Savanna and abiotic features

Obervations on Starfield’s Tile System

2024.05.13 21:23 LeBourgeoisGent Obervations on Starfield’s Tile System

Obervations on Starfield’s Tile System
I’ve been scouring different planets, mostly taking notes on POIs and their distribution, but along the way—in true Bethesda fashion—I got sidetracked by another mission: to dig into the game’s terrain generation.

What are “tiles,” exactly?

They may not be what you think they are.
Take a look at your map. Ever notice how hilly or mountainous areas rising from surrounding plains—or even right next to each other—seem to be squared off? Look closely…
https://preview.redd.it/bzh3s3n5180d1.png?width=1920&format=png&auto=webp&s=287c591a71ac111a20b2633f992832bd2ae37cf2
Once you see it, you can’t unsee it.
https://preview.redd.it/dbskcu38180d1.png?width=1920&format=png&auto=webp&s=c8da2670dd1b957f0e1db001a24b5f59833e806c
Those are the “tiles.” And you’ve been crossing them the whole time.

Why do we call them “tiles”?

Todd Howard, of course. Here’s a relevant quote:
Well, the planets themselves, the landscape's pretty much all procedural. We kind of make these large... Think like kilometer-sized tiles we've generated. And those get kind of wrapped around the planet.
https://www.ign.com/articles/todd-howard-interview-starfield-sgf-2023
People latched onto the idea that “tiles” represented distinct world spaces because that’s what they were looking for, but Todd never said that. He was simply talking about the way blocks of terrain are distributed across a whole planet. That’s a wholly separate question from what gets loaded and how. Mind you, I’m not touching that latter question at all, just noting what a “tile” refers to.
As Todd indicated, tiles are (usually!) just 1 square kilometer in size. They contain a few distinct topographical features. They level off at their edges so they can fit with any other tiles, and the world’s landscape is generated by procedurally arranging them in a mosaic. It’s a pretty basic system and one people have long used with pen-and-paper RPGs, just not to this scale.
Occasionally there are bigger tiles. The largest mountains outside Akila City, for instance, appear to be 2X2.
https://preview.redd.it/aa06orvn180d1.jpg?width=1920&format=pjpg&auto=webp&s=82674ddcf5fc98012d51698f42a9b4321e538b66
The playable world space itself is 64 square km, so each zone contains dozens of tiles.
The tile placement is consistent across separate playthroughs, so there must be underlying rules that yield consistent outcomes. Doesn’t mean they’re not at least partly random, though, as they could’ve just tagged an initial randomized outcome to lock them in place.

Déjà vu

Another thing about the tiles is that they’re preset components, finite in number, and, yes, they can and do repeat, even within the same zone.
Here’s a nice location on Maheo I. Swamp biome.
https://preview.redd.it/ekplojzf280d1.png?width=1920&format=png&auto=webp&s=91210848723410910ead8ea69a2587b40bf776a9
Here’s what the tile itself looks like in the map view.
https://preview.redd.it/fptdw6pg380d1.jpg?width=1920&format=pjpg&auto=webp&s=e24240daf407ce6ea844e239454baa04807c98cb
You can see just how big that one tile as it takes up most of the visible landscape, although you can see beyond it in the distance.
Here’s the “same” location elsewhere in the same zone.
https://preview.redd.it/08q0cl2p280d1.png?width=1920&format=png&auto=webp&s=6c623dcbf853b3a5914c51247c747ae6c3942119
Here’s what that tile looks like in the map view.
https://preview.redd.it/tphc13x5380d1.jpg?width=1920&format=pjpg&auto=webp&s=590772b4a673972ef0652670c05f98d02fff5b15
Note how it’s been rotated 180 degrees. Rotating tiles is a quick and easy way of creating additional landscape variation since you can’t literally make an infinite number of presets. (Same trick you use when installing laminate flooring.) Also note how, despite being in the very same zone, the objects placed on the tiles (rocks/trees/bushes) differ somewhat. They’re presumably subject to separate procedural variation, and they’ll make a bigger impression on anyone looking around at ground level.
Here’s the “same” location on Indum IV-d, in another swamp biome. Note how we have a very different terrain texture, as it’s an icy moon.
https://preview.redd.it/vp54bwy9280d1.png?width=1920&format=png&auto=webp&s=07408d6c342cc5c713b24b1b3abb8bd0febde8fc
And here we have the “same” location on Charbydis II. Another swamp.
https://preview.redd.it/cdk80kxy280d1.png?width=1920&format=png&auto=webp&s=61330bad1e9a560e7aaca62edc150fe70c0515b7
In this case, the tile has actually been reversed. That further doubles the number of potential variants, and—Jessamine, I told you to get out of the way!

Different biomes and POIs

While conducting this exercise I accidentally stumbled on a different example that illustrates a couple of other points. After dropping off a group of workers relocating to Waggoner Farm (savanna biome), I looked at the surrounding map and noticed a familiar feature, so I had to go there and check it out.
https://preview.redd.it/qihrclqx480d1.png?width=1920&format=png&auto=webp&s=c1d91a3268637275c8ac82ece8b67e6269cfb5c7
This same feature can be found northeast of Sonny Di Franco’s estate on Maheo I (swamp biome).
https://preview.redd.it/ma3jk88r380d1.png?width=1920&format=png&auto=webp&s=b7ab9f22485ac496609bcb95b2c7cfafd8f92fe1
A couple of takeaways from this:
First, the same tile appeared in two different biomes, which means tiles aren’t completely restricted by biome. That said, some restrictions presumably exist to ensure biomes have more distinct characteristics. For instance, cratered surfaces only appear with other cratered surfaces and not in the middle of forests.
Second, Maheo I had two POIs, while Montara Luna only had the one. (I was literally standing where the other one should be.) But the one on Montara Luna is nevertheless in the same spot as one of the two on Maheo I. This is just a guess, but each tile may have certain nodes for possible POIs that may or may not generate when the space is loaded in the same way other Bethesda games have nodes that may or may not trigger random encounters as you approach them.

Please don’t be disillusioned!

This is just in case anyone was thinking terrain was continuously procedural and unique on every planet. I’ve seen posts in the vein of “Hey, look at this big mountain/crater I found!” and winced as I thought about the possible implications of my findings. I’m not looking to rain on your parade! You still discovered what you discovered. But don’t be surprised if you discover it again somewhere else.
Despite chasing down dupes, I’m impressed with the number of distinct tiles. I’d wager there are thousands of tiles in all. If you examine any map closely enough you might find a couple of duplicate tiles out of the dozens within any one zone, and it’s not until you pore over a handful of zones, especially those with the same biome, before the dupes really start adding up.
And if you’re not looking closely at the maps, you might never notice at all. It's not you're going out of your way to stand in the same spot facing the same direction the way I've been!
But looking at them can tell us interesting things about how they work, as we've already seen.

“Are the planets real?”

Of course not, it’s a video game.
Okay, serious answer. It depends on what we mean by “real.” I assume the game has a virtual map of each planet, and different tiles procedurally assigned to different parts of that map. When we select a landing site, the game plants it at the nearest available POI spot and loads in a world space centered around it, 64 square km of which is traversable, with the remainder existing for the sake of filling out the background. Ironically, the edge of traversable space is often in the middle of a distinct terrain tile.
It's worth noting that unique locations, like New Atlantis and Akila City, don’t necessarily form the center of their respective zones. (Those two certainly don't.)
The size of the loaded world space is arbitrary, and Bethesda probably settled on one that allowed for sufficient stability on lower-end hardware.
Beyond that, I have no idea.

Implications for theorycrafting

Thinking about tiles as modular landscape components has a lot of potential for pointless naval-gazing theorycrafting about terrain possibilities. For instance, just imagine if certain tiles could be required to line up in certain ways depending on their edges, creating larger superstructures. There could already be something like that in place to keep coasts aligned. (Me, I’ve got river ideas, even if they’re just a pipe dream…)
Also, any given tile in the game could potentially be cleanly replaced with a customized tile as needed.

A final desperate plea

Anyway, please stop calling the entire loaded world space a “tile.” Or else…
No animals were harmed in this production
…I might just swat you with an old rolled-up magazine.
submitted by LeBourgeoisGent to NoSodiumStarfield [link] [comments]


2024.05.13 01:29 Ultima_8 Bloodborne - Prologue 4 - TW: Blood, Gore

“It’s a nice place, isn’t it?” Memoria heard her partner say sarcastically.
Byrgenwerth, or what was left of it, lay in front of him and his partner. The abandoned college sat nestled by the side of Scorpion Lake, and it was clear it used to be a place of immense knowledge and beauty. Tall, orderly stone walls held the place up, a domed observatory on the roof. There was a balcony on the back facing the lake, which held a rocking chair to which Provost Willem had taken a liking. The exterior of the college was covered with cracks and vines, a testament to the age of the institution. Once well-kempt gardens surrounded the sturdy walls, and the many unique types of flora had long since escaped their pots and plots. The moons were low tonight, two crescents and one gibbous, against the dark night sky. Gray clouds covered the rest of the sky, giving a sort of ominous look to the old college.
“Aye,” Memoria replied. “And you think there’s the key to the beast cure here?”
Ludwig nodded. “Willem researched the blood before his disappearance. All of his notes and studies will be here unless someone destroyed them. Which is very likely.”
Memoria nearly jumped as an owl’s call broke the night’s silence
The Byrgenwerth scholars. What was it Laurence said about them? He said they had good intentions, but were “ineffective”, whatever that means.
“Let’s not spend any more time than needed here. This place is creepy, and I remember hearing stories of scholars going mad here. If we do find anything, shall we bring it back to Laurence?” Memoria asked. She exhaled a sigh of frostbreath, and she saw Ludwig shiver out of the corner of her eye.
“Yep. He was Willem’s best student, after all. Before he left the college. I really do need to ask him about that sometime.” Ludwig placed a claw on the top of the hilt of his holy silver sword, and Memoria put her wing around him.
“If anything happens, know I love you.” She whispered in his ear, and Ludwig couldn’t help but smile.
“We’ll be fine. We’ve fought worse than whatever could be in there.” She looked at him expectantly. “I love you too,” He added quickly. She kissed his cheek quickly before pulling away.
“Lead the way, Hunter,” Memoria called, and Ludwig blushed.
“Yes. Right. Follow me.” Ludwig drew his sword, and let it rest on his shoulder. Memoria similarly drew her own weapon, a sharp white katana forged in the blue fire of an Icewing forge. Passed down for generations, it was merely ornamental for hundreds of years.
But Memoria had found a use for it: hunting beasts. And furthermore, she found she could strengthen it with her own diseased, corrupted blood.
The looming shadow of Byrgenwerth threatened to blot out what little light the moons gave off.
Such a shadow brought back… unpleasant memories from Memoria’s dragonethood.
It’s in the past now. I’m safe from her now.
She steeled herself and brought her focus forward to the abandoned college. Ludwig was ahead of her on the beaten path. The savanna grasses around them rustled in the eerie winds.
“You alright?” Ludwig called back, noticing something was wrong without even having to look. Memoria wiped away a single tear before responding.
“Yeah, I’m fine. I just… was thinking about my mother.”
Ludwig winced slightly. “I’m here for you, you know.”
“I know. I’ll talk about it later. We’re busy right now.”
As soon as she finished that sentence, she thought she heard a loud crash from inside the building. Ludwig stopped walking and raised a talon to motion for Memoria to stop as well.
“There’s a beast in there. A big one. Should I?” He asked, gesturing to his sword. He was asking if he should transform it.
“No. Save your strength.” Memoria told him, and he nodded.
“Alright. Get ready, I’ll draw it out.” Memoria wasted no time, quickly hiding behind a large rock as cover. She held her blade out in front of her, ready to fight to her very last breath.
She peered out from her cover and saw Ludwig standing outside the large wooden doors that served as the entrance to the institution. She spied a brave look on his Nightwing face, and he carefully pulled open one of them.
He quickly darted to the side as a massive beast lunged at him.
It was three times the height of a dragon. It stood on two legs, like a human, and remnants of what used to be wings dangled from its back. Its haunches were bent unnaturally from the awkward position, and its two arms were long and bare. A mix of both fur and orange-black scales covered its body, and it had a mane of grayish fur around its head. Its body was very slim, and one could see its ribcage jutting out at just a glance. Its right arm was massive compared to its left, and what used to be its claws had been replaced by long curling fur. Blood stained its beastly hide.
Its face was wolf-like in shape; covered in fur, shaped like a canine, and blank, bare eyes. Two antlers, similar to a deer, protruded from the top of its head, and it had the most horrible, blood-curdling screech. The remains of a tattered white cloak hung from its back, and Memoria realized this fearsome beast was once a Hunter of the Sun.
The beast slammed its larger arm where Ludwig once stood, cracking the stone beneath. The agile Nightwing was already behind the beast, and he sliced at the beast’s left leg. His sword didn’t go all the way through, but it did draw a fair amount of blood. The beast staggered and fell to the ground in a lump. Memoria launched herself into the air, twisting her wings and tail to give herself more speed, and readied her katana. With the force of a falling meteor, she brought the blade down on the cut that Ludwig had made on the beast’s leg.
The sharp edge went straight through, severing from above the knee and crippling the beast. The beast screamed before flailing its massive arm around in the direction of Memoria. She swiftly backstepped and countered with a punishing blow. Her sword whistled through the air and planted itself in the tricep. It didn’t cut completely, and Memoria blew a gust of frostbreath across the wound, freezing it solid. Ludwig stomped on it, and the arm broke off. The pair took turns hacking at what was left of the beast until it fell silent. Its mangled, bloody corpse sat still on the stone ground, and the stars twinkled overhead.
Ludwig rested his sword on his shoulder. “That wasn’t too bad. I wonder what else lies in this wretched place.” He said coldly, and Memoria wiped some of the blood on her face away.
“I’ll be ready for it, whatever it is. The adrenaline is pumping now.” She said, flexing her claws. She held her katana out in front of her as she followed Ludwig into the building.
The entrance room of Byrgenwerth had clearly seen better days; it was a large circular room made from both stone and treestuff, and stray papers littered the floor. Scattered about were pools of blood and bones. In the center of the room, a silver chandelier had fallen. It lay sideways, half of it collapsed. The walls were lined with bookshelves, and round tables had been knocked over. The only light source in the room came from the windows above the bookshelves, dim moonlight pouring through. In front of them, on the far side of the room, were two stairways leading to a raised second floor. Pure mahogany pillars provided support for the second floor.
“Charming,” Memoria noted.
“Indeed. I pray Willem organized his studies, else this will take forever.” Ludwig sighed, taking in the sights of books and papers scattered everywhere.
“Look here,” Memoria called. She was standing next to a seemingly ordinary bookshelf, but she had spied a gold plaque labeled The Holy Blood resting proudly above it.
“This is it? Just one shelf? There has to be more.” Ludwig exclaimed and eagerly pulled a book from the shelf. It was covered in dust, and he shook it. A bookmark fell out, and Memoria felt the need to sneeze. He opened it to that page.
The Byrgenwerth spider hides all manner of rituals from us. A terrible shame. It makes my head shudder uncontrollably.” Ludwig read aloud. “It was scrawled on a note.”
“The Byrgenwerth Spider? The hell is that?” Memoria asked. She hated spiders. Vile creatures.
“I don’t know. Let’s keep looking around.” He put the book back on the shelf.
“You don’t think we should take it with us? It might be important.” Memoria asked. He tilted it sideways so that it hung out of the shelf slightly.
“We’ll come back for it. Maybe. Depends on what else we find.” He turned to the next shelf and scoured for anything interesting. “I’ll try to find something else about the ‘Byrgenwerth Spider’.”
Memoria pulled a random book from the first shelf, and read the title. “The Holy Blood: The key to ascension?
She turned to the first page and felt her eyes strain to read in the dim light.
The holy blood. Discovered in A.S. 5123. Taken from the corpse of what we now call “Great Ones”.
The first Great One was discovered washed up on the southern shore of Pantala. It was a queer being, one unlike anything any other dragon had seen before. Unfortunately, I was never able to see the body myself; but a few of my colleagues were. They described it as being a mix between human and fish. Its lower half was white in color and strongly resembled a flounder. Its top half shared similar features to that of a female human, except for the lack of a face.
Indeed, one of the most interesting reports was that a few individuals weren’t able to see the corpse at all; they were only able to perceive it after more knowledgeable scientists described it to them.
“Ludwig? What do you remember about the origins of the blood?” She called to her partner, who had lost himself in a tattered book.
“Uh… it came from some sort of monster that washed up near the remnants of Bloodworm, before the rebuilding process,” Memoria saw him rub his head. “And… I think a few scientists wanted to test how the blood would affect their bodies.”
“I found a book on that, look here.” She saw Ludwig fold the corner of the book he was reading, and walk over to her. “Look here: There was a strange group of scientists that wanted to test the physical tissues and blood of the corpse. Strange, I had thought at the time. But that was before we knew the power that the blood held.” She read.
“Is there a page about me?” Ludwig asked mischievously.
“I don’t know. I think this book was published before the outbreak… but I’ll look anyway.” Memoria flipped to the table of contents, and… yep. There it was. Page 320: Ludwig, The Holy Blade. “Page 320. Moons above, I pray there’s nothing here to stoke your ego even more.” Memoria muttered under her breath. She felt Ludwig’s wing over her, and she leaned into her lover. “Ludwig, The Holy Blade. Ludwig is an associate of Laurence, and is widely considered to be Gehrman’s best student.” Memoria sighed. She saw a smirk on his face, and she kept reading. “However, he isn’t known for his combat skill as much as he is known for his Holy Blade. Indeed, during the A.S. 5123 expeditions into the Abyss (see page 140), Ludwig, one of the Abyss Divers, discovered a strange greatsword. It was roughly half the length of a full-grown dragon and forged from a strange metal that looked similar to silver. He claimed the sword ‘called to him’ and that it ‘talked to him’.” Memoria glanced over at him. “Does it actually?”
Ludwig nodded. “It used to. It hasn’t in a while. A month or two.”
“Wait, it actually did? I thought you just said it did. For the press, or for your reputation.” Memoria looked a little surprised.
“It whispers to me. Grants me the courage to keep fighting. Remember the Battle of the Crimson Grasses? How do you think I kept fighting for so long?” He asked her.
“I… I never thought about that. Why didn’t you tell me?”
“I’m telling you right now, dear. What else does the book say?” He asked. Memoria turned her attention back to the book.
While in battle, some say that the blade takes a different form. Glowing with a light not unlike the Aurora Borealis in the Ice Kingdom, the blade grows in shape, and intricate patterns and markings appear on the magical surface. While it may be animus-touched, it is also very likely that this magic could be something else entirely.” She finished the paragraph, and then promptly closed the book. “We’re getting distracted. Let’s keep looking for actually important stuff. Don’t forget why we came here. Why don’t we go to Willem’s study?” She suggested, and Ludwig sighed.
“My sword isn’t animus-touched. It's special.” He grumbled, and Memoria suppressed a laugh. She put the book back in its place.
“Come. It’s on the second floor, right? It would make sense.”
“I think it is. It’s been a while since I asked Laurence about this place, and even longer since I’ve visited. I think the last time was… it was before I had found my blade.” He said.
The pair flew up to the second floor, and much like the first, stray papers and books littered the floor. Ahead, there was a rather ominous-looking door centered in the wall.
“I think that would be Willem’s study. Don’t know what else it could be.” Ludwig opened the door carefully, and the hinges creaked loudly.
Willem’s study was circular in shape, with a single desk in the middle. Strangely enough, the room was almost completely barren otherwise, besides a few neat stacks of books on the ground and a sheet of paper on Willem’s desk. There was something hastily scrawled on it, and Memoria couldn’t help but wonder why Willem’s room was so orderly after all this time.
Ludwig stepped forward, and read the note. Memoria studied the stacks of books. Most of them had something to do with the blood, and a small few were about beasts.
“Memoria? What is ‘paleblood’?” He asked, and Memoria read the note.
Willem was right. Paleblood is the key.
The handwriting was very messy, and a splatter of blood marked the bottom corner of the paper.
“Paleblood… I’ve never heard of it.” Memoria said, and Ludwig turned the note over.
Three third cords.
Once again, Memoria had no clue as to what ‘three-third cords’ meant.
“Strange. Keep it, maybe it’ll be useful later.” Memoria told Ludwig, and he shoved it into a leather pouch.
“Three third cords. Paleblood. Maybe those books mention it.” Ludwig said and pointed to the neat stacks of books. Just from a quick glance at the titles, none mentioned anything about paleblood or cords.
“Nothing in the titles. Did Laurence ever mention anything about Paleblood? He was Blood Minister, he would surely know of all the types of blood there are.” Memoria asked her partner.
“I don’t recall. Paleblood sounds new to me, so probably not. I’ll ask anyway. He’s probably second best to Willem himself. No, third best. The second best would be these books.” He picked up one and flipped to the table of contents. “Nothing in this one. This one’s about the ‘changes in a Hivewing’s homeostatic system under the effects of blood’. Rubbish. What do these big words even mean?” He asked rhetorically.
“Well. It looks like we have the rest of the night carved out for us.” Memoria sat down on the floor, curling up against the wall and flipping through one of the more promising books. Ludwig sat beside her, and she rested her head on his shoulder as they read together. It was a moment of comfort; a moment of love. Such moments were rare in these times. Rarer than one would think.

Memoria lay against a cliff face on the shoreline. It was a little after dusk, and they were about halfway to the designated meeting spot. They were about to settle in for the night, to get some sleep that they both desperately needed. It had been days since they last slept, and Memoria’s eyes were so very tired from the night of reading yesterday.
“Shame we didn’t get that much information. But we do have something to look out for: Paleblood, and three-third cords.” Ludwig said from across camp, and he stoked the flames of a campfire with his own breath. His black scales threatened to disappear in the dark of the night.
“More than we started with. And that’s all that matters, right? Our journey wasn’t wasted.” The Hive-Icewing stretched her four white wings and yawned.
“Oh, I know it wasn’t wasted. All of these damn books, they’re so heavy.”
“Are you ready for the attack?” Memoria asked him. He glanced at his holy blade, which was resting on a nearby rock. He paused for a moment, and Memoria saw a shadow of uncertainty on his face.
“I… I’m not sure. It sounded great at first, but… I’m worried. We’ll lose a lot of Hunters that day… I hope it works.” He said quietly, and Memoria heard a tinge of pain in his voice.
“I think I might go to sleep now. I’m tired.” Memoria sighed, lying down on the soft dirt. She closed her eyes, and she felt someone sit next to her. Ludwig touched her back softly, and Memoria felt herself drifting off.
“Have I ever sung what used to be my mother’s favorite song for you?” He asked, and Memoria shook her head.
“No, I don’t think so. I would love to hear it, though.”
Ludwig cleared his throat before singing in a soft, gentle voice.
Well come and well met, my brave little spark.” His voice soothed her worries, any fears she had.
How long you’ve wandered, burned bright as a star.
Oh, I have awaited you patiently all this time.
Past every fate
Now sing with me once more, share of your life.” Memoria couldn’t help but move a little closer to her partner’s warmth.
Far greater than memory, its loss and love words cannot hold
Boundless the tale overflows.” Ludwig whispered softly, and Memoria could feel herself slipping away, into the realm of dreams.
And carries your light out to sea…
May the good blood guide your way.
Ultima_8
submitted by Ultima_8 to WingsOfFire [link] [comments]


2024.05.11 21:55 tobimika Tips on how to create data for my animal guessing game

So i'm making a game where you guess a random animal by using dropdowns and guessing stuff like continents(a dropdown called continents with the 7 continents, you chose one and if its correct you know what continent/continents it lives on) and other things about the animal. But i'm having a bunch of problems on how to set this up so that it fits with all animals. In my current setup i have "continents" as a category, but this probably wouldn't work with marine animals that exclusively lives in the water. Like i could assign them a continent thats closest to the ocean they live in, but would this make sense?
So my two ideas on how to "fix" this are:
  1. Having both "continent" and "oceans" as a categories and only showing "continent" when its an animal that lives on a continent( IE land animals and freshwater animals etc) and hiding the "oceans" dropdown. Also only showing "oceans" when its a marine animal. If its an animal that lives in both like a seal or something similar i could show both. If its an animal that lives everywhere in the sea i can let the user know at the start of the game by removing the "oceans" dropdown and tell them that the animal is global. The same would apply for land animals (for example seagull). One of the issues with this is that most people dont know anything about oceans or marine animals etc, and a lot of animals would be easier to guess with only continents (like seals and penguins etc). With this option i would probably add a checklist the user can cross off before the game where they can chose to include continental and marine animals, but then animals like seals and saltwater crocodile etc wouldnt be in the continental animals game, which isnt ideal.
  2. Renaming "continent" to something like "range" or "region" and having the 7 continents + "ocean" in there. Like a singular option for ocean. The issue with this is that "ocean" is really broad. But this method is cleaner (even though its not ideal).
Do you have any better options? Please let me know. Ideally i could just continue using "continents", but this could probably get a little confusing and wouldn't make that much sense for animals that live in open ocean etc.
I only taxonomy from phylum to family, since i feel like there wouldnt be much reason to include genus, since a lot of genuses only have a couple of species and since you should be able to guess the animal by knowing the family and where it lives, size etc. I lowkey want to combine phylum and kingdom, but dont know if this is a good method and wouldnt know what to call it, the phylum replacement would look something like this: Mammals, Reptiles, Fish, Amphibians, Birds, Arthropods (i feel like this would cover all of the necessary animals, i could also include other types of invertebrates, but idk)
Also if you have any other ideas on how to change or improve my data for animals, please let me know. Example of a sketch of animal data for cheetah:
If you have any tips on how i could set up habitats and habitat types i would love that aswell, i dont want to have that many correct answers for each animal. Like i considered putting Savanna and Shrubland under grassland, so that i would only have to put grassland, rocky areas and desert as its habitats, but dont know if this makes sense. For habitat types im thinking something like this: Terrestrial, Arboreal, Aquatic, Semi-aquatic (maybe Aerial, but dont feel like this makes a lot of sense). Any tips would be welcome.
[ { "name": "Cheetah", "taxonomy": { "phylum": "Chordata", "class": "Mammalia", "order": "Carnivora", "family": "Felidae", "scientific_name": "Acinonyx jubatus" }, "geography": { "continents": ["Africa", "Asia"], "habitat_type": "Terrestrial", "habitat": ["Savanna", "Shrubland", "Grassland", "Rocky Areas", "Desert"] }, "behavior": { "diet": "Carnivore", "favorite food": "Antelopes", "group_behavior": ["Solitary", "Social"], "lifestyle": "Diurnal" }, "characteristics": { "colors": ["Brown", "Yellow", "Black", "Tan"], "weight": { "value": "40-65", "units": "kg" }, "height": { "value": "115-136", "units": "cm" }, "most_distinctive_feature": "Yellowish fur covered in small black spots" } } ] 
submitted by tobimika to Animals [link] [comments]


2024.05.11 21:53 tobimika Tips on how to create data for my animal guessing game

So i'm making a game where you guess a random animal by using dropdowns and guessing stuff like continents(a dropdown called continents with the 7 continents, you chose one and if its correct you know what continent/continents it lives on) and other things about the animal. But i'm having a bunch of problems on how to set this up so that it fits with all animals. In my current setup i have "continents" as a category, but this probably wouldn't work with marine animals that exclusively lives in the water. Like i could assign them a continent thats closest to the ocean they live in, but would this make sense?
So my two ideas on how to "fix" this are:
  1. Having both "continent" and "oceans" as a categories and only showing "continent" when its an animal that lives on a continent( IE land animals and freshwater animals etc) and hiding the "oceans" dropdown. Also only showing "oceans" when its a marine animal. If its an animal that lives in both like a seal or something similar i could show both. If its an animal that lives everywhere in the sea i can let the user know at the start of the game by removing the "oceans" dropdown and tell them that the animal is global. The same would apply for land animals (for example seagull). One of the issues with this is that most people dont know anything about oceans or marine animals etc, and a lot of animals would be easier to guess with only continents (like seals and penguins etc). With this option i would probably add a checklist the user can cross off before the game where they can chose to include continental and marine animals, but then animals like seals and saltwater crocodile etc wouldnt be in the continental animals game, which isnt ideal.
  2. Renaming "continent" to something like "range" or "region" and having the 7 continents + "ocean" in there. Like a singular option for ocean. The issue with this is that "ocean" is really broad. But this method is cleaner (even though its not ideal).
Do you have any better options? Please let me know. Ideally i could just continue using "continents", but this could probably get a little confusing and wouldn't make that much sense for animals that live in open ocean etc.
I only taxonomy from phylum to family, since i feel like there wouldnt be much reason to include genus, since a lot of genuses only have a couple of species and since you should be able to guess the animal by knowing the family and where it lives, size etc. I lowkey want to combine phylum and kingdom, but dont know if this is a good method and wouldnt know what to call it, the phylum replacement would look something like this: Mammals, Reptiles, Fish, Amphibians, Birds, Arthropods (i feel like this would cover all of the necessary animals, i could also include other types of invertebrates, but idk)
Also if you have any other ideas on how to change or improve my data for animals, please let me know. Example of a sketch of animal data for cheetah:
If you have any tips on how i could set up habitats and habitat types i would love that aswell, i dont want to have that many correct answers for each animal. Like i considered putting Savanna and Shrubland under grassland, so that i would only have to put grassland, rocky areas and desert as its habitats, but dont know if this makes sense. For habitat types im thinking something like this: Terrestrial, Arboreal, Aquatic, Semi-aquatic (maybe Aerial, but dont feel like this makes a lot of sense). Any tips would be welcome.
[ { "name": "Cheetah", "taxonomy": { "phylum": "Chordata", "class": "Mammalia", "order": "Carnivora", "family": "Felidae", "scientific_name": "Acinonyx jubatus" }, "geography": { "continents": ["Africa", "Asia"], "habitat_type": "Terrestrial", "habitat": ["Savanna", "Shrubland", "Grassland", "Rocky Areas", "Desert"] }, "behavior": { "diet": "Carnivore", "favorite food": "Antelopes", "group_behavior": ["Solitary", "Social"], "lifestyle": "Diurnal" }, "characteristics": { "colors": ["Brown", "Yellow", "Black", "Tan"], "weight": { "value": "40-65", "units": "kg" }, "height": { "value": "115-136", "units": "cm" }, "most_distinctive_feature": "Yellowish fur covered in small black spots" } } ] 
submitted by tobimika to biology [link] [comments]


2024.05.11 21:51 tobimika Tips on how to create data for my animal guessing game

So i'm making a game where you guess a random animal by using dropdowns and guessing stuff like continents(a dropdown called continents with the 7 continents, you chose one and if its correct you know what continent/continents it lives on) and other things about the animal. But i'm having a bunch of problems on how to set this up so that it fits with all animals. In my current setup i have "continents" as a category, but this probably wouldn't work with marine animals that exclusively lives in the water. Like i could assign them a continent thats closest to the ocean they live in, but would this make sense?
So my two ideas on how to "fix" this are:
  1. Having both "continent" and "oceans" as a categories and only showing "continent" when its an animal that lives on a continent( IE land animals and freshwater animals etc) and hiding the "oceans" dropdown. Also only showing "oceans" when its a marine animal. If its an animal that lives in both like a seal or something similar i could show both. If its an animal that lives everywhere in the sea i can let the user know at the start of the game by removing the "oceans" dropdown and tell them that the animal is global. The same would apply for land animals (for example seagull). One of the issues with this is that most people dont know anything about oceans or marine animals etc, and a lot of animals would be easier to guess with only continents (like seals and penguins etc). With this option i would probably add a checklist the user can cross off before the game where they can chose to include continental and marine animals, but then animals like seals and saltwater crocodile etc wouldnt be in the continental animals game, which isnt ideal.
  2. Renaming "continent" to something like "range" or "region" and having the 7 continents + "ocean" in there. Like a singular option for ocean. The issue with this is that "ocean" is really broad. But this method is cleaner (even though its not ideal).
Do you have any better options? Please let me know. Ideally i could just continue using "continents", but this could probably get a little confusing and wouldn't make that much sense for animals that live in open ocean etc.
I only taxonomy from phylum to family, since i feel like there wouldnt be much reason to include genus, since a lot of genuses only have a couple of species and since you should be able to guess the animal by knowing the family and where it lives, size etc. I lowkey want to combine phylum and kingdom, but dont know if this is a good method and wouldnt know what to call it, the phylum replacement would look something like this: Mammals, Reptiles, Fish, Amphibians, Birds, Arthropods (i feel like this would cover all of the necessary animals, i could also include other types of invertebrates, but idk)
Also if you have any other ideas on how to change or improve my data for animals, please let me know. Example of a sketch of animal data for cheetah:
If you have any tips on how i could set up habitats and habitat types i would love that aswell, i dont want to have that many correct answers for each animal. Like i considered putting Savanna and Shrubland under grassland, so that i would only have to put grassland, rocky areas and desert as its habitats, but dont know if this makes sense. For habitat types im thinking something like this: Terrestrial, Arboreal, Aquatic, Semi-aquatic (maybe Aerial, but dont feel like this makes a lot of sense). Any tips would be welcome.
[ { "name": "Cheetah", "taxonomy": { "phylum": "Chordata", "class": "Mammalia", "order": "Carnivora", "family": "Felidae", "scientific_name": "Acinonyx jubatus" }, "geography": { "continents": ["Africa", "Asia"], "habitat_type": "Terrestrial", "habitat": ["Savanna", "Shrubland", "Grassland", "Rocky Areas", "Desert"] }, "behavior": { "diet": "Carnivore", "favorite food": "Antelopes", "group_behavior": ["Solitary", "Social"], "lifestyle": "Diurnal" }, "characteristics": { "colors": ["Brown", "Yellow", "Black", "Tan"], "weight": { "value": "40-65", "units": "kg" }, "height": { "value": "115-136", "units": "cm" }, "most_distinctive_feature": "Yellowish fur covered in small black spots" } } ] 
submitted by tobimika to zoology [link] [comments]


2024.05.09 03:28 Interesting_Move_753 Tips for Trapping Characters

Tips for Trapping Characters
Here are some tips I have found that have helped me trap characters for photos. Feel free to add any additional advice I may have missed!
I apologize for the weird character combo but they were the ones closest to me 😅.
I’ve never used more than 2 characters personally.
  1. Make sure to not build too much before testing. You might need to place your build a bit further back or place a character more forward before your final. I usually just hang out with one and push them into their spot and take a quick snap to see if I like their placement in adjacent to their surroundings.
  2. Make sure to block off your area and make sure the wishing well is accessible in your build before you grab your companion(s) for your final. You can travel to the well points in the valley’s biomes but DON’T go indoors.
  3. Test where you want your character to be by pushing them about where you want them and block them in with rocks as placeholders, getting their spot(s) ready. That way if you do mess up by going inside, you’ll know exactly where to put them.
  4. Use small things like rocks, Anna’s picnic blanket, foliage, etc. There are small items like a plant or mortar and pestle that can be used.
5 Make sure the characters and their traps fit naturally into the scene. Like they belong there and don’t feel out of place.
  1. You can sometimes trap characters by using tables, bushes, or using items that might fit the theme. Like putting a couple of the small pumpkin clusters around the fairy godmother for a Cinderella photo.
  2. Place your character, tell them bye, then grab your other character(s) you want in the shot, repeating the process above.
  3. Try to work with characters with similar schedules so you don’t have to worry about them sleeping or in being in the restaurant or Scrooge’s.
  4. Be patient!!! Working with too many characters and trying to time their animations or time them being still can be very trying and exhausting and can sometimes take many wasted hours. Always make sure to have the character closest to you be the one you hang out with as they’ll be more front. Or hang out with the one who has the weirdest animations like Mike Wazaowski or sully, as they might ruin the photo.
  5. Work with one character at a time, nudging and pushing them into the place you want to be, as you’re testing the final placement.
  6. Use selfie mode to get characters to face the direction you want them to face. They may face different directions if their trap is too wide.
  7. Take a test shot with each character by themselves, using the share QR code feature to dowlonad on your phone. That way you can look back and see if you like their placement as you work with your build.
So for my monstersona, I had sully trapped behind the sushi bar and Mike behind a table, using Merlin’s bag for both of them, to keep them from moving. I had to hang out with sully because he wouldn’t stop moving but I had Mike trapped where he couldn’t move at all.
For Moana’s I used rocks and coconut baskets to trap Maui and Moana and then covered them with flowers. I hung out with Moana so I could get Maui to pose.
For my theme park I used the celebration baskets to trap goofy because he kept following me.
And for savanna style I used some rocks behind the tall grass for Nala.
I hope this helps anyone who’s trying to work with characters and there’s a better understanding of how to do it! 😊
submitted by Interesting_Move_753 to Dreamsnaps [link] [comments]


2024.05.08 12:49 hellopriyasharma Easy Crafts Inspired by Wild Animals for Preschool Projects

Easy Crafts Inspired by Wild Animals for Preschool Projects
Introducing preschoolers to the wonders of the animal kingdom is not only exciting but also an essential part of their early education. Engaging in hands-on activities, such as crafting, can make learning about wild animals fun and memorable for young children. Below, we've curated a collection of easy wild animals project ideas for preschool designed to ignite curiosity and foster a deeper understanding of wildlife among preschoolers.
https://preview.redd.it/2cmt0w09n6zc1.jpg?width=960&format=pjpg&auto=webp&s=d0f844c0e6d7027d4f497a8bc61b7828c31b300a

Wild Animals Project Ideas for Preschool Introduction

Overview: Ideal preschool serves as a critical time to introduce children to the diverse world of wild animals, helping them develop an appreciation for nature and biodiversity.
Educational Objectives: Through these craft projects, preschoolers will learn about different wild animals, their habitats, and unique characteristics, promoting curiosity and exploration.

Crafting Wild Animal Masks

Materials Needed: Paper plates, colored paper, markers, glue, popsicle sticks.
Crafting Process:
  • Encourage preschoolers to choose their favorite wild animal.
  • Assist them in cutting out ears, noses, and other features from colored paper.
  • Help them attach the features to paper plates and affix popsicle sticks to create masks.
Educational Benefits: This activity enhances creativity, fine motor skills, and role-playing as children pretend to be their chosen wild animals.

Creating Animal Habitats Diorama

Materials Needed: Shoebox, colored paper, craft sticks, cotton balls, plastic animals.
Crafting Process:
  • Guide preschoolers in decorating the shoebox to resemble a natural habitat (e.g., jungle, savanna, forest).
  • Assist them in arranging craft sticks, cotton balls, and other materials to create trees, grass, and other habitat elements.
  • Help them place plastic animals in their appropriate habitats within the diorama.
Educational Benefits: This activity enhances understanding of animal habitats and ecosystems, fostering imaginative play and environmental awareness.

Making Animal Collage Art

Materials Needed: Magazines, colored paper, scissors, glue, poster board.
Crafting Process:
  • Teach preschoolers with magazines and colored paper featuring images of various wild animals.
  • Guide them in cutting out animal pictures and arranging them on poster board to create a collage.
  • Encourage children to add details such as trees, rocks, and grass using colored paper.
Educational Benefits: This activity promotes fine motor skills, visual-spatial awareness, and creativity as children express themselves through art.

Constructing Paper Plate Animal Puppets

Materials Needed: Paper plates, craft sticks, markers, googly eyes, glue.
Crafting Process:
  • Encourage preschoolers to choose their favorite wild animals and draw their faces on paper plates.
  • Assist them in attaching googly eyes and other features to the plates to bring the animals to life.
  • Help them glue craft sticks to the bottom of the paper plates to create puppets.
Educational Benefits: This activity stimulates storytelling, imaginative play, and hand-eye coordination as children use their puppets to act out animal behaviors and scenarios.

Why Engage Preschoolers in Wild Animal Projects

  • Encourages Curiosity: These craft projects spark children's curiosity about the natural world, prompting them to ask questions and explore further.
  • Promotes Creativity: By providing opportunities for artistic expression, these activities nurture children's creativity and imagination.
  • Fosters Learning: Through hands-on experiences, children learn about different animal species, their habitats, and the importance of wildlife conservation in an engaging and memorable way.

Conclusion

Engaging preschoolers in wild animal craft projects offers a rich opportunity for learning and exploration. By incorporating these preschool activities into curricula or home environments, parents and educators can inspire a lifelong love for nature and wildlife in young learners, fostering a sense of wonder and stewardship for the natural world.
submitted by hellopriyasharma to preschoolwithpriya [link] [comments]


2024.05.05 18:01 Accurate-Broccoli-77 The Canines, anthropomorphic dogs, and their role on Earth and beyond.

The Canines, anthropomorphic dogs, and their role on Earth and beyond.

Canine in the Canidae Grasslands
The Canidae, commonly known as Canines, are a sapient species that evolved on Earth from domesticated and wild dog ancestors. Canine society is structured around strong pack hierarchies and fierce territorial instincts. Despite their quadrupedal ancestry, Canines have adapted to be able to walk bipedally when needed to interact with other sapient species, though moving on all fours remains their preferred mode of locomotion. Their civilization is roughly equivalent in technological sophistication to 19th century humanity.

Etymology and Definition

The scientific name for Canines, Canis sapiens, is derived from the Latin "canis" meaning "dog" and "sapiens" meaning "wise". Thus the name translates to "wise dog", reflecting their sapient intelligence that emerged from canine ancestors.

Evolutionary History

Canines evolved relatively recently, diverging from Earth's dog species in the early 4th millennium due to a combination of natural evolution and genetic manipulation by human scientists. This clandestine bioengineering project, retrospectively known as Project Ascendancy, imbued various species including canines with sapient intelligence around the year 4280. Adapting to Earth's post-cataclysmic environment, proto-Canine packs gradually developed complex social structures, tool usage, and language - key traits of their civilization.

Subspecies

Canine subspecies have adapted to thrive in different environments across Earth:

  • Veldurae Caninae: Swift and agile plains-dwellers of the savannas with tawny coats that provide camouflage. Renowned for their endurance, hunting prowess and sun-worshipping culture.
  • Tundran Caninae: Hardy northern Canines with thick white and gray pelts to withstand the arctic chill. Expert survivors and communal hunters revered for their pack solidarity.
  • Arborae Caninae: Nimble canopy-dwellers of the rainforests with mottled green and brown coats. Arboreal villages linked by bridges exemplify their complex society in tune with nature.
  • Omnicans: Adaptable urban explorers adept at repurposing relics of human settlements. Sleek builds and keen night vision suit their adventurous, resourceful lifestyles.

Canine-Elder Hybrids

Rare hybrid Canines also exist, mingling traits of Canines with the mysterious Elders:

  • Lysilum Canis: Wisdom incarnate with silvery pelts, glowing with an inner light. Reclusive philosopher-mystics rumored to live for centuries.
  • Prismacanis: Iridescent-furred beings able to refract light, blending Elder photonic arts with Canine vitality. Known for prismatic communication displays.
  • Aeonian Canids: Timeless lore-keepers with expanded minds and lifespans. Serene ceremonialists devoted to preserving ancient knowledge and traditions.

Biology

Canines retain the same biological fundamentals as their ancient ancestors, being fur-covered, warm-blooded mammals. However, their physiology has adapted to enable more dexterous tool manipulation and a greater range of vocalizations for language. Brain size and structure has expanded to accommodate higher cognition. Physical attributes vary between subspecies but commonly include keen senses of hearing and smell, swift running speed, and formidable jaws.

Intelligence

With intelligence roughly comparable to 19th century humans, Canines are fully sapient and capable of complex reasoning, language, culture, and technology. However, their cognition remains rooted in their evolutionary past, specialized for thinking and problem-solving in terms of pack social dynamics, hunting, territorial mapping, and other dog-relevant contexts. Canine intelligence combines wild instinct with civilized ingenuity.

Society

Canine society centers on the pack as the core social unit, characterized by strong cooperative bonds, fierce loyalty to packmates, and wariness of outsiders. Complex pack hierarchies based on familial ties, merit, and ritual determine leadership and responsibilities. Territories have well-defined borders that are communally patrolled and marked.
Packs coalesce into intricate societies at wider levels of Bands, Regions and Nations that together make up the entirety of Canine civilization. Governance occurs through dominance hierarchies and councils of elders practicing collaborative but resolute decision-making. Laws derive from long-standing traditions and the guidance of revered ancestors.
Canine society retains an intimate, sacred connection to the natural world. The changing of seasons, lunar and solar cycles, and the migrations of prey hold immense cultural weight. Hunting is as much a bonding ritual as an economic necessity. Stewardship and respect for the environment is a core Canine value.

Culture

The oral tradition reigns supreme in Canine culture, with revered Lorekeepers and storytellers passing on history, mythology, and practical knowledge to younger generations. Most Canines do not read or write. Communication places great emphasis on body language, pheromones, and other subtle cues that convey richer meaning than words alone.
Howling features prominently as an art form, with ceremonial howls and chants used for spiritual expression, social bonding, and long distance messaging.
Rituals celebrating ancestral pack heroes and spirits of nature are the cornerstone of Canine spiritual life. Ceremonies are often timed to astronomical events and season changes. The ethics of "pack first" loyalty, honor, and devotion to duty permeate all aspects of culture.

Technology

Though very intelligent, Canine technology remains less advanced than contemporary human capabilities due to their non-industrial society and cultural focus on tradition over innovation. Much Canine technology consists of elegant but pre-industrial stone, wood, and bone tools supplemented by repurposed scavenged artifacts.
However, in the realms of biotechnology, such as selective breeding, pheromone communication, and herbal medicines, Canine capabilities are extremely sophisticated. With the careful guidance of Lumen mentors, some Canine groups are beginning to adopt early industrial technologies and scientific theories, signalling a potential for rapid future advancement.

Relations with Other Species

Canines have limited experience interacting with other sapient species beyond the Lumen guides who discreetly oversee their development. Small scale encounters and cultural exchanges with Cephalopods, Felines, Sus and others do occur, but many Canines remain wary of outsiders. As a young civilization, they are only beginning to navigate the complex realities of interspecies diplomacy. However, the forward-thinking leadership of the Canine Intergalactic Nations and Factions suggests the potential for the Canidae to take on a greater role in the galactic community in the future.

Canine in the Canidae Grasslands
submitted by Accurate-Broccoli-77 to LumenUniverse [link] [comments]


2024.05.05 07:40 Quick_Zoo Hyena Clan VS Wolf Pack

Pack hunters are some of the most effective and successful hunters in the animal kingdom, coordinated attack strategies give them a distinct advantage when it comes to survival and taking down prey.
Hyenas are often misrepresented as puny scavengers that only exist to be play toys for lions but the truth is they are the most common predator in africa and arguably the most successful of them all the spotted hyena scientifically known as crocuta crocuta is the largest of four species of hyena and the only non solitary hyena species and they can be found throughout most of africa spotted hyenas live in large groups known as clans and these clans are the largest of all pack hunters which can range from 8- 80 members with the largest known hyena clan having 130 hyenas. Although spotted hyenas are often represented as evil scavengers like in the lion king they actually kill up to 95% of the animals they eat. When in a group hyenas often take down large mammals such as zebras, wildebeest, antelopes, and even giraffes, rhinos and hippos on occasion, but they prey on smaller mammals such as jackals, hares, birds, reptiles and insects, when they are looking for a cheeky snack.
Changing to a completely different climate, the undomesticated version of your pet dog is a feared predator by many. The grey wolf or canis lupus is the heaviest of all canine species with only the maned wolf which isn't actually a wolf being slightly taller. Wolves are extremely successful predators and can be found throughout north america, asia, europe and the arctic wolves live in groups called packs and these packs often have between 4 and 12 members but this number can range between as few as 2 and as much as 15 members wolves are carnivores and they eat a variety of animals they prefer to eat large hoofed mammals such as deer, elk, musk ox, bison, and moose but they also hunt smaller mammals such as beavers, rodents, and hares. Adults can eat 20 pounds of meat in a single meal.
It goes without saying a key factor that will influence which animal comes out on top is size. Hyenas are stocky, muscular creatures, with females often being larger and more dominant than males. They can weigh up to 80 kilograms and stand about 70 centimetres tall at the shoulder. Wolves, on the other hand, are lean and agile, with males typically weighing around 45 kilograms and standing about 80 centimetres tall at the shoulder. So, in terms of sheer size, the hyenas have the upper hand.
Next, let's discuss strength. Both hyenas and wolves are incredibly powerful predators, capable of taking down prey much larger than themselves. Hyenas have one of the strongest bites in the animal kingdom, exerting pressures of up to 1100 pounds per square inch which is almost on par with the bite force of a grizzly bear and surpasses the bite force of lions and tigers, the hyenas teeth and jaws are specifically adapted to crush bone and they do this with ease, making them feared by competitors in africa such as cheetahs as one bite from a hyena could make a cheetah unable to ever run again.
As for Wolves they rely on their teamwork and coordination to bring down prey, using their sharper teeth to deliver a lethal bite to the throat or hindquarters in a more tactical and planned way then a hyena pack, wolves have a bite force of 400 psi and aren't as heavily built as hyenas. So, when it comes to brute strength, hyenas are undeniably stronger.
Wolves are known for their stamina and are exceptionally fast, they hunt large prey such as bison by wearing them out and ensuring they suffer from extreme exhaustion which makes them far easier to take down. wolves can run at speeds of 35–40 or 56–64 km/h and easily travel a marathon every day managing their “territory”. Actually, they travel about 30 miles a day and a marathon is 26. Hyenas however aren't slow at all themselves. They are able to chase down prey while running at up to 37 miles or 60 kilometres per hour). And have enough stamina to pursue their prey for up to 5 km before slowing down or stopping. In relation to body size, spotted hyenas have the biggest hearts of all African predators. That gives them stamina which is far beyond the capabilities of lions or cheetahs, needless to say a wolf would easily be able to outmatch a hyena in terms of both stamina and speed
When it comes to strategy One of the Hyenas best strategies is calling for backup. With their distinctive laughing and wheezing noises they make one hyena can quickly call in a clan of over 50 in a matter of minutes. This cooperative hunting/screening behaviour can overwhelm any other animal in Africa except elephants. Strangely The brain size ranges dramatically depending on gender, from 170g to 220g with Males having significantly larger brains than females who are often larger. Despite this Hyenas are recognized to be very intelligent and their brains are in ways similar to those of primates, allowing them to utilise complex decision making.
Wolves are extremely strategic and are known for their cooperative pack hunting behaviour. They rely on teamwork, coordination, and communication within the pack to bring down large prey. Wolves often target ungulates such as elk, deer, moose, musk ox and bison, effortlessly bringing down prey much larger than themselves.Their brain weight does not match the hyena with only 120g. When initiating an attack wolves often use terrain features to conceal their approach before launching a coordinated ambush attack on prey. And engaging in pursuits over long distances, using their stamina and endurance to tire out prey before going for the throat and finishing the kill .
Hyenas typically hunt in larger groups compared to wolves. While hyena clans can consist of dozens of individuals, wolf packs usually consist of fewer members, typically between 6 to 10 individuals. Habitat Influence: The hunting strategies of hyenas and wolves are influenced by their- respective habitats. Hyenas are commonly found in savannas and grasslands, where they often encounter large herbivores. In contrast, wolves inhabit a variety of ecosystems, including forests, tundra, and grasslands, adapting their hunting strategies accordingly. In summary, while both hyenas and wolves employ cooperative hunting strategies, they have evolved distinct adaptations shaped by the areas they live.
Both hyenas and wolves have similar builds with long legs and large hearts, hyenas have a heavier build and stronger jaws compared to wolves whereas wolves have sharper teeth and claws but a skinnier build. This adapts the wolf to more of an endurance attack, tiring out the prey then attacking. Whereas hyenas, being much tankier, go straight into combat, making them very aggressive and unforgiving.
Both of these animals have fierce competition where they live, hyenas have to compete with lions, leopards cheetahs, and african wild dogs for prey although a lone hyena stands no chance against a lion a clan of hyenas is also the biggest threat to a lion and both of these animals often steal each others food and kill each others offspring and each other, leopards have a unfavourable chance against hyena clan but can kill a hyena in a 1 on 1 fight other then this hyenas have a favourable position over all other large predators in africa including and are more opportunistic then them which explains why they are the most common large predator here.
Wolves also have fierce competition having to compete for food and territory with mountain lions, bears, wolverines, lynx, coyotes, foxes and on rare occasions tigers, and snow leopards when their territories overlap. When it comes down to fighting bears, tigers and mountain lions, wolves don't stand a chance one on one as these animals are much larger and better equipped than wolves so a fight would be too risky. On the other hand wolves can gain the upper hand against predators such as snow leopards, wolverines and lynx. And coyotes and foxes don't stand a chance against a wolf and often end up as easy prey. It's important to note that since none of the predators wolves have to face are pack hunters like all of the predators hyenas have to deal with this gives wolf packs a huge advantage in their respectives habitats
Although both of this predators are well rounded and feared survivalists it's important to note there weaknesses to determine the winner of this fight, wolves have smaller frame and a weaker bite compared to a hyena and this could serve as a major weakness in a fight, wolves do however have much faster reflexes than a hyena and may be able to dodge these attacks.
When it comes down to it the hyena will end up having the last laugh. In a fight irregardless of whether it is a 1 on 1 fight between two fully grown individuals or a group fight between a large wolf pack and a hyena clan, although wolves have faster reflexes and are slightly more strategic in their attack style, hyenas are larger, have thicker skin a stronger bite, and live in a slightly more competitive environment then a wolf and are used to fighting other packs of predators whereas wolves are not.
Still Interested? Check this out:
https://www.youtube.com/watch?v=PMKPYxgE_wk
submitted by Quick_Zoo to QuickZoo [link] [comments]


2024.05.04 06:05 LocksmithDry9506 [Android/mobile][unknown] 2D stylized bird sanctuary

a game I played around maybe 2018-ish, (unsure of what actual year) the graphics were this 2D almost clean paper look, very clean lines and no color mixing. the game was like those oasis games you see where you'd raise certain things. there was this huge tree in the center and I think each limb or each section of the tree was a certain "biome" (beach, forest, savanna, etc) and you could tap on each section to magnify it and look at your birds. there was an in game camera feature too that let you take pictures of your birds and you got a reward if you photographed a certain bird doing a specific behavior or any other criteria it gave you. the closest thing I can find is bird kind but it's not that and it has a much more simplistic style with different gameplay
edit: I found it! it's birdstopia, it's not on the playstores anymore I had to install it through a whole other website
submitted by LocksmithDry9506 to tipofmyjoystick [link] [comments]


2024.05.02 11:16 mining_moron The Kyanah Have A Desert Planet -- Wait No It Has 12 Biomes: Part II

The geological features on the Kyanah homeworld, together with the weather patterns, determine the layout of biomes. Due to the lack of oceans or plates, their world doesn't have definable continents, so biomes are often used to divide up the world instead, with many cultural and geopolitical groupings tending to occur along biome lines. In general biomes can be grouped into five types: high rainfall, high oasis count; high rainfall, low oasis count; low rainfall, high oasis count; low rainfall, low oasis count; and shattered biomes, which often don't fit neatly into the aforementioned types due to the unique terrain of the impact ranges. Notably absent of course, are oceans, as well as anything that humans would consider a forest, since their tree analogues, the structured plants, take up considerable space and can't cluster densely together, in addition to being quite a bit smaller than a lot of Earth trees due to the higher gravity. As the world is quite large--10100 kilometers in radius, with no oceans to break things up, biomes can get rather large.
High rainfall (>25 cm/Earth year), high oasis count: these tend to be dominated by riparian webs. As the oases are interconnected by web-like water channels, the dense vegetation that surrounds natural oases also spreads between them, creating a web-like pattern of endoskeleton plants and bushes with semi-arid meadows in the middle. These especially occur in less flat areas, at the edge of impact ranges or plateaus. Riparian webs often serve as hubs for agriculture and livestock raising. The largest consecutive riparian web, about twice the size of Europe, is known as the Meatbucket, a play on the term breadbasket. This region is the largest producer of livestock, and feed for livestock on the Kyanah homeworld. In flatter areas, especially in hot climates of this type, there tend to be flood meadows. Due to the flat terrain, the annual wet seasons cause water from overflowing oases to just sit around, creating temporarily flooded terrain. Endoskeleton plants tend to be more common than exoskeleton plants, but both types can be found here, along with unstructured plants like flowers that take advantage of the periodic flooding.
High rainfall (>25 cm/Earth year), low oasis count. Often found in areas between 50 and 70 degrees from the equator, these areas include boreal scrublands and boreal savannas. While a warm climate by human standards, these tend to be cool to cold by Kyanah standards. Boreal scrublands tend to occur on plateaus and are of particular importance as the Kyanah themselves, along with many of their domesticated animals, originate in the northern hemisphere's boreal scrublands, and their first civilizations arose here. Boreal savannas tend to occur in the more eroded lower elevations, and were relatively quick to be settled by Kyanah once they began expanding out of their native biome. Temperatures in the boreal scrublands drop to around 10 Celsius in the winter and rise to 40 in the summer, while boreal savannas tend to range from 20 in the winter to 45 in the summer. Endoskeleton plants occur here, but hardy exoskeleton plants tend to be more common. Boreal savannas are characterized by a relative rarity of large structured plants, with crawlers (unstructured plants that crawl along the ground like Terran ivy, serving as an equivalent to grass) being the dominant plant here, whereas boreal scrublands have a dense layer of structured shrubs on the ground with the occasional larger structured plant protruding up. In the hotter areas at the lowest latitudes and elevations, perennial plains dominate. While not as lush as flood meadows, these are also characterized by year-round vegetation on the ground. Flowering plants tend to be less dominant, as it's harder for them to spread for from oases; they are instead replaced with other types of unstructured plants, including various airweed species that sit on the ground like carpets with no direct stems or other attachments, and plate-like desert fungi, and structured plants like small bushes. Endoskeleton and exoskeleton plants both occur here; it's kind of a mixed environment.
Low rainfall (<25 cm/Earth year), high oasis count. Seasonal plains can be found here especially in the flatter parts. For part of the year, these tend to be fairly dead, but when the rains come, the soil's bio-crust will come to life, with the structured plants becoming more active, especially with spreading their spores, and invertebrate plants like flowers blooming, taking advantage of the relatively dense oases to spread their heavier and more unwieldy seeds. After these great bloomings, a lot of the vegetation dries out, leading to fungal blooms as the planet's signature plate-like fungi will activate to break down the dead plant matter. And so the cycle repeats. The structured plants are mixed, but with a noticeable bias towards exoskeleton plants. Otherwise, these types of biomes include regular-old semi-arid desert (albeit with rather alien plants and animals) dominated by sturdy exoskeleton plants and drought-adapted animals. Ikun sits in a transitional zone between seasonal plains and semi-arid deserts, though the oasis itself is a mix of heavily urban and oasis environments, rather than either of the other biomes. The general geopolitical and ecological region that Ikun sits in, sandwiched between two impact ranges and an erosional basin to the south, has been (rather chauvanistically) labeled by Ikun-based cartographers as the Rktakien Kwardniet (literally "Civilized Plateau"), a name that has propagated to much of the Kyanah homeworld. The Rktakien Kwardniet is slightly smaller than the Earth continent of Asia.
Low rainfall (<25 cm/Earth year), low oasis count. This is most often found eroded basins less than 30 degrees from the equator, as well as the wind shadows of the impact ranges, and are usually characterized by arid deserts and badlands. Example biomes include rocky barrens, which tend to be found in areas that are relatively sheltered from wind, and more open dunelands, characterized by the endless undulating sand dunes more in line with a stereotypical desert planet--though due to the higher gravity, they are often not as high as Earth dunes. The most important example of a dunelands biome are *the* Dunelands, located immediately south of the Rktakien Kwardniet inside a huge eroded basin. The Deadlands, characterized by endless badlands, salt flats, and very minimal habitation even in modern times, are another such region; only about 40-50 million Kyanah call an area the size of the US and Canada combined home. What few large, structured plants can be found in the most arid regions of the Kyanah homeworld tend to be hardy exoskeleton plants. Temperatures in the Dunelands can exceed 70 Celsius in the summer, and the Deadlands aren't far behind. There are also the polar barrens, currently only found in the extreme southern latitudes, below 80 degrees south. It is cold enough for winters with substantial snowfall, with winters reaching as low as -10 to -15 Celsius on some plateaus and summers being around 20. Not a terrible climate for humans, but many of the biological processes of the Kyanah and other life forms on their homeworld aren't well equipped for such temperatures. Few animals inhabit the polar barrens, leaving them entirely to the sparse, cold-resistant plants that cling to bare rock or gravel, as there isn't enough plant life to break down the rocks into proper soil. As oases are rare and and the ground is very rocky, snowmelt provides an important source of water for such plants. The Kyanah have established city-states in even this hellish polar region, though it's the second least densely populated region on the planet, after the Deadlands.
Shattered biomes. These are wild-card biomes, characterized by extreme climate swings across seasons, time of day, and different elevations; in some areas it can go from 20 Celsius to 60 and back to 20 in a couple of days. Harsh, jagged, arid ridges and mountainous shards suddenly give way to sheer crater walls, with numerous crater lakes where asteroid impacts have punched deep into the crust to expose water tables that would otherwise be hidden. These crater lakes are filled with lush vegetation, while winds created by ridge lift carry water up the crater walls, allowing hardy plants to hang on around the crater rims. Outside the crater rims, plate-like desert fungi cling to the ground, breaking down the drifting airweeds and spores that sometimes get caught in the mountains and die. As far as structured plants go, exoskeleton plants tend to dominate here. Shattered biomes tend to be quite bio-diverse, with many esoteric and rare ecosystems hiding out in the innumerable craters. Such biomes are prime wingbeast territory, as they can best make use of cliffs and thermals here. Shattered biomes have high concentrations of precious metals dropped off by the asteroids that made them, as well as unique minerals and gemstones formed by the tremendous heat and pressure of the impacts.
In addition to these, there are plenty of transitional biomes, sub-biomes, and of course the ecosystems of all the countless oases follow their own rules. Oops. Guess the Kyanah homeworld is no more a desert planet than Earth is an ocean planet.
submitted by mining_moron to goodworldbuilding [link] [comments]


2024.05.01 16:06 Just_a_Player2 The most interesting releases of May according to the version "It's All About Games"

The most interesting releases of May according to the version
In May, several major titles are coming out that millions of people are waiting for - but I suggest you get acquainted with games that deserve the attention and interest of gamers which not worse than AAA games.
There is a good variety of genres in our May selection: a production simulator, boomer shooters, several strategies, tactical RPGs about the Middle Ages and much more.

Foundey

Voxel factory simulator in the first person.
The idea of creating a Factorio with a first—person view is not new: one of the best attempts of this kind is immediately recalled - Satisfaction. Foundry looks very similar, but with one important difference — voxels are used here, which allows developers to introduce new features into the game.
The project is being released in early access, which will last about a year. During this time, new mechanics and content will be added to the simulator, as well as support for mods. Cooperative multiplayer have been announced from the very beginning.
https://preview.redd.it/64lc32vqftxc1.jpg?width=1920&format=pjpg&auto=webp&s=f29f2fa33e5db5a292da6b0397a4cee59c269bf1

Abiotic Factor

A cooperative survivor inspired by the first Half-Life and science fiction of the 90s.
GATE is a network of secret scientific laboratories scattered around the world. The object of study in this organization are anomalies, paranormal phenomena and unidentified artifacts — from gravity control to portals to other dimensions.
In such a job, even a small malfunction can have serious consequences: if the protection does not work during the experiment, then very soon the research complex will turn into an arena of fantastic confrontation, where survivors are fighting abnormal threats. What is a tragedy for the heroes of the game is a bright and comical adventure for us: Abiotic Factor resembles a symbiosis of Phasmophobia and Lethal Company, flavored with the atmosphere of the first Half—Life and the entourage of the SCP universe. Abiotic Factor also borrowed a visual style from Half-Life: the graphics in the retro style look a little clumsy, but they remind of the adventures of Gordon Freeman in the Black Mesa research complex.
Since we play as scientists, the methods of survival and struggle are appropriate: we will have to invent and design various devices like laser turrets or intricate traps and leveling the character will be presented as a choice of education in several scientific disciplines.
https://preview.redd.it/smg4zrj8gtxc1.jpg?width=1920&format=pjpg&auto=webp&s=e9eacd5a6adacfb25a9679d41275fa63ce5d35f7

Little Kitty, Big City

A cute outdoor cat simulator in the open world.
Despite the presence of a fluffy protagonist, Little Kitty, Big City is more like an Untitled Goose Game than a Stray: there are no specific goals and a complete plot in the game, but there are enough opportunities to feel yourself in the skin of a four-legged mischief maker. The kitty can throw pots off the walls, get in the way of passers-by, dirty the freshly washed floor and engage in other pranks that these cute creatures so adore.
In addition to exploring the open world at a convenient pace and creating fun chaos, there are other activities: completing tasks, helping friends (also animals) and even sleeping in the sun.
https://preview.redd.it/0p6v44fvgtxc1.jpg?width=1728&format=pjpg&auto=webp&s=62e75e2d96b7c3b70bba657a61b7ef8c8b278a77

Mullet Mad Jack

A high-speed action game in an anime setting.
Mullet Mad Jack is hardly just another boomer shooter. Yes, there is a retro style and uncomplicated graphics, but the setting is designed in the spirit of classic anime and manga of the end of the last century. There is also a highlight in the gameplay: the main character, a policeman named Jack, must kill someone every ten seconds, otherwise he will die. The whole gameplay is based on this idea — apparently, the action game will be as dynamic as possible.
There are also elements of a roguelike here — for example, the levels and the location of opponents are randomly generated and there is an endless mode in which you can kill until you get bored. The story campaign is also available, where the story is presented mainly in the form of animated cut scenes.
https://preview.redd.it/4qmpuyauhtxc1.jpg?width=1920&format=pjpg&auto=webp&s=bdf4808461d85f43c037c051565e978c1c85d1fb

Norland

A simulator of a medieval kingdom in the style of RimWorld.
The comparison with RimWorld is no coincidence — the joint development of Long Jaunt and Hooded Horse looks very similar to the game from Ludeon Studios, but the main similarity is different. Norland is a generator of stories — from uncomplicated plots about love and hate to intricate sagas, the center of which may be religious conflicts, palace coups and class contradictions. Your task is to lead your family of medieval nobles to world power. Well, or have a lot of fun in the process, watching what even the most insignificant action of your wards can result in: in such games, victory is not the main thing.
https://preview.redd.it/d1mj1gkcitxc1.jpg?width=1920&format=pjpg&auto=webp&s=a34f8284f7f7aa5e2578c1a7b8a08e96f9760424

Reus 2

The second part of the two-dimensional god simulator.
As in the original more than a decade ago, you play as a huge deity who controls the entire planet. In total, there are six variants of the lords of the world in the local pantheon, each of which has its own characteristics and skills. As civilization develops, your capabilities also grow: you can change the appearance of entire continents, control the weather and engage in other divine entertainment in order to eventually lead humanity to cosmic prosperity or allow it to perish in the ashes of a nuclear war.
The results of all divine experiments, successful or not, are saved on the map of the galaxy — you can always look at them so as not to repeat your own mistakes or find inspiration in the successful development of the wards.
https://preview.redd.it/n4vyscezitxc1.jpg?width=1920&format=pjpg&auto=webp&s=01d0060ed2c3b0eda9d9b14fbdf3c6a20354cf4c

SKALD: Against the Black Priory

A retro-style party RPG.
There's probably something magical about old RPGs if game makers keep coming back to long-ago, seemingly hackneyed ideas. SKALD looks like a classic role-playing game of the 8-bit era, and not only externally. The developers have prepared a typical story in the genre of dark fantasy, in which a group of adventurers confronts numerous dangers on the way to wealth and fame and the outcome of the battle is decided by a successful roll of dice.
However, several indulgences have been prepared for a modern audience — the interface and management here are much closer to modern analogues.
https://preview.redd.it/2cikrgirjtxc1.jpg?width=639&format=pjpg&auto=webp&s=654ad5766764558434080ce6ebfd33200169eb1c

Selaco

Boomer is a shooter in the spirit of F.E.A.R.
Despite the retro graphics, dynamic gameplay and cheerful soundtrack, Selaco is much closer to F.E.A.R. than to Doom (the developers borrowed a heavily modified fan engine). As in the famous Monolith Productions game, the AI of the opponents is very smart here, besides they communicate with each other on the radio in a similar way, discussing ways to destroy the main character. The cinematic setting is also not forgotten.
The "demo" of the project has been available on Steam for a long time, but you should not focus on it — according to the developers, the release version is very different from what we saw.
https://preview.redd.it/j7coqb8fktxc1.jpg?width=1920&format=pjpg&auto=webp&s=5603fb151f4d3d0324e58ac41096a07ced99848c

Crown Wars - The Black Prince

role-playing tactics about the Hundred Years' War.
The game takes us to France of the XIV century. The Hundred Years' War is raging, the battles ravaging the district are followed by raids of robbers and deserters and Europe is entangled with its sinister tentacles by an occult Order, the confrontation of which becomes the meaning of the protagonist's life. We will have a whole family castle at our disposal, in which victory is forged: here you can train fighters, save and recycle resources, as well as make plans to counter numerous enemies.
The game mixes real events and myths: along with dark magic, there are historical figures like Edward the Black Prince. Battles take place in turn-based mode, and tactical diversity will be provided by 6 character classes, 32 unique companions and an extensive arsenal of weapons and skills.
https://preview.redd.it/v40iq6i1ltxc1.jpg?width=1920&format=pjpg&auto=webp&s=e22fe39ed0bbde040047150869b0b841e566446f
submitted by Just_a_Player2 to ItsAllAboutGames [link] [comments]


2024.05.01 14:13 oluwa83 Simcity Buildit Mayor's Pass Season 41 - Cape Town (The City of Adventures) - Tiers, rewards and points per tier / Additional info on War Vu-pass and the planning of future seasons and design events

Introduction
The following list gives an overview for the 41st Mayor's Pass Season Cape Town - The City of Adventures, of Simcity Buildit, which runs for 4 weeks, starting on Wednesday 1st of May 2024. The Mayor's Pass has 38 tiers for the free and premium passes. The premium-plus pass, which was introduced during season 21, has 48 tiers.
A premium pass or a premium-plus pass can be bought at any moment during the season. When the season ends, the option to buy is closed at the same moment.
When buying a premium pass, the player has to choose between the 'basic" premium pass and the premium-plus pass. It is not possible to "upgrade" from a premium pass to a premium-plus pass once the premium pass has been bought.
Buying a premium pass or a premium-plus pass will immediately unlock all premium/plus rewards of the tiers that already have been finished at the moment of buying. The premium plus pass will also unlock the next 5 tiers (for more specific info: read the premium plus section).
The first 16 seasons were officially numbered. Uptil season 16 the reward items in the mayor's pass specialisation section were numbered according to their original seasons. Since the 17th season these numbers have disappeared. Instead of the season number the name of the season is now shown in the building information.
Rewards
The unique new reward buildings are indicated in bold in the rewards columns.
Most of the rewards are the same but less in quantity compared to the rewards prior to Mayor's Season 34.
The number of unique new buildings from the free pass has steadily gone down since the mayor's passes were originally introduced.
The free pass gave 10 unique new buildings in the first 2 seasons. From season 3 to 6, the free pass gave 5 unique new buildings. From Season 7 to 10, the free pass only gave 4 unique new buildings. From Season 11 to 33, the free pass only gave 3 unique new buildings. Now, you can only get 2 free unique new buildings.
Tier points
It is my assumption that this season will feature the same set of tier points as the last pass. This set of tier points was introduced in Season 34: Tokyo.
The list contains the number of plumbob points that are needed for each tier and the rewards from the free pass, the premium pass and the premium-plus pass.
Double points week
*During a Double points week, the regular assignments as well as the milestone tasks give double points. In Mayor's Passes prior to Season 34, there was a "double points week" in the 6th week (which only lasted 5 days for 6-week passes because the season ends when the 6th CoM week ends). Since Mayor's Pass Season 34, the double points week happens during the 4th week. *
Lightning CoM week
During season 25 there was a "Lightning CoM week" in week 5 for the first time: each CoM lasted 48 hours, and there were 3 CoM's during this week. Each CoM had 20 tasks less than the usual amount, and the targets for the milestones were lower (as well as the points for the milestones). But adding those 3 CoM's together, there were more tasks to complete and more points from milestones to gain, than during a regular week.
The Lightning CoM week wasn't repeated during seasons 26 and 28. Lightning CoM weeks did return in the 5th week during seasons 27 en 29, this time with 2 CoM's that each lasted 72 hours. In season 27 the second Lightning CoM had double points; probably due to a mistake by the developers.
Free and premium pass
In the table below, "tier points" indicate the number of plumbob points needed to get to the indicated tier from the previous tier. "Total points" gives the number of plumbob points from start upto the indicated tier.
Calculation for the weekly average points: The "weekly av." number indicates what your weekly plumbob points score should be if you want to reach that tier by the end of the season. Taking a double point week into consideration, in order to get to tier 38, you will need 86k during the first 3 weeks and 172k in the final week.
Premium-plus pass
There is no weekly average calculated for the tiers of the premium-plus pass, because the average that you need depends on when you buy the premium-plus pass.
Buying it at the start of the season will let you advance the first 5 tiers (14,000 points). Buying the premium-plus pass at a later moment will let you advance 5 tiers from your position at the moment of buying.
When you don't buy the pass when you have reached tier 38, you will still accumulate points but you no longer advance in tiers. Buying the premium-plus pass after reaching tier 38 will first advance you to tier 43. Then the extra points that you may have got after tier 38 will be taken into account and (if you have enough) will advance you further in the tiers.
Going from tier 38 to tier 43 will only save you 104k points. It is more profitable to buy the premium-plus pass when you have completed tier 33. That will bring you to tier 38, saving 138,500k points.
Taking a double points week into account, you need 131,700 weekly and 263,400 during the double points week to reach tier 48, when you buy the premium-plus pass at the start of the season. When you buy it immediately after having completed tier 33, you need 107k weekly and 214k during the double points week to finish tier 48.~~
Additional info
- Pictures of the Mayor's Pass buildings in this season (41) can be viewed in the Mayor's Pass or City Album. Most of the older buildings in the game can be viewed here: https://www.reddit.com/SCBI_Buildings/
- The new season was discussed in this topic.
- A video of the new buildings in this season (41) and other upcoming buildings can be found here.
- An updated chart of the War Vu - pass tier points can be found here. The Vu-pass tiers were changed during Mayor's Pass season 28.
- The most likely future planning for upcoming seasons, design events and war vu-pass periods till the end of 2023 can be found here
Tier Tier points Total points Weekly av. (based on four weeks without double points week) Free pass rewards Premium and premium-plus pass rewards
1 2000 2000 <600 3000 simoleons Castle of Good Hope
2 3000 5000 1,250 (This was a new reward building uptil season 34) 250 SimCash
3 3000 8000 2,000 City Expansion Deed
4 3000 11,000 2,750 10 Temporary Storage Boost 2500 NeoSimoleons
5 3000 14,000 3,500 15,000 Simoleons
6 3000 17,000 4,250 Boulders Beach 10 Temporary Storage Boost
7 4000 21,000 5,250 15 Platinum Keys
8 4200 25,200 6,300 20 SimCash 500 Regional Simoleons
9 4400 29,600 7,400 2000 War Simoleons
10 5,100 34,700 8,675 3 Llama Speed-Up Tokens (This was a new reward building from season 3-33)
11 4900 39,600 9,900 Random Landscape Building (This was a new reward building uptil season 10) 10 Golden Tickets
12 5000 44,600 11,150 Beach Expansion Deed
13 5400 50,000 12,500 Deed: Mountain Expansion 3 of each Vu Item
14 5800 55,800 13,950 10 Comic Hand War Cards
15 6000 61,800 15,450 60% Sale on SimCash 25 Golden Keys
16 6500 68,300 17,075 3 of each Storage Item
17 7500 75,800 18,950 African Savanna Cape Point Lighthouse
18 6900 82,700 20,675 10 Temporary Storage Boost
19 8100 90,800 22,700 Item Box (3 diff. War Items) 5 Cheetah Speed-Up Tokens (this was a new reward building in seasons 3-33)
20 9000 99,800 24,950 (this was a new reward building in the seasons 3 - 6 and seasons 11-33) 8,000 NeoSimoleons
21 9200 109,000 27,250 Silver War Chest 3000 Regional Simoleons
22 9500 118,500 29,625 1 of each War Item
23 10,000 128,500 32,125 Large African Savanna 25 Platinum Keys
24 12,000 140,500 35,125 6 of each Expansion Item
25 12,500 153,000 38,250 2 of each Expansion Item 40 Giant Rock Monster War Cards
26 13,000 166,000 41,500 5 of each Beach Item
27 14,000 180,000 45,000 5 Golden Tickets Cape Town Stadium
28 13,000 193,000 48,250 15 Golden Keys
29 17,000 210,000 52,500 Random Landscape Building 24,000 NeoSimoleons (this was a new reward building uptil season 34)
30 18,000 228,000 57,000 (this was a new reward building uptil season 10) 15 Temporary Storage Boost
31 14,500 242,500 60,625 5 Common War Cards 60,000 Simoleons
32 23,000 265,500 66,375 5 of each Storage Item
33 25,500 291,000 72,750 15 Golden Keys Deed: City Expansion
34 25,500 316,500 79,125 10 Golden Tickets
35 26,000 342,500 85,625 African Safari 45 Platinum Keys
36 27,000 369,500 92,375 25 Platinum Keys 13 Cheetah Speed-Up Tokens
37 29,000 398,500 99,625 10,000 War Simoleons
38 31,000 429,500 107,375 550 SimCash Cape Town Waterfront
Premium-plus pass extra rewards
39+ 18,000 447,500 10 Golden Tickets (this was a new reward building uptil season 34)
40+ 19,000 466,500 (this was a new reward building uptil season 34) 10x3 Mountain Items
41+ 21,000 487,500 10 Cheetah Speed-Up Tokens
42+ 21,000 508,500 3000 Regional Simoleons
43+ 25,000 533,500 16,000 NeoSimoleons
44+ 25,000 558,500 7 of each Expansion Item
45+ 27,000 585,500 30 Platinum Keys
46+ 27,000 612,500 10 Fishaster War Cards
47+ 30,000 642,500 25 Golden Keys
48+ 30,000 672,500 12,000 War Simoleons
submitted by oluwa83 to SCBuildIt [link] [comments]


2024.04.30 08:15 marcus_orion1 Here Be... Spider Monkeys ? A Conjecture, Part 3

Here Be... Spider Monkeys ? A Conjecture, Part 3

Tridactyl humanoid specimen “Santiago” , screen grab from CT scan video
Link to part 1 https://www.reddit.com/AlienBodies/comments/1ccaf1j/comment/l1g9mwl/
Link to part 2
https://www.reddit.com/AlienBodies/comments/1cdedsy/comment/l1gcz05/?context=3
The humanoid hybrid specimens tend to share a common feature of elongated skulls. There is a difference in size and shapes depending on age, as we see in primates, including ourselves.
The position of the foramen magnum differs from ours in that it is found further back on the base of the skull, an evolutionary trait to compensate for the increased posterioparietal volume of the skull compared to ours. If it developed closer to the front for the skull, like ours is, the balance would be off and head movement may be more limited. Natural selection tends to be efficient: keep what works best however it is a slow process over many generations as “best” also changes.
From the early 1880’s to 1900’s the field of Phrenology was the big thing: go get your head examined! Skull bumps and shapes were interpreted as indicative of intelligence, a myriad of personality abstractions and social status. Skulls around the world were voraciously studied and recorded. The skulls of tribes in the Americas in the mid-1800’s were examined and recorded here (many pages of images at the end of the book for those that are interested ) :
https://collections.nlm.nih.gov/bookviewer?PID=nlm:nlmuid-60411930R-bk
It seemed clear that the great variation in normal skull sizes and shapes includes the elongated but it’s believed that they all exhibit a similarly positioned foramen magnum ( no mention of abnormality there ? ).
The increased volume of the humanoid hybrids skulls tends to be in the parietal regions. This is a common target feature seen in many cultures that ritualize the deformation of infants skulls often as a sign of superiority and/or to reflect cultural gods. Forming more of a cone head was the apparent goal. Such practices are highly doubtful to have enhanced the intelligence of the victim, rather was more likely detrimental to brain function as we often see in infants with deformations and developmental abnormalities of the cranium and brain. Natural selection is hard on design flaws or what becomes a design flaw.
Other observations about the skull from the videos and presentations are notable. The apparent absence of “ears”, at least the outer visible portion called the auricle ( or pinna ). Considering the age and physical state of the mummies - desiccated and the DE covering - better, higher resolution scan images could possibly determine their presence or absence. If structure of any middle and inner ear structures could also be
resolved would be a huge bonus.
Is important to note that the absence of the auricle does not mean one is deaf, although hearing would be impaired without the outer “funnel” it may have been an evolutionary benefit.
https://journals.biologists.com/jeb/article/224/3/jeb235143/237207/Mole-rats-play-evolution-by-ear

Naked mole rat ( nat geo )
But these are rats that moved underground - not primate canopy dwelling swingers.
Our ancestors used to hang out in trees too until 20-ish million years ago then we dropped down, lost our tails, started walking more upright and all the rest. We were successful in thriving in open areas but we also spent time in caves. Today our Primate cousins are known to utilize caves for shelter ( when available ) as protection against weather and relief from temperature extremes ( hot and cold ).
My Spider Monkey conjecture has the Tridactyl humanoid hybrid ancestors following a similar evolutionary path of descending from the trees, losing their tails and taking advantage of the vast cave networks in the environment, rather than the savanna.
Evolving in a different biome would result in adaptions to that environment, we see that across the natural world. No exception here for the Tridactyls.
The loss of the auricle, skin pigmentation changes and other macroscopic observables would be interesting avenues to pursue. Looking for all evidence of known “dark environment” adaptations in other animals is likely not possible due to the specimens’ conditions - e.g. a change in photoreceptors in the retina and changes in pupil dilations and shapes - may remain unknown. Multiple eye adaptions exist in nature but at the moment it’s unclear to me from a distance if suitable samples exist.
However other adaptations may be hinted at. Underground dwelling creatures such as snakes, lizards and our mole rats appear to have become very sensitive to vibrations through contact with the ground.
The Tridactyl finger ridges ( fingerprints ) are “horizontal”, no whorls, loops or arches that are found in us and most other Primates. The general consensus is that our finger ridges aid in grip and sensitivity to touch. Perhaps the Tridactyls path was also grip ( no thumb assist) and sensitivity functionality but with a different pattern, wouldn’t be the first time :

Gecko fingerprints

Nazca image via Jois Mantila
There does not seem to be any available recorded cases of Tridactylism in humans although multiple fingers ( and to a much rarer degree just the thumb and little finger ) are known genetic abnormalities. Those people born with just the thumb and little finger ( the middle 3 fingers are missing ) seem to have decent grip functionality
despite the missing digits.
I found it a little peculiar to find examples of thumb/pinky and multiple ( polydactyly) - up to over 30 digits and yet that magic middle 3 fingers from our Tridactyls seems to have no prior evidence. It’s clearly a genetic developmental abnormality and whatever DNA sequence that triggers the tridactylism may be associated with the sequences of known cases. It is unique enough to qualify as “ alien” to me ( not necessarily ET tho ).
One more bit on the cranium and possible brain development, I’ll use a contemporary model ( video gamers and the ilk know a lot of this ) of the computer.
Worth a look - I think this part is pretty cool.

Generic human brain image from the internet
As we evolved our brains and craniums enlarged faster than other primates.
“In the case of humans,” explains Wilde, “our historical reliance upon intelligence has driven a massive expansion of the cerebral cortex, which is the primary brain structure responsible for critical thinking and higher cognitive abilities. Accordingly, the human cortex is strikingly large and covered in a labyrinth of folds that serve to increase its surface area and computational power.”
https://mcgovern.mit.edu/2019/04/24/ask-the-brain-why-is-the-brain-shaped-like-it-is/
The Frontal lobe is our largest it is involved in critical thinking, decision making, movement, personality characteristics, smell, higher cognitive abilities, social skills
If the brain, as a whole, is the CPU, the frontal lobe is the RAM and we updated the hardware and software there the fastest. All the different folds in the lobes allow for nueral tissue, more efficiently spaced without needing a bigger pc case, I mean skull.
The Parietal lobes are primarily responsible for receiving and processing sensory data input such as touch, pressure, heat, cold and pain. They help us identify objects and understand spatial relationships ( where one is located within the environment ) and understand spoken language. Think of this as the Graphics card.
For humans this brain growth boom is believed to have began 2 million years ago ( give or take a mil ) evidence from crude tools and skull remains, 300,000 or so years ago we got better at tools, 200-175K years ago first migration out of Africa, our current brain size and shape probably hasn’t changed relatively much in 100K years or so ?
Our Computer is good :) Hardware has proven worthy and we can kinda understand the software too. We’ve had good software upgrades. We can figure stuff out and master fire with our opposable thumbs and a Bic. We are the best !
Our Tridactyl had a similar simian adventure in their biome. No unfair advantages on speculation, let’s assume at the same time as us, roughly 2 Mya. Different biomes, different pressures on natural selection but same sequential brain boom. Except with some additional upgrades to the Graphics card to handle all that different extra sensory data to survive and multiply. Spatial orientation in cave systems seems like a good skill. Touch/pressure, yeppers got the finger and toes for that. Who knows what more ? One thing we do know, bigger PC case is necessary - graphics cards keep getting bigger.
The whole CPU is bigger, faster and can handle way more computations per second than ours will ever be able to achieve. They experience and process a different reality to us. Enhanced vibration sensation - harmonics - being processed and sent to the fore-brain to process further at neuron speed. Vastly different than us in this regard even more so than the physical stuff.
Maybe natural selection resulted in these particular genes being turned on earlier than ours. Perhaps there’s a cascade reaction at a certain point. We are learning, we can turn on genes for brain growth.

https://preview.redd.it/9ylv0fkw6kxc1.png?width=191&format=png&auto=webp&s=599602ed6559de21c143997173dd41068564718c
https://preview.redd.it/h09iig5y6kxc1.png?width=602&format=png&auto=webp&s=f8b79edc7b6d9005cce900a7500e894a6c2347c0
We are who we are now after 100K with our PC. Our RAM and CPU are fine with the onboard graphics card. Toss in a lot of extra processing and struggles. Some games it just can’t run and never will. We design computers now that do that, we figured it out, big frontal lobe moments. We Rock !
The cooling fans on the Tridactyls PC’s don’t even rev up. Big ole graphics card does the job, passes finished stuff to the frontal lobe and the CPU chugs along - max game settings, doesn’t drop a frame.
We have made some significant milestones in the last 30k thru the present. Imagine the Tridactyls by the 3 fingered roll of the dice and a far better PC were just a bit faster overall - evolution can be a slug - so over 2 M years, just 1 % is 20k years ahead of us. Maybe more without environmental setbacks like the glaciation periods in the Northern Hemisphere.
And I know exactly what this sounds like, painfully so and I’ve heard the stories all my life as many have and I had no intention of “going there” but there may be some DNA evidence linking Nazca mummies to elsewhere. Would love for people who know about that stuff to take a look.
Part 4 next - will be caught up to where my brain is on this subject “ true soon”. Thanks for reading.
submitted by marcus_orion1 to AlienBodies [link] [comments]


2024.04.30 01:13 Katharine_Heartburn You Must Choose! (Nature edition)

  1. One of these tree names for a boy: Ash, Linden, Rowan
  2. One of these non-flower plant names for a girl: Willow, Fern, Ivy
  3. One of these geologic features for a boy: River, Forest, Cliff
  4. One of these geologic features for a girl: Meadow, Savanna, Delta
  5. One of these mammal names for a boy: Bear, Fox, Wolf
  6. One of these bird names for a girl: Wren, Raven, Robin
  7. One of these herbs and spices for a boy: Basil, Sage, Sorrel
  8. One of these oceanic names for a girl: Marina, Coral, Shelley
  9. One of these earthy adjectives for a boy: Rocky, Dusty, Clay
  10. One of these seasons for a girl: Summer, Winter, Autumn
  11. One of these destructive hurricanes that hit the US for a boy: Harvey, Hugo, Ian
  12. One of these unusual flower names for a girl: Daffodil, Tansy, Lotus
Edit: I have a few other "editions" in mind, let me know in your comment if any of these sound interesting to you: Literature, Virtues, Jobs and Titles, Celebrities, Sounds & Letters, UK & Ireland, International Sampler, US History, World History
submitted by Katharine_Heartburn to namenerds [link] [comments]


2024.04.26 23:38 eventsbp 6 Days left until the ALBERTA Hiring & Post-Secondary Education Expo 2024! Free event and completely open to the public! Get a Free Ticket & see the List of Exhibitors: https://events.blackpress.ca/alberta-2024 For more events, follow us on Facebook!

6 Days left until the ALBERTA Hiring & Post-Secondary Education Expo 2024! Free event and completely open to the public! Get a Free Ticket & see the List of Exhibitors: https://events.blackpress.ca/alberta-2024 For more events, follow us on Facebook! submitted by eventsbp to RedDeer [link] [comments]


2024.04.26 23:38 eventsbp 6 Days left until the ALBERTA Hiring & Post-Secondary Education Expo 2024! Free event and completely open to the public! Get a Free Ticket & see the List of Exhibitors: https://events.blackpress.ca/alberta-2024 For more events, follow us on Facebook!

6 Days left until the ALBERTA Hiring & Post-Secondary Education Expo 2024! Free event and completely open to the public! Get a Free Ticket & see the List of Exhibitors: https://events.blackpress.ca/alberta-2024 For more events, follow us on Facebook! submitted by eventsbp to AlbertaJobsForAll [link] [comments]


2024.04.25 13:19 como365 Taum Sauk Mountain is Missouri’s highest natural point at 1,772 feet. It is the remnant of an ancient volcano.

Taum Sauk Mountain is Missouri’s highest natural point at 1,772 feet. It is the remnant of an ancient volcano.
In the midst of today's urban growth, make the great escape to Missouri's wilderness - Taum Sauk Mountain State Park. The park includes untamed, unspoiled land that provides solitude and a wilderness quality hard to find in today's crowded world.
Located in the St. Francois Mountains, Taum Sauk Mountain State Park stands above others - literally. The park's namesake, Taum Sauk Mountain, rises to 1,772 feet above sea level, making it the highest point in Missouri. It is an easy walk from the parking lot to the highest point.
The moderately rugged Mina Sauk Falls loop trail takes visitors to the state's tallest waterfall. In wet weather, Mina Sauk Falls drops 132 feet down a series of rocky volcanic ledges into a clear, rock-bottom pool at the base. In any weather, this trail offers spectacular views of the state's deepest valley to the west, which has up to 700 feet of vertical relief between the creek and the tops of the mountains crowding in on all sides. Below, the crystal-clear Taum Sauk Creek flows the length of the park. With its undeveloped watershed, this creek has been recognized as a State Outstanding Resource Water for its aesthetic and scientific value.
One mile below the falls along the Taum Sauk Section of the Ozark Trail lies Devil's Tollgate. This 8-foot-wide passage takes visitors through 50 feet of volcanic rhyolite standing 30 feet high. The Ozark Trail continues on to nearby Johnson's Shut-Ins State Park, covering a total of 12.8 miles, providing solitude and scenery to hikers and backpackers. The 33-mile Taum Sauk Section is part of the Ozark Trail, which will eventually connect St. Louis with the Ozark Highlands Trail in Arkansas.
Taum Sauk Mountain State Park is a major part of the 7,028-acre St. Francois Mountains Natural Area. This designation, Missouri's highest honor, recognizes the area's outstanding natural and geologic features. The St. Francois Mountains Natural Area is the largest natural area in the state, giving a glimpse of what the rest of the area's landscape might have been like before the influence of human settlement.
The St. Francois Mountains exhibit a high degree of diversity and a high quality of biological resources. Natural communities of Taum Sauk Mountain State Park include oak-hickory upland forest, glades, savannas, flatwoods and bottomland forest, as well as aquatic plants and animals. These areas provide relatively undisturbed native habitats for wildlife. They also offer excellent opportunities for scientific research.
The geologic history of Taum Sauk Mountain State Park and the St. Francois Mountains began almost 1.5 billion years ago. A series of volcanic eruptions spewed dust, ash and hot gases into the sky. Fine-grained rhyolite formed at the surface, while coarse-grained granite formed below. For hundreds of thousands of years, erosion worked away at this igneous rock, leaving only the roots of the mountains behind.
Shallow seas periodically covered the remaining knobs, depositing almost a mile of sedimentary dolomite and sandstone on top of the volcanic rhyolite. Uplift of the entire Ozark region and subsequent increased erosion wore away much of the sedimentary rock, once again exposing the ancient rock beneath it.
The park's volcanic origin is visible in its many rocky openings, called glades. These glades are home to many unusual desert-adapted plants and animals, such as the sundrop flower and the eastern collared lizard. Prairie plants, such as Indian grass, little bluestem, white prairie clover, prairie parsley, ashy sunflower, prairie blazing star, rattlesnake master and white wild indigo, flourish in the glades and the adjacent woodlands. Carefully planned prescribed burns are used by land managers to preserve these glades and open woodlands.
Taum Sauk Mountain State Park features a campground with basic campsites. The nearby picnic area allows visitors to relax and enjoy lunch under the trees. An overlook provides an opportunity to view the expansive mountainous landscape to the north. Drinking water and a vault toilet are available. A special-use camping area is available for group camping, with nonprofit organizations and youth groups having priority.
Text from https://mostateparks.com/page/55006/general-information, images from https://mostateparks.com/park/taum-sauk-mountain-state-park
submitted by como365 to ozarks [link] [comments]


2024.04.25 13:16 como365 Taum Sauk Mountain is Missouri's highest natural point, at 1,772 feet. It is the remnant of an ancient Volcano

Taum Sauk Mountain is Missouri's highest natural point, at 1,772 feet. It is the remnant of an ancient Volcano
In the midst of today's urban growth, make the great escape to Missouri's wilderness - Taum Sauk Mountain State Park. The park includes untamed, unspoiled land that provides solitude and a wilderness quality hard to find in today's crowded world.
Located in the St. Francois Mountains, Taum Sauk Mountain State Park stands above others - literally. The park's namesake, Taum Sauk Mountain, rises to 1,772 feet above sea level, making it the highest point in Missouri. It is an easy walk from the parking lot to the highest point.
The moderately rugged Mina Sauk Falls loop trail takes visitors to the state's tallest waterfall. In wet weather, Mina Sauk Falls drops 132 feet down a series of rocky volcanic ledges into a clear, rock-bottom pool at the base. In any weather, this trail offers spectacular views of the state's deepest valley to the west, which has up to 700 feet of vertical relief between the creek and the tops of the mountains crowding in on all sides. Below, the crystal-clear Taum Sauk Creek flows the length of the park. With its undeveloped watershed, this creek has been recognized as a State Outstanding Resource Water for its aesthetic and scientific value.
One mile below the falls along the Taum Sauk Section of the Ozark Trail lies Devil's Tollgate. This 8-foot-wide passage takes visitors through 50 feet of volcanic rhyolite standing 30 feet high. The Ozark Trail continues on to nearby Johnson's Shut-Ins State Park, covering a total of 12.8 miles, providing solitude and scenery to hikers and backpackers. The 33-mile Taum Sauk Section is part of the Ozark Trail, which will eventually connect St. Louis with the Ozark Highlands Trail in Arkansas.
Taum Sauk Mountain State Park is a major part of the 7,028-acre St. Francois Mountains Natural Area. This designation, Missouri's highest honor, recognizes the area's outstanding natural and geologic features. The St. Francois Mountains Natural Area is the largest natural area in the state, giving a glimpse of what the rest of the area's landscape might have been like before the influence of human settlement.
The St. Francois Mountains exhibit a high degree of diversity and a high quality of biological resources. Natural communities of Taum Sauk Mountain State Park include oak-hickory upland forest, glades, savannas, flatwoods and bottomland forest, as well as aquatic plants and animals. These areas provide relatively undisturbed native habitats for wildlife. They also offer excellent opportunities for scientific research.
The geologic history of Taum Sauk Mountain State Park and the St. Francois Mountains began almost 1.5 billion years ago. A series of volcanic eruptions spewed dust, ash and hot gases into the sky. Fine-grained rhyolite formed at the surface, while coarse-grained granite formed below. For hundreds of thousands of years, erosion worked away at this igneous rock, leaving only the roots of the mountains behind.
Shallow seas periodically covered the remaining knobs, depositing almost a mile of sedimentary dolomite and sandstone on top of the volcanic rhyolite. Uplift of the entire Ozark region and subsequent increased erosion wore away much of the sedimentary rock, once again exposing the ancient rock beneath it.
The park's volcanic origin is visible in its many rocky openings, called glades. These glades are home to many unusual desert-adapted plants and animals, such as the sundrop flower and the eastern collared lizard. Prairie plants, such as Indian grass, little bluestem, white prairie clover, prairie parsley, ashy sunflower, prairie blazing star, rattlesnake master and white wild indigo, flourish in the glades and the adjacent woodlands. Carefully planned prescribed burns are used by land managers to preserve these glades and open woodlands.
Taum Sauk Mountain State Park features a campground with basic campsites. The nearby picnic area allows visitors to relax and enjoy lunch under the trees. An overlook provides an opportunity to view the expansive mountainous landscape to the north. Drinking water and a vault toilet are available. A special-use camping area is available for group camping, with nonprofit organizations and youth groups having priority.
Text from https://mostateparks.com/page/55006/general-information, images from https://mostateparks.com/park/taum-sauk-mountain-state-park
submitted by como365 to missouri [link] [comments]


2024.04.24 18:45 MaasaiAfricanGuides What is wildebeest famous for?

What is wildebeest famous for?

https://preview.redd.it/zqrzsjv0igwc1.jpg?width=900&format=pjpg&auto=webp&s=3f794c511437e0d7e39979cc2ad3847503353bc4
Wildebeest, also known as gnus, are famous for their incredible annual migration in Africa. This natural spectacle is one of the most awe-inspiring wildlife events on the planet, attracting thousands of tourists and nature enthusiasts each year. Wildebeest are herbivorous antelopes that belong to the genus Connochaetes, and they are found in large numbers in the grasslands and savannas of eastern and southern Africa.
The most famous wildebeest migration occurs in the Serengeti ecosystem of Tanzania and the Maasai Mara in Kenya. It is considered one of the "Seven New Wonders of the World" and has been featured in numerous documentaries and nature films. The migration is a massive movement of over two million wildebeest, along with hundreds of thousands of zebras and other antelopes, as they travel in search of greener pastures and water sources.
The migration is a perilous journey filled with obstacles such as predators, crocodile-infested rivers, and harsh terrain. Wildebeest face the risk of being preyed upon by lions, hyenas, cheetahs, and other predators during their migration. The crossing of the Mara River is one of the most iconic moments of the migration, as thousands of wildebeest plunge into the river in a frenzied dash to reach the other side.
Aside from their migration spectacle, wildebeest are also known for their distinctive appearance. They have a large, boxy head with a beard-like mane, long legs, and a humped shoulder profile. Their dark brown coat is adorned with vertical black stripes, giving them a unique and striking appearance.
Wildebeest are famous for their remarkable annual migration, which is a testament to the resilience and adaptability of these incredible animals. Their journey is not only a critical survival strategy but also a captivating natural phenomenon that continues to inspire admiration and wonder among people around the world.
submitted by MaasaiAfricanGuides to WildebeestMigration [link] [comments]


2024.04.22 22:50 KingKrab_ [Satire] Tutorial for Riot: How to COMPLETELY FIX the Jungler ROLE

It should be obvious to anyone who's touched league that Riot has no clue what the fuck they're doing with the jungle role. In my time playing League (PR: S11 Bronze 1 Teemo JG) I have seen Riot try EVERY option possible to balance the role. Riot has:
Riot needs to throw in the towel if we're being honest. Riot "Karthus Ult" Phreak is in WAY OVER his head. Perhaps someone with a little more experience (PR: S11 Bronze 1 Teemo JG) can step up to the plate...
When I think of the 'jungler identity', I think of a small child playing god for the first 15 minutes of the game in order to toy with his top laner. This humble idea of 15 minutes of godhood is where many believe the jungler's power to "Jungler Diff" rests. And if this was all the jungle role did it would be PERFECTLY balanced. Yet nothing a good jungler is able to do in the first 15 minutes can OUT-DO what an autofilled jungler can accomplish in the late game.
In the endless power struggle called League of Legends solo queue, the most powerful move any one player can make is to play jungle and run it down right before baron. No other role has THIS MUCH POWER to THROW GAMES! If a support is caught in the jungle and no one is around to see, does anyone even notice? But if a jungler succumbs to their hubris and limit tests against the Fiora, he donates the baron for FREE 99. It's a complete BALANCING OVERSIGHT! Jungle is the most impactful role in the early game, but it's also the most impactful role in the mid and late game if you're dogshit.
Smite is the CAUSE behind all of this! It gives the jungle role too much power budget. Why must junglers be given the power control all the objectives if they already have the responsibility to mentally harass both of the top laners. It makes the jungle role BLOATED with feature creep much like Riot's 200 years champions: Akali and Rammus. Luckily, I believe that I (PR: S11 Bronze 1 Teemo JG) have come up with a solution.
Step 1: Smite is no longer a spell that junglers can take. It is now a support item upgrade.
Just like that I have BEAUTIFULLY pawned off this issue onto supports. No longer does the jungle power budget have to be constrained by jungler's pathological need to throw. And no longer will the supports have to bitch and whine that drake is up. The Yuumi support can simply achieve her destiny and solo drake.
Step 2: There is no step 2.
With this simple fix I have solved every issue that the jungle has, and by extension League of Legends. Junglers will be able to return to their natural state of simultaneously camping and feeding top lane. Supports can stop whining about objectives because now it's their fault tbh. Balance will be brought back to toxicity, as the rest of the team will finally have some good material to flame the support about. And the Lillia mains will roam the savanna once more now that the circle of life is restored.
This should fix pretty much everything. When Riot WAKES UP and implements my solution I (PR: S11 Bronze 1 Teemo JG) will accept them crediting me with a humble note in the client, displaying the name of their savior along with my rank (PR: S11 Bronze 1 Teemo JG).
TLDR: Riot should simply remove smite and make it a support item upgrade. That way we can flame everyone equally.
submitted by KingKrab_ to leagueoflegends [link] [comments]


2024.04.21 22:37 high_warden [Custom Design] Two-Player Introductory Set - The Baron vs Wedge Antilles

This is a custom design recreating the Battle of Endor influenced by the Decipher Star Wars CCG. Product details listed first followed by full card spoilers and deck stats. Thank you for reading.

Features

Leaders

Deck List (Baron)

Leader
Base
Space
Ground
Upgrade
Event

Deck List (Wedge)

Leader
Base
Space
Ground
Upgrade
Event

Card Spoilers (Baron)

Name The Baron
Subtitle Saber Wing Leader
Aspects Aggression, Villainy
Traits Imperial, Vehicle, Fighter
Rarity S
Type Leader Unit
Arena Space
Cost 6
Power 5
HP 6
Text (Leader) When a friendly Imperial Fighter unit completes an attack: You may exhaust this leader. If you do, deal 1 damage to an enemy base.
Text (Epic Action) Epic Action: If you control 6 or more resources, deploy this leader. (Flip him, ready him, and move him to the space arena.)
Text (Unit) Saboteur. When another friendly Imperial Fighter unit completes an attack: Deal 1 damage to an enemy base.
Art Front - Baron in cockpit. Back - Saber 1. Grim ambience. AI style reference.
Notes First Saboteur space unit. Compare to Iden Versio, IG-88.

Name Reactor Core
Aspects Aggression
Traits Death Star II
Rarity C
Type Base
HP 30
Text -
Art Space location. No ships.

Name TIE Vanguard
Aspects Villainy
Traits Imperial, Vehicle, Fighter
Rarity C
Type Unit
Arena Space
Cost 1
Power 1
HP 2
Text Action [→]: Play a space unit from your hand. It costs 1 less.
Art Lone TIE Vanguard in a cloud of space dust.
Notes Compare to Alliance Dispatcher.

Name *Black 11
Subtitle Icy Precision
Aspects Villainy
Traits Imperial, Vehicle, Fighter
Rarity C
Type Unit
Arena Space
Cost 2
Power 3
HP 1
Text When Played: You may pay 1 and discard a card. If you do, an opponent discards a card at random.
Art A TIE/ln in parade formation around the Death Star.
Notes Compare to Lothal Insurgent.

Name *Scythe 1
Subtitle Hand Picked
Aspects Aggression, Villainy
Traits Imperial, Vehicle, Fighter
Rarity C
Type Unit
Arena Space
Cost 2
Power 3
HP 2
Text When Played: You may reveal a weapon upgrade from your hand. If you do, deal 1 damage to a unit.
Art TIE/ln racing through the bowels of the Death Star, passing through the wreckage of another fighter.
Notes Compare to ISB Agent, Viper Probe Droid.

Name TIE Avenger
Aspects Aggression, Villainy
Traits Imperial, Vehicle, Fighter
Rarity C
Type Unit
Arena Space
Cost 2
Power 2
HP 3
Text Grit.
Art TIE Avenger rolling & firing.
Notes Compare to Scout Bike Pursuer.

Name *Onyx 2
Subtitle Limited Prototype
Aspects Aggression, Villainy
Traits Imperial, Vehicle, Fighter
Rarity C
Type Unit
Arena Space
Cost 3
Power 3
HP 3
Text When Played/When Defeated: Another friendly Fighter unit gains Raid 2 for this phase.
Art TIE Defender in hyperspace.
Notes Compare to Benthic "Two Tubes", Ruthless Raider.

Name Onyx Squadron TIE
Aspects Villainy
Traits Imperial, Vehicle, Fighter
Rarity C
Type Unit
Arena Space
Cost 3
Power 4
HP 3
Text -
Art TIE Defender in a Star Destroyer's shadow.
Notes Compare to Swoop Racer.

Name *Saber 2
Subtitle Vengeant
Aspects Aggression, Villainy
Traits Imperial, Vehicle, Fighter
Rarity R
Type Unit
Arena Space
Cost 3
Power 3
HP 4
Text Grit. When Defeated: Bases can't be healed for this phase. You may deal 1 damage to a Rebel space unit.
Art Saber Squadron TIE underneath a Star Cruiser, finishing a B-Wing.
Notes Canonically, the brother of Saber 2's pilot was killed by Wedge, so this unit directly counters Wedge's healing. Compare to Wolffe.

Name TIE/sa Bomber
Aspects Villainy
Traits Imperial, Vehicle, Fighter
Rarity U
Type Unit
Arena Space
Cost 3
Power 2
HP 4
Text When this unit attacks an opponent's base: It gets +2/+0 for this attack. If you have the initiative, you may exhaust an enemy ground unit that costs 2 or less.
Art TIE Bomber in the clouds bombing the city far below. Composition of Ross Taylor's Relentless.
Notes Compare to Ardent Sympathizer, Snowspeeder.

Name Saber Squadron TIE
Aspects Aggression, Villainy
Traits Imperial, Vehicle, Fighter
Rarity S
Type Unit
Arena Space
Cost 4
Power 4
HP 4
Text When this unit completes an attack: If the defender was defeated, give an Experience token to this unit.
Art Saber TIE Interceptor with blood-red stripe along its wings.
Notes First Aggression card with Experience tokens (the stripe represents combat kills).

Name *Scimitar 1
Subtitle Death from Above
Aspects Aggression, Villainy
Traits Imperial, Vehicle, Fighter
Rarity U
Type Unit
Arena Space
Cost 4
Power 3
HP 4
Text This unit can attack Rebel units in the ground arena.
Art Ground shot looking up at a TIE bomber making a dangerous low pass over a Rebel compound while a proton bomb explodes. Troops scramble to return fire.
Notes Compare to Strafing Gunship.

Name Victory-Class Star Destroyer
Aspects Villainy
Traits Imperial, Vehicle, Capital Ship
Rarity C
Type Unit
Arena Space
Cost 6
Power 6
HP 6
Text When Played/On Attack: If an enemy unit was defeated this phase, draw a card. Use this ability only once each round.
Art Rear view of a Victory-Class Star Destroyer in orbit.
Notes Compare to Reinforcement Walker, Iden Versio, Cassian Andor.

Name *Thunderflare
Subtitle Death Squadron
Aspects Aggression, Villainy
Traits Imperial, Vehicle, Capital Ship
Rarity R
Type Unit
Arena Space
Cost 8
Power 9
HP 7
Text Ambush. Overwhelm. When Played: An opponent discards all but 4 cards (of their choice) from their hand.
Art Oblique front view of a Star Destroyer over a stormy planet lit by a dim carnelian sun, destroying a corvette.
Notes Canonically Thunderflare rerouted power from its hyperdrive to weapons, hence high Powelow HP. First Aggression Star Destroyer. Compare to Mercenary Company, Smoke and Cinders.

Name Scout Bike Striker
Aspects Aggression, Villainy
Traits Imperial, Trooper
Rarity C
Type Unit
Arena Ground
Cost 2
Power 3
HP 1
Text When Played: You may defeat an upgrade that costs 2 or less.
Art Biker scout accelerating in an aerodynamic pose, firing the bike's cannon. All speed, no safety.
Notes In the starter decks players learn to use this to target upgrade cards (Proton Torpedoes) and non-card upgrades (Experience and Shield tokens). Compare to Scout Bike Pursuer, Disabling Fang Fighter.

Name Twi'lek Nightblade
Aspects Aggression, Villainy
Traits Underworld, Twi'lek, Bounty Hunter
Rarity C
Type Unit
Arena Ground
Cost 2
Power 1
HP 2
Text Raid 2. If an opponent controls a damaged non-vehicle unit, this unit costs 1 less to play.
Art Urban night. Indigo-skinned Twi'lek female bounty huntress. Dark cloak hides eyes. Vibro-rapier at the ready. Lying in wait against a rain-slicked wall. Her prey approaches around the corner. Composition of Hoan Nguyen's Jedha Agitator. Style of Sandra Chlewińska's Infiltrator's Skill.
Notes Pairs with Yuzzum Packhunter. Purposeful stark shift away from Endor to show Underworld units to players who may not enjoy the Empire flavor of Villainy. Compare to Volunteer Soldier, Death Star Stormtrooper.

Name Yuzzum Packhunter
Aspects Aggression, Villainy
Traits Underworld
Rarity C
Type Unit
Arena Ground
Cost 3
Power 3
HP 3
Text When Played: If you control a Bounty Hunter unit, ready this unit.
Art Endor night encampment - a Yuzzum in an unsavory troupe.
Notes Yuzzum are native to Endor. Pairs with Twi'lek Nightblade. Titillates new players with mention of Bounty Hunters. Compare to Frontier AT-RT.

Name Assault AT-RT
Aspects Aggression, Villainy
Traits Imperial, Vehicle, Walker
Rarity C
Type Unit
Arena Ground
Cost 4
Power 4
HP 4
Text While you control another Imperial unit, this unit gets +1/+1 and gains Overwhelm.
Art A biker scout on an Imperial AT-RT, storming a beach from the water.
Notes Compare to Wampa.

Name E-Web Gunner
Aspects Aggression, Villainy
Traits Imperial, Trooper
Rarity C
Type Unit
Arena Ground
Cost 4
Power 3
HP 3
Text When Played: Deal 2 damage to an enemy ground unit.
Art An E-Web fired at us by a snowtrooper.
Notes Compare to Imperial Interceptor.

Name Elite Stormtrooper Squad
Aspects Villainy
Traits Imperial, Trooper
Rarity C
Type Unit
Arena Ground
Cost 4
Power 5
HP 4
Text -
Art Four stormtroopers tactically clear a street, weapons at the ready. Leader dons a pauldron and carries a repeating rifle.

Name Tempest Scout AT-ST
Aspects Villainy
Traits Imperial, Vehicle, Walker
Rarity C
Type Unit
Arena Ground
Cost 4
Power 4
HP 5
Text When Defeated: Look at the top card of an opponent's deck. You may put it on the bottom of their deck.
Art Peaceful & pretty - AT-ST in a shaded forest glade. Shafts of sunlight stripe its hull and butterflies loiter.
Notes Compare to AT-ST, R2-D2 Ignoring Protocol.

Name *Tempest Scout 3
Subtitle Siege Breaker
Aspects Aggression, Villainy
Traits Imperial, Vehicle, Walker
Rarity C
Type Unit
Arena Ground
Cost 5
Power 5
HP 5
Text When Played: Each opponent discards a card from their deck.
Art AT-ST on a rocky outcrop. Top hatch open. Pilot surveys with binoculars.
Notes The wording "each opponent" intrigues new players into discovering the multiplayer format.

Name *Tempest Scout 4
Subtitle Suppressive Fire
Aspects Aggression, Villainy
Traits Imperial, Vehicle, Walker
Rarity U
Type Unit
Arena Ground
Cost 5
Power 5
HP 5
Text When Played: Deal damage to an enemy ground unit equal to the number of weapon upgrades you control plus 1.
Art AT-ST firing upon us. Trees are splintered.
Notes Compare to Karabast.

Name Canyon Krayt Dragon
Aspects Aggression
Traits Creature
Rarity U
Type Unit
Arena Ground
Cost 6
Power 5
HP 5
Text While attacking, this unit deals combat damage before the defender. (If the defender is defeated, it deals no combat damage.)
Art Krayt dragon roaring at Tuskens in a Tatooine canyon. Can be melee or ranged.
Notes Tatooine gives warm change of setting to contrast Endor. Compare to Han Solo Reluctant Hero.

Name *Darth Vader
Subtitle Reckless Duelist
Aspects Aggression, Villainy
Traits Force, Imperial, Sith
Rarity S
Type Unit
Arena Ground
Cost 7
Power 5
HP 6
Text When Played: You may discard two cards from your deck. If you do, deal 3 damage to an enemy base.
Art Vader throwing his saber at us.

Name AT-AT
Aspects Villainy
Traits Imperial, Vehicle, Walker
Rarity U
Type Unit
Arena Ground
Cost 8
Power 7
HP 9
Text Sentinel.
Art Charred AT-AT in volcanic terrain.
Notes Compare to AT-ST.

Name Light Blaster Cannon
Aspects Aggression
Traits Modification, Weapon
Rarity C
Type Upgrade
Cost 1
Power +1
HP +1
Text Attach to a Vehicle ground unit. Attached unit gains Raid 1.
Art Small laser cannon on light vehicle. Include terrain to remind of ground vehicle requirement.
Notes Compare to Hardpoint Heavy Blaster.

Name TIE Laser Cannons
Aspects Aggression, Villainy
Traits Modification, Weapon
Rarity S
Type Upgrade
Cost 1
Power +1
HP +0
Text Attach to an Imperial Fighter unit. Attached unit gains: “On Attack: If this unit is attacking a unit, deal 1 damage to the defender.”
Art Closeup of TIE firing lasers.
Notes Compare to Hardpoint Heavy Blaster.

Name Anger, Fear, Aggression
Aspects Aggression, Aggression
Traits Innate
Rarity R
Type Upgrade
Cost 3
Power +0
HP +0
Text Choose one: • Attach to an Aggression unit. Attached unit gains "On Attack: Deal 2 damage to an enemy base". • Attach to a non-Aggression unit. Attached unit gains "On Attack: Deal 2 damage to your base."
Art Dagobah cave - Luke's vision of himself in Vader's mask.
Notes Part of a new cycle of rare Aspect-titled upgrades to match the legendary Aspect-titled events in SOR. Can buff units that match its aspect or debuff those that don't.

Name Intruder Missile
Aspects Aggression
Traits Modification, Weapon
Rarity C
Type Upgrade
Cost 3
Power +2
HP +0
Text Attach to a Fighter or Transport unit. Action [defeat this upgrade]: Deal 3 damage to a Capital Ship unit.
Art Bulky missile in space with a short trail.

Name Exhaustion
Aspects Aggression
Traits Innate
Rarity C
Type Event
Cost 2
Text Deal 1 damage to a damaged or exhausted unit. If it's damaged and exhausted, deal 3 damage to it instead.
Art Luke collapsing in the Hoth ice storm.
Notes Compare to Open Fire.

Name Tallon Roll
Aspects Aggression
Traits Tactic
Rarity C
Type Event
Cost 2
Text Friendly Fighter units gain Saboteur and Raid 1 for this phase.
Art A TIE Tallon rolling a Rebel fighter.
Notes Not Villainy-specific due to Adar Tallon's influence on both Rebel and Imperial space combat. Compare to Rallying Cry, Precision Fire.

Name All Too Easy
Aspects Aggression, Villainy
Traits Plan
Rarity C
Type Event
Cost 3
Text An opponent discards a card from their hand. If you have the initiative, draw a card.
Art Vader sees Luke fall into the carbonite chamber.
Notes Compare to Mission Briefing, Force Throw.

Name Crossfire
Aspects Aggression
Traits Tactic
Rarity S
Type Event
Cost 3
Text Deal 2 damage to a unit, then deal 1 damage to another unit in the same arena.
Art Endor back door - chaotic lattice of blaster fire.
Notes Players learn requirement for two targets can be good or bad. Compare to Open Fire.

Name Trample
Aspects Aggression
Traits Tactic
Rarity C
Type Event
Cost 3
Text Deal 4 damage to an enemy non-vehicle unit. If you control a vehicle ground unit, you may deal excess damage to the opponent's base.
Art AT-AT about to crush Luke.
Notes Compare to Open Fire, Force Choke, For a Cause I Believe In.

Name Demolish
Aspects Villainy
Traits Gambit
Rarity C
Type Event
Cost 4
Text Defeat a non-Villainy unit unless its controller discards 4 cards from their deck.
Art Luke, Leia, Han, and Chewie in the trash compactor.
Notes Teaches Gambit events. Compare to I Am Your Father.

Name Release Your Anger
Aspects Aggression, Aggression
Traits Innate
Rarity U
Type Event
Cost 5
Text Deal 3 damage to a non-Droid unit and ready it.
Art Luke enraged dueling Vader.
Notes Encourages strategy choosing friendly/enemy unit. Compare to Keep Fighting, Grand Inquisitor Hunting the Jedi.

Card Spoilers (Wedge)

Name *Wedge Antilles
Subtitle Red Squadron Leader
Aspects Command, Heroism
Traits Rebel, Vehicle, Fighter
Rarity S
Type Leader Unit
Arena Space
Cost 6
Power 4
HP 7
Text (Leader) Action: [1, →]: Heal 1 damage from a friendly Rebel Fighter unit and 1 damage from your base.
Text (Epic Action) Epic Action: If you control 6 or more resources, deploy this leader. (Flip him, ready him, and move him to the space arena.)
Text (Unit) When Deployed: You may attack with this unit. On Attack: Heal up to 2 damage divided as you choose among any number of other friendly Rebel Fighter units and your base.
Art Front - Wedge in cockpit. Back - Red Squadron 1 with victory markers visible below hatch. AI style reference.
Notes "When Deployed" ability mirrors SOR Wedge's Ambush. Compare to 2-1B Surgical Droid.

Name Rendezvous Point
Aspects Command
Traits Haven
Rarity C
Type Base
HP 30
Text -
Art Space location. No ships.

Name Alliance Y-Wing
Aspects Heroism
Traits Rebel, Vehicle, Fighter
Rarity C
Type Unit
Arena Space
Cost 1
Power 1
HP 2
Text If you control a Rebel Capital Ship unit, this unit costs 1 less to play.
Art Y-Wing with capital ship.
Notes Compare to Volunteer Soldier.

Name Alliance A-Wing
Aspects Heroism
Traits Rebel, Vehicle, Fighter
Rarity C
Type Unit
Arena Space
Cost 2
Power 1
HP 4
Text -
Art A-Wing in a high-speed turn.
Notes Compare to Alliance X-Wing.

Name Alliance B-Wing
Aspects Heroism
Traits Rebel, Vehicle, Fighter
Rarity C
Type Unit
Arena Space
Cost 2
Power 3
HP 2
Text -
Art Rear view of a B-Wing's thrusters.
Notes Compare to Alliance X-Wing.

Name Gray Squadron Y-Wing
Aspects Heroism
Traits Rebel, Vehicle, Fighter
Rarity C
Type Unit
Arena Space
Cost 2
Power 2
HP 2
Text When Played: You may defeat an upgrade attached to a space unit.
Art Y-Wing firing an SW-4 ion cannon.
Notes Compare to Disabling Fang Fighter.

Name Blue Squadron B-Wing
Aspects Command, Heroism
Traits Rebel, Vehicle, Fighter
Rarity S
Type Unit
Arena Space
Cost 3
Power 4
HP 3
Text Overwhelm.
Art Action shot of a B-Wing firing over a planet.
Notes Compare to Echo Base Defender.

Name *Green Squadron 1
Subtitle Fighter Screen
Aspects Command, Heroism
Traits Rebel, Vehicle, Fighter
Rarity U
Type Unit
Arena Space
Cost 3
Power 3
HP 4
Text Ambush. When you play another Rebel Fighter unit: Heal 1 damage from this unit.
Art A-Wing charging as lethal fire streaks through the frame. Second Death Star fills entire background.
Notes Compare to Fighters for Freedom, Colonel Yularen ISB Director.

Name Medium Transport
Aspects Heroism
Traits Rebel, Vehicle, Transport
Rarity C
Type Unit
Arena Space
Cost 3
Power 2
HP 4
Text When Played: If you have the initiative, give an Experience token to a friendly ground unit.
Art Rear view of a medium transport descending through atmosphere.
Notes Compare to Wing Leader.

Name *Red Squadron 7
Subtitle Rebel Logistics
Aspects Command, Heroism
Traits Rebel, Vehicle, Fighter
Rarity U
Type Unit
Arena Space
Cost 3
Power 2
HP 4
Text Restore 1. Each other friendly Rebel Fighter unit gains Restore 1.
Art X-Wing with closed S-foils escorting a frigate.
Notes Compare to Red Three, Home One.

Name Corellian Corvette
Aspects Heroism
Traits Rebel, Vehicle, Capital Ship
Rarity C
Type Unit
Arena Space
Cost 4
Power 3
HP 5
Text Restore 1.
Art Corvette in orbit.
Notes Compare to Regional Sympathizers.

Name Escort Frigate
Aspects Command, Heroism
Traits Rebel, Vehicle, Capital Ship
Rarity C
Type Unit
Arena Space
Cost 4
Power 4
HP 4
Text When Played: Give a shield token to another friendly Command unit.
Art Nebulon-B frigate near a ringed planet. Style of Arthur Mougne's Gladiator Star Destroyer.
Notes Teaches Shield tokens. Compare to Distant Patroller.

Name *Red Squadron 4
Subtitle Alliance Ace
Aspects Command, Heroism
Traits Rebel, Vehicle, Fighter
Rarity C
Type Unit
Arena Space
Cost 4
Power 3
HP 4
Text When Played: An enemy Capital Ship unit loses all abilities for this phase.
Art X-Wing lacerating a Star Destroyer's hull.
Notes Compare to SpecForce Soldier, Relentless.

Name Armored Star Cruiser
Aspects Heroism
Traits Rebel, Vehicle, Capital Ship
Rarity C
Type Unit
Arena Space
Cost 6
Power 5
HP 7
Text Shielded.
Art Massive cruiser with ventral mast visible.
Notes Teaches Shield tokens. Compare to Cargo Juggernaut, AT-ST.

Name *Defiance
Subtitle Rear Guard
Aspects Command, Heroism
Traits Rebel, Vehicle, Capital Ship
Rarity R
Type Unit
Arena Space
Cost 8
Power 8
HP 8
Text Sentinel. Ambush. When Played: Give an experience token to each other friendly Rebel unit.
Art Cruiser broadsiding us. Rebel starfighters storm forward. Style of Francois Cannels' Corellian Freighter.
Notes Compare to Devastator, Academy Defense Walker.

Name Dressellian Commando
Aspects Command, Heroism
Traits Rebel, Trooper
Rarity C
Type Unit
Arena Ground
Cost 1
Power 3
HP 1
Text -
Art Dressellian commando on Home One.
Notes Compare to Death Star Stormtrooper.

Name Rebel Scout Trooper
Aspects Heroism
Traits Rebel, Trooper
Rarity C
Type Unit
Arena Ground
Cost 2
Power 2
HP 3
Text When Played: Look at an opponent's hand.
Art Veteran trooper with white facial hair.
Notes Compare to Viper Probe Droid.

Name Blurrg
Aspects -
Traits Creature
Rarity C
Type Unit
Arena Ground
Cost 3
Power 3
HP 4
Text -
Art A blurrg drinking at a lilypad-dappled pond.
Notes Blurrgs are native to Endor. Compare to Underworld Thug.

Name T-47 Airspeeder
Aspects Heroism
Traits Rebel, Vehicle, Speeder
Rarity C
Type Unit
Arena Ground
Cost 3
Power 2
HP 5
Text -
Art A T-47 skims a lake, casting spray in its wake.
Notes Compare to Snowspeeder, Wilderness Fighter.

Name Forest Ranger
Aspects Command, Heroism
Traits Rebel, Vehicle
Rarity C
Type Unit
Arena Ground
Cost 4
Power 3
HP 4
Text When Played: The next Command card you play this phase costs 1 less.
Art Rugged forest ranger vehicle rushing from beneath a giant fallen tree, firing saffron energy from its turrets. 1984 Kenner toy (right is front). See timestamped video for turret swivel.
Notes Compare to Escort Skiff, Bendu.

Name *Orrimaarko
Subtitle Resistance Leader
Aspects Command, Heroism
Traits Rebel, Official, Trooper
Rarity R
Type Unit
Arena Ground
Cost 4
Power 4
HP 5
Text Restore 1. When this unit completes an attack: If an Imperial unit was defeated this phase, deal 1 damage to an enemy base.
Art Dressellian with eyepatch, contemplative in Home One's war room. Style and facial expression of Didier Nguyen's SpecForce Soldier.
Notes Official and trooper - he's a leader on his planet and part of the Endor strike team. Compare to Iden Versio.

Name Command AT-AP
Aspects Command, Heroism
Traits Rebel, Vehicle, Walker
Rarity C
Type Unit
Arena Ground
Cost 5
Power 3
HP 6
Text Sentinel.
Art Overhead shot of an AT-AP atop a waterfall. Steep angle gives view of the falls below and a convoy crossing a bridge.
Notes Compare to Guerilla Attack Pod, Chewbacca Loyal Companion.

Name General Madine
Subtitle Endor Scout Commander
Aspects Command
Traits Rebel, Official, Trooper
Rarity U
Type Unit
Arena Ground
Cost 5
Power 5
HP 5
Text Other friendly Trooper units get +1/+1.
Art Crix Madine on Home One. Composition of this unused Return of the Jedi shot.
Notes Official and trooper - advisor to Mon Mothma and leader of Alliance commandos. Buffs troopers regardless of faction due to service in both the Empire and Alliance. Command-aspect only to allow flexibility similar to Colonel Yularen. Extends cycle of uncommon Generals from SOR - Tagge is all 2's, Veers 3's, Dodonna 4's, and Madine 5's.

Name Rebel Strikeforce
Aspects Command, Heroism
Traits Rebel, Trooper
Rarity C
Type Unit
Arena Ground
Cost 6
Power 5
HP 5
Text Ambush. On Attack: If you control a leader unit or a Force unit, this unit gets +2/+2 for this phase.
Art Endor troopers firing from a fern-veiled ridgeline.
Notes Buffed by leader due to discipline, and by Force due to hope. Compare to Steadfast Battalion, Mercenary Company.

Name *Luke Skywalker
Subtitle Rebel Scout
Aspects Command, Heroism
Traits Force, Jedi, Rebel
Rarity S
Type Unit
Arena Ground
Cost 7
Power 5
HP 5
Text Sentinel. When this unit is attacked by an Imperial unit: If you have the initiative, deal 1 damage to the attacker.
Art Luke on Endor holding lightsaber & helmet. Smoldering speeder bike behind. AI style reference.
Notes Compare to Chewbacca Loyal Companion.

Name Alliance Freerunner
Aspects Heroism
Traits Rebel, Vehicle, Tank
Rarity U
Type Unit
Arena Ground
Cost 8
Power 7
HP 8
Text Overwhelm.
Art Hulking Freerunner tank firing cannon in a battle-cratered savanna. T-47s for scale.
Notes "Strongest armored vehicle in the Alliance's arsenal".

Name Proton Torpedoes
Aspects Command, Heroism
Traits Modification, Weapon
Rarity S
Type Upgrade
Cost 2
Power +1
HP +1
Text Attach to a Rebel Fighter unit. While attacking, attached unit gets +1/+1 and gains Overwhelm.
Art Orange warheads with blue glow fired from a B-Wing.
Notes Compare to Hardpoint Heavy Blaster.

Name Scout Blaster Rifle
Aspects Command
Traits Modification, Weapon
Rarity C
Type Upgrade
Cost 2
Power +2
HP +1
Text Attach to a non-vehicle unit. If attached unit is a Trooper unit, it gains "When this unit completes an attack: You may look at the top card of any player's deck."
Art BlasTech E-11B Blaster Rifle fired by gloved hands.
Notes Compare to Academy Training, R2-D2, Grand Admiral Thrawn.

Name Responsibility of Command
Aspects Command, Command
Traits Learned
Rarity R
Type Upgrade
Cost 3
Power +0
HP +0
Text Choose one: • Attach to a Command unit. Attached unit gets +2/+2. • Attach to a non-Command unit. Attached unit gets -2/-2.
Art Close over-the-shoulder shot of Vader seated in the meditation chamber choking Admiral Ozzel with a powerful clenched fist. We see supreme strength and supreme weakness represented simultaneously. Piett nervously observes.
Notes Part of a new cycle of rare Aspect-titled upgrades to match the legendary Aspect-titled events in SOR. Can buff units that match its aspect or debuff those that don't. Compare to Academy Training.

Name Quad Laser Cannon
Aspects Command
Traits Modification, Weapon
Rarity U
Type Upgrade
Cost 4
Power +3
HP +3
Text Attach to a Transport or Capital Ship unit. Attached unit gains "Action [4]: Deal 3 damage divided as you choose among any number of enemy space units."
Art Quad laser cannon firing all four barrels.
Notes Compare to Overwhelming Barrage.

Name Reinforce
Aspects Command
Traits Tactic
Rarity C
Type Event
Cost 1
Text Give an Experience token to a friendly unit.
Art Profile shot of a parked, blaster-pocked landspeeder (facing right) under fire from our direction. A milquetoast Snivvian mercenary clutching a pitiful pistol has taken cover in the starboard seat. He's sheepishly peeking over the door and gazing over at the brawny nautolan heavy gunner who's come to the rescue. The nautolan is expertly sliding over the speeder's hood, unleashing a torrent of retaliatory fire toward us with joyful confidence and bloodlust.
Notes Teaches new players about Experience tokens. Compare to Vanguard Infantry.

Name Armed and Dangerous
Aspects Command
Traits Supply
Rarity C
Type Event
Cost 2
Text Search the top 7 cards of your deck for a weapon upgrade, reveal it, and draw it. (Put the other cards on the bottom of your deck in a random order.) If you didn't draw a card this way, ready a resource.
Art Two Rebel Scouts on Endor with A280 Sharpshooter Rifles. One checks their weapon's body, the other tests the aim. A third scout behind brandishes explosive charges. These figures are Corporal Janse, Lieutenant Greeve, and Sergeant Junkin from the Decipher cards.
Notes Recoup half cost if you fail your search. Compare to Recruit, Prepare for Takeoff.

Name Someone Who Loves You
Aspects Heroism
Traits Innate
Rarity C
Type Event
Cost 2
Text Heal 4 damage from a unit.
Art Boushh Leia kissing Han.
Notes Compare to Repair.

Name Bring Him Before Me
Aspects Command, Command
Traits Plan
Rarity U
Type Event
Cost 3
Text Give a unit +4/+4 and Sentinel for this phase. It can't attack bases this phase.
Art Emperor's throne. Silhouettes of Vader and Luke clash sabers. Endless stars in windows. Composition reference.
Notes Encourages strategy choosing friendly/enemy unit. Compare to Entrenched, Tactical Advantage, Gladiator Star Destroyer.

Name Supreme Firepower
Aspects Command
Traits Tactic
Rarity S
Type Event
Cost 3
Text Deal damage to an enemy unit equal to the number of Command units you control.
Art Hoth trenches - An off-balance, smoking, sparking AT-ST explodes as Rebel troops fire from multiple angles with Atgar laser cannons and Golan laser batteries.
Notes Compare to Admiral Ackbar.

Name Found Someone You Have
Aspects Command
Traits Force
Rarity C
Type Event
Cost 4
Text Return a non-unique unit that costs 3 or less from your discard pile to your hand. If you control a Force unit, return a unit that costs 3 or less from your discard pile to your hand instead.
Art Yoda amused digging through Luke's gear. Items are strewn about.
Notes Teaches reading carefully - the two actions may seem identical at first but controlling a Force unit allows retrieval of a unique unit.

Name Harvest
Aspects Heroism
Traits Supply
Rarity C
Type Event
Cost 5
Text Choose 3 cards in your discard pile. An opponent chooses 1 of those cards. Put that card on top of your deck and the rest on the bottom of your deck in any order.
Art Owen, Beru, and droids busy in the Lars Moisture Farm courtyard.
Notes Compare to Restock, I Had No Choice, Search Your Feelings.

Miscellaneous Deck Stats

Starter Card Types
Starter Card Rarities
Starter PoweHP Totals

Baron vs Wedge Resource Costs

(Number of cards per resource cost - one-drops, two-drops, etc)
Resource Cost 1 2 3 4 5 6 7 8 Total # of Cards
Baron
Space 2 4 5 4 - 2 - 1 18
Ground - 4 1 4 2 1 3 1 16
Upgrade 4 - 2 - - - - - 6
Event - 3 6 1 1 - - - 11
Baron Totals 6 11 14 9 3 3 3 2 51 (Deck + Leader)
Wedge
Space 2 3 6 4 - 2 - 1 18
Ground 2 2 2 3 2 1 3 1 16
Upgrade - 4 1 1 - - - - 6
Event 2 2 5 1 1 - - - 11
Wedge Totals 6 11 14 9 3 3 3 2 51 (Deck + Leader)

Thanks again for reading.

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