Ubangi-Shari on their own during the annexation event, not just when granted by their overlord or ally.
- Removed Cape Verde-Guinea as a releasable puppet, as Cape Verde remains an integral part of Portugal.
- Adjusted the starting borders of the Manikongo’s secession from Mittelafrika.
- Added additional outcomes for Ethiopia’s DKAEB event chain.
- Changed some Ethiopian national spirit icons.
- The French Republic’s “Indestructible Bonds” national focus now gives claims on the states changed between the French Republic and the United Kingdom.
- The French Republic’s “Expand Communications in the Colonies” national focus now gives a bonus to the Psychological Warfare agency upgrade, if the “La Résistance” DLC is enabled.
- Changed the French Republic’s starting occupation laws, to match the in-game lore.
- The French Republic now gets a compliance bonus on Chad, after the completion of the “Fate of Equatorial Africa” national focus, and the merging of the area’s administration with French West Africa.
- The French Republic can now no longer call its allies in to help with the native revolts, unless facing three or more at once.
- The French Republic no longer uses African-style generic commanders.
- Increased the weekly stability debuff and decreased the party popularity stability modifier applied to the German Government in Exile’s “On Borrowed Time” national spirit.
- Removed Katanga’s national focus to integrate itself into Südwestafrika.
- Tweaked the visibility of some Katanagan national foci dependent on availability.
- Adjusted the conditions for Mittelafrika’s collapse. It will now only happen as a result of von Göring’s failure to quell the revolts against his rule, and for the German Government in Exile.
- Added leader descriptions to Mittelafrika.
- Replaced the stability bonus in Mittelafrika’s “Spirit of von Lettow-Vorbeck” national spirit with a war support bonus.
- Kenya and Nigeria are now allowed to secede during the Mittelafrikan collapse, if not previously subjugated.
- Von Göring’s Mittelafrika can no longer become free before dealing with its revolts.
- Added a tooltip for Mittelafika’s von Göring resigning, so that it's clearer this is what is happening, and removed its associated extensive stability and political power penalties.
- Rewrote several Mittelafrikan events, including the setup for the Kikuyu uprising. Also removed several outdated events.
- Removed Ludwig Bockholt and Theodor von Hassel as potential replacement leaders of Mittelafrika.
- Added party names and leaders to Nyasaland.
- South Africa’s Third Boer War peace now only requires a 180 day stalemate, instead of an entire year.
- Added bypasses to two of South Africa’s Nuweveld national foci.
- Rebalanced much of the Third Boer War.
- Caucasus & Middle-East
- Alash Orda, Bukhara, Khiva, and Turkestan can now claim and core Ashkhabad.
- Tweaked the map colours for Alash Orda and Khiva, and updated it entirely to Turkestan.
- Georgia can join the Reichspakt when World Tension is over 75%.
- Iraq’s Yusuf Salman Yusuf no longer uses a picture of a living person.
- Added several new political advisors to Lebanon.
- Tweaked multiple Lebanese events, modifiers and traits.
- Added more content to Lebanon’s war with Syria, and its build-up.
- Added an option for player-controlled Najd & Hasa to leave the Cairo Pact.
- Removed a reference referring to Mustafa Kemal as “Atatürk”, which he would not be called in the Kaiserreich timeline.
- Decreased some of the political power gain for the late-game Ottoman Empire.
- NatPop Ottomans will now also have Azerbaijan rebel against them, during their large revolt.
- Removed the ability of the NatPop Ottomans to join the Moscow Accord after defeating their large revolt.
- Added Turkish endonyms for Albania, Algeria, Azerbaijan, Georgia, Greece, Western Persia and Tunisia.
- Decreased the cost of several of Turkey’s expansion decisions.
- Updated the icon of Turkey’s “Turkish-Iraqi Economic Accord” national spirit.
- Tweaked the effect of a few of Yemen’s national foci.
- East Asia
- Added a description to Anqing’s Sun Liren.
- AI China will now always annex Mongolia, Tibet and Xinjiang.
- Removed the “Autonomy” puppets of the above Chinese conquests.
- Chinese concessions will always be returned by socialist countries, if they are requested.
- China can no longer declare unification if a neighbouring country is still hostile.
- Clarified the requirement of the Northwest War being over, for China’s decisions to ally with the Kumul Khatate, Ma Clique and Xinjiang.
- Wuhan now merges from its constituent parts, should it be made the capital of China.
- An AI-controlled Chinese splinter that controls Beijing will never now accept a submission demand.
- Adjusted East Turkestan’s national foci to account for potentially being a puppet.
- Fengtian can now be invited to the Japanese economic sphere.
- Japan’s “Operation Ichi-Gou” now bypasses if the strongest Chinese splinter is defeated.
- Japan’s peace with Germany will now result in all German allies being removed from the Legation Council.
- Japan’s “Fading Sun” mission will autocomplete if Japan is directly invaded successfully.
- Japan will now remove countries from the Co-Prosperity Sphere economic bloc if they are puppeted by another country.
- Japan will now add non-aggression pacts and truces upon peacing out with European countries, and mutual wargoals will be removed.
- Removed land-based carrier planes from Japan’s starting air force.
- Renamed Liangguang’s HH Kung to Kong Xiangxi.
- The Nanjing clique now doesn’t lose the “Conspicuous Kleptocracy” national spirit until it completes the “Government by Coercion” national focus.
- Manchu Qing will lose the general Sun Liren, if he is with them and they adopt a pro-German outlook.
- Merged Qing’s “Demand Warlords Bend the Knee” national focus into the “Pacify the Nation” national focus, to avoid them having a focus with potentially no effect.
- Russia can now choose whether to retain Port Arthur or not when releasing Manchuria.
- Added Wu Huawen and Lu Jin to Shandong as generals and Military High Command advisors.
- Changed the Military High Command trait of Shandong’s Jin Yune.
- Shanghai now turns PatAut or NatPop if puppeted.
- Rebalanced some of Shanxi’s Balance of Power mechanics to have a more even outcome.
- Sichuan is now set as a potential government when Chen Jiongming arrives.
- Sichuan’s Tian Songyao is now retired if Liu Wenhui loses the “Two Lius' War”.
- Added descriptions to Taiwan’s new puppet leaders, and changed the name given to the island depending on its ideology.
- Added seconds-in-command and political advisors to Taiwan.
- Added a division limit bonus to Transamur’s “Greater Transamur Ambitions” national spirit.
- Yunnan’s Zhu De can now align with Chen Mingshu, if the Left Kuomintang are defeated in the League Collapse War.
- South Asia & Oceania
- AI Afghanistan will now always accept Russia's demand of subjugation if isolated.
- Added Henry Douglas Wynter as a general for Australasia.
- Increased the level of Australasian generals Horace Clement Hugh Robertson and Iven Giffard Mackay, adding the “Desert Fox” trait to the former.
- Renamed the Bharatiya Commune’s Sardar Patel to Vallabhbhai Jhaverbhai Patel.
- Renamed several of the Bharatiya’s political parties.
- Removed the delay in uprisings involving the Bharatiya Commune and Princely Federation.
- Increased the starting stability and war support for the Bharatiya Commune.
- Moved the commanders Kodandera Madappa Cariappa, Jayanto Nath Chaudhuri and Satyawant Mallanna Shrinagesh to the Bharatiya Commune, from the Princely Federation, Madras and Mysore, respectively.
- Removed the Bharatiya Commune’s commanders Naseem Haider and Mahendra Pratap.
- Burma now starts the game with cores on Kachin, Upper and Lower Shan.
- Expanded Cambodia’s annexation event options to now include the country being released as a republic, or a kingdom with one of two different dynasties.
- The Dutch East Indies accepting the Congress of Batavia now causes them to be instantly annexed by the Netherlands.
- Fiji is no longer given back to Australasia, if puppeted.
- The Dominion of India is now known as the “Republic of India” if it leaves the Entente, rather than just “India”.
- The Dominion of India no longer renames itself to just "India" after reunifying India.
- Increased the starting army and stockpiles of the Dominion of India and Princely Federation.
- Improved the starting “Rifle Division” template for the Dominion of India.
- Added three starting offmap military factories to the Dominion of India.
- Added a tooltip to let the player know which states will be transferred upon India seizing Ceylon.
- Added an option for India to be declared on by Germany, should the former seize Ceylon.
- Replaced the manpower requirement in Indian national focuses with a World Tension level requirement.
- Added Hindustan as its own releasable, separate to the Bharatiya Commune.
- Indian splinters now get a claim on Sikkim upon releasing Bhutan or Nepal.
- Each Indian splinter will now try not to pursue territorial claims until after reunification.
- Renamed several Indian national foci.
- Added Sarojini Naidu as SocLib, Madan Mohan Malaviya as SocCon, Madhav Sadashivrao Golwalkar as AutDem/PatAut and Vinayak Damodar Savarkar as NatPop puppet leaders of India, respectively.
- Replaced Chin Peng with Zhuang Mingli as the leader of socialist Malaya, due to the former only starting secondary education in 1936.
- Moved the commander Akbar Khan to Pakistan, from the Bharatiya Commune.
- Added party descriptions to Papua New Guinea, and a socialist leader and second-in-command.
- Increased the Consumer Goods debuff for the Princely Federations’ “Backwards Economy” national spirit.
- Replaced the free unit spawn from a Princely Federations’ event, with a minor war support bonus.
- Removed the Princely Federations’ “Pact with the North” national focus, since that will now always happen by necessity.
- Removed the initial division recovery rate bonus in the Princely Federation’s “Decentralised Rule” national spirit.
- Replaced the division recovery rate malus with an organisational malus in the Princely Federation’s “Rebellious Princes” national spirit.
- Improved the AI for the revolters against the Princely Federation.
- Nerfed the Princely Federation’s starting stability and equipment.
- Added some Operation names to Siam.
- Miscellaneous
- Added an option to the in-game start menu, linking to the page where a player can report a bug directly to the Devs, allowing them to be fixed more quickly.
- Enabling integration mid-game now applies the correct resistance and occupation law.
- Increased baseline unit limit bonus to +8 from +5.
- Added two new Ukrainian quotes for the loading screen.
- Replaced a Boris Savinkov quote with one that was said by Boris himself, instead of a character in a book he had written.
- Renamed the “Artillery Specialist” trait to “Artillery Leader”. Made “Fortress Buster” trait now available to commanders holding either “Artillery Leader” or “Engineer” traits, and the Artillery Military High Command role is now unlocked by “Artillery Leader” instead of “Fortress Buster”.
- Buffed the effects of several political advisor traits.
- Overhauled the tank design templates and armour division composition, and number of tank divisions that the AI will try to research and create.
- Tweaked the AI’s air production priority between close air support and fighters.
- Decreased the cost of awarding medals to division commanders by 50%.
- Increased the AI’s priority in circumstantially defending their allies’ borders.
- Generic advisors no longer have the “Ideological Crusader” or “Quartermaster General” traits.
- Increased the AI’s priority in hiring a Chief of Army, in comparison to Chiefs of Navy and Air Force.
- Improved the AI’s decisions in choosing the Army Academy spirits.
- Added generic Arab name lists.
- Increased the AI’s willingness to perform naval invasions against enemies with a larger navy.
- Multiple typo corrections and text inconsistency removals.
Change notes continue in the comments due to Reddit's character limit.
We hope you enjoy playing Kaiserreich as much as we did making it!
- The KR4 Team: 84F8D8, Alpinia, Arvidus, Augenis, Blackfalcon501, Carmain, Chazem, Chiang Kai-shrek, Chiron29, Cody, Conchobhar, DuoDex, El Daddy, Fedex, Flamefang, Gaboemi, Gideones, Hamfast, hildagrim, Ido, Igor050301, JazzyHugh, Jeankedezeehond, Jonny BL, Juliet Wehrwolf, Kano, katieluka, Kennedy, kergely, KFateweaver, Klyntar King, Krčo, Luwofe, Matoro, McOmghall, ~mw~ // miwaco, NukeGaming, Owenomaly, PPsyrius, Pelmen, RagnoStrangeros, Rnk, Shiroe, Sonny O’Cad, SuperGreenBeans, suzuha, The Alpha Dog, The Irredentista, The Italian Jojo, Vidyaország, and Zimbabwe Salt Co. submitted by
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2023.05.29 20:04 patrik666cz Only 1 match played and then i earned the most prizes that i ever saw to pop.
2023.05.29 19:54 Green-Improvement-58 Renting a wheelchair
I am looking to rent a wheelchair in kitchenewaterloo for two months. My dad is visiting Canada for the first time, and I am so excited to show him around and show the beautiful city I live in. My dad is a veteran, and above knee amputee, he has excessive shoulder pain and fingers paresthesia, from using crotches. I was hoping to rent an electric wheelchair, since he can’t use a manual wheelchair due to his condition, I talked to the city of Waterloo and Kitchener, but was disappointed to see the city has no service on equipment rental to improve the city’s accessibility. Grand river hospital has also stopped rental equipment service, and the options left are unaffordable. Does anyone has any information on where to find affordable electric wheelchair in KW?
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2023.05.29 19:05 TrulyTranscend 4.2.5
Update 4.2.5 is now live on Steam, Paradoxplaza and ModDB.
Major Features
- Restored Lone Star’s Hand Warband path’s previously incomplete Legion events and decisions. The additions from this include access to a small number of wargoals, a modest branching chain of new events and decisions for marching to Castra Sol Rubrum, the alternate ability to join Lanius’s Horde should Lanius form the Eastern Legion and the choice to serve as a subject rather than being annexed into Lanius or the Legion proper should Lanius be alive and loyal to Caesar.
- Made a round of touch ups to tech balance. More significant changes include melee equipment buffs, Knight and Scribe changes, small adjustments to many industry techs. The full details can be found here:
https://pastebin.com/aUdD7DPU
Added
- Added several new character bios to Baudelio Ranchers, Guardians, Iron Alliance and Slags
- Added unique pictures to some downfall events
- Added 2 achievements “Judgement Day” and “Through the Fire and Flames”
- Added Mojave Territories back to the West Coast bookmark
- Added a leader description to Jack Vickers in Baudelio Ranchers
- Added 2 additional crossings between Rapids and Tohono Nation
- Added starting coastal forts, outposts and bunkers to parts of southern NCR and western Legion states
- Added a line of forts to NCR’s focus “The Crimson Caravan Routes” and two different lines to “Protecting the Boneyard”
- Added a line of forts to the Legion’s focus “Uniting the Wastes”
- Added a starting debuff to Washington BoS and The Cause lost when one annexes the other
- Added an army buff spirit to Hand Warband’s “The Masters of Texas” focus
- Added a spirit to the Legion’s “Legionary Training”
- Added a tech reducing Infantry Combat Width to the Legion’s “The Tip of the Spear”
- Added a starting timed debuff for Vault City tied to the 2275 Selection
- Added 10% starting stability to Vault City to partially offset the above
- Added a starting idea debuff for Shi which is gradually lessened by and related to the debates
- Added a temporary idea given to Shi by their early Navarro news event
- Added war support to the options for Shi’s Navarro Intervention event
- Added starting -10% Construction Speed to the NCR Economy modifier in exchange for -1% Consumer Goods
- Added 5% starting war support to TV Town
- Added 5% starting stability to Nuevo Aztlán
- Added 5% starting stability and war support to Tlaloc
- Added 5% starting stability in exchange for 10% war support to Shi
- Added 15% starting war support in exchange for 5% stability to Petro Chico
- Added starting Tool Procurement, Resource Production and 5% war support to Stormmongers
- Added more building slots and resources to a handful of Legion states
- Added a starting radar station to Weather Monitoring Station
- Added starting ports to: Ocotillo in Rapids; Needles in Mojave Territories; Dry Wells, Kingsman and Poston in the Legion; Tacna in Tohono Nation; and Santa Rosa plus both islands in Valle Bandits
- Added Reservation to the Legion research group at gamestart
- Added 1 military and civilian factory; 5% war support; and slightly more resources, infrastructure and building slots to Baudelio Ranchers at gamestart
- Added 1 starting civilian factory and slightly more resources, infrastructure and building slots to Cowboy Country and Tohono Nation
- Added 1 starting dockyard to Cowboy Country
- Added 1 starting anti-air and radar station to Rusty Hooks
- Added 1 more level of Air Base to Flagstaff, North/South Phoenix and San Antonio
- Added 1 starting outpost to New Canaan and New Jerusalem
- Added 1 starting outpost to Arroyo’s victory points
- Added more starting forts to Monterrey
- Added starting Scout Kit and Anti-Tank Rifle tech, 5% war support, +10% trade opinion,
Wasteland Militias law and 250 manpower to Arroyo
- Added additional influence and coercion for Arroyo as AI
- Added starting Anti-Tank Rifle tech and 3 more Naval Module techs to Gente Del Sol
- Added Asymmetric Warfare tech, Assault Canoes and a Spec Ops template to Navajo at gamestart
- Added Industry Planning, Construction Basics, Crowd Gear, the Wasteland Survival Training law, slightly more building slots and 10% stability to Iron Alliance at gamestart
- Added Mobile Maintenance Crews and more fuel to Two Sun at gamestart
- Added starting Power Armour Frame Hardening tech to Heaven’s Gate
- Added starting Lightweight Metals tech and more energy to Eagle Rock
- Added starting Caravan tech to Standing Rock
- Added 1 military factory, 10% war support and 450 manpower in exchange for 8% stability to Mad Trains at gamestart
- Added 1 starting military factory to Two Sun and Withered Dogs
- Added 1 division, full division equipment and the Funding the Army law to Scorpion’s Bite at gamestart
- Added starting Slashing Melee to Cypher’s Warband
- Added a scientific tech research bonus to NCR Hayes’s first expansion focus
- Added starting production to Californian Way and Baudelio Ranchers
- Added descriptions to Ejército Mexicano’s Cartel and Militia Blues spirits
- Added positive AI strategies for Arroyo and the choice in their 3rd event
- Added AI scripting for Mojave Territories to prepare for the First Dam Battle better
- Added localization for “Anti Air Weaponry Research Speed”
Changed
- Changed the icons for vehicle techs Mobile Assault Weaponry and Improved Turrets
- Changed the localisation and icon for Wasteland APC’s to Great War APC’s
- Changed the localisation and icon for Wasteland Bus to Wasteland APC’s
- Changed maximum and minimum opinion from +/-100 to +/-200
- Changed high stability factory and dockyard output from up to +12% to up to +15% and mobilization speed from up to -20% to up to -15%
- Changed high war support mobilization speed from up to +100% to up to +50% and Core Attack and Defense from up to +8% to up to +10%
- Changed base monthly population gain from 0.016 to 0.015
- Changed base suppression needed per 1% resistance from 0.38 to 0.35
- Changed the wartime building destruction cooldown from 25 to 20 days
- Changed the scale of land unit experience gain from 0.07 to 0.06
- Changed the maximum shore bombardment bonus from 0.25 to 0.3
- Changed base damage output in Air Combat to be 25% higher
- Changed maximum planes in air combat simulation from 500 to 750, making the peak lethality of air combat higher
- Changed enemy bombing war support penalties to have a lower cap (60% to 50%), but scale 33% faster
- Changed the base enemy air superiority penalty from -18% to -20%
- Changed outpost and coastal fort construction cost from 700 to 800
- Changed Naval Base construction cost from 3000 to 2500 and added a per-level cost of 500
- Changed the modifiers on some industry techs slightly
- Changed the base coring cost from 25 to 30
- Changed “Large Territorial Administration” factory output from +10% to +5%
- Changed Trade Law levels to give +5% less Trade Tariffs
- Changed decision State Funded Radio Programming’s effect slightly
- Changed the start caps for established organizations from 50k to 25k
- Changed the AI to produce more aircraft under some conditions
- Changed the Scorched Earth operation to be cheaper
- Changed Reno and Vegas tourists to add 1k more caps and 2k more bonus
- Changed traits Fortification Expert and Fortification Engineer to be weaker
- Changed trait Armaments Organizer to be stronger
- Changed effects of some Settler and Raider start events to be weaker
- Changed NCR, Shi, Valle Bandits, Three Rivers, Vault City and Washington BoS starting resources to be slightly lower
- Changed some Arroyo crisis events to occur slightly sooner
- Changed Tlaloc and Diana’s “God from the Machine” to be slightly weaker
- Changed Lost Hills’s Knight and Scribe intros to grant a stronger final modifier and be auto completed soon after “The Paladins” rather than requiring manual completion
- Changed Lost Hills Training Facilities to now affect all units
- Changed some Lost Hills decisions to last longer
- Changed Lost Hills’s “Council Reforms” and “Preparing for the Ceasefires End” to add 1 more Administration Center capacity
- Changed Lost Hills’s “Our Right” branch to have more flexible prereqs
- Changed Lost Hills’s NCR cooperation decision to cost 100 less
- Changed Lost Hills’s Paladin Sway idea to add +5% more political power
- Changed some Lost Hills foci in the NCR War, WMD and Scavenging branches to be stronger
- Changed Lost Hills’s starting resources to be higher
- Changed two Lone Star advisors and some Hand Warband foci to be slightly stronger
- Changed the shared Attis Army capstones to be slightly stronger
- Changed Cerberus’s resistance and compliance bonuses to be in their modifier--rather than traits--alongside added -50% trade opinion
- Changed Cerberus’s Attis and Shale Traits to grant supply consumption -15% and production efficiency base +15%
- Changed Ironmongers’s Mastersmiths law to grant 1% less conscription and its starting debuffs to be slightly higher
- Changed The Cause’s ATA focus to also upgrade Glorious Purpose and changed other foci very slightly for balance
- Changed Washington BoS starting -20% compliance and +10% war support modifiers to -5% political power and +10% war stability
- Changed some Washington BoS foci to be weaker
- Changed a Washington BoS unit to start on Capitol Hill
- Changed Ejército Mexicano’s Cartel and Militia Blues ideas to be added at gamestart and changed the events that start their branches to add 5% stability or war support
- Changed Ejército Mexicano’s Zapata Alamo Chapter event to be 40 days later
- Changed Ejército Mexicano’s “Superior Mechanization” and “The Liberation of Texas” foci to be weaker
- Changed Ejército Mexicano’s Ironmongers wargoal to be locked till Tlaloc’s death
- Changed some Standing Rock foci to be stronger and added intermediate electronics and construction tech to the tree
- Changed Shi’s starting production and templates to be slightly better
- Changed some Shi foci slightly for balance - Changed Shi’s “Big Trouble in Little California” to need 2 prereqs instead of 1
- Changed Two Sun’s vehicle bonuses to be stronger
- Changed Legion AI to be far more likely to avoid the civil war for a leader with max glory rather than choosing randomly
- Changed the Legion’s “Raider Rumble” to only raise resistance temporarily
- Changed the Legion’s Dam Loss branch to be much stronger and have some added effects
- Changed the Legion’s Legion Training spirit to no longer buff speed in exchange for buffing all special forces rather than only spec ops
- Changed the Legion’s autonomy laws to reduce license cost more
- Changed the Legion’s “Commercial Dock Development” to reduce invasion penalty more
- Changed the March West event to make any subject of Lanius’s be Caesar’s rather than being freed and removed from the faction
- Changed the Lanius Caesar’s Warden trait to be weaker
- Changed Lanius and Vault City to get the “Prioritize Consumer Technology” decision instead of “Basic Hygiene Education”
- Changed some Vault City pre-election and Lynette foci to be slightly weaker
- Changed some New Mexico states to have slightly less water
- Changed Lynette’s “The Patrolmen” recovery rate buff to infantry defense
- Changed TV Town’s starting infantry and militia templates to have 2 more battalions
- Changed TV Town’s “Stopping the Sandman” to take 15 less days
- Changed TV Town’s starting spirit to add -15% lack of resources penalty and no longer add -15% division experience
- Changed New Vegas’s Jewel of the Mojave spirit modifiers slightly and changed its percentual conscription malus to be flat
- Changed New Vegas’s Robotics Genius to grant 10% less fuel capacity in exchange for -2.5% securitron cost
- Changed New Vegas’s starting securitron template to be better
- Changed New Vegas’s starting event factories to be slightly less
- Changed NCR AI to pick Kimball 5% more (now 40%) and Hayes 5% less (now 20%)
- Changed NCR Dollars to give +5% less Trade Tariffs
- Changed NCR’s Self-Sacrifice Myth to be weaker
- Changed NCR’s Military Complex debuff event option somewhat
- Changed the NCR’s Hub crisis debuff to be slightly higher
- Changed NCR’s “The Sentries of Shady Sands” to grant a stronger, more specific fort line
- Changed some NCR government laws; some Moore spirits, traits and expansion branch foci; and some Hayes expansion branch foci to be slightly weaker
- Changed NCR’s Dornan general and advisor, Oscar Stone advisor and Admiral Doherty advisor to be slightly weaker
- Changed some NCR Hayes main branch foci to be stronger or shorter
- Changed NCR’s “Roaring Economy” to take 60 days and add 5% less war support
- Changed NCR’s “Retool the Ranger Corps”, “Denounce Kimball’s Rhetoric” and some post-election Kimball and Allgood foci to be slightly weaker
- Changed NCR Moore’s BoS decisions to cost more
- Changed the NCR Civil War “Ranger Divide” idea to grant more debuffs and be removed in Calhoun’s main tree instead of the expansion tree
- Changed Californian State and Californian Way to get -10% stability at the Civil War’s start
- Changed Californian Way to get slightly more of the NCR’s units and stockpile in the civil war
- Changed Mojave Territories’s starting spirit to add 5% less war support
- Changed some Mojave Territories’s civil war branches to be slightly weaker
- Changed some NCR puppet tree shared and country unique foci to be weaker
- Changed MacArthur’s upgraded Salvatore advisor to be slightly stronger
- Changed MacArthur’s Chicago foci to bypass if a people nation
- Changed some MacArthur advisors and lower foci to be weaker
- Changed MacArthur’s APA/Vertibird stockpile from 50 and 20 to 30 and 15 respectively
- Changed some MacArthur focus prereqs slightly
- Changed MacArthur’s APA purchases to cost 2 more energy
- Changed MacArthur’s starting Outsider Law to add +1% more resistance target
- Changed some The Last Patrol foci to be slightly stronger
- Changed the TAA’s Rio rebellion branch to add 5% less net war support
- Changed some early Texan BoS ideas slightly for balance
- Changed Alamo Chapter’s Emergency Production spirit to be slightly stronger
- Changed Alamo Chapter’s Alamo Defenders to have less battalions but more support companies
- Changed Alamo Chapter to have 300 less extra guns
- Changed Alamo’s “United Texan Front” focus to require all 4 of its prereqs rather than only 1
- Changed some Reservation Willem main path foci to be slightly stronger
- Changed New Canaan’s Defender Priest advisor to be stronger
- Changed some later White Legs foci to be slightly weaker
- Changed Mojave Chapter’s starting research speed bonus from 5% to 2.5%
- Changed Mojave Chapter’s “Raw Poseidon Energy” and “Walking Artillery” to give 1 less factory
- Changed Mojave Chapter’s Aggressive Policy buff to be for Hardin rather than Veronica
- Changed Mojave Chapter’s manpower from Veronica’s path to be lower
- Changed Mojave Chapter’s “Victory at Sunburst” focus to add 5% less stability and war support
- Changed some of Mojave Chapter’s weaker post-sunburst foci to be shorter or stronger
- Changed Mojave Chapter’s “Enlist the Families” to add 3 less civilian factories
- Changed Mojave Chapter’s Securitron Vault decision to have higher cost and duration
- Changed a small number of Mojave Chapter’s strongest Big MT and Sierra Madre foci to be slightly weaker
- Changed Montana Chapter’s post Fort Verity foci to take 5 more days
- Changed Montana Chapter’s “No Problem is Too Great” to add less infrastructure
- Changed some Montana Chapter foci to have slightly more prereqs
- Changed a few Eagle Rock industry and blimp bonuses to be slightly weaker
- Changed Eagle Rock’s starting blimp stockpile from 24 to 15
- Changed a few Shale’s Army foci to be slightly stronger
- Changed Three Rivers’s “Buy The Latest Model” to add sophisticated power armor tech and APA schematics rather than free APA
- Changed two Three Rivers doctrine buffs to be smaller
- Changed Hangdogs’s “Open The Box” to take 40 less days
- Changed Hangdogs’s “Big Wrenches” and “The Army of Denver” to be slightly weaker
- Changed many Desert Rangers NCR foci and Snake Vargas’s leader trait to be weaker
- Changed Desert Rangers’s capstone to take 30 more days
- Changed some Maxson Chapter advisors and foci to be weaker
- Changed Maxson Chapter’s Vault 0 capstone effect to be smaller
- Changed some Gente Del Sol advisors and early ideas slightly for balance
- Changed Gente’s 3rd event to add 1 less arms factory in one option
- Changed two Gente research bonus foci to be weaker and two weapons foci to be stronger
- Changed the strength and order of Eighties’s “Life is a Highway” branch foci slightly
- Changed “The Devils of Utah” for Eighties and “The Eternal Quest of the Pure” for Rotpurgers to grant -5% more Trade Opinion
- Changed start spirits for Baron’s Eyrie, Bismarck, Coal Consortium, Metal Mouths, Niitsitapi and The Pursuant to be weaker
- Changed Max Sec’s tiered NCR spirit to be weaker
- Changed Overwatch Tock’s description to be shorter
- Changed the NCR Baggers unique puppet branch to be disabled
- Changed the Snowmads and Mad Trains formables to have slightly weaker effects
- Changed the New Mariposa formable to add compliance and reduced resistance rather than coring every respective state
- Changed the Legion’s Phoenix branch tithe foci to add more caps - Changed some top-half Navajo foci to be slightly stronger
- Changed Snowmads’s leader trait to be weaker
- Changed Iron Alliance’s formables to grant stronger, slightly altered effects
- Changed Lanius’s focus “A False Goddess” giving wargoals on Twin Mothers even after they’ve fled to Paradise
Fixed
- Fixed the assign medal unitview GUI quick button not being visible
- Fixed the retain cores popupwindow GUI checkbox for releasing countries not being visible
- Fixed sphere state ownership checks for subject countries not accounting for the state being owned by another subject with their same overlord
- Fixed an error leading certain coring related modifiers to have been dramatically increase
- Fixed the Steal Army Supplies operation not rewarding equipment properly
- Fixed the NCR getting locked into the Bull’s Demesne if the Legion Civil War occurs and they are unable to capture all of Caesar’s core territory
- Fixed Culto Al Sol having no advisors and no caps income
- Fixed some Reno/Vegas tourism localisation
- Fixed Mojave Chapter’s Legion targeted defense modifier not applying due to a coding error
- Fixed some Mojave Chapter foci having lower durations than intended
- Fixed Gente Del Sol’s 3rd event having an option with no effect
- Fixed an exploit where Troll Warren could take its Bone Dancers and Chemult Station wargoals despite taking the non-aggression pact
- Fixed the Lone Star and Hand Warband theorists having swapped bonuses
- Fixed various NCR, Caesar’s Legion, Standing Rock, Stormmongers and Montana Chapter foci and decisions which lacked wargoal alerts/triggers or proper state control triggers
- Fixed some compliance or resistance effects which mistakenly used decimal values
- Fixed Honduras’s AI Defense Focus being erroneously high
- Fixed an oversight which made AI weights for certain sets of manpower laws too high or low
- Fixed a bug that led certain nation AI scripts for diplomacy or armies to malfunction
- Fixed the Hand Warband focus “A Slave To Be Admired” not giving a commander
- Fixed the NCR being able to try and push investments on the Mojave Territories
- Fixed Troll Warren being unable to progress in their tree if the Marrow Drinkers annex the Carcass Walkers before they do
- Fixed Eclipse Uprising receiving generic advisors
Removed
- Removed 5% starting stability, 2 military factories and 1 civilian factory from MacArthur
- Removed starting Automation tech and 1 infrastructure from Vault City
- Removed starting Ohm’s Law from Ejército Mexicano
- Removed 1 starting infrastructure in 10-Signs for the Legion and Fort Lyon for Maxson Chapter
- Removed 1 starting infrastructure and 1 of each factory from a Manitoba state
- Removed 2 starting infrastructure from Los
- Removed 1 starting infrastructure and military factory from Bitter Springs in Mojave Territories
- Removed 1 starting infrastructure from: Eden, Ashton, Hopeville, Arroyo and some states for Shi and Sky Reavers
- Removed 1 of each starting factory from Timberline
- Removed 1 starting civilian factory from Navarro Territories, Sky Reavers, TAA, Stormmongers, Rupertsland Trading Co. and Old Believers
- Removed 2 starting civilian factories from Batford Brigade
- Removed 1 starting military factory from Hangdogs, The Pursuant, Baron’s Eyrie, Three Rivers and Whitecourt
- Removed 5% starting stability from Vault City and Whitecourt
- Removed 5% starting war support from Mojave Chapter and New Vegas
- Removed 3% starting war support from Lanius
Technical Changes
- Added more AI event choice scripting for NCR, MacArthur and Texan BoS
- Added a debug decision to spawn Alamo Chapter for Texan BoS
- Changed Alamo’s AI focus plan to be more optimal
- Changed minor parts of some nation starting production for quality of life
- Changed minor parts of AI army composition and research behaviors to be more optimal
- Fixed misc. localisation errors for many nations
- Fixed missing bypasses for select wargoal foci
- Fixed some unused and inaccessible NCR focuses still being enabled in the code
- Fixed missing localisation for certain modifiers
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2023.05.29 19:01 bigtizzle6969 New PB on a crayfish pattern crankbait. James River, VA
2023.05.29 19:01 Able_Possession8736 A Comprehensive Guide to Pro Football Video Game Covers
Another Madden $70 re-skin is upon us, so let's take a moment to explore the history of all the people who have been featured on the cover of an pro football video game.
While the selection of the Madden cover athlete is now an event, there was a wild wild west period of football games from the 80s to the mid-2000s where anybody with a computer could and would build football games, with the selection of the cover being all over the place. Roger Craig was the first cover athlete in 1985 on NFL Challenge for MS-DOS. Madden's first game was in 1988, then by the mid-90s getting a cover athlete or spokesman for your football game was pretty standard.
I wanted to compile those games and covers based on this
Wiki article (and a few that it was missing from that list) and see who was on the main cover of all of those games (some games were almost completely irrelevant, so I left them off this list). Some of these may have more alternates with other people, but I'll stick with the main cover.
Covers by Position
https://preview.redd.it/1dzua4o2hl2b1.png?width=600&format=png&auto=webp&v=enabled&s=023c573335e64d21fccc937a44db0ae995510db6 *These are heavily boosted by John Madden being on 10 Madden covers
Obviously QBs dominate here, but I didn't realize how little defensive players have been on football game covers (9%), with none being on a cover since Richard Sherman in 2014. I'd love to see more defensive players on the Madden cover. Who would be the most likely defensive guy in the near future? Aaron Donald, TJ Watt, Nick Bosa, Myles Garrett, or Sauce Gardner?
Covers by Team
https://preview.redd.it/8f29df4ygl2b1.png?width=600&format=png&auto=webp&v=enabled&s=3b93f8a4ddb26b2cee1f6abd74652f44b7fbfdcb If a team's player was not a lead on the cover or was not any identifiable player, I gave them a *
The Re-skins/Commanders?, Jags, Panthers, and Bills have appeared on a cover but never with an athlete as the lead or with a real person. Only the Texans have never appeared at all on the cover of any football video game. I'd say the Bills are most likely to get one next (Josh Allen), then the Jags (Trevor Lawrence), then the Panthers/Texans if either hits a home run with Young or Stroud. The Commanders have a long road ahead to getting a feature cover athlete, unless you ask Sam Howell who thinks he should be this year's Madden cover athlete.
Most Prolific Cover People
https://preview.redd.it/5axoymcakl2b1.png?width=2871&format=png&auto=webp&v=enabled&s=9ecf9c52cad0647d1572d2d9c85ebdef0dd277c3 Kordell Stewart, Daunte Culpepper, and Donovan McNabb (and possibly Lamar Jackson, still too early for him) are the only players with multiple appearances that are either not or are unlikely to make the Hall of Fame. McNabb is the only guy to appear in multiple covers in the same year. Also of note, 7 athletes were on a cover without ever making a pro bowl in their careers: Brad Muster, Pat Terrell, Gordon Laro, Chris Zorich, Albert Fontenot, William Floyd, and Peyton Hillis (Hillis was the only one to be the primary cover athlete).
I'll list all the games and their respective covers by their era below. I'll also attach some of my favorite covers from each era. If the cover person was a Hall of Famer, I'll mark them with a
\). If they're very likely to make the HoF but they're not yet eligible, I'll mark them with a
+ Covers by Era
Decade | # of Games | # of Games w/Cover Athletes | # of Cover Athletes |
60s | 1 | 0 | 0 |
70s | 4 | 0 | 0 |
80s | 11 | 2 (18%) | 2 |
90s | 36 | 32 (89%) | 21 |
00s | 40 | 38 (95%) | 36 |
10s | 14 | 10 (71%) | 12 |
20s | 8 | 4 (50%) | 5 |
Total | 114 | 86 (75%) | 76 |
We didn't see the first cover athlete until 1985 with Roger Craig. They didn't really become standard until the early to mid-90s after Madden became a big selling point for the early Madden games. The dip in the last 2 decades is because there's just less games, so any generic football games will have a large effect.
The Early Days: 1965-1982
1978: Football! for the Magnavox Odyssey 2 was the first football video game with a cover, but obviously the cover athletes are generic. The 2D Era: 1983-1996
1985: NFL Challenge was the first football game with a real cover athlete (Roger Craig). This was the original bar for realism in football simulation, to where it was used in a 1988 ESPN Program \"NFL Dream Season\" where they simulated the greatest teams of all time against each other. 1988: John Madden Football released on the Apple II, MS-DOS, and Commodore 64/128 (partly being developed by Bethesda), which was the beginning of the most dominant franchise in football video games. They featured no NFL teams due to a lack of an NFL license. 1991: Tecmo Super Bowl is probably still my personal favorite football video game. It's totally timeless, and if you pick the Raiders then you're a cheater. Year | Game | Cover Athlete | Team | Position |
1983 | 10-Yard Fight | Generic Jersey | NA | NA |
1984 | Super Action Football | Generic player | NA | NA |
1985 | NFL Challenge | Roger Craig | 49ers | RB |
1987 | 4th & Inches | Generic players | NA | NA |
1987 | Tecmo Bowl | Generic players | NA | NA |
1988 | TV Sports: Football | Generic player | NA | NA |
1988 | John Madden Football ('88) | John Madden* | None | John Madden |
1989 | ABC Monday Night Football | Generic player | NA | NA |
1989 | NFL | Generic players | 49ers, Raiders, Oilers, Broncos, Re-skins | NA |
1989 | PlayMaker Football | Equipment | NA | NA |
1990 | Joe Montana Football | Joe Montana* | None | QB |
1990 | John Madden Football ('90) | John Madden* | None | John Madden |
1991 | John Madden Football II (or '92) | John Madden* | None | John Madden |
1991 | Tecmo Super Bowl | Generic player | NA | NA |
1992 | NFL Sports Talk Football '93 | Joe Montana* | 49ers | QB |
1992 | Front Page Sports Football | Generic players | NA | NA |
1993 | Capcom's MVP Football | Brad Muster | Bears | FB |
1993 | Madden NFL '94 | John Madden* | NA | HC/Announcer |
1993 | NFL Football '94 Starring Joe Montana | Joe Montana* | Chiefs | QB |
1993 | Mutant League Football | Mutant | NA | NA |
1994 | ESPN Sunday Night NFL | Chris Berman | NA | Announcer |
1994 | Madden NFL '95 | John Madden* | NA | John Madden |
1994 | Tecmo Super Bowl II: Special Edition | Generic player | Cowboys | NA |
1994 | Troy Aikman NFL Football | Troy Aikman* | Cowboys | QB |
1995 | Emmitt Smith Football | Emmitt Smith* | None | RB |
1995 | Madden NFL '96 | John Madden*, Pat Terrell, Gordon Laro | NA, Panthers, Jags | John Madden, DB, TE |
1995 | NFL Quarterback Club 96 | Steve Young*, Chris Zorich, Albert Fontenot | 49ers, Bears | QB, DL |
1995 | Sterling Sharpe: End 2 End | Sterling Sharpe | None | WR |
1995 | Tecmo Super Bowl III: Final Edition | Generic players | Raiders, Bills | NA |
1995 | NFL GameDay | William Floyd | 49ers | FB |
1996 | Madden NFL 97 | John Madden* | NA | John Madden |
1996 | NFL '97 | Kordell Stewart | Steelers | QB |
1996 | NFL Quarterback Club 97 | Dan Marino* | Dolphins | QB |
1996 | NFL GameDay '97 | Daryl "Moose" Johnston | Cowboys | FB |
The Parity Era: 1997-2004
1997: NFL Blitz came from Midway studios and was a breath of fresh air for football games. They had mostly been stagnant trying to hone in on realistic simulation in 2D form, whereas Blitz came out in 3D and threw realism out the window. I definitely spent too much money on the arcade version of this game. 2000: Madden 2001 started the tradition of having their games feature a cover athlete in this format, which consolidated into nearly everyone following this trend. 2001: Backyard Football 2002 was a more kid-friendly version of a football video game, and they also had other games for other professional sports. I definitely played this a lot on my old Windows Me computer, and Pablo Sanchez is a god. 2002: NFL Fever was Microsoft's foray into football video games on the original Xbox. All 3 of their games featured Peyton Manning as the cover athlete. 2002: NFL GameDay 2003 was 989 Sports' exclusive for Sony on the PlayStation platform. 2004: ESPN NFL 2K5 was the last great football game before the NFL exclusively gave their license to the EA. It was this game that definitely led to NFL's decision though, as they slashed their release price to an unheard of $20, which forced Madden 2004 to release at $30 instead of the typical $50. This pissed off the NFL, who decided to have less competition instead.
The Madden Era: 2005-Present
2005: NFL Street 2 was the second in the NFL Street series as a kind of spiritual successor to NFL Blitz. EA tried to have some diversity in their football video games outside of the Madden franchise, so they had the short-lived Street franchise under \"EA BIG\" 2006: NFL Head Coach was a new perspective on NFL Games where you play as the coach instead of the players. I enjoyed these although they could get a little boring. 2007: All Pro Football 2K8 was 2K's attempt at keeping the 2K football franchise alive without the coveted NFL license. They got three HoF players on the cover in Elway, Barry, and Rice, but not the actual license to any NFL team. This game received praise for its mechanics, but poor sales showed that a non-NFL licensed game would always struggle to make it. 2011: Madden 12 was maybe the last good Madden game. Also, Peyton Hillis. The only guy on a NFL football game cover to never make a Pro Bowl. This guy is an actual hero though, so good for him. 2019: Doug Flutie's Maximum Football was a mix of american and CFL football as another attempt at making a football game without the NFL license to poor results. They have announced a new game as a free to play title on new platforms, but no games in this franchise have released since 2020. 2020: Retro Bowl is a mobile game more in the style of Tecmo Super Bowl than Madden. It's probably the most successful non-Madden game since ESPN NFL 2K5, and it's pretty fun. People should definitely give this one a try since it's free to play on any mobile platform. 2022: Madden 23 gave the cover back to Madden for the first time since 1999 to honor the passing of the legend John Madden. Unfortunately the game inside the cover was crap, has been the style of Madden games for over a decade. Year | Game | Cover Athlete | Team | Position |
2005 | Madden NFL 06 | Donovan McNabb | Eagles | QB |
2005 | NFL Street 2 | Jeremy Shockey, Xzibit | Giants, Pimp My Ride | TE, Rapper |
2005 | Blitz: The League | Generic players | NA | NA |
2005 | Backyard Football 2006 | Daunte Culpepper | Vikings | QB |
2006 | Madden NFL 07 | Shaun Alexander | Seahawks | RB |
2006 | NFL Head Coach | Bill Cowher* | Steelers | HC |
2006 | NFL Street 3 | Chad Johnson | Bengals | WR |
2007 | Backyard Football '07 | Ben Roethlisberger+ | Steelers | QB |
2007 | Madden NFL 08 | Vince Young | Titans | QB |
2007 | All-Pro Football 2K8 | John Elway*, Barry Sanders*, Jerry Rice* | Generic | QB, RB, WR |
2007 | Backyard Football '08 | Tom Brady+ | Pats | QB |
2008 | NFL Tour | Shawne Merriman | Chargers | LB |
2008 | NFL Head Coach 09 | Tony Dungy* | Colts | HC |
2008 | Backyard Football '09 | Tom Brady+ | Pats | QB |
2009 | Madden NFL 10 | Troy Polamalu*, Larry Fitzgerald+ | Steelers, Cards | DB, WR |
2009 | Backyard Football '10 | Frank Gore+, Eli Manning+, Kurt Warner*, Peyton Manning*, Adrian Peterson+, Jason Witten+ | 49ers, Giants, Cards, Colts, Vikings, Cowboys | RB, QB, TE |
2010 | Quick Hit Football | Logo | NA | NA |
2010 | Madden NFL 11 | Drew Brees+ | Saints | QB |
2010 | Backbreaker | Generic player | NA | NA |
2011 | Madden NFL 12 | Peyton Hillis | Browns | RB |
2012 | Madden NFL 13 | Calvin Johnson* | Lions | WR |
2013 | Madden NFL 25 | Barry Sanders* or Adrian Peterson+ | Lions or Vikings | RB |
2014 | Madden NFL 15 | Richard Sherman+ | Seahawks | DB |
2015 | Madden NFL 16 | Odell Beckham Jr. | Giants | WR |
2016 | Madden NFL 17 | Rob Gronkowski+ | Pats | TE |
2016 | Axis Football 2016 | Generic player | NA | NA |
2017 | Madden NFL 18 | Tom Brady+ | Pats | QB |
2017 | Axis Football 17 | Generic player | NA | NA |
2018 | Madden NFL 19 | Antonio Brown+ | Steelers | WR |
2019 | Doug Flutie's Maximum Football 2019 | Doug Flutie | Generic (Stampeders) | QB |
2020 | Sunday Rivals | Helmet | NA | NA |
2020 | Retro Bowl | Generic player | NA | NA |
2020 | Legend Bowl | Silhouette | NA | NA |
2019 | Madden NFL 20 | Patrick Mahomes+ | Chiefs | QB |
2020 | Madden NFL 21 | Lamar Jackson | Ravens | QB |
2021 | Madden NFL 22 | Tom Brady+, Patrick Mahomes+ | Bucs, Chiefs | QB |
2022 | Madden NFL 23 | John Madden* | NA | John Madden |
2023 | NFL Pro Era | Lamar Jackson | Ravens | QB |
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2023.05.29 18:59 bikingfencer 2nd Corinthians, chapters 10 & 11 - the apostle oppressed
2nd Corinthians Chapter Ten – The Sent-forth [disciple]
defends upon his stand (
https://esv.literalword.com/?q=Second+Corinthians+10)
...
-2. Request [מבקש,
MeBahQaySh], I, that in my being with you, not will I need to drive [לנהג,
LeeNHoG] in strength [בעז,
Be'oZ], in same surety [בטחון,
BeeTahHON] that I intend [מתכון,
MeeThKahVayN] to go out in it against some men, the thinkers us to be driving according to [על פי,
`ahL PeeY] thought of flesh and blood.
-3. Truly [אמנם,
’ahMNahM] live, we, as flesh and blood, but [אך,
’ahKh] we do not war as way [of] flesh and blood.
“… life is regarded as a battle field; war is being waged between the cause of Christ and the forces of evil. Paul is a general in this war.” (Filson, 1953, TIB X p. 384)
-4. That yes, instruments of [כלי,
KLaY] our war, their might [עצמתם,
`ahTsMahThahM] are not from flesh and blood, rather might of Gods in them to throw down [להרס,
LeHahRoÇ] fortresses [מבצרים,
MeeBTsahReeYM].
-5. We knock down [ממוטטים,
MeMOTeTeeYM] contrivances [תחבולות,
ThahHBOoLOTh] and every word haughty [רם,
RahM] that is lifted [שמתנשא,
ShehMeeThNahSay’] against knowledge [of] Gods, and subdue [ומכניעים,
OoMahKhNeeY`eeM] every thought to name [of] obedience [ציות,
TseeYOoTh] to Anointed,
-6. and are ready to punish [להעניש,
LeHah'ahNeeYSh] upon every violation of [הפרת,
HahPhahRahTh] observance [משמעת,
MeeShMah'ahTh], as that you perfect [תשלם,
ThooShLahM] your observance, you.
-7. According to [לפי,
LePheeY] appearance [מראה,
MahR’eH] exterior [חיצוני,
HeeYTsONeeY] examine [בוחנים,
BOHahNeeYM], you, [את,
’ehTh] the words!
If someone is sure in himself that he is connected [שיך,
ShahYahKh] to Anointed,
return [חזר,
HahZahR], if he pleases, and give his knowledge upon that:
just as [כשם,
KeShayM] that he is connected to Anointed, yes also are we.
“The opponents must have claimed a unique relation to the Christ … possibly based on acquaintance with the historical Jesus … or on their commissioning by those who had known him. … Jerusalem opposition to Paul was centered on James (Gal. [Galatians] 2:12) whose status vis-à-vis [regarding] the earthly Jesus was identical with that of Paul.” (Jerome Murphy-O’Connor, 1990, TNJBC p. 826)
Unless one takes the phrase, “James, the brother of the Lord” (Galatians 1:19), literally; in which case Paul is drawing a distinction between being a flesh and blood relative of Jesus and being “in Anointed”. Verse 5 ends with “Anointed”, no article; the title has become a name, in other words, “the Christ” has become “Christ”.
...
Chapter Eleven (
https://esv.literalword.com/?q=Second+Corinthians+11)
Sent-forths false* [שקר, ShehQehR] [verses 1-15]
-1. Who will give and bear me [ותסבלוני,
VeTheeÇBeLOoNeeY] upon folly of [אולת,
’eeVehLehTh] what?
And indeed, you bear me.
“Paul’s apprehension regarding the dangers of the tactic he has chosen is betrayed by the ‘nervous prolixity’ (Furnish) of this introduction to the ‘fool’s speech’ proper (11:21b-12:10). He in fact digresses to the point that he has to begin again in 11:16.” (Jerome Murphy-O’Connor, 1990, TNJBC p. 826)
-2. Jealous [מקנא,
MeQahNay’] I am to you, jealousy of Gods,
for I betrothed [הארשתי,
Heh’ehRahShTheeY] you to man one, to Anointed,
in order to present you virgin pure before him.
“This seems to be a reference to Lev. [Leviticus] xxi.14, that the high priest must not marry anyone that was not a pure virgin.” (Adam Clarke, 1831, VI p. 344)
-3. But [אך,
’ahKh] apprehensive I am [חוששני,
HOSheShahNeeY], perhaps [שמא,
ShehMah’] will be seduced [תדחנה,
ThooDahHNaH] your thoughts from the simplicity [הפשטות,
HahPahShTOoTh] that is in Anointed, like that happened [שארע,
Sheh’ayRah'] to HahVaH [Eve] as that seduced [הדיח,
HeeDeeY-ahH] her, the snake, in his cunning [בערמתו,
Be'ahRMahThO].
“The reference to the serpent (Satan) may have in mind the Jewish legend that in the Garden of Eden the serpent seduced Eve, and that Cain was their son.” (Filson, 1953, TIB X p. 393)
“In Jewish tradition … the serpent is identified with the devil (Wis[dom] 2:24, Rev [Revelation] 12:9), whose interest in Eve was sexual (II Enoch 31:6). (Jerome Murphy-O’Connor, 1990, TNJBC p. 826)
-13. See, men as these, sent-forths false are they, laborers of [פועלי,
PO`ahLaY] lying [רמיה,
ReMeeYaH], the disguised [המתחפשים,
HahMeeThHahPSeeYM] to be sent-forths of the Anointed.
-14. And there is nothing to be surprised [לתמה,
LeeTheMoHah] upon this [כך,
KahKh],
that see, the Adversary himself was disguised to an angel [of] light.”
“In Jewish tradition … Satan transformed himself into a shining angel in order to seduce Eve. (Apoc[alypse of] Mos[es] 19:-2; Adam & Eve 9:1).” (Jerome Murphy-O’Connor, 1990, TNJBC p. 827)
…
…………………………………………………
Burdens of Shah’OoL ["Lender", Saul, Paul] the sent-forth
[verses 16 to end of chapter]
-16. I return [חוזר,
HOZayR] and say, do not think me a man to fool [לכסיל,
LeKahÇeeYL],
but if, for all that [אכן,
’ahKhayN], I am as this in your eyes as a fool, as a fool receive me, so [כדי,
KeDaY] that also I will boast [אתגאה,
’ehThGah’eH] almost. …
-22. `eeBReeYM [“Crossers”, Hebrews] are they? Yes, also I. YeeSRah-’ayLeeM [Israelites] are they? Yes, also I. Offsprings of ’ahBRahHahM [Abraham]? Yes, also I.
-23. Ministers of the Anointed are they? As a fool I will word, I am yet [עוד,
`OD] more. In toil I am more than they. In houses of confinement, I am more. In scourgings [במלקות,
BeMahLQOTh] I am multitudinously more. In danger of death, times multitudinous.
-24. Five times scourged me, the YeHOo-DeeYM [“YHVH-ites”, Judeans], forty-lack-one, 25. three times scourged me in whips [בשוטים,
BeShOTeeYM], time one I was stoned [נרגמתי,
NeeRGahMTheeY] in stones. Three times was wrecked [נטרפה,
NeeTRahPhaH] my ship [ספינתי,
ÇPheeYNahTheeY], and a time that I was in waters during [במשך,
BeMehShehKh] a day [יממה,
YeMahMaH].
“Beating with rods was a Roman punishment ... It was not lawful to beat or scourge Roman citizens, and Paul later, at Jerusalem, stopped preparations to examine him by life-endangering scourging (Acts 22:24). The three beatings by Roman officials indicate that the relation of the church to the empire was more of a problem than Acts admits.” (Filson, 1953, TIB X p. 401)
-26. I was tested [נתנסיתי,
NeeThNahÇaYTheeY] in journeys [במסעות,
BeMahÇah`OTh] multitudinous: in dangers upon surfaces of rivers, in dangers because of robbers, in dangers because of my people, in dangers from the gentiles, in dangers in city and in wilderness and in sea, in dangers among my brethren false,
“The journey from Corinth to Jerusalem and back was about 3,000 miles.” (Jerome Murphy-O’Connor, 1990, TNJBC p. 827)
-27. in toil and in hardship [ובתלאה,
OoBeeThLah’aH], in nights multitudinous to no sleep, in hunger and in thirst [ובצמא,
OoBeTsahMah’], in fasting multitudinously, in cold and nakedness.
“The problems of a traveler in rough country who fails to make it to an inn before nightfall.” (Jerome Murphy-O’Connor, 1990, TNJBC p. 827)
...
An Amateur's Journey Through the Bible submitted by
bikingfencer to
biblestudy [link] [comments]
2023.05.29 18:37 Paiimei [Be A Pro Season 1] Chatacter and Contract list.
What's up Gang.
Here is a list of the characters, their club, their position and both their salary and value in that order.
For those of you concerned about your value and what it means for your future potential don't be concerned. I've seen players valued at 100K become world class.
The first 3 years is being simulated as we speak and the updates will begin tomorrow and the next day.
Until then have a look at the other players, some of them are your team mates, some will be your future team mates and some even competing for the same position as you.
Enjoy and more coming soon ✌️
⚽⚽⚽⚽⚽⚽⚽⚽⚽⚽⚽⚽⚽⚽
Bruno Stilton [GK, Bristol City, 10.5k P/A, 160-475K]
Pat McGroin [ST, Liverpool, 10.5k P/A, 250-750k]
Danny Massey [ST, Doncaster Rovers, 300 P/A, 55-170K]
James Yates [CM/CDM, Burnley, 10.5k P/A, 40-120K]
Herbie Verstank [RB/RWB, Man City, 10.5k P/A, 95-300K]
Philipp Muetzel [CDM/CM, Stuttgart, 3.3k P/A, 150-450K]
Rossco Daldo [CDM/CM, River Plate, 1.5k P/A, 150-450K]
Kareem Samy [AM/C/L, Dynamo Kyiv, 5.5k P/A, 550-1.6M]
Kevin Gillingham [CDM/CM, Man City, 10.5k P/A, 60-180K]
Albert Heijin [CDM/CM, Ajax, 5.25k P/A, 55-170K]
Clinton Blanc [RB/RWB, Rennes, 3.6k P/A, 350-1M]
Angelo Cortes [RB/RWB/LB, Southampton, 10.5k. P/A, 40-120K]
Robbie Charles [AMR, Man United, 10.5k P/A, 110-350K]
Joshua Guild [AMC, Dundee, 1.8k P/A, 22-70K]
Jean Claude Laslandes [ST, Bordeaux, 3k P/A, 120-350K]
Caleb Cullen [RB/RWB, Newcastle, 10.5k P/A, 375-1.1M]
Todd Warrior [CDM, Wigan, 10.5k P/A, 275-800K]
Berko Baggins [CM, Boca, 1.5k P/A, 190-550K]
Hassan Bangura [CAM, Sheffield Wed, 10.5k P/A, 110-350K]
Adrian Birlodeanu [CM, FCSB, 1.2k P/A, 75-230K]
Apollo Papliapolos [CB, Panathinaikos, 0 P/A, 220-650K]
Barry Who [LB/LWB, Tottenham, 10.5k P/A, 45-130K]
Joshua Musa [CB/RB, Ajax, 5.25k P/A, 60-180k]
John Lariviere [LB/LWB, Brisbane Roar, 2k P/A, 18-55K]
Jamie Aubrey [GK, Partick Thistle, 1.8k P/A, 40-120K]
Fabio Duarte [GK, Estrela SAD, 5.5k P/A, 45-140K]
Vincent Vugts [GK, PSV, 5.25k P/A, 170-500K]
Nathan Fielder [RB/RWB, Temperley, 300 P/A, 950-2.9M]
Muhammad Topkara [GK, Denizlispor, 4.2K P/A, 150-450K]
Bo Berger [ST, Mjondalen, 0 P/A, 0]
Lazor Bee [CDM, Stockport, 300 P/A, 22-65K]
Joe Tribbiani [CAM/ST, Ajax, 5.24k P/A, 30-95K]
Ivan Perovic [CDM/CM, Radnicki 1923, 5.5k P/A, 120-350K]
Sale Mare [AML/ST, Man United, 10.5k P/A, 28-85K]
Nata Rojas [GK, D.C United, 65k P/A, 325-950K]
Muhammad Ali [CB, Borussia Dortmund, 3.3k P/A, 69-190K]
JJ Rose [CB, Derby, 10.5k P/A 35-100K]
Ivan Vlad [GK, FCSB, 1.2k P/A, 95-300K]
Tony Thiel [AML, Schalke, 3.3k P/A, 18-55K]
Trevor Salami [AM/C/L, Portsmouth, 10.5k P/A, 120-375K]
Marc Lej [ST, Swansea, 10.5k P/A, 35-100K]
Nikola Wustov [ST, Nordsjaelland, 0 P/A, 60-180K]
Anthony Grech [CDM/CM, Man United, 10.5k P/A, 275-800K]
Oleksandr Zhovtiak [CDM/CM, Chronomorets, 5.5k P/A, 8-26K]
Michiel Komduur [RB/RWB, Feyenoord, 5.25k P/A, 450-1.3M]
Sim Valuks [CDM/CM, Crystal Palace, 10.5K P/A, 50-150K]
Sam Heath [GK, Yeovil, 300 P/A, 28-80K]
Henrique Nunes [ST, Belenenses, 5.5K P/A, 3.5-10K]
Luke Newton [CB, Dulwich, Hamlet, 390 P/A, 10-35K]
Alan Gilzean [ST, Dundee, 5.5k P/A, 6-18K]
Finn Galeas [CDM/CM, Rennes, 3.6K P/A, 40-120K]
submitted by
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2023.05.29 18:30 UrMom306 This family calendar from before we all had phones
2023.05.29 18:22 bikingfencer 2nd Corinthians, chapters 10, 11
2nd Corinthians Chapter Ten – The Sent-forth [disciple]
defends upon his stand (
https://esv.literalword.com/?q=Second+Corinthians+10)
...
-2. Request [מבקש,
MeBahQaySh], I, that in my being with you, not will I need to drive [לנהג,
LeeNHoG] in strength [בעז,
Be'oZ], in same surety [בטחון,
BeeTahHON] that I intend [מתכון,
MeeThKahVayN] to go out in it against some men, the thinkers us to be driving according to [על פי,
`ahL PeeY] thought of flesh and blood.
-3. Truly [אמנם,
’ahMNahM] live, we, as flesh and blood, but [אך,
’ahKh] we do not war as way [of] flesh and blood.
“… life is regarded as a battle field; war is being waged between the cause of Christ and the forces of evil. Paul is a general in this war.” (Filson, 1953, TIB X p. 384)
-4. That yes, instruments of [כלי,
KLaY] our war, their might [עצמתם,
`ahTsMahThahM] are not from flesh and blood, rather might of Gods in them to throw down [להרס,
LeHahRoÇ] fortresses [מבצרים,
MeeBTsahReeYM].
-5. We knock down [ממוטטים,
MeMOTeTeeYM] contrivances [תחבולות,
ThahHBOoLOTh] and every word haughty [רם,
RahM] that is lifted [שמתנשא,
ShehMeeThNahSay’] against knowledge [of] Gods, and subdue [ומכניעים,
OoMahKhNeeY`eeM] every thought to name [of] obedience [ציות,
TseeYOoTh] to Anointed,
-6. and are ready to punish [להעניש,
LeHah'ahNeeYSh] upon every violation of [הפרת,
HahPhahRahTh] observance [משמעת,
MeeShMah'ahTh], as that you perfect [תשלם,
ThooShLahM] your observance, you.
-7. According to [לפי,
LePheeY] appearance [מראה,
MahR’eH] exterior [חיצוני,
HeeYTsONeeY] examine [בוחנים,
BOHahNeeYM], you, [את,
’ehTh] the words!
If someone is sure in himself that he is connected [שיך,
ShahYahKh] to Anointed,
return [חזר,
HahZahR], if he pleases, and give his knowledge upon that:
just as [כשם,
KeShayM] that he is connected to Anointed, yes also are we.
“The opponents must have claimed a unique relation to the Christ … possibly based on acquaintance with the historical Jesus … or on their commissioning by those who had known him. … Jerusalem opposition to Paul was centered on James (Gal. [Galatians] 2:12) whose status vis-à-vis [regarding] the earthly Jesus was identical with that of Paul.” (Jerome Murphy-O’Connor, 1990, TNJBC p. 826)
Unless one takes the phrase, “James, the brother of the Lord” (Galatians 1:19), literally; in which case Paul is drawing a distinction between being a flesh and blood relative of Jesus and being “in Anointed”. Verse 5 ends with “Anointed”, no article; the title has become a name, in other words, “the Christ” has become “Christ”.
...
Chapter Eleven (
https://esv.literalword.com/?q=Second+Corinthians+11)
Sent-forths false* [שקר, ShehQehR] [verses 1-15]
-1. Who will give and bear me [ותסבלוני,
VeTheeÇBeLOoNeeY] upon folly of [אולת,
’eeVehLehTh] what?
And indeed, you bear me.
“Paul’s apprehension regarding the dangers of the tactic he has chosen is betrayed by the ‘nervous prolixity’ (Furnish) of this introduction to the ‘fool’s speech’ proper (11:21b-12:10). He in fact digresses to the point that he has to begin again in 11:16.” (Jerome Murphy-O’Connor, 1990, TNJBC p. 826)
-2. Jealous [מקנא,
MeQahNay’] I am to you, jealousy of Gods,
for I betrothed [הארשתי,
Heh’ehRahShTheeY] you to man one, to Anointed,
in order to present you virgin pure before him.
“This seems to be a reference to Lev. [Leviticus] xxi.14, that the high priest must not marry anyone that was not a pure virgin.” (Adam Clarke, 1831, VI p. 344)
-3. But [אך,
’ahKh] apprehensive I am [חוששני,
HOSheShahNeeY], perhaps [שמא,
ShehMah’] will be seduced [תדחנה,
ThooDahHNaH] your thoughts from the simplicity [הפשטות,
HahPahShTOoTh] that is in Anointed, like that happened [שארע,
Sheh’ayRah'] to HahVaH [Eve] as that seduced [הדיח,
HeeDeeY-ahH] her, the snake, in his cunning [בערמתו,
Be'ahRMahThO].
“The reference to the serpent (Satan) may have in mind the Jewish legend that in the Garden of Eden the serpent seduced Eve, and that Cain was their son.” (Filson, 1953, TIB X p. 393)
“In Jewish tradition … the serpent is identified with the devil (Wis[dom] 2:24, Rev [Revelation] 12:9), whose interest in Eve was sexual (II Enoch 31:6). (Jerome Murphy-O’Connor, 1990, TNJBC p. 826)
-13. See, men as these, sent-forths false are they, laborers of [פועלי,
PO`ahLaY] lying [רמיה,
ReMeeYaH], the disguised [המתחפשים,
HahMeeThHahPSeeYM] to be sent-forths of the Anointed.
-14. And there is nothing to be surprised [לתמה,
LeeTheMoHah] upon this [כך,
KahKh],
that see, the Adversary himself was disguised to an angel [of] light.”
“In Jewish tradition … Satan transformed himself into a shining angel in order to seduce Eve. (Apoc[alypse of] Mos[es] 19:-2; Adam & Eve 9:1).” (Jerome Murphy-O’Connor, 1990, TNJBC p. 827)
…
…………………………………………………
Burdens of Shah’OoL ["Lender", Saul, Paul] the sent-forth
[verses 16 to end of chapter]
-16. I return [חוזר,
HOZayR] and say, do not think me a man to fool [לכסיל,
LeKahÇeeYL],
but if, for all that [אכן,
’ahKhayN], I am as this in your eyes as a fool, as a fool receive me, so [כדי,
KeDaY] that also I will boast [אתגאה,
’ehThGah’eH] almost. …
-22. `eeBReeYM [“Crossers”, Hebrews] are they? Yes, also I. YeeSRah-’ayLeeM [Israelites] are they? Yes, also I. Offsprings of ’ahBRahHahM [Abraham]? Yes, also I.
-23. Ministers of the Anointed are they? As a fool I will word, I am yet [עוד,
`OD] more. In toil I am more than they. In houses of confinement, I am more. In scourgings [במלקות,
BeMahLQOTh] I am multitudinously more. In danger of death, times multitudinous.
-24. Five times scourged me, the YeHOo-DeeYM [“YHVH-ites”, Judeans], forty-lack-one, 25. three times scourged me in whips [בשוטים,
BeShOTeeYM], time one I was stoned [נרגמתי,
NeeRGahMTheeY] in stones. Three times was wrecked [נטרפה,
NeeTRahPhaH] my ship [ספינתי,
ÇPheeYNahTheeY], and a time that I was in waters during [במשך,
BeMehShehKh] a day [יממה,
YeMahMaH].
“Beating with rods was a Roman punishment ... It was not lawful to beat or scourge Roman citizens, and Paul later, at Jerusalem, stopped preparations to examine him by life-endangering scourging (Acts 22:24). The three beatings by Roman officials indicate that the relation of the church to the empire was more of a problem than Acts admits.” (Filson, 1953, TIB X p. 401)
-26. I was tested [נתנסיתי,
NeeThNahÇaYTheeY] in journeys [במסעות,
BeMahÇah`OTh] multitudinous: in dangers upon surfaces of rivers, in dangers because of robbers, in dangers because of my people, in dangers from the gentiles, in dangers in city and in wilderness and in sea, in dangers among my brethren false,
“The journey from Corinth to Jerusalem and back was about 3,000 miles.” (Jerome Murphy-O’Connor, 1990, TNJBC p. 827)
-27. in toil and in hardship [ובתלאה,
OoBeeThLah’aH], in nights multitudinous to no sleep, in hunger and in thirst [ובצמא,
OoBeTsahMah’], in fasting multitudinously, in cold and nakedness.
“The problems of a traveler in rough country who fails to make it to an inn before nightfall.” (Jerome Murphy-O’Connor, 1990, TNJBC p. 827)
...
An Amateur's Journey Through the Bible submitted by
bikingfencer to
bikingfencer [link] [comments]
2023.05.29 18:01 mzyps U.S. Memorial Day - from the past year, Texan Paul Lee Kim
So, this 82nd Airborne paratrooper veteran was over there and died in Russian shelling. Here are some links which tell the story.
https://news.yahoo.com/american-volunteer-soldier-paul-lee-234622440.html https://spectrumlocalnews.com/tx/south-texas-el-paso/news/2022/11/11/ukraine-military-honors-texan-paul-kim-who-died-fighting-against-russian-occupiers What's big deal - there are tragedies like this all the time in war, right? Well, when the story of this casualty first happened, it came with a description that Mr. Kim was over there on a mission to determine whether Western donated military equipment was making it to the battlefield, or it was being stolen. The media talk at the time was Kherson, and the report said Mr. Kim died in fighting near Kherson.
More recent portrayals of Mr. Kim's death don't mention any weapons inspection mission, which I find interesting. I didn't make up the earlier descriptions, closer to when it happened. How's the weapons inspection mission go? They're not stealing upwards of 70% of the military equipment and selling it on the black market, are they? (Something other serious-minded commentators have suggested since the start of the Russian invasion. They still make this claim.)
I have a thought that, similar to U.S. government officials visiting Ukraine, where they contact the Russians to ask that they not be fired upon, if they had asked that Kherson-area Russians not fire on Mr. Kim's location, since he's weapon inspection, that the Russians might have obliged. Coincidentally, the Russians retreated across the Dneiper river from that part of Kherson soon afterwards. But all that is based on the earlier plausible-sound "mission" story.
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2023.05.29 17:16 Professional_Disk131 Element79 Gold Announces Execution of Agreement with Centra Mining Ltd. for Sale of Properties from Battle Mountain Portfolio in Nevada (CSE: ELEM, OTC: ELMGF)
| https://preview.redd.it/lspgdxkqes2b1.png?width=461&format=png&auto=webp&s=75b355c9574eb25d46c524de0e316870291b117d VANCOUVER, BC / THENEWSWIRE / May 25, 2023 – Element 79 Gold Corp. (CSE:ELEM) (OTC:ELMGF) (FSE: 7YS) ("Element 79 Gold", the "Company") announces that, further to its November 17, 2022 release, the Company has entered into an Asset Purchase Agreement (the "Agreement") for the sale of two properties from its Battle Mountain Portfolio located in the gold mining district of northeastern Nevada, US to a subsidiary of Centra Mining Ltd. ("Centra"). Under the terms of the Agreement, Centra has agreed to purchase all of Element79 Gold's interests and obligations in relation to the Long Peak Project ("Long Peak") and the Stargo Project ("Stargo") in exchange for a total consideration of CAD 1,000,000 payable by the issuance of an aggregate of 2,500,000 common shares of Centra at a deemed price of CAD 0.40 per share (the “Payment Shares”). The transaction is expected to close on or before June 30, 2023, and is subject to regulatory approval. "The sale of Long Peak and Stargo to Centra marks another milestone in Element79's journey for the strategic development of its high-grade gold assets," commented James Tworek, CEO of Element79. "Centra realizes that these projects have great exploration potential along with the rest of their portfolio and it will be exciting to see what their near-term development plans are. We are excited to maintain our exposure to the very promising development potential of these properties through our equity participation in Centra." Tworek added, “We have been working at the sale of the non-core assets in the Battle Mountain for over a year now, and it feels great to confirm that we have one package of properties now signed up and pending their closing date. This achievement further helps to highlight the currently-unrealized value of the individual properties in the Battle Mountain portfolio, helping to re-envision a benchmark for corporate valuation and enabling us to unlock additional value from our extensive portfolio of prospective properties while increasing Element79 Gold’s focus, energy and capital flows on developing its flagship Maverick Springs and both defining a resource at and bringing production online at Lucero in 2024.” Element79 Gold’s Battle Mountain Portfolio The Battle Mountain Portfolio was originally comprised of 15 separate projects totaling over 44,478 acres across 2,203 unpatented claims in five counties: Elko County, Eureka County, Humboldt County, Lander County, and Nye County. Most of the Battle Mountain Portfolio is located within the Battle Mountain Trend, with several projects close to globally reputable gold deposits including Nevada Gold's Cortez Mine. The Battle Mountain Portfolio is comprised primarily of early-stage projects. While drilling has been completed at some projects, such as Elder Creek (155 holes) and Clover (104 holes), many have only surface sampling and geophysical surveys completed. Of particular note are the Long Peak, Elephant, Elder Creek, North Mill Creek, Clipper, Pipeline South, West Cortez, and Walti Projects, which are interpreted to lie along the northwest trending fault that hosts the high-grade Pipeline deposit, which is included in Nevada Gold's Cortez Mine. https://preview.redd.it/1hqjqpdses2b1.png?width=392&format=png&auto=webp&s=c62105a3906d47c5cb4aae9297a487480dfda1be The Long Peak Project Long Peak is comprised of 34 unpatented claims located near Copper Basin and the Copper Canyon Mine in Lander County, Nevada. Long Peak hosts significant historic prospects, warranting further exploration at Long Peak. The Stargo Project Stargo is comprised of 337 unpatented claims located south of the Battle Mountain Trend in Nye County, Nevada. The large claim block contains attractive host rocks, tertiary age intrusives, and appropriate aged structural preparation to represent an attractive area for exploration target development. About Element79 Gold Element79 Gold is a mining company focused on gold, silver and associated metals and committed to maximizing shareholder value through responsible mining practices and sustainable development of its projects. Element79 Gold's main focus is on two core properties: developing its previously-producing, high-grade gold and silver mine, the Lucero project located in Arequipa, Peru, with the intent to bring it back into production in the near term; and its flagship Maverick Springs Project located in the famous gold mining district of northeastern Nevada, USA, between the Elko and White Pine Counties. Maverick Springs hosts a 43-101-compliant, pit-constrained mineral resource estimate reflecting an inferred resource of 3.71 million ounces of gold equivalent "AuEq" at a grade of 0.92 g/t AuEq (0.34 g/t Au and 43.4 g/t Ag) with an effective date of October 19, 2022. The acquisition of the Maverick Springs Project also included a portfolio of 15 properties along the Battle Mountain trend in Nevada, which are non-core to its primary business focus. In British Columbia, Element79 Gold has executed a Letter of Intent and funded a drilling program to acquire a private company that holds the option to 100% interest of the Snowbird High-Grade Gold Project, which consists of 10 mineral claims located in Central British Columbia, approximately 20km west of Fort St. James. The Company also has an option to acquire a 100% interest in the Dale Property, 90 unpatented mining claims located approximately 100 km southwest of Timmins, Ontario, Canada in the Timmins Mining Division, Dale Township. The Company is analyzing the non-core Nevada projects, The Dale Property and Snowbird Property for further merit of exploration, sale or spin-out. For more information about the Company, please visit www.element79.gold Contact Information For corporate matters, please contact: James C. Tworek, Chief Executive Officer E-mail: [ [email protected]](mailto: [email protected]) For investor relations inquiries, please contact: Investor Relations Department Phone: +1 (613) 879-9387 E-mail: [ [email protected]](mailto: [email protected]) submitted by Professional_Disk131 to MetalBulls [link] [comments] |
2023.05.29 17:15 Professional_Disk131 Element79 Gold Announces Execution of Agreement with Centra Mining Ltd. for Sale of Properties from Battle Mountain Portfolio in Nevada (CSE: ELEM, OTC: ELMGF)
| https://preview.redd.it/vv05o10kes2b1.png?width=461&format=png&auto=webp&s=b509748c08d07dab08bf7350e3826b66bba0d6d0 VANCOUVER, BC / THENEWSWIRE / May 25, 2023 – Element 79 Gold Corp. (CSE:ELEM) (OTC:ELMGF) (FSE: 7YS) ("Element 79 Gold", the "Company") announces that, further to its November 17, 2022 release, the Company has entered into an Asset Purchase Agreement (the "Agreement") for the sale of two properties from its Battle Mountain Portfolio located in the gold mining district of northeastern Nevada, US to a subsidiary of Centra Mining Ltd. ("Centra"). Under the terms of the Agreement, Centra has agreed to purchase all of Element79 Gold's interests and obligations in relation to the Long Peak Project ("Long Peak") and the Stargo Project ("Stargo") in exchange for a total consideration of CAD 1,000,000 payable by the issuance of an aggregate of 2,500,000 common shares of Centra at a deemed price of CAD 0.40 per share (the “Payment Shares”). The transaction is expected to close on or before June 30, 2023, and is subject to regulatory approval. "The sale of Long Peak and Stargo to Centra marks another milestone in Element79's journey for the strategic development of its high-grade gold assets," commented James Tworek, CEO of Element79. "Centra realizes that these projects have great exploration potential along with the rest of their portfolio and it will be exciting to see what their near-term development plans are. We are excited to maintain our exposure to the very promising development potential of these properties through our equity participation in Centra." Tworek added, “We have been working at the sale of the non-core assets in the Battle Mountain for over a year now, and it feels great to confirm that we have one package of properties now signed up and pending their closing date. This achievement further helps to highlight the currently-unrealized value of the individual properties in the Battle Mountain portfolio, helping to re-envision a benchmark for corporate valuation and enabling us to unlock additional value from our extensive portfolio of prospective properties while increasing Element79 Gold’s focus, energy and capital flows on developing its flagship Maverick Springs and both defining a resource at and bringing production online at Lucero in 2024.” Element79 Gold’s Battle Mountain Portfolio The Battle Mountain Portfolio was originally comprised of 15 separate projects totaling over 44,478 acres across 2,203 unpatented claims in five counties: Elko County, Eureka County, Humboldt County, Lander County, and Nye County. Most of the Battle Mountain Portfolio is located within the Battle Mountain Trend, with several projects close to globally reputable gold deposits including Nevada Gold's Cortez Mine. The Battle Mountain Portfolio is comprised primarily of early-stage projects. While drilling has been completed at some projects, such as Elder Creek (155 holes) and Clover (104 holes), many have only surface sampling and geophysical surveys completed. Of particular note are the Long Peak, Elephant, Elder Creek, North Mill Creek, Clipper, Pipeline South, West Cortez, and Walti Projects, which are interpreted to lie along the northwest trending fault that hosts the high-grade Pipeline deposit, which is included in Nevada Gold's Cortez Mine. https://preview.redd.it/pogz2rlmes2b1.png?width=392&format=png&auto=webp&s=52fb5c2fb284637f85038c0aba6cdc5d59bedfbc The Long Peak Project Long Peak is comprised of 34 unpatented claims located near Copper Basin and the Copper Canyon Mine in Lander County, Nevada. Long Peak hosts significant historic prospects, warranting further exploration at Long Peak. The Stargo Project Stargo is comprised of 337 unpatented claims located south of the Battle Mountain Trend in Nye County, Nevada. The large claim block contains attractive host rocks, tertiary age intrusives, and appropriate aged structural preparation to represent an attractive area for exploration target development. About Element79 Gold Element79 Gold is a mining company focused on gold, silver and associated metals and committed to maximizing shareholder value through responsible mining practices and sustainable development of its projects. Element79 Gold's main focus is on two core properties: developing its previously-producing, high-grade gold and silver mine, the Lucero project located in Arequipa, Peru, with the intent to bring it back into production in the near term; and its flagship Maverick Springs Project located in the famous gold mining district of northeastern Nevada, USA, between the Elko and White Pine Counties. Maverick Springs hosts a 43-101-compliant, pit-constrained mineral resource estimate reflecting an inferred resource of 3.71 million ounces of gold equivalent "AuEq" at a grade of 0.92 g/t AuEq (0.34 g/t Au and 43.4 g/t Ag) with an effective date of October 19, 2022. The acquisition of the Maverick Springs Project also included a portfolio of 15 properties along the Battle Mountain trend in Nevada, which are non-core to its primary business focus. In British Columbia, Element79 Gold has executed a Letter of Intent and funded a drilling program to acquire a private company that holds the option to 100% interest of the Snowbird High-Grade Gold Project, which consists of 10 mineral claims located in Central British Columbia, approximately 20km west of Fort St. James. The Company also has an option to acquire a 100% interest in the Dale Property, 90 unpatented mining claims located approximately 100 km southwest of Timmins, Ontario, Canada in the Timmins Mining Division, Dale Township. The Company is analyzing the non-core Nevada projects, The Dale Property and Snowbird Property for further merit of exploration, sale or spin-out. For more information about the Company, please visit www.element79.gold Contact Information For corporate matters, please contact: James C. Tworek, Chief Executive Officer E-mail: [ [email protected]](mailto: [email protected]) For investor relations inquiries, please contact: Investor Relations Department Phone: +1 (613) 879-9387 E-mail: [ [email protected]](mailto: [email protected]) submitted by Professional_Disk131 to MetalInvestments [link] [comments] |
2023.05.29 17:14 Professional_Disk131 Element79 Gold Announces Execution of Agreement with Centra Mining Ltd. for Sale of Properties from Battle Mountain Portfolio in Nevada (CSE: ELEM, OTC: ELMGF)
| https://preview.redd.it/p87ptcudes2b1.png?width=461&format=png&auto=webp&s=df2f1c53dc2a91780e3aec208a140746d8dd2792 VANCOUVER, BC / THENEWSWIRE / May 25, 2023 – Element 79 Gold Corp. (CSE:ELEM) (OTC:ELMGF) (FSE: 7YS) ("Element 79 Gold", the "Company") announces that, further to its November 17, 2022 release, the Company has entered into an Asset Purchase Agreement (the "Agreement") for the sale of two properties from its Battle Mountain Portfolio located in the gold mining district of northeastern Nevada, US to a subsidiary of Centra Mining Ltd. ("Centra"). Under the terms of the Agreement, Centra has agreed to purchase all of Element79 Gold's interests and obligations in relation to the Long Peak Project ("Long Peak") and the Stargo Project ("Stargo") in exchange for a total consideration of CAD 1,000,000 payable by the issuance of an aggregate of 2,500,000 common shares of Centra at a deemed price of CAD 0.40 per share (the “Payment Shares”). The transaction is expected to close on or before June 30, 2023, and is subject to regulatory approval. "The sale of Long Peak and Stargo to Centra marks another milestone in Element79's journey for the strategic development of its high-grade gold assets," commented James Tworek, CEO of Element79. "Centra realizes that these projects have great exploration potential along with the rest of their portfolio and it will be exciting to see what their near-term development plans are. We are excited to maintain our exposure to the very promising development potential of these properties through our equity participation in Centra." Tworek added, “We have been working at the sale of the non-core assets in the Battle Mountain for over a year now, and it feels great to confirm that we have one package of properties now signed up and pending their closing date. This achievement further helps to highlight the currently-unrealized value of the individual properties in the Battle Mountain portfolio, helping to re-envision a benchmark for corporate valuation and enabling us to unlock additional value from our extensive portfolio of prospective properties while increasing Element79 Gold’s focus, energy and capital flows on developing its flagship Maverick Springs and both defining a resource at and bringing production online at Lucero in 2024.” Element79 Gold’s Battle Mountain Portfolio The Battle Mountain Portfolio was originally comprised of 15 separate projects totaling over 44,478 acres across 2,203 unpatented claims in five counties: Elko County, Eureka County, Humboldt County, Lander County, and Nye County. Most of the Battle Mountain Portfolio is located within the Battle Mountain Trend, with several projects close to globally reputable gold deposits including Nevada Gold's Cortez Mine. The Battle Mountain Portfolio is comprised primarily of early-stage projects. While drilling has been completed at some projects, such as Elder Creek (155 holes) and Clover (104 holes), many have only surface sampling and geophysical surveys completed. Of particular note are the Long Peak, Elephant, Elder Creek, North Mill Creek, Clipper, Pipeline South, West Cortez, and Walti Projects, which are interpreted to lie along the northwest trending fault that hosts the high-grade Pipeline deposit, which is included in Nevada Gold's Cortez Mine. https://preview.redd.it/loyg9l0hes2b1.png?width=392&format=png&auto=webp&s=bbe81e336bc144552da0e7dfa2cd00699a0e5f1a The Long Peak Project Long Peak is comprised of 34 unpatented claims located near Copper Basin and the Copper Canyon Mine in Lander County, Nevada. Long Peak hosts significant historic prospects, warranting further exploration at Long Peak. The Stargo Project Stargo is comprised of 337 unpatented claims located south of the Battle Mountain Trend in Nye County, Nevada. The large claim block contains attractive host rocks, tertiary age intrusives, and appropriate aged structural preparation to represent an attractive area for exploration target development. About Element79 Gold Element79 Gold is a mining company focused on gold, silver and associated metals and committed to maximizing shareholder value through responsible mining practices and sustainable development of its projects. Element79 Gold's main focus is on two core properties: developing its previously-producing, high-grade gold and silver mine, the Lucero project located in Arequipa, Peru, with the intent to bring it back into production in the near term; and its flagship Maverick Springs Project located in the famous gold mining district of northeastern Nevada, USA, between the Elko and White Pine Counties. Maverick Springs hosts a 43-101-compliant, pit-constrained mineral resource estimate reflecting an inferred resource of 3.71 million ounces of gold equivalent "AuEq" at a grade of 0.92 g/t AuEq (0.34 g/t Au and 43.4 g/t Ag) with an effective date of October 19, 2022. The acquisition of the Maverick Springs Project also included a portfolio of 15 properties along the Battle Mountain trend in Nevada, which are non-core to its primary business focus. In British Columbia, Element79 Gold has executed a Letter of Intent and funded a drilling program to acquire a private company that holds the option to 100% interest of the Snowbird High-Grade Gold Project, which consists of 10 mineral claims located in Central British Columbia, approximately 20km west of Fort St. James. The Company also has an option to acquire a 100% interest in the Dale Property, 90 unpatented mining claims located approximately 100 km southwest of Timmins, Ontario, Canada in the Timmins Mining Division, Dale Township. The Company is analyzing the non-core Nevada projects, The Dale Property and Snowbird Property for further merit of exploration, sale or spin-out. For more information about the Company, please visit www.element79.gold Contact Information For corporate matters, please contact: James C. Tworek, Chief Executive Officer E-mail: [ [email protected]](mailto: [email protected]) For investor relations inquiries, please contact: Investor Relations Department Phone: +1 (613) 879-9387 E-mail: [ [email protected]](mailto: [email protected]) submitted by Professional_Disk131 to Canadapennystocks [link] [comments] |