Biotic factors of the savanna

Star Wars Speculation — What Comes Next?

2015.09.27 03:36 cloudxen Star Wars Speculation — What Comes Next?

Star Wars Speculation is a community dedicated to speculative discussion of the Star Wars franchise. It is a curated space to talk about additions to canon in a larger perspective—incorporating info from leaks, analysis of the story being told, and the real life factors around it in order to best theorize what comes next.
[link]


2017.08.15 19:28 Objective ratings and pragmatic guidance

The purpose of this sub is to provide facial ratings of both men and women based on *objective factors* such as harmony, sexual dimorphism, symmetry, and qualities of their features. This means analyzing/evaluating a person’s attractiveness without regard for one’s own feelings. This is not a subjective rating sub.
[link]


2017.08.19 14:12 Lugia3210 Wait, wrong sub

For posting screenshots of people forgetting what sub they're on or people misinterpreting the purpose of the sub they're on.
[link]


2024.05.07 15:50 cats64sonic Globalization's Shadow: Exploring the Downsides and Population Ecology Dynamics

Introduction:
Globalization, characterized by increased interconnectedness and integration of economies, cultures, and societies, has brought about profound transformations in the modern world. While globalization has led to economic growth, technological advancement, and cultural exchange, it also has significant downsides, particularly in its impact on population ecology. This essay delves into the downsides of globalization and its intersection with population ecology dynamics, highlighting the challenges posed to biodiversity, ecosystem stability, and human well-being in a globalized world.
The Downsides of Globalization: Disruption and Degradation
Globalization has been associated with a range of negative consequences for the environment, ecosystems, and populations worldwide. One of the primary downsides is environmental degradation, as increased industrialization, urbanization, and resource extraction have led to habitat destruction, pollution, and loss of biodiversity.
Globalization has also facilitated the spread of invasive species, diseases, and pollutants across continents, disrupting ecological balances and threatening native species and ecosystems. Invasive species outcompete native species for resources, alter habitats, and disrupt ecological processes, leading to declines in biodiversity and ecosystem resilience.
Furthermore, globalization has contributed to overexploitation of natural resources, including forests, fisheries, and freshwater sources, as increased demand for commodities drives unsustainable extraction and consumption patterns. Deforestation, overfishing, and water scarcity have negative impacts on ecosystems, species populations, and the livelihoods of local communities dependent on natural resources.
Population Ecology Dynamics: Interactions and Adaptations
Population ecology is the study of how populations of organisms interact with each other and their environments, including factors such as population size, distribution, growth, and regulation. Population dynamics are influenced by a variety of biotic and abiotic factors, including resource availability, predation, competition, and environmental conditions.
One of the key concepts in population ecology is carrying capacity, which refers to the maximum population size that a particular habitat or ecosystem can sustain over the long term. Population growth may be limited by factors such as food availability, space, and predation, leading to density-dependent regulation of population size.

Population ecology also encompasses the study of population interactions, such as competition, predation, symbiosis, and disease transmission, which shape population dynamics and community structure. These interactions influence the distribution and abundance of species within ecosystems and can have cascading effects on ecosystem functioning and stability.
Intersection of Globalization and Population Ecology
Globalization intersects with population ecology dynamics in various ways, influencing patterns of population distribution, abundance, and interactions across different spatial and temporal scales. The movement of people, goods, and organisms across continents has led to the spread of invasive species, diseases, and pollutants, with implications for population dynamics and community structure.
Globalization also affects population dynamics through its impacts on habitat loss, fragmentation, and degradation, which can disrupt breeding patterns, migration routes, and food availability for wildlife populations. Fragmentation of habitats can isolate populations, reduce genetic diversity, and increase the risk of local extinctions, particularly for species with limited dispersal abilities.
Furthermore, globalization influences human population dynamics through its effects on urbanization, industrialization, and socio-economic development. Rapid urbanization and population growth in urban areas can lead to habitat destruction, pollution, and resource depletion, affecting both human and wildlife populations.
Challenges and Opportunities for Population Ecology in a Globalized World
In the face of globalization's downsides, population ecology faces numerous challenges, including habitat loss, fragmentation, overexploitation of resources, and the spread of invasive species and diseases. Addressing these challenges requires interdisciplinary approaches that integrate ecological, social, and economic perspectives to promote sustainability and resilience.
Conservation efforts must focus on protecting and restoring habitats, mitigating the impacts of invasive species and pollutants, and promoting sustainable land and resource management practices. Strategies such as habitat restoration, protected area management, and community-based conservation initiatives can help to conserve biodiversity and ecosystem services in a globalized world.
Furthermore, efforts to address global environmental challenges, such as climate change, deforestation, and biodiversity loss, require international cooperation and collaboration. Global agreements, such as the Convention on Biological Diversity and the Paris Agreement on climate change, provide frameworks for collective action to protect and sustainably manage the planet's ecosystems and resources.

Conclusion
Globalization presents significant challenges for population ecology, including habitat loss, fragmentation, overexploitation, and the spread of invasive species and pollutants. However, it also offers opportunities for collaboration, innovation, and conservation on a global scale. By addressing the downsides of globalization and promoting sustainable development practices, we can work towards a more resilient, biodiverse, and equitable world for both human and non-human populations. As we navigate the complexities of globalization and population ecology, it is essential to embrace the principles of sustainability, stewardship, and interconnectedness to ensure the health and well-being of present and future generations.
submitted by cats64sonic to DecreasinglyVerbose [link] [comments]


2024.05.07 10:51 maximusaemilius A scientific analysis of humans

An Aggregated Summary of Human and Alien Comparisons
By Dr. Krill, Dr. Katie Quinn, and Dr. Adric Dracondi
It has long been known, since humans were first introduced onto the galactic stage, that humans are, arguably, the most powerful sentient alien species in the known universe. These are not simply popular conjectures by nonscientific minds, but the scientific community itself has conducted multiple studies regarding the adaptability and prowess of the human in comparison to other species. Many of these studies have examined, intelligence, hunting prowess, strength, and adaptability as their primary focus, (Diss, A., Wallin, G., and Millard; Wix and Veen). Based on these prior studies, this paper will attempt to summarize the overall strength of a human based on their homeworld evolution, comparison to other species, and their technological interplay.
Humans have existed on their home planet of earth for roughly 200,000 years. In comparison to other alien species, they are rather young, and still within the historical memory of the Rundi, who have existed through two major technology jumps, leaving much of their older historical records lost to time (Keple, J., et, all). Humanity began its life in the Miocene Epoch climbing through trees in the African Savanna using both their feet and hands as tools for climbing. During this time, they developed the ability to stand upright in order to use their hands for foraging. This gave them an increased ability to forage, and allowed them to share their food between pack members, creating, what we now understand to be, the human's social bonds (Keller, A., Winzer, C, V., and Pellar, Q). Of course, this wasn't the only reason for human's increased social bonds. Sometime during this period, the African Savanna went through a period of natural deforestation, reducing the number of trees humans could climb. For this reason, they were forced to turn to the ground where larger predators lurked (Huntsman, J,. Et. Al). At this point in time humans did not have many advantages against large predators, and even as of now, an unarmed human against most mid-sized predators is going to lose. Compared to their own planetary predators, humans are not very fast, not very strong and not particularly dangerous when viewed alone. However, one of the human's greatest advantages was originally their pack sizes encouraging cooperation among members to both protect each other and watch for predators. Predators would be much less likely to hunt a human in a large pack, just as they are less likely to hunt other animals if they are in large groups preferring to attack those who are alone, weak or sick (Keller, A., Winzer, C, V., and Pellar, Q).
Why then, were humans able to survive at all as they have some serious strategic disadvantages? Humans are slow, have no trees to climb, poor smell, arguably poor hearing, and dismal strength in comparison to Savannah predators. Furthermore, the transition into humans walking upright caused the narrowing of the pelvic bone, which would become an issue as humans continued to evolve. The answer to this question comes with later iterations of the evolved humans. After their descent from the trees, humans gained a few important abilities: first of all they lost all of their fur, giving them the ability to sweat, their legs were lengthened and their arms were shortened giving them a superior sense of balance for throwing, and their cranial size increased giving them the ability to use and create tools for cracking bone which would aid them in foraging: the increased brain size would later give them the unique ability to speak. These two distinctions being important precursors for sentient life (Wheeler., R, Winter, F., And Nix., L).
The human ability to sweat, coupled with their upright walk gave humans the natural ability to run while carrying tools, such as spears and weapons. Early humans evolved for running long distances. The arches of their feet act as springs which depress and spring back as they run. Tendons in the back of the ankle do the same, while powerful muscles in their lower backs and butts keep them standing upright and provide power. Humans keep their balance using muscles in their shoulders, and the swinging of their arms gives extra momentum and balance. The head is held in place by special tendons on the sides of their necks, while their eyes and brains correct for the bouncing of their gait. Furthermore, while other animals require panting and shade to cool off, human sweat rolls into the skin and then evaporates, cooling them off as they move. In this way, humans are superior at long distance running and often used pursuit predation to run their prey to death before spearing them with tools they made (Dillinger, F., and Walker, P). While many animals on their planet are capable of throwing, humanity's long legs and short arms gives them the superior balance required to throw hard without losing their balance giving them the advantage of long-distance weapons. Coupled with tool making, humans did not have to directly interact with much of the prey they were hunting.
During this time humans grew more socialized and pack oriented. As their brains got bigger, childbirth became more dangerous, and their offspring were forced to be born earlier and more underdeveloped than ever before. Packs grew in size as did family groups. Their ability to speak was probably one of their greatest accomplishments, though ironically, the drop of their larynx into their neck, which supported the transition to speaking, also made them more prone to choking (Huntsman, J,. Et. Al). As the climate on earth gradually began to change, humans moved north using their tools and abilities to survive in colder and colder climates. Different iterations of humanity formed, the Neanderthals VS the Sapiens for a time before the Neanderthals eventually merged with the Sapiens or died out. Humans gained the ability to bond with other animals – a trick which only the Rundi have separately managed. In turn this sparked the rapid evolution of technology which eventually led them to space travel.
Humans may appear impressive to most outside alien species, but on their planet, domination came about only because of luck, and adaptability. Their evolution to walking on two feet was the catalyst for them being smart enough to outmaneuver heavier and more dangerous species.
Now as we examine sentient species today, we can examine a few commonalities between the groups. The first being the ability to speak. No sentient species has evolved without some sort of communicatory language. The starborn can speak telepathically, and most other species vocally. The Lumens and the Mikes also communicate based on light frequencies, though these are still translatable into structural sentences if one knows what they are doing. Even the Adaptids have a very base and rudimentary speech which requires the use of smell (Krill, 4020). Another common trait is hands or other limbs used for the manipulation of objects. While some aliens also developed the ability to stand upright on two legs: Drev, Tvek, Finnari, Gnar’lak. Some retain that ability only partially: Rundi, Kree, while the vast majority require at least three or more limbs to stay upright using tails to balance or adding extra legs for stability like: Tesraki, Vrul, Iotins Burg etc. regardless of walking upright all of these creatures have the ability to manipulate objects to use tools.
The question now remains. Where do humans and other aliens stack up? The answer seems clear in that humans are not powerful because of their dominance in one specific area, but because humans are generalists where others are specialists. There is a human saying that goes along well with this research. Jack of all trades, the master of none, but better than the master of one. A general knowledge of everything seems to be the precursor for being the best survivalists. Let us examine intelligence first, as we know Rundi, Tesraki, Burg and Drev are comparable to humans, which are all well behind Vrul and Gibb in average intelligence, though intelligence is one of the more difficult factors as intelligence is an important prerequisite to space travel (Kisk., Gana., Fuller., and Millward). Humans are not the fastest, that goes to the Rundi, though they are the second fastest, and can arguably outdistance a Rundi in a footrace. Human hearing isn't as good as a Tesraki, but better than most others just as their eyesight isn't nearly as good as a Drev, but still much more powerful than others. Drev also take the main spot as being one of the strongest with humans closely behind. Smell is a relatively rare ability among nonhuman species, though the Drev have it to some degree. The Adaptids are known for their superior smelling ability, though it is arguable if they count as sentient just yet. Starborn can survive in space, which is an ability that no other nonhuman species has, except for humans who can survive for about 15 seconds in the vacuum of space with damage: the only known case of this being of course Admiral Vir, who is as of now, the only human to have attempted this maneuver at all.
The argument we make here is not based primarily on human abilities, which seem second to all, but based primarily about how these interacted with their technological advances. Humans are the youngest species EVER to reach space, and that includes the Drev. In fact, most humans still possess instincts which are often lacking in older sentient species, replaced by thought and logic. A human is still said to be able to sense danger before it comes, and can read body language better than any other sentient species currently known, which has much to do with the juvenile nature of their species. Furthermore, human durability is one of the greatest factors.
The average human can stand about 5gs of force without passing out while trained humans can reach up to sustained 12gs. Most alien species on the other hand had to find ways to keep their craft below 4gs at all times in order to avoid passing out. Nonhumans spent much longer developing their technology before reaching space, while humans were busy strapping rockets to tin cans. A similar situation can be noted with the Drev, who can sustain 7 to 8gs if trained. Both of their species were allowed to leave their planet before fully developing out of their more primitive natures, as was common with other nonhuman or Drev species. In general, human and Drev durability have allowed them to operate machinery which would be too dangerous for other species, giving them a time advantage in the race to the stars.
At this point one might wonder if Drev are comparable to humans, after all Drev are stronger, more durable and just as intelligent as humans. This is true of course, but humans do have some strategic advantages, long distance running ability, pack bonding, and superior technology development, which might have been negated if it weren't for the Drev religion which calls into question the nature of technology as dishonorable. Furthermore, though they can distinguish less colors than Drev, human sense of smell and hearing is stronger, giving them a distinct battlefield advantage in at least once sense as they are able to pinpoint the direction and height of sounds where Drev have trouble.
A discussion about the abilities of humans can go on all day, though the conclusion scientists have agreed upon focuses primarily on human adaptability and generalization skills as the primary function of their abilities, and seeming power over other species. It seems good then that human pack bonding instincts easily travels across species making them relatively easy to make alliances with compared to some other, more stubborn species.
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Want to find a specific one, see the whole list or check fanart?
Here is the link to the master-post.
Intro post by me
OC-whole collection
Patreon of the author
submitted by maximusaemilius to humansarespaceorcs [link] [comments]


2024.05.07 10:49 maximusaemilius Empyrean Iris: 2-178 An analysis of humans (by Charlie Star)

FYI, this is a story COLLECTION. Lots of standalones technically. So, you can basically start to read at any chapter, no pre-read of the other chapters needed technically (other than maybe getting better descriptions of characters than: Adam Vir=human, Krill=antlike alien, Sunny=tall alien, Conn=telepathic alien). The numbers are (mostly) only for organization of posts and continuity.
OC Written by Charlie Stastarrfallknightrise,
Typed up and then posted here by me.
Proofreading and language check for some chapters by u/Finbar9800 u/BakeGullible9975 u/Didnotseemecomein and u/medium_jock
Future Lore and fact check done by me.
Science stuff… yaaay?
Previous First Next
Want to find a specific one, see the whole list or check fanart?
Here is the link to the master-post.
An Aggregated Summary of Human and Alien Comparisons
By Dr. Krill, Dr. Katie Quinn, and Dr. Adric Dracondi
It has long been known, since humans were first introduced onto the galactic stage, that humans are, arguably, the most powerful sentient alien species in the known universe. These are not simply popular conjectures by nonscientific minds, but the scientific community itself has conducted multiple studies regarding the adaptability and prowess of the human in comparison to other species. Many of these studies have examined, intelligence, hunting prowess, strength, and adaptability as their primary focus, (Diss, A., Wallin, G., and Millard; Wix and Veen). Based on these prior studies, this paper will attempt to summarize the overall strength of a human based on their homeworld evolution, comparison to other species, and their technological interplay.
Humans have existed on their home planet of earth for roughly 200,000 years. In comparison to other alien species, they are rather young, and still within the historical memory of the Rundi, who have existed through two major technology jumps, leaving much of their older historical records lost to time (Keple, J., et, all). Humanity began its life in the Miocene Epoch climbing through trees in the African Savanna using both their feet and hands as tools for climbing. During this time, they developed the ability to stand upright in order to use their hands for foraging. This gave them an increased ability to forage, and allowed them to share their food between pack members, creating, what we now understand to be, the human's social bonds (Keller, A., Winzer, C, V., and Pellar, Q). Of course, this wasn't the only reason for human's increased social bonds. Sometime during this period, the African Savanna went through a period of natural deforestation, reducing the number of trees humans could climb. For this reason, they were forced to turn to the ground where larger predators lurked (Huntsman, J,. Et. Al). At this point in time humans did not have many advantages against large predators, and even as of now, an unarmed human against most mid-sized predators is going to lose. Compared to their own planetary predators, humans are not very fast, not very strong and not particularly dangerous when viewed alone. However, one of the human's greatest advantages was originally their pack sizes encouraging cooperation among members to both protect each other and watch for predators. Predators would be much less likely to hunt a human in a large pack, just as they are less likely to hunt other animals if they are in large groups preferring to attack those who are alone, weak or sick (Keller, A., Winzer, C, V., and Pellar, Q).
Why then, were humans able to survive at all as they have some serious strategic disadvantages? Humans are slow, have no trees to climb, poor smell, arguably poor hearing, and dismal strength in comparison to Savannah predators. Furthermore, the transition into humans walking upright caused the narrowing of the pelvic bone, which would become an issue as humans continued to evolve. The answer to this question comes with later iterations of the evolved humans. After their descent from the trees, humans gained a few important abilities: first of all they lost all of their fur, giving them the ability to sweat, their legs were lengthened and their arms were shortened giving them a superior sense of balance for throwing, and their cranial size increased giving them the ability to use and create tools for cracking bone which would aid them in foraging: the increased brain size would later give them the unique ability to speak. These two distinctions being important precursors for sentient life (Wheeler., R, Winter, F., And Nix., L).
The human ability to sweat, coupled with their upright walk gave humans the natural ability to run while carrying tools, such as spears and weapons. Early humans evolved for running long distances. The arches of their feet act as springs which depress and spring back as they run. Tendons in the back of the ankle do the same, while powerful muscles in their lower backs and butts keep them standing upright and provide power. Humans keep their balance using muscles in their shoulders, and the swinging of their arms gives extra momentum and balance. The head is held in place by special tendons on the sides of their necks, while their eyes and brains correct for the bouncing of their gait. Furthermore, while other animals require panting and shade to cool off, human sweat rolls into the skin and then evaporates, cooling them off as they move. In this way, humans are superior at long distance running and often used pursuit predation to run their prey to death before spearing them with tools they made (Dillinger, F., and Walker, P). While many animals on their planet are capable of throwing, humanity's long legs and short arms gives them the superior balance required to throw hard without losing their balance giving them the advantage of long-distance weapons. Coupled with tool making, humans did not have to directly interact with much of the prey they were hunting.
During this time humans grew more socialized and pack oriented. As their brains got bigger, childbirth became more dangerous, and their offspring were forced to be born earlier and more underdeveloped than ever before. Packs grew in size as did family groups. Their ability to speak was probably one of their greatest accomplishments, though ironically, the drop of their larynx into their neck, which supported the transition to speaking, also made them more prone to choking (Huntsman, J,. Et. Al). As the climate on earth gradually began to change, humans moved north using their tools and abilities to survive in colder and colder climates. Different iterations of humanity formed, the Neanderthals VS the Sapiens for a time before the Neanderthals eventually merged with the Sapiens or died out. Humans gained the ability to bond with other animals – a trick which only the Rundi have separately managed. In turn this sparked the rapid evolution of technology which eventually led them to space travel.
Humans may appear impressive to most outside alien species, but on their planet, domination came about only because of luck, and adaptability. Their evolution to walking on two feet was the catalyst for them being smart enough to outmaneuver heavier and more dangerous species.
Now as we examine sentient species today, we can examine a few commonalities between the groups. The first being the ability to speak. No sentient species has evolved without some sort of communicatory language. The starborn can speak telepathically, and most other species vocally. The Lumens and the Mikes also communicate based on light frequencies, though these are still translatable into structural sentences if one knows what they are doing. Even the Adaptids have a very base and rudimentary speech which requires the use of smell (Krill, 4020). Another common trait is hands or other limbs used for the manipulation of objects. While some aliens also developed the ability to stand upright on two legs: Drev, Tvek, Finnari, Gnar’lak. Some retain that ability only partially: Rundi, Kree, while the vast majority require at least three or more limbs to stay upright using tails to balance or adding extra legs for stability like: Tesraki, Vrul, Iotins Burg etc. regardless of walking upright all of these creatures have the ability to manipulate objects to use tools.
The question now remains. Where do humans and other aliens stack up? The answer seems clear in that humans are not powerful because of their dominance in one specific area, but because humans are generalists where others are specialists. There is a human saying that goes along well with this research. Jack of all trades, the master of none, but better than the master of one. A general knowledge of everything seems to be the precursor for being the best survivalists. Let us examine intelligence first, as we know Rundi, Tesraki, Burg and Drev are comparable to humans, which are all well behind Vrul and Gibb in average intelligence, though intelligence is one of the more difficult factors as intelligence is an important prerequisite to space travel (Kisk., Gana., Fuller., and Millward). Humans are not the fastest, that goes to the Rundi, though they are the second fastest, and can arguably outdistance a Rundi in a footrace. Human hearing isn't as good as a Tesraki, but better than most others just as their eyesight isn't nearly as good as a Drev, but still much more powerful than others. Drev also take the main spot as being one of the strongest with humans closely behind. Smell is a relatively rare ability among nonhuman species, though the Drev have it to some degree. The Adaptids are known for their superior smelling ability, though it is arguable if they count as sentient just yet. Starborn can survive in space, which is an ability that no other nonhuman species has, except for humans who can survive for about 15 seconds in the vacuum of space with damage: the only known case of this being of course Admiral Vir, who is as of now, the only human to have attempted this maneuver at all.
The argument we make here is not based primarily on human abilities, which seem second to all, but based primarily about how these interacted with their technological advances. Humans are the youngest species EVER to reach space, and that includes the Drev. In fact, most humans still possess instincts which are often lacking in older sentient species, replaced by thought and logic. A human is still said to be able to sense danger before it comes, and can read body language better than any other sentient species currently known, which has much to do with the juvenile nature of their species. Furthermore, human durability is one of the greatest factors.
The average human can stand about 5gs of force without passing out while trained humans can reach up to sustained 12gs. Most alien species on the other hand had to find ways to keep their craft below 4gs at all times in order to avoid passing out. Nonhumans spent much longer developing their technology before reaching space, while humans were busy strapping rockets to tin cans. A similar situation can be noted with the Drev, who can sustain 7 to 8gs if trained. Both of their species were allowed to leave their planet before fully developing out of their more primitive natures, as was common with other nonhuman or Drev species. In general, human and Drev durability have allowed them to operate machinery which would be too dangerous for other species, giving them a time advantage in the race to the stars.
At this point one might wonder if Drev are comparable to humans, after all Drev are stronger, more durable and just as intelligent as humans. This is true of course, but humans do have some strategic advantages, long distance running ability, pack bonding, and superior technology development, which might have been negated if it weren't for the Drev religion which calls into question the nature of technology as dishonorable. Furthermore, though they can distinguish less colors than Drev, human sense of smell and hearing is stronger, giving them a distinct battlefield advantage in at least once sense as they are able to pinpoint the direction and height of sounds where Drev have trouble.
A discussion about the abilities of humans can go on all day, though the conclusion scientists have agreed upon focuses primarily on human adaptability and generalization skills as the primary function of their abilities, and seeming power over other species. It seems good then that human pack bonding instincts easily travels across species making them relatively easy to make alliances with compared to some other, more stubborn species.
Previous First Next
Want to find a specific one, see the whole list or check fanart?
Here is the link to the master-post.
Intro post by me
OC-whole collection
Patreon of the author
Thanks for reading! As you saw in the title, this is a cross posted story written by starrfallknightrise and I'll just upload some of it here for you guys, if you are interested and want to read ahead, the original story-collection can be found on tumblr or wattpad to read for free. (link above this text under "OC:..." ) It is the Empyrean Iris story collection by starfallknightrise. Also, if you want to know more about the story collection i made an intro post about it, so feel free to check that out to see what other great characters to look forward to! (Link also above this text). I have no affiliations to the author; just thought I’d share some of the great stories you might enjoy a lot!
Obviously, I have Charlie’s permission to post this and for the people already knowing the stories, or starting to read them: If you follow the link and check out the story you will see some differences. I made some small (non-artistic) changes, mainly correcting writing mistakes, pronoun correction and some small additional info here and there of things which were not thought of/forgotten or even were added/changed in later stories (like the “USS->UNSC” prefix of Stabby, Chalar=/->Sunny etc). As well as some "biggemajor" changes in descriptions and info’s for the same stringency/continuity reason. That can be explained by the story collection being, well a story collection at the start with many standalone-stories just starring the same people, but later on it gets more to a stringent storyline with backstories and throwbacks. (For example Adam Vir has some HEAVY scars over his body, following his bones, which were not really talked about up till half the collection, where it says it covers his whole body and you find out via backflash that he had them the whole time and how he got them, they just weren't mentioned before. However, I would think a doctor would at least see these scars before that, especially since he gets analyzed, treated and goes shirtless/in T-shirts in some stories). So TLDR: Writing and some descriptions are slightly changed, with full OK from the author, since he himself did not bother to correct these things before.
submitted by maximusaemilius to HFY [link] [comments]


2024.05.06 22:31 Simple_guy_2015 Pudendal Nerve entrapment Pelvic Floor Weakness

HI guys I would like to share my story here as I got benefits from this group and want to do the same. 4 months ago in Dec of 2023 I got Covid and at the same time my anxiety levels were high due to various factors. Over the past 8 years I was somewhat constipated and sat in the potty for 20 mins at a time. I thought everybody did that never realized I was the "odd" one. When Covid hit me it hit me right on the Pelvic Floor and the Pudendal nerve which I figured out after 4 months of pain and agony. Added to that my anxiety levels were so high, I was peeing every 20 mins and I was peeing a lot. As usual I was tested for Urinary, bladder infection and put on Anti biotics. There was no bladder urinary infection. The culture came clean. Then I was told it was prostititis and was put on that medication for a month. Still no relief. Finally I took anxiety pill which instantly stopped the continuous peeing. 1 problem solved. The other problem which was the constant urge to pee or the pain in the Penis, Scrotum and rectum was constant. It was brutal. The only time I was free was when I slept. I did not get up once I slept.
Finally after 4 months plus using thes reddit group and talking to experts in other countries, I concluded that it has nothing to do with Urinary infection or Prostatitis. It was Pudendal Nerve entrapment coupled with a Pelvic floor weakness from the many years of constipation. Not all Physio therapists can help you. You need the Pelvic floor dysfunction expert with Pudendal nerve entrapment expert to treat you and that is giving relief. This is one area that is mis diagnosed and many Dr's don't even recognize Pelvic Floor dysfunction in men or Pudendal nerve neuralgia or entrapment problem. They always say its Prostititis due to a bacteria that cannot be cured form antibiotics. Meaning you are on your own. I'm feeling much better now after 4 months of this constant onslaught. The physical problem impacts you mentally too. Please note: For women it is a bit different compared to men when it comes to the treatment even though the problem could be the same. If you get tingling, burning, throbbing feeling or pain in your penis and scrotum and rectum on and off and your pubic area then you need to definitely check your Pudendal nerve as that is the one damn nerve that goes from s2, s3, s4 vertebra becoming pudendal nerve on both sides of your pelvis and connects all the 3 parts. If my experience and findings helps even 1 person in this world I'm happy as I don't want this suffering for the worst of my enemies. Good luck to all of you R
submitted by Simple_guy_2015 to Prostatitis [link] [comments]


2024.05.05 12:29 ArcOslo How many seasons will there be?

I have previously said that the goal of the Dev-team was to have 6 seasons in total that would rotate. Since just a few months back, that was no longer true as they added a seventh season. And today, we stand at eight seasons in total.
  1. Alpines
  2. Highlands
  3. Kyoto
  4. Midwest
  5. Nordic Cup
  6. Riviera
  7. Savanna
  8. Southwest
I went back to the video ETG released where I had heard this statement to check if I had missed something. And it turned out, that I had filled in some of the gaps I found in the video with my own conclusions, as their statement was a bit weak.
Anthea said in the video (I'll post it below), that the goal for the Dev-team was to have reoccurring seasons that the players could revisit each year. This in combination with her a few seconds earlier had said that each season lasts for two months, made me conclude that there would be 6 seasons in total.
But now I want to ask you, how many seasons do the Devs want and/or will implement? My new theory is 12, but I have nothing to base it on, other than the "cool-factor" of having a "new" environment to explore each month of the year.
What do you think? Do you know anything about this? Where should we direct this question to get a reliable answer, if an answer at all?
video in question: https://youtu.be/1gXT9m7i3O4?si=zX86CD8ujTTCLpfY
submitted by ArcOslo to Equestrianthegame [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]


2024.05.05 02:16 mining_moron A Map of the Kyanah Homeworld: Part I Road to Hope

Finally, after eight years, a definitive map of the Kyanah homeworld. No more vague handwaving and here-be-dragons nonsense.
https://i.imgur.com/upQLM6w.png
(Main image)
https://i.imgur.com/FhoQbk0.png
(Plus labels)
In red are the impact ranges, the equivalent to mountain ranges since they have no tectonic plates on their homeworld. These are, as previously discussed, formed by debris streams from colossal asteroids--dozens of kilometers across before breaking apart--crossing orbits with the world, creating devastating meteor showers year after year, each event creating more and more craters and impact peaks and ejecta piles until the large rocks mostly run out after a few centuries. These impacts aren't always uniformly distributed across their entire great circle, and geological processes like erosion can wear away parts of an impact range over millions of years, so all the ranges have discontinuities, giving the illusion that they're separate mountain chains. However, by the time Kyanah science reached the level of 17th century Earth, geologists realized that they were all connected to others along great circle lines, and for this reason their maps usually fill in the gaps where the mountains have eroded away over time, hence the thin red lines. All the impact ranges are named after colors, a fact which has everything to do with early modern cartographers drawing each one in a particular color, and nothing to do with me being lazy. Exactly how these debris streams impact along great circles instead of just randomly impacting all over the place was not discovered until their science reached the level of the 20th century, and the Aktektan Effect was discovered: unique minerals in the Tau Ceti system's asteroid belt interact with the solar wind to produce a slight electrostatic charge preventing asteroid fragments from rapidly dispersing and instead holding them together in a relatively dense and narrow stream, allowing for the creation of cohesive impact ranges. (In-universe, the Aktektan Effect also explains how the Tau Ceti system has an enormously dense asteroid belt despite being older than the Solar System.)
Of course, not all impacts arrive in the form of debris streams, there have been plenty of one-off impacts over the eons. Dozens of recognizable independent impact craters over 50 kilometers across can be found on the planet, with the biggest being 300 kilometers across and still almost 2 kilometers deep despite being filled in over millions of years. The lack of oceans and less frequent rain has kept many of these craters well preserved, with who knows how many having eroded away or been buried. While there are no plate tectonics to create large volcano chains, some volcanoes have formed over hot spots or as a result of asteroid impacts; these stand alone or in small clusters, with only dozens of active ones instead of thousands like on Earth.
There are a bit over a hundred major Kyanah city-states with populations over 10 million individuals. Most of these occur in clusters, though there are a few one-off ones that gained such a high population due to their own assorted economic or political quirks. These clusters also, needless to say, have hundreds or even thousands of smaller city-states in between the larger ones. Major city-state clusters include:
The Rktakian Kwardniet (literally Civilized Plateau) (region 1), with 9 major city-states. As a whole, this is the wealthiest and most developed region on the planet, with 14 of the 20 strongest militaries. However, it wasn't always the political and economic center of the world; in pre-modern times, it was far from the wealthiest region, as it as locked out of the major ancient trade routes on all sides. To the north was the White Impact Range, to the west, the Red Impact Range, and to the south, the hot and desolate Dunelands, and the treacherous Shatter, where extant parts of the Yellow, Blue, and Black Impact Ranges (the first of which being the newest and thus most chaotic one, only 34 million Earth years old) cross each other in the same place, creating the widest and highest reach of shattered land in the world. Even in modern times, there are no railways or paved roads through the Shatter, and the vast majority of all travelers and commerce go around or fly over it; to pre-modern Kyanah in the Dunelands and the Rktakian Kwardniet, it truly seemed like the edge of the world. As time went on, they eventually had their own Age of Discovery and joined the ever-expanding global trade networks in earnest. However, the increase in contact between different parts of the world also spread disease and started a deadly pandemic called the Shadow. Without a scientific understanding of viruses or oceans to stop its spread, it circled out the planet, wiping out as many as a billion lives according to some estimates. The Rktakian Kwardniet was particularly hard-hit, losing over a quarter of their population in a generation, which necessitated the adoption of mechanization and industrialization to adapt to the labor shortage. Naturally, this proved to be a blessing in disguise, as the region underwent a meteoric rise in wealth and prosperity, and the first city-states to industrialize gained enormous political influence over the rest of the world. After the Utopian Wars, the rise of Ikun, the establishment of the Hegemony, and the Globalist doctrine further boosted the region's strength, partially at the expense of the poor equatorial regions. The gradual shift to a post-industrial service/information economy and their extensive lead in commercializing space during the Hegemony also contributed significantly. Though as of the Project Hope era, their crown is slipping as city-states in several other regions are rapidly catching up. Many packs from the Dunelands to the south have been immigrating here in recent decades, fleeing drought, corruption, and war to start anew in the wealthier northern city-states.
The Far South (region 2), with 20 major city-states. Currently the second most economically developed region on the planet, this cluster is located along an extant section of the Green Impact Range in the far southern hemisphere (duh). The northern side of the mountains tends to have a surprisingly mild climate for its latitude due to the westerlies bringing warmer air into the region, though the southern side (where a few major city-states have set up shop) is the opposite, with the very same mountains trapping them in a wind shadow with the dry, frigid polar air, creating exceptionally frigid (by Kyanah standards) climates; snow flurries aren't an uncommon sight in the winter, though they rarely accumulate. Most Far South city-states on both sides have the midnight sun and polar night, which both play a big role in their religion and culture, with huge festivals and ceremonies every year at the last sunset before polar night, and the sunrise of the polar day. The biggest reason these areas are densely inhabited in the first place is for the mining of precious metals and valuable minerals deposited by asteroids via the impact range. This meant that the Far South had a relatively poor economy centered around resource extraction and raw materials until after the Utopian Wars and the establishment of the Hegemony. It was at this point that they began to rapidly industrialize and undergo a second population boom to reach the vast population levels of modern times. While plenty of mining cities remain, the most prosperous ones have pivoted to high-tech industry, including but not limited to vehicles, satellites, robotics, consumer electronics, and computer hardware/software. This factor alone doesn't entirely explain the vast population boom; additionally, many of these city-states have a deeply religious populace that puts a high value on procreation. This is often encouraged by their governments, some of which even have hatchling quotas in order to boost their population to economically (and perhaps eventually militarily) compete with the Rktakian Kwardniet; many governments in the region dislike the Hegemony and are neutral to hostile towards the north, though Ikun and other Rktakian Kwardniet have various allies in the region all the same.
The Meatbucket (region 3), with 5 major city-states. This region is characterized by having some of the wettest climates on the planet, with rains exceeding 50 centimeters per Earth year. Trade winds being deflected northwards by an outcropping of the Black Impact Range, westerlies being deflected around the White Impact Range, and polar easterlies from the north all meet here, creating extensive storm systems. Combined with fertile soil being deposited against the White Impact Range by these winds, this is the best agricultural region in the northern hemisphere, a fact which the Kyanah have taken full advantage of; even in modern times, it remains the planet's breadbasket. Despite most city-states having an economy primarily based around agriculture and light industry, it has an average standard of living rivaling that of the Rktakian Kwardniet itself. Due to being next door to said region, it has enjoyed some of the knock-on effects from early industrialization and was an early adopter of high-tech mechanized agriculture, allowing it to produce more meat and livestock feed than any other region. Politically, while the Meatbucket city-states tend to stay out of the drama and convoluted geopolitical games between the north and the south, they also tend to maintain friendly relations with city-states in the Rktakian Kwardniet. Most governments in this region are quite stable and have relatively low levels of corruption. Though much like the Rktakian Kwardniet, the Meatbucket also has many immigrants coming from their south (the Nyruietkot Riyentkin), and also like the Rktakian Kwardniet, this tends to be politically controversial.
The Boreal Cities (region 4), with 14 major city-states. Spread widely across the planet's far northern hemisphere, and often not very culturally or diplomatically involved with each other these city-states are mostly found in the boreal scrubland, with a few in the boreal savanna. Despite mostly having a middling income and unremarkable economy by global standards, several city-states have attained a vast population simply by being very old, though it hasn't been a global power center for centuries, if not millennia. The boreal scrublands are the Kyanahs' ancestral homeland and the hatching place of the first civilizations, so many city-states have been around for thousands of years and gradually accumulated many, many packs. The low density of oases also encourages populations to clump together. The region tends to have a cool and damp climate by the planet's standards...though humans would call it warm and semi-arid.
The Western Sector (region 5), with 5 major city-states. Like the Rktakian Kwardniet to its immediate east, it is also wedged between the White and Red Impact Ranges, though it's separated from the other region by the White Impact Range. While being early to industrialize due to their proximity to the Rktakian Kwardniet, and thus having a high standard of living, most of them never caught up to their eastern neighbors and thus never gained the same tremendous influence on global affairs. Despite considerable cultural differences with the Rktakian Kwardniet, Kyanah in other parts of the world often see them as one and the same, something which neither the Rktakian Kwardniet nor the Western Sector are particularly amused by.
The Nyruietkot Riyentkin (literally Rising East) (region 6), with 33 major city-states. Located in a scorching yet not particularly arid part of the equatorial region, between several old and relatively broken down impact ranges, this region is actually one of the poorest despite its huge population. With an economy heavily centered on resource extraction and cash crops--despite attempts by some of the more well-to-do city-states to break into energy production and manufacturing--having large numbers of young is necessary to have enough helping hands for such demanding industries. Efforts by these city-states to modernize their economies have been hampered by ecological catastrophes, civil unrest caused by the large populations of said city-states, and the use of the region by both the Rktakian Kwardniet and the Far South and a proving ground for Globalist doctrine. Many refugees have fled the region and immigrated to the Meatbucket to the north.
The Middle South (region 7), with 17 major city-states. Rather obviously, it's located in between the Far South and the Near South (not a commonly used term, but typically referring to everything from the Dunelands south to the Shatter. It's easy to see why the Middle South is densely populated; large open plains with wind and precipitation from the westerlies (often carrying rich volcanic soil from the volcanic cluster at the west end of the region) have created a region almost as suitable for agriculture as the Meatbucket. Indeed, in the last few centuries before the Rktakian Kwardniet industrialized, the Middle South was the richest region on the planet, with massive trade hubs dealing in alcohol, hides, spices, and slaves from the northern hemisphere; gold, gems, meteoric iron, and exotic preserved meats from the Far South; and exporting their own textiles, printed books and paper, ceramics, and timber to everyone around them. Though naturally, many other goods were imported and exported over the centuries as well. However, the Middle South was relatively lightly affected by the Shadow, which proved to be a double-edged sword, as they didn't have the same pressure to industrialize and were rather late to the party. Coal would be discovered there in the industrial age, boosting its relevance again somewhat. Development remains mixed in modern times, with some city-states adopting high-tech economies and others sticking to agriculture or coal.
The Dunelands (region 8), with 0 major city-states (the largest is Orokun, with a population of just 8.6 million). However, as the Rktakian Kwardniet's immediate neighbors, they deserve a mention, especially as one pack in Road to Hope comes from the Dunelands. This region is located in a scorching hot and dry basin filled with extensive sand dunes, hence the name. It has a relatively low population-density overall, with most city states having lower middle income economies. The spent the pre-industrial era mostly locked in their own microcosm, with the Rktakian Kwardniet, as to their immediate south are the equally arid Ptekyen Highlands and the treacherous Shatter. They ultimately did not industrialize as quickly as the Rktakian Kwardniet, despite being right next door, which can mostly be attributed to political factors. The Dunelands were thus left in the dust by their northern neighbors and remain plagued by droughts, environmental destruction, and in many city-states, corruption, dictators, and civil unrest.
submitted by mining_moron to goodworldbuilding [link] [comments]


2024.04.25 02:33 kfespiritu I am in the queue to see a long covid specialist, will document treatment here

Hello fellow covid long haulers!
I want to start off by saying I am not a doctor! I am also suffering from long covid symptoms and I am in the queue to see a specialist for long covid. I will be documenting all of my meetings and zoom calls here with the information they give me in hopes that someone else can benefit.
When I caught it:
I first contracted it after a 50km 7 day kayak expedition in BC and I believe I caught it on the ferry back in Aug of 2023. This was my second time catching it, the first being New Year's Eve 2022 (Dec 31, 2021). I have been suffering from long covid symptoms since late Sept. I actually thought I was fine after my covid infection was gone and started running in mid Sept and then all of a sudden the symptoms hit.
My symptoms:
What I'm mostly suffering from are cognitive disruptions such as brain fog and sleep disturbances. I am also suffering from POTS and inflammation. To be clear, these symptoms come and go; which doctors call a "relapse". So I relapse every other week or so and during the relapse, the symptoms last for 3-4 days. Now I have extreme fluid retention where I look like I've gained 15 lbs. I get dizzy while sitting and I can't walk long distances. My body feels heavy like I am unfit. Running is out of the picture and walking is not even a thing!
On my good days, they are really good days. It's like long covid is gone. Currently I am completing a couch to 10km running program on my good days. Also on my good days, I sleep really well where my fit bit will give me 85+ score and sometimes 8.5-9 hours of sleep. My brain also works extremely well and is fast when it's my good days. My skin is also really nice. I attribute all of this to the whole food diet I am eating (single ingredient organic foods, no highly processed items!), sun exposure, rest and supplements.
Wednesday, April 24, 2024:
SUPPLEMENTS: Here are a list of supplements I have been taking which have helped so far. They are mostly brain focused, anti inflammatory, supportive for optimal body functions and antioxidants and their precursors. Everyone has different needs, so consider the symptoms you are having and try to think what the root cause may be; that's how I figured out how to start my supplementation journey.
Please use high quality third party tested supplements! Do not buy from Amazon even if they are selling a reputable brand; they are not regulated and there are counterfeits on that site!
Supplement For what Link
5htp (AM) - serotonin and dopamine production, mood regulation and bodily functions (serotonin plays key role in body functions) https://aor.ca/product/5-htp/
Antihistamine (AM) - reduces histamine production (my immune system is ON) https://www.costco.ca/kirkland-signature-allergy-relief-extra-strength10-mg%2c-200-tablets.product.100556077.html
DHA and EPA (AM) - reduces inflammation, and improves cognition, mood, and energy https://cytomatrix.ca/products/peak-epa/
N-Acetyl-L-Cysteine with glycine and selenium (AM) - pre-cursor to glutathione which is an antioxidant https://cytomatrix.ca/products/nac-matrix/
Nicotinamide mononucleotide (AM) - essential coenzyme for body processes, precursor to NAD+ another antioxidant https://purepharmacy.com/products/natural-factors-regenerlife-sleep-nmnsurge?_pos=1&_sid=3a1b31e3a&_ss=r
Magnesium bisglycinate (PM) - sleep (many of us are also deficient in Mg) https://purepharmacy.com/products/bobs-magnesium-bisglycinate-200mg-100vcaps?_pos=2&_fid=258f48a34&_ss=c
Magnesium threonate (AM) - cognition (many of us are also deficient in Mg) https://www.metagenics.com/mag-l-threonate
Melatonin + theanine + 5htp (PM) - sleep aide and promotes relaxation https://www.walmart.ca/en/ip/webber-naturals-Super-Sleep-90-Soft-Melt-Tablets/PRD16UVLL2O3W3L
Probiotic (AM) - improves digestion and absorption of nutrients https://www.alignprobiotics.ca/en-ca
Turmeric, Protease, Stem bromelain, Quercetin (AM) - reduces inflammation and swelling https://cytomatrix.ca/products/inflammatrix/
Zinc (AM) - supports immune system, enhances digestion and metabolism of important vitamins, minerals, carbohydrates, and other essential nutrients https://www.pureencapsulationspro.com/zinc-30.html?size=60%20capsules
April 29 appointment (general: which meds to take)
TLDR:
A big thing I took away from the session was that right now there are no solutions but drs are treating symptoms to help balance people and get them back to normalcy. This is all they can do at the moment.
Summary:
I attended a 1 hour zoom session with other patients today where the goal of the session was to funnel all of us into more specific sessions. Today the drs discussed areas of concern, symptoms and showcased the upcoming workshops about specific concerns. It was very general. For example, if you are struggling with sleep after long covid and want to know more about how to treat it, there is a group workshop on that.
My goal is to not go the pharmacological route if possible so will be attending sessions on sleep quality. I will be working on supporting my body and brain with quality sleep, low irritant whole foods diet, vitamins + supplements, low stress and adding in gentle exercise. My grandma told me, before she passed away, that her friends were on lots of medications. That once you start taking a pill for something, there is always a side effect. Which then you take another pill to “fix” the side effects. It is a race to the bottom and next thing you know you are taking a concoction of pills. This is not uncommon with prescription medication.
I did ask about antiviral medication studies and clinical trials which turns out there are some being conducted by Stanford related long Covid. According to the drs, there was a conference on anti viral medication so there should be some information to relay to the patients soon. This may be a route I take if the non-pharmacological route doesn’t work after 3 months.
May 2 appointment (How to exercise with Chronic Pain: EDS, ME/CFS)
TLDR: you need to be responsible for your own exercise rehab program and use your symptoms as your coach.
This zoom appointment was about how to exercise with chronic pain in relation to long covid symptoms. What I gathered was: it’s a choose your own adventure for your fitness rehab program.
The formula is to start small or easier than you think you need, observe symptoms and adjust from there.
Focus on exercise which increase your enjoyment of life and can improve body functions such improving circulation, range of motion and imrpveo sleep to help symptoms and improve overall quality of life.
May 9: conference summary
Here is a summary of the appoinement:
There were three remaining hypothesis doctors are looking at to explain a lot of the symptoms that are happening
  1. PASC (post acute sequelae of covid-19): which relates to viral persistence and 200+ symptoms related to LC
  2. Gut disbiosa: a study from china showed great improvement from pre and pro biotic foods and supplements
  3. Blood clotting and endothelial damage: less oxygen to areas resulting in multi-organ injury.
These are all impacting the immune system resulting in disregulation which can be seen through various elevated antibodies bloodwork. The antibody production is also out of balance.
Some takeaways: - if you get covid again, your long covid symptoms worsen (seen in various studies) - There are trials related to serotonin being conducted. - As of right now, doctors are still focusing on symptom regulation since there is no cure at the moment but there is a lot of trials and studies being conducted.
May 13: medical info session on Guanfacine and stimulant medication for brain fog
The medications suggested for brain fog during the zoom call was guanfacin, modafinail and Vyvanse
  • STUDY on NAC with guanfacine was referenced
  • Guanfacine is a non stimulant while Vyvanse and modafinil are stimulant medications
What’s really interesting about these sessions is that the doctors talk about the mechanisms of each medication and leave it up to the patient to decide whether or not they should take it. There is some consulting where patients will disclose what they are already on and the doctor will share their thoughts.
The process is: we attend the medical info sessions, decide for ourselves k then request a prescription.
Will update here with next specialist appointment information (May 15, 2024: How to Navigate the Medical System)
submitted by kfespiritu to covidlonghaulers [link] [comments]


2024.04.24 18:31 MaasaiAfricanGuides What month is the great migration in Africa?

What month is the great migration in Africa?

https://preview.redd.it/nom6dxjifgwc1.jpg?width=900&format=pjpg&auto=webp&s=ac962443a2e5c81a1874d36a444be7cd718c90d5
The Great Migration in Africa is one of the most breathtaking natural phenomena on the planet, attracting thousands of tourists and wildlife enthusiasts each year. This awe-inspiring event sees millions of animals embark on a perilous journey across the vast savannas of East Africa in search of greener pastures.
When does the Great Migration Occur?
The Great Migration typically occurs between July and October. This is when vast herds of wildebeest, zebra, and gazelle traverse the Serengeti in Tanzania and the Masai Mara in Kenya in search of food and water. The exact timing of the migration can vary slightly from year to year due to factors such as rainfall patterns, but visitors can generally expect to witness this incredible sight during these months.
Why is the Migration Significant?
The Great Migration is a significant event for several reasons. Firstly, it is one of the last remaining mass migrations of large land mammals on the planet, making it a unique and increasingly rare spectacle to witness. Secondly, migration plays a crucial role in the ecosystem, helping to replenish grasslands and support predator populations.
Witnessing the Great Migration:
For wildlife enthusiasts and photographers, witnessing the Great Migration is a once-in-a-lifetime experience. The sight of thousands of animals moving in unison across the plains, braving rivers teeming with crocodiles and facing predators along the way, is truly awe-inspiring.
Tourists can choose from a variety of safari options, ranging from luxury lodges to mobile camps that follow the migration routes. Hot air balloon rides over the savannah provide a unique perspective of the herds below, while guided game drives offer up-close encounters with the wildlife.
Tips for Planning a Trip:
If you're thinking of witnessing the Great Migration firsthand, here are a few tips to help you plan your trip:
  • Book your safari well in advance, as accommodations tend to fill up quickly during peak migration season.
  • Consider visiting in the shoulder months of June or November to avoid crowds and potentially witness river crossings.
  • - Pack appropriately for the safari, including lightweight clothing, sturdy shoes, and a good pair of binoculars for wildlife viewing.
The Great Migration in Africa is a natural wonder that showcases the beauty and diversity of the continent's wildlife. By timing your visit between July and October, you can witness this spectacular event and create memories that will last a lifetime. Whether you're a seasoned wildlife enthusiast or a first-time safari-goer, the Great Migration is sure to leave you in awe of the wonders of nature.
submitted by MaasaiAfricanGuides to WildebeestMigration [link] [comments]


2024.04.24 01:47 TheRestlessMess How do you cope?

I'm about to turn 36 and have been treating my RLS with hydrocodone for the last decade. I originally started because an old coworker was selling norco (his extended family had presciptions for gout and stuff) and I found it really helped me get through the work day, mostly with anxiety at the time. I would say I was originally addicted to hydrocodone for the euphoria, but now I'm addicted to it for the restful sleep it provides me. Every once in a while when the conditions are right (light load with work, diet in check that day, properly exercised, etc) I will test myself to see if I can make it through a night without it, but I end up miserable waking up every ~2 hours with the RLS flaring up. It's like my body registers a REM cycle and then bam. Every once in a while when I’ve pushed my body beyond its physical limits and completely exhausted myself, I can crash on my bed without it and sleep for like 5 hours.
My RLS was not as pronounced in my twenties, it was less intense and intermittent. Now it is constant (at night and sometimes during the day) and only affects my left side, arm and upper leg. It is the live-wire sensation of electrical current pulsing in my bones and muscles... a persistent neurological itch. Strangely, activating the muscles on my right side scratches the itch on my left, but it's merely a scratch. Clenching a pillow between my legs provides a good scratch but the itch does not go away, in fact it can just add fuel to the wildfire.
It's getting worse with age, same for my dad. He takes mirapex religiously (cycles with .25mg increments, maxing out at 1mg then holiday and reset) and has been trying all sorts of stuff over the years (bromocriptine and other weird drugs). Mirapex is the one thing that has really stuck for him. He got addicted to running as a means of coping with it, and became an ultra runner who does 100 mile races. He'll sometimes wake up at 2am restless, put on a headlamp and hit the trail for a 14 mile run. He takes naps during the day when he's able. He says he remembers his mom doing weird stuff like cleaning the house in the middle of the night when he was a kid, and he's pretty sure he got it from her.
I do not like mirapex - .5mg kind of masked the itch but not completely. When going on or off it for "holiday", I get irritable with mild headache and nausea. I just end up taking the norco anyway which completely shuts it down, like a nuclear bomb approach. My routine is 5mg of hydrocodone at 9-10pm and I sleep through the night. I've been trying to tone it down to ~.3mg but it's not always getting the job done. I also recently quit cannabis for various reasons.
The norco is expensive and I need to buy in bulk. I'm getting anxious as my current supply is running low, but I expect to receive a large enough bonus from work soon to restock for another ~6 months. I'm paycheck to paycheck these days and could really use that money for things other than this addiction. I've talked to various neurologists at Kaiser and while they acknowledge opiates can be used as a last resort, they say I'm too young to start that treatment method and must first exhaust all others medications. I've tried them: requip, ropinorole, neupro, gabapentin, etc. They just don't shut it down while the side effects suck, and I guess that's to be expected. I gather they are a piece of the solution that involves other factors like pro-biotic for gut health (lot of dopamine is produced by the gut), avoiding sugar after noon, iron supplements (I have borderline low iron levels from blood tests and take a multi-vitamin with dinner), heating pads, lavendar oil, calms forte, avoiding caffeine (although my dad swears that a small dose of coffee at the right time has an unexpected reverse effect on his RLS trigger), etc.
I can't admit to my dad that I'm addicted to opiates; I don't know who else to talk to about this condition. Should I switch to PPO health insurance to get outside of the Kaiser network (in Los Angeles) to seek other neurologistics who might be open to prescribing an opiate? I see some posts regarding methodone and I'd be very willing to try that. Or what do ya'll do when you wake up restless in the middle of the night and can't sleep? Hit an exercise bike, do some stretching, play a video game/ watch TV while jittering? Is there a way to embrace the restlessness with middle of the night activities (like my dad's running) that won't interfere with my wife's sleep? My habits are unsustainable and acknowledging that stresses me out. Thank you for reading and any potential advice. Fuck RLS.
submitted by TheRestlessMess to RestlessLegs [link] [comments]


2024.04.23 11:20 marcelthesquirrel gastric cancer and how it disproportionately impacts east asian demographics

gastric cancer and how it disproportionately impacts east asian demographics submitted by marcelthesquirrel to stomachcancer [link] [comments]


2024.04.13 15:33 como365 Do you know about Missouri glades? In Columbia, we have rare glades in Grindstone Nature Area and Rock Bridge State Park.

Do you know about Missouri glades? In Columbia, we have rare glades in Grindstone Nature Area and Rock Bridge State Park.
Often described as desert-like, glades actually share more plant species with our tallgrass prairies. Glades are open, rocky areas usually located amid upland woodlands. Their high location, thin soils, exposed rocks, few trees, and south- or west-facing aspect makes them hot and dry. Plants and animals adapted to our glades will remind you of the desert, or of prairies. Many other plants and animals benefit from glades because of the transition zone between the open, sunny glades and adjoining wooded areas.
Periodic Disturbance Keeps Glades Open In Missouri’s Ozarks, glades used to be more common than they are now. Historically, lightning strikes, Native Americans, and early settlers occasionally started fires, which kept the glades open and sunny.
With settlement came fire suppression and continuous grazing. The lack of fire and trampled soil allowed eastern red cedar and other trees to overtake many Missouri glades. As thick stands of trees shaded out the sun-loving glade flora, the collared lizards, roadrunners, and other animals began to disappear, too.
This sequence is similar to the situation with prairies, which also eventually turn into forests if periodic fire and grazing don't occur to keep shrubs and trees from taking over.
In addition to fire, other natural disturbances that kept glades open were drought, frost upheaval, and native grazers. Deer, elk, and bison grazed the glades briefly, and then moved on.
As conservationists have learned the role of periodic disturbance in the glade ecosystem, they have begun restoring glades with cedar removal and prescribed fire.
Plants and Animals Hot, dry conditions plus soil chemistry and other factors limit the types of plants that can survive in glades. This goes for other life-forms, too. Some organisms commonly associated with the desert Southwest or the southern Great Plains find the northeastern limit of their ranges in Missouri. Other plants and animals, more common in balmier southeastern states, find their northwestern limits in Missouri’s glades.
First among glade plants, drought-tolerant lichens and mosses cling to the rocks. Several glade plants are especially adapted to the desertlike conditions — prickly pear cactus, glade and yellow coneflowers, prairie dock, compass plant, wild petunia, and Missouri evening primrose, bladderpod, and geocarpon all have special mechanisms for surviving drought. Many warm-season grasses and other plants we commonly associate with prairies are often found on glades: little bluestem, sideoats grama, switchgrass, and prairie dropseed, for example.
Many fascinating animals live on glades, including several amphibians and reptiles such as the eastern narrow-mouthed toad, southern coal skink, six-lined and prairie racerunners, Great Plains ratsnake, flat-headed snake, eastern (red) milksnake, eastern collared lizard, eastern coachwhip, and several more. Many of these are secretive, keeping cool under rocks during the heat of day.
Birds associated with glades include roadrunner, yellow-breasted chat, painted bunting, Bachman’s sparrow, field sparrow, brown thrasher, and prairie warbler. Before they moved into cities, where they nest on the hot, dry tops of buildings, common nighthawks once built their nests on the warm rocks of glades.
Texas and desert mice are especially noted for living in glades, but many other mammals thrive when glades occur in their woodland habitats, providing warm sunny spots on cold days, and a patch of grasses, forbs, and relatively abundant insects to eat.
A host of insects, spiders, and other invertebrates occur specially on glades. Like the amphibians and reptiles, many stay hidden in crevices or under rocks: the striped bark scorpion, Texas brown tarantula, black widow, and harvestmen (daddy longlegs) are notable. The lichen grasshopper is restricted to glades, but many other grasshoppers (some of them rare or threatened), beetles, flies, ants, and bees are strongly associated with glades. Several butterflies, skippers, and moths are common on glades, and the Ozark swallowtail, Papilio joanae, is primarily restricted to Ozark glades. Missouri’s largest tiger beetle, Cicindela vulturina, lives only in dolomite glades in the White River Hills.
Five Types of Glades Glade communities are distinguished by their underlying rock type, which strongly influences the soil chemistry. Igneous, chert, and sandstone glades, for example, tend to have acidic soils, while dolomite and limestone glades are calcified, with alkaline or neutral soils. Soil type is a big influence on which kinds of plants grow there.
The different bedrock types appear as outcrops in different regions of the Ozarks, so the five different glade types occur in different regions, too. To see examples of all Missouri’s glade types, you’ll have to travel around the state!
  1. Limestone Glades Limestone glades occur mainly in southwestern Missouri, along the west and north borders of the Ozark Highlands. They are much less common than dolomite glades, which are somewhat similar. Most limestone glades are relatively small in acreage and are typically located above rivers and streams.
Calcium leaches out of limestone and dolomite, so glades on those bedrocks have alkaline or neutral soils. With similar soils, limestone and dolomite glades have many plants in common, and many of these are also associated with prairies. Little bluestem, sideoats grama, Mead’s sedge, wild onion, prairie dock, and Missouri coneflower are common to both. Limestone glades are especially noted for prairie tea, orange puccoon, narrow-leaved milkweed, eastern prickly pear, dwarf spiderwort, Missouri primrose, false aloe, and more.
  1. Dolomite Glades Dolomite glades beautify much of the Ozarks. Widespread and abundant, they are found nearly throughout the Ozarks, but they are concentrated in Barry, Stone, Taney, and Ozarks counties in the southwest, and Jefferson County in the east. They usually dot south- and west-facing slopes in hilly landscapes, and they are usually separated from each other by expanses of woodland and forest.
Some dolomite glades are up to several hundred acres in size. As dolomite erodes, its horizontal layers create a stairstep or blocky pattern. Their many nooks and crannies offer hiding places for small animals to hide or for plants to root.
The calcium that leaches out of dolomite raises the soil’s pH, so the plants the live on dolomite glades must be able to live in these alkaline or neutral soils. Look for Missouri black-eyed Susan, yellow coneflower, Missouri evening primrose, scurfy pea, prairie turnip, and many grasses usually associated with prairies: little and big bluestem, sideoats grama, and switchgrass.
  1. Chert Glades Chert glades are very rare in Missouri and are found only in the extreme southwest part of the state; in fact, only about 20–60 acres of this habitat remains, most of it within the city limits of Joplin. The soils are especially shallow and acidic, so the plants and animals are quite specialized. Because chert weathers so slowly, there are few crevices to serve as shelters for animals. Historically, chert glades were probably grazed by bison and elk, and the fires that kept trees from encroaching on these glades apparently reached them by spreading from nearby prairies and savannas, which are also maintained naturally by fire.
As in the other acidic glades, lichens and mosses are abundant. Common plants include sedums, selenia, Venus’ looking glass, eastern prickly pear, aromatic aster, dwarf dandelion, pinweed, and Barbara’s buttons. Say’s grasshopper (Spharagemon equale), with gray-tan camouflage but bright yellow-orange legs, in Missouri is apparently found only on chert glades.
  1. Sandstone Glades Sandstone glades occur mostly along the edges of the Ozark dome, scattered across the northern half of the Ozark Highlands, with more dense communities on the west and north Ozark border. They are similar to igneous glades, but because sandstone weathers and erodes differently, sandstone glades have a smooth, less rugged appearance. They are usually gently sloping or flat and occur lower within the landscape than other glade types. They also tend to be smaller in terms of acreage. Often, there are shallow temporary pools following rain or snowmelt.
As with other glades with acidic soils, sandstone glades have extensive areas of the bedrock covered by lichens and mosses. Sandstone glades are bordered by dry woodlands with stunted, gnarled trees and shrubs. The rare plant geocarpon, a tiny, succulent member of the pink or carnation family, occurs almost exclusively on sandstone glades in west-central Missouri.
  1. Igneous Glades Igneous glades, which typically have rhyolite and granite bedrocks, occur in southeast Missouri, especially in the St. Francis Mountains and in a few places in the Current River hills. They are usually situated on hilltops, so they provide some of the most spectacular views of the Ozarks. They vary in size from less than an acre to broad expanses of 30–40 acres. The hard, insoluble rocks are often exposed, creating a rugged terrain. Dry woodlands with stunted, gnarled trees and shrubs often occur at the edges of these glades.
The irregular nature of igneous bedrock creates occasional deep pockets in which soils can develop. Igneous glades have many plants in common with the similarly acidic sandstone glades. Look for plants like blue curls, rock pink, sundrops, and more. Lichens and mosses are plentiful, but grasses typically are not the dominant plants.
Most of Missouri’s glades are south of the Missouri River in the Ozark Highlands, plus some counties in the Mississippi River hills. There are currently about 400,000 acres of glades in our state, out of the estimated half a million acres that existed at the time of European settlement.
This text and images blatantly stolen from the Missouri Department of Conservation, read more at the source: https://mdc.mo.gov/discover-nature/habitats/glades
submitted by como365 to columbiamo [link] [comments]


2024.04.13 15:31 como365 Do you know about Missouri glades?

Do you know about Missouri glades?
Often described as desert-like, glades actually share more plant species with our tallgrass prairies. Glades are open, rocky areas usually located amid upland woodlands. Their high location, thin soils, exposed rocks, few trees, and south- or west-facing aspect makes them hot and dry. Plants and animals adapted to our glades will remind you of the desert, or of prairies. Many other plants and animals benefit from glades because of the transition zone between the open, sunny glades and adjoining wooded areas.
Periodic Disturbance Keeps Glades Open In Missouri’s Ozarks, glades used to be more common than they are now. Historically, lightning strikes, Native Americans, and early settlers occasionally started fires, which kept the glades open and sunny.
With settlement came fire suppression and continuous grazing. The lack of fire and trampled soil allowed eastern red cedar and other trees to overtake many Missouri glades. As thick stands of trees shaded out the sun-loving glade flora, the collared lizards, roadrunners, and other animals began to disappear, too.
This sequence is similar to the situation with prairies, which also eventually turn into forests if periodic fire and grazing don't occur to keep shrubs and trees from taking over.
In addition to fire, other natural disturbances that kept glades open were drought, frost upheaval, and native grazers. Deer, elk, and bison grazed the glades briefly, and then moved on.
As conservationists have learned the role of periodic disturbance in the glade ecosystem, they have begun restoring glades with cedar removal and prescribed fire.
Plants and Animals Hot, dry conditions plus soil chemistry and other factors limit the types of plants that can survive in glades. This goes for other life-forms, too. Some organisms commonly associated with the desert Southwest or the southern Great Plains find the northeastern limit of their ranges in Missouri. Other plants and animals, more common in balmier southeastern states, find their northwestern limits in Missouri’s glades.
First among glade plants, drought-tolerant lichens and mosses cling to the rocks. Several glade plants are especially adapted to the desertlike conditions — prickly pear cactus, glade and yellow coneflowers, prairie dock, compass plant, wild petunia, and Missouri evening primrose, bladderpod, and geocarpon all have special mechanisms for surviving drought. Many warm-season grasses and other plants we commonly associate with prairies are often found on glades: little bluestem, sideoats grama, switchgrass, and prairie dropseed, for example.
Many fascinating animals live on glades, including several amphibians and reptiles such as the eastern narrow-mouthed toad, southern coal skink, six-lined and prairie racerunners, Great Plains ratsnake, flat-headed snake, eastern (red) milksnake, eastern collared lizard, eastern coachwhip, and several more. Many of these are secretive, keeping cool under rocks during the heat of day.
Birds associated with glades include roadrunner, yellow-breasted chat, painted bunting, Bachman’s sparrow, field sparrow, brown thrasher, and prairie warbler. Before they moved into cities, where they nest on the hot, dry tops of buildings, common nighthawks once built their nests on the warm rocks of glades.
Texas and desert mice are especially noted for living in glades, but many other mammals thrive when glades occur in their woodland habitats, providing warm sunny spots on cold days, and a patch of grasses, forbs, and relatively abundant insects to eat.
A host of insects, spiders, and other invertebrates occur specially on glades. Like the amphibians and reptiles, many stay hidden in crevices or under rocks: the striped bark scorpion, Texas brown tarantula, black widow, and harvestmen (daddy longlegs) are notable. The lichen grasshopper is restricted to glades, but many other grasshoppers (some of them rare or threatened), beetles, flies, ants, and bees are strongly associated with glades. Several butterflies, skippers, and moths are common on glades, and the Ozark swallowtail, Papilio joanae, is primarily restricted to Ozark glades. Missouri’s largest tiger beetle, Cicindela vulturina, lives only in dolomite glades in the White River Hills.
Five Types of Glades Glade communities are distinguished by their underlying rock type, which strongly influences the soil chemistry. Igneous, chert, and sandstone glades, for example, tend to have acidic soils, while dolomite and limestone glades are calcified, with alkaline or neutral soils. Soil type is a big influence on which kinds of plants grow there.
The different bedrock types appear as outcrops in different regions of the Ozarks, so the five different glade types occur in different regions, too. To see examples of all Missouri’s glade types, you’ll have to travel around the state!
  1. Limestone Glades Limestone glades occur mainly in southwestern Missouri, along the west and north borders of the Ozark Highlands. They are much less common than dolomite glades, which are somewhat similar. Most limestone glades are relatively small in acreage and are typically located above rivers and streams.
Calcium leaches out of limestone and dolomite, so glades on those bedrocks have alkaline or neutral soils. With similar soils, limestone and dolomite glades have many plants in common, and many of these are also associated with prairies. Little bluestem, sideoats grama, Mead’s sedge, wild onion, prairie dock, and Missouri coneflower are common to both. Limestone glades are especially noted for prairie tea, orange puccoon, narrow-leaved milkweed, eastern prickly pear, dwarf spiderwort, Missouri primrose, false aloe, and more.
  1. Dolomite Glades Dolomite glades beautify much of the Ozarks. Widespread and abundant, they are found nearly throughout the Ozarks, but they are concentrated in Barry, Stone, Taney, and Ozarks counties in the southwest, and Jefferson County in the east. They usually dot south- and west-facing slopes in hilly landscapes, and they are usually separated from each other by expanses of woodland and forest.
Some dolomite glades are up to several hundred acres in size. As dolomite erodes, its horizontal layers create a stairstep or blocky pattern. Their many nooks and crannies offer hiding places for small animals to hide or for plants to root.
The calcium that leaches out of dolomite raises the soil’s pH, so the plants the live on dolomite glades must be able to live in these alkaline or neutral soils. Look for Missouri black-eyed Susan, yellow coneflower, Missouri evening primrose, scurfy pea, prairie turnip, and many grasses usually associated with prairies: little and big bluestem, sideoats grama, and switchgrass.
  1. Chert Glades Chert glades are very rare in Missouri and are found only in the extreme southwest part of the state; in fact, only about 20–60 acres of this habitat remains, most of it within the city limits of Joplin. The soils are especially shallow and acidic, so the plants and animals are quite specialized. Because chert weathers so slowly, there are few crevices to serve as shelters for animals. Historically, chert glades were probably grazed by bison and elk, and the fires that kept trees from encroaching on these glades apparently reached them by spreading from nearby prairies and savannas, which are also maintained naturally by fire.
As in the other acidic glades, lichens and mosses are abundant. Common plants include sedums, selenia, Venus’ looking glass, eastern prickly pear, aromatic aster, dwarf dandelion, pinweed, and Barbara’s buttons. Say’s grasshopper (Spharagemon equale), with gray-tan camouflage but bright yellow-orange legs, in Missouri is apparently found only on chert glades.
  1. Sandstone Glades Sandstone glades occur mostly along the edges of the Ozark dome, scattered across the northern half of the Ozark Highlands, with more dense communities on the west and north Ozark border. They are similar to igneous glades, but because sandstone weathers and erodes differently, sandstone glades have a smooth, less rugged appearance. They are usually gently sloping or flat and occur lower within the landscape than other glade types. They also tend to be smaller in terms of acreage. Often, there are shallow temporary pools following rain or snowmelt.
As with other glades with acidic soils, sandstone glades have extensive areas of the bedrock covered by lichens and mosses. Sandstone glades are bordered by dry woodlands with stunted, gnarled trees and shrubs. The rare plant geocarpon, a tiny, succulent member of the pink or carnation family, occurs almost exclusively on sandstone glades in west-central Missouri.
  1. Igneous Glades Igneous glades, which typically have rhyolite and granite bedrocks, occur in southeast Missouri, especially in the St. Francis Mountains and in a few places in the Current River hills. They are usually situated on hilltops, so they provide some of the most spectacular views of the Ozarks. They vary in size from less than an acre to broad expanses of 30–40 acres. The hard, insoluble rocks are often exposed, creating a rugged terrain. Dry woodlands with stunted, gnarled trees and shrubs often occur at the edges of these glades.
The irregular nature of igneous bedrock creates occasional deep pockets in which soils can develop. Igneous glades have many plants in common with the similarly acidic sandstone glades. Look for plants like blue curls, rock pink, sundrops, and more. Lichens and mosses are plentiful, but grasses typically are not the dominant plants.
Most of Missouri’s glades are south of the Missouri River in the Ozark Highlands, plus some counties in the Mississippi River hills. There are currently about 400,000 acres of glades in our state, out of the estimated half a million acres that existed at the time of European settlement.
This text and images blatantly stolen from the Missouri Department of Conservation, read more at the source: https://mdc.mo.gov/discover-nature/habitats/glades
submitted by como365 to missouri [link] [comments]


2024.04.11 16:52 cats64sonic Mansa Musa, Islam in Africa, and the Evolutionary Tapestry of Animal Development

Introduction:
Mansa Musa, the legendary ruler of the Mali Empire, and the spread of Islam in Africa represent transformative forces that shaped the cultural, political, and economic landscape of the continent. Amidst their profound influence, the study of animal development offers a fascinating lens through which to explore the evolutionary dynamics of life on Earth. This essay delves into the intersection of Mansa Musa, Islam in Africa, and animal development, uncovering how biological processes have intertwined with historical and cultural phenomena to shape the diversity and complexity of life.
Mansa Musa and the Mali Empire:
Mansa Musa, who reigned from 1312 to 1337, is renowned for his wealth, piety, and expansive empire, which encompassed vast territories stretching from present-day Senegal to Mali and Niger. As a devout Muslim, Mansa Musa undertook a historic pilgrimage to Mecca in 1324, where he showcased the wealth and splendor of the Mali Empire, leaving a lasting impression on the Islamic world and beyond. His pilgrimage and patronage of Islam facilitated the spread of Islamic culture, scholarship, and trade across West Africa.
Islam in Africa:
The spread of Islam in Africa, facilitated by trade networks, pilgrimage routes, and cultural exchange, had a profound impact on the social, political, and religious landscape of the continent. Islam provided a unifying framework for diverse ethnic groups and kingdoms, fostering a sense of shared identity and cultural cohesion. Islamic values and principles, such as justice, charity, and education, influenced the governance and social norms of African societies, shaping the development of art, architecture, and literature.
Animal Development: From Embryo to Organism:
Animal development is a complex and dynamic process that unfolds from the fertilization of an egg to the formation of a fully developed organism. This process involves a series of intricate molecular and cellular events, including cell division, differentiation, morphogenesis, and organogenesis. Genetic and environmental factors interact to regulate gene expression and signaling pathways, orchestrating the formation of tissues, organs, and body structures.
The intersection of Mansa Musa, Islam in Africa, and animal development reveals parallels between the evolutionary dynamics of life and the historical and cultural forces that have shaped human societies. Just as the Mali Empire expanded and evolved over time, organisms undergo developmental processes that sculpt their form and function, adapting to changing environmental conditions and selective pressures.

Evolutionary Adaptations and Biological Diversity:
Throughout Africa's history, organisms have undergone evolutionary adaptations to survive and thrive in diverse ecosystems, from the savannas of West Africa to the rainforests of Central Africa. Natural selection, genetic drift, and other evolutionary mechanisms have driven the diversification of species, leading to the rich tapestry of biological diversity that characterizes the continent. Organisms exhibit a remarkable array of adaptations, from camouflage and mimicry to specialized feeding habits and reproductive strategies, reflecting the complex interplay between genetic variation and environmental factors.
Legacy and Lessons Learned:
The legacy of Mansa Musa, Islam in Africa, and animal development extends beyond the realms of history and biology to encompass the interconnectedness of human culture, natural history, and evolutionary dynamics. By exploring the intersection of these phenomena, we gain insights into the complex web of relationships that shape the diversity and complexity of life on Earth. Moreover, we recognize the importance of cultural exchange, adaptation, and resilience in the evolutionary process, highlighting the enduring influence of historical and cultural forces on the biological heritage of living organisms.
Conclusion:
Mansa Musa, Islam in Africa, and animal development represent diverse facets of human history and natural history, each contributing to the rich tapestry of life on Earth. By unraveling the interconnectedness of these phenomena, we gain a deeper appreciation for the dynamic forces that have shaped the evolution of organisms and the cultural diversity of human societies. As we continue to explore the intersections of history, culture, and biology, we honor the legacy of Mansa Musa, Islam in Africa, and the evolutionary tapestry of animal development, recognizing their enduring influence on the world we inhabit.
submitted by cats64sonic to DecreasinglyVerbose [link] [comments]


2024.04.08 02:25 mining_moron Plantlife of the Kyanah Homeworld Road to Hope

The plants on the Kyanah homeworld are divided into four main categories, which diverge considerably from Earth plants, despite some notable parallels.
Two of these categories, endoskeleton plants and exoskeleton plants, are considered the structured plants, which make up virtually all large plants on their world (though not all species are large). In the exoskeleton plants, the structural support is provided by a hard woody exterior that protects the core from damage, while inside is a softer core used for nutrient transfer and water storage. In endoskeleton plants, it's the other way around, the woody load-bearing part is on the inside, and on the outside is a softer, more pliable layer with a predominantly cellulose matrix containing not only nutrient and water transfer infrastructure, but a network of nerves running across the plant's surface, allowing information about conditions or threats in one part of the plant to be relayed to the rest of the plant, or even communicated to nearby plants of the same species using chemical secretions. This matrix, due to its high cellulose content, is similar in texture to cotton, but stronger and more securely attached to the woody core than, say, a cotton boll, you couldn't just pluck it off with your bare hands, at least without considerable effort.
The largest species of structured plants are similar in size to small trees from Earth, with tough, rigid exoskeleton plants reaching maximum heights of 10-12 meters, while more pliable endoskeleton plants max out at 6-8 meters. However, plenty of species are much more akin to shrubs or bushes. Regardless of size, these plants have a completely inverted growth pattern compared to Earth trees and bushes. As the plants grow, additional trunks will descend downwards from the main trunk and make multiple points of contact with the ground, where they take root to help stabilize the plant as it grows taller; both endoskeleton and exoskeleton plants do this. Beneath the ground, enormous root networks collect scarce water from far away and provide additional stability. These factors mean that they take up much more space than Earth trees, preventing dense forests from existing as a biome. Also, rather than having many small and flimsy leaves, they have a smaller number of large leaves with robust woody supports, in order to enhance durability and protection against herbivores, strong winds induced by the 2.8 bar atmosphere, and gravity-induced stress induced by the planet's 1.4G. Each leaf might be half a meter across and noticeably thicker than a normal leaf but there will be far fewer of them than on an Earth tree. All endoskeleton plants and a few exoskeleton plants can dynamically angle their leaves to optimize sunlight capture.
Structured plants also don't produce flowers or seeds, instead relying on the wind to disperse large volumes of spores across great distances; since spores can travel further than bigger, heavier seeds, they are better able to cross the gaps between oases, and can remain dormant for a long time until the rare rains allow them to germinate. The comparative cheapness of spores also means that larger numbers can be produced compared to seeds, increasing the probability that some make it to the next oasis or other habitable area.
Ecosystem-wise, exoskeleton plants usually live in harsher, drier, windier areas, with simpler ecosystems, where mechanical stress from the elements are the biggest threats, and there is less going on in their environment, making the nerve system less useful. Whereas endoskeleton plants usually live in comparatively lush environments (by the standards of a desert planet at least) in more dynamic ecosystems, where being a "social plant" is advantageous and surroundings can change rapidly, forcing plants to chemically and/or mechanically adjust equally rapidly. While their soft outer layer is less durable than an exoskeleton plant, they make up for this with thorns, poison, and inter-plant communication, whereas exoskeleton plants just have the brute-force protection of their wooden shell.
The other two categories of plants are the unstructured plants, comprised of invertebrate plants and airweeds. Invertebrate plants have no woody support structure at all, inside or out, which limits their height to a few centimeters to protect them from the gravity and the thick atmosphere's stiff winds. This category includes the only seed-bearing, flowering plants on the planet. Due to their small size, they can't biologically afford the enormous spore factories of structured plants, and lack the height to disperse them across vast distances in the wind, so they invest in smaller numbers of heavier seeds that germinate close by or get transported by animals.
However, not all invertebrate plants have seeds and flowers, especially the older and more primitive taxa. There are also the various aquatic plants, which tend to be invertebrate, and the crawlers are invertebrate as well. As the name suggests, these plants crawl along the ground, spreading in intricate maze-like patterns and fixing themselves to the ground with additional soft stems as they expand. The result can be described as similar to kudzu or ivy patches, but less dense and usually confined to the ground instead of climbing, and serves a similar niche to Terran grasses (which are too flimsy to thrive under 1.4G), in that it carpets the ground in savanna analogues, and grazing herbivores consume it.
Last, but not least, we have the airweeds, which not only have no skeleton, but no connection to the ground at all. Some species do actually still sit on the ground, just not attached to it, resembling moss carpets or tumbleweeds, but most airweed species are free-floating, using the wind to endlessly drift around, with the thick atmosphere overcoming the heightened gravity to make this a viable evolutionary niche. Airborne airweeds tend to be microscopic or barely visible, but there are a few that measure a centimeter or more across, often using air sacs for buoyancy so they can remain aloft despite their large size. Wind and weather patterns, and conditions of the underlying soil, give rise to airweed belts encircling the planet, where airweed concentrations are far higher than outside.
This actually relates to an important point on Kyanah biology (and the other animals on their planet). One may notice that quite a lot of species propagate themselves by airborne means; despite the higher gravity, the thicker atmosphere cancels this out to make it a viable strategy. The end result is that there is a far higher concentration of airborne biomass floating around than on Earth, a veritable stew of spores, airweeds, and even airborne eggs from neuz and crawlcritters fill the air and can irritate lungs that aren't evolved to deal with it; an unprepared human would quickly find themselves coughing their lungs bloody if teleported to a temperate region of the planet, especially if they spawn in an airweed belt (they would be mostly okay in the arid equatorial regions, but there heatstroke would get them instead, as temperatures of 60-70 Celsius are common, and higher is not unheard of).
Kyanah and the planet's other native animals have evolved to deal with this by means of a tracheal sieve, which physically blocks the bio-particulates from entering their lungs, like a sieve (as the name might suggest), in addition to the various other active defenses employed by Terran lungs. On the flip side, this sieve means that Kyanah lungs are less efficient at drawing oxygen from the air, and require higher partial pressure of oxygen.Their long-term survival on Earth thus relies on advanced medical technology combined with the time-honored acclimation techniques used by mountaineers; an unprepared Kyanah simply teleported to Earth would be short of breath, even at sea level.
Environmental factors can influence these bio-particulates. Due to climate change and pollution impacting the thukukenoid populations, which float like balloons and eat the airborne biomass, the planet has in modern times experienced a massive boom in bio-particulate concentration, especially massive airweed blooms, which lead to lung irritation and reduced quality of life for everyone, and allergic reactions and death in highly sensitive individuals, as even the tracheal sieves are overwhelmed.
submitted by mining_moron to goodworldbuilding [link] [comments]


2024.04.06 20:45 ScottPress Mass Effect: Andromeda (SPOILERS) - There is good stuff here, but the game has a major problem

EDIT: I didn't expect this huge wallpost to generate such lively discussion. Thanks for all the comments.
The first annoyance appears in the form of the language region lock. I am in Poland and for reasons that make absolutely no sense to me, the EA App (formerly Origin, now it's just Origin but purple instead of white and orange) locks certain games to only being available in Polish and Russian languages. I will ignore the unfortunate political implication of giving a player in Poland the Russian language as the only alternative. I used a third party program to force a change to English. This is still incredibly stupid, but moving on.
The first impression was poor, what about the second one? It's much better. Provided that your hardware can handle it, the game is gorgeous, even by modern standards. The opening cinematics and planetfall to Habitat 7 deliver a good hook and do a good job of introducing Ryder, the player character.
The next challenge was the first taste of combat and figuring out all the keybinds. MEA introduces jumping to the franchise, which forces a reconfiguration (mentally and physically, where your fingers go on the keyboard) of how to move around the world effectively.
1. Combat
I played on the hardest difficulty. I don't judge any player for which difficulty level they choose in any game. I'm only mentioning this because the opening section of the game is particularly punishing for a new character (meaning not NG+) on harder difficulties. Ryder (the player character) has access to only one power, you have no passive bonuses, your cooldown is long and your weapon does low damage. On top of all that, I chose the Vanguard (starts with biotic charge) which was not all that useful in the prologue, given that charging more often than not exposed me to other enemies and the target of my charge wasn't anywhere close to dead. If I had known that Ryder isn't locked into one class and the player can mix and match skills from all classes as they choose, I definitely would have chosen a different starting class. I would have liked if the game indicated to the player that Ryder can switch classes at will sooner and more clearly, but it's not a big deal.
Once the game opens up and Ryder has access to more skillpoints, more abilities, more weapons, more armor, combat becomes really fun. The jump and dash give the player a lot of mobility.
There are some small annoyances, however. I ended up with a melee-heavy build and the melee is wonky. Sometimes I experience input delay that resulted in Ryder getting killed and me having to repeat the entire fight. Melee targeting also leaves a lot to be desired, though this became less of a problem once I unlocked the krogan hammer (its AOE effect meant I was no longer missing melee hits on enemies standing right in front of me) and I unlocked the ability which increased the radius of the jump melee. The jump melee is fun and looks awesome, but you trade survivability (you have to jump and expose yourself to enemy fire) for the AOE effect and coolness factor.
Ryder is limited to a loadout of 3 active skills. You can have more, of course, but if you want to use 4, you have to open the skills menu and assign the 4th power into one of the three slots and then you can use it in combat. I can't imagine anyone would actually bother with this, I know I never did. This design was first introduced in Mass Effect 3 multiplayer, but it made sense there: every character had 3 active skills and 2 passives. The combinations of differect skills were one of the thins that made multiplayer characters different from each other. The same 3-skill limit is also present in MEA multiplayer. I just don't understand why it also made its way into singleplayer. In the end I had enough skillpoints that I maxed out all the available passives and I would have liked to have a 4th active ability to round out the build, but I was limited to 3.
There is a wide selection of weapons and all can be customized. You have the mods: longer barrel for more dmg, larger magazine, recoil reduction, weakpoint damage, scopes for accuracy. And then there is the augmentation system, which allows you to do some wild stuff. You can convert a magazine weapon (which requires ammo) into a heatsink weapon (unlimited ammo, but if it overheats, it needs to cool down). You can turn a sniper rifle into a grenade launcher. You can turn a single-shot rifle into a pinpoint accurate laser beam energy rifle.
That sounds like fun, and it is--but the system is very player-unfriendly. Firstly, there isn't a decent tutorial for any of this. There are some vague tooltips and the player is mostly left to figure it out on their own. Except that crafting weapons costs resources, so it's not like you can craft three versions of a gun just to see which augmentation combo you like best, because the rare, powerful augmentations that allow you to equip more mods on a gun (base limit is 2, but I wanted to have a dmg increase, magazine increase and that cool scope on my sniper rifle) are limited in number.
Then there is the fact that many of the better weapons must first be researched using another currency, research points. Acquiring those points is inconsistent, I had no idea if I would end up with a surplus by the end of the game. It turned out that researching a bunch of different weapons and armor pieces was a bad idea, because I should have known to pick a select few and stick to those, so I would have the research points to keep upgrading them. Because you don't unlock a weapon once. Every weapon and armor piece has 10 levels (the higher ones are gated behind the player character's level) and each of those 10 levels is progressively more expensive to research. If you used the augmentation to expand mod slots on crafting Sniper Rifle Level 6, you can't expand the number of mod slots when you craft the Sniper Rifle Level 7 and now what? Do I use the (slightly) weaker version of the gun or do I give up 2 of the 4 weapon mods?
The UI design is absolutely horrendous across the entire game. Each menu has copious submenus. And those submenus have sub-submenus. It's submenus all the way down. The UI needed a lot more work. I got used to it over the course of the game, but it never became less tedious to navigate.
Ammo powers are gone. Now there are multiplayer-style one-use ammo power consumables. No longer can I consistently deal extra fire damage to enemy armor, because now my incendiary ammo only last for 3 magazines. If I happen to be using a weapon with a lot of bullets per magazine, I get more chances to set unprotected enemies on fire and prime them for fire combos. But if I use a single shot sniper, the incendiary ammo enhances... my next three shots. And it's very possible I'll miss all three shots when enemies duck just as I press the left mouse button, in which case my ammo consumable does nothing at all. This is a strange port of a mechanic from multiplayer to singleplayer. It's dumb and I don't like it.
Autosave feature doesn't autosave often enough. There are 4 optional boss fights (well, it's 4 instances of the same boss) and autosave doesn't save between phases of the fight. Now, I recognize the fact that much of this is due to my stubborn insistence of playing on the hardest difficulty, but I still think that not saving after I completed one of the phases was a bad design decision. By the time I fought the boss the 4th and final time I completed the fight on the first attempt, but the second time (owing also to the location, which made the fight a lot more difficult imo) I think I must have done upwards of 10 attempts. I got to phase 3 of the boss fight twice and then died, having to repeat the whole thing from the start. I realize that for many players, this would not be a problem at all, that many players would appreciate the challenge of having to complete the battle from start to finish in one go, in the name of git gud. I personally found that the insufficient frequence of autosave made the whole game a more tedious experience overall.
Never save inside the Nomad (this is the 6-wheeler car you use for exploration). If you happen to die and the save you load was inside the Nomad, the loading takes approximately 78 years. Otherwise, load times are perfectly acceptable. More than a few times I died in combat during exploration and hit "load last save", only then realizing that it's gonna load a save inside the Nomad, at which point I would go watch a baby grow up into a young adult, complete a four-year degree or maybe clean my whole apartment with a toothbrush and come back to find the game still loading. I quickly developed a habit of pulling over, hopping out of the Nomad, hitting save and then getting back in before resuming driving.
I encountered an incredibly annoying, near-gamebreaking bug. You can holster and unholster weapons. You can unholster by pressing a dedicated key, or clicking the right mouse button (or whatever key you bind it to) to aim down sights.
So, I had holsteunholster bound to one of the letter keys, fire to left-click, aim down sight to right click and melee to one of the thumb keys on my mouse. I don't know if this was the fault of a particular arrangement of keybinds or my hardware (though I doubt it, because the mouse performes perfectly well in other games), but regularly, when I pressed the thumb mouse button for melee, Ryder would instead holster weapons, entering non-combat mode.
This happened regularly enough that-which was honestly aggravating-I had to learn to expect it. I had to learn to anticipate that I would be waist-deep in enemies and Ryder, instead of performing a jump melee, would holster weapons, at which point I had to quickly unholster them again to reenter combat mode. I was not able to figure out the reason behind this and googling didn't seem to point to anyone else having this problem. I can't say whether this is an issue unique to my copy of the game, an issue with my hardware, or just a rare bug, so I won't count this against the game, but I will say that playing a melee-heavy build, dealing with this soured my experience of otherwise really fun and well-flowing combat.
2. Exploration
There are several large driveable areas which you will traverse in the Nomad. There are fast travel points to discover. There are some genuinely awesome views. I will repeat myself, but the game looks great. The Nomad is fast enough that driving around doesn't get tedious.
There are enough points of interest on the maps that the areas are seeded with enough stuff to do, but not so much that it begins to look like a billion pointless collectibles and copy-pasted enemy encounters (cough Ubisoft cough). Unfortunately, some of that depth is rather shallow. There are 5 major explorable locations:
Jungle planet: Nomad is not available here, you traverse it entirely on foot. Permanent night time. Imo, too much visual noise. The darkness + jungle vegetation + lighting effects had me struggling to locate interactable items and seeing where the hell enemies were.
Nomad is available on the other 4 planets.
Snow planet: Night time. Visually, my favorite location (caveat: completing a certain quest changes the environment and the lighting changes from a pleasant, deep blue tinge to an unappealing pale green).
Mountainous planet: least interesting looking, but the terrain made for some fun driving gameplay. If you were one of the players who approached the Mako vehicle in ME1 thinking "can I drive up this cliff", I think you'd enjoy driving on this planet.
Desert planet #1: it has flatter areas for speed, it has hilly areas to engage the Nomad's climbing capabilities.
Desert planet #2: it has big dunes and a really cool environmental hazard, but it suffers from being the second desert planet. Between the environments available, I was hoping for something more water-oriented.
There is another large driveable location that is unique compared to others. I don't want to spoil it too much, but the gimmick here is low gravity, which allows for super long jumps in the Nomad. If you enjoy the driving gameplay, this location is in the game to cater to you. It has an incredible skybox. I had fun.
All in all, I think exploration was largely a positive addition, striking a good balance between vast empty planet maps of ME1 and absolutely nothing in ME3 (ME2's Hammerhead does not exist and we do not speak of it).
3. It's a BioWare RPG, how's the story? How are the characters?
I have two main complaints.
First, the game does not do enough to signal that you can complete the main questline and then keep playing. You are not forced into a The End screen, roll credits. If I had known that, I wouldn't have done the tryhard completionist thing of hitting every available location and quest before progressing to the next main mission.
Secondly, because of all the drama around the game and BioWare, the game is obviously unfinished. Every ME game has received some story-focused DLC expansions. ME1 had Bring Down the Sky, which was baby steps for the ME franchise, but it was a fun, self-contained thriller. ME2 had Overlord, Lair of the Shadow Broker (which has my favorite combat level in the ME Shepard trilogy and is widely considered some of the best content in all of ME) and Arrival (which a lot of people hate and I understand their reasons but I personally enjoyed it). ME3 had Citadel (which I actually liked less than many others), Leviathan (which was awesome) and Omega (which was also awesome).
SPOILERS AHEAD
In MEA, over the course of the game Ryder finds 3 of the other 4 arks and I can't help but think that the most interesting one is the one we never got to see. A multispecies ark, boasting the contrast of quarians, experts at ship-based living, and batarians, who were the original trilogy's favorite non-Reaper bad guys, and here they are, setting out to make a new home in a different galaxy alongside species that Milky Way batarians kept as slaves.
The kett suffer from being generic bad guy aliens by design. They kidnap other species and do some freaky bioengineering and indoctrinations (not the Reaper kind) to turn them into kett drones. It's Collectors, only boring, because the kett do almost the same thing as Collectors. Collectors turned kidnapped people into Reaper-paste, kett turn them into more kett.
Remnant are the local Ancient Advanced Precursor Civilization That Vanished Under Mysterious Circumstances. Really, it's such a staple of BioWare RPGs that I'm not even mad they did again (and then again in Anthem), it's just something you have to expect from BioWare, just like you have to expect huge maps filled with a billion pointless collectibles and copy-pasted activities from Ubisoft games.
So, the presence of Protheans--pardon, the Remnant is a given, because it's a BioWare game. But are they cool? Well, we technically see more of the Remnant than we ever did of Protheans in ME1/2/3, but here it's just robot drones and not actually their creators.
But are the robots cool?
The huge architect boss is cool (the first time it arrives) and the robo-worm on Elaaden is a fantastic twist on an environmental hazard. The first time I managed to position myself just right and it burst out of the sand right next to the Nomad I jumped up in my chair. That was really cool.
When I was driving around Elaaden and realized that the huge mountain wasn't a mountain but a crashed Remnant ship, I squeaked like a 12 year old boy whose voice is going through that annoying croaking puberty phase.
The visual design of the Remnant vaults and their tech is cool too--it has that ultra high tech look that's necessary for a mysterious advanced alien race. When I saw the huge underground expanse of the vault on Eos, I stopped and just looked at it for a good minute.
As for the Remnant you actually fight... well, they're kind of boring looking, to be honest, but as an enemy faction, they function appropriately: they have units that force you into cover and units that force you out of cover, they have a flying unit that makes you look around and above you rather just around on the ground. The Remnant boss unit however is an absolute bullshitter which I think is waaaaay too overtuned on Insanity difficulty.
As for the characters: it's a mixed bag.
The new friendly aliens, the Angara, suffer from looking kinda goofy (would have been right at home in the Mos Eisley cantina with all the other weird freaks) and having to carry on their solitary shoulders what was accomplished in the ME trilogy by what, 10? 11? friendly races that were introduces just in ME1 alone. That's why the trilogy could afford to be a bit flat with the characterizations of aliens: Turians are the disciplined soldiers, Asari are the advanced hot alien babes, quarians are tech geek outcasts, volus are bankers, elcor are elephants, hanar are religious jellyfish and so on. And no one had a problem that hanar was all exclusively religious jellyfish, because the hanar were just one of many, In MEA, the angara have to be the solemn, curageous soldiers, and the species with an alien social dynamic, and the race of scientists, and the rebel outcasts (the Roekaar faction of angara).
The kett have the same problem. They have to provide the generic bad guys for the player to slaughter and they have to be the mysterious antagonists with a purpose that exceeds the player's mere mortal understanding. The Archon is not intimidating or interesting in the slightest. Hell, the player doesn't even get to kill him in the final battle! He summons a remnant architect (which the player doesn't get to kill) and in the end gets fried by remnant tech. Meh.
What about Ryder? I think Ryder is fine. I think his/her main problem is that they are naturally compared to Commander Shepard, a comparison Ryder loses automatically. Shepard was written to already be a veteran soldier, already an accomplished leader, already a bit of a celebrity at the start of ME1. Ryder is the greenhorn who is given enormous responsibility. Frankly, I think this was just a poor choice of archetype to cast in the role of the Pathfinder, but what's there is serviceable. It's fine.
Of the crew, I liked Kallo (ME is 2 for 2 with The Crew's Pilot characters so far). Gil annoyed the hell out of me so I didn't talk to him unless necessary to progress a quest. Suvi was inoffensive, but mostly just bored me.
Of the companions, Drack was clearly the best by a mile. Vetra was second best. Cora didn't convince me as an asari commando who just wants a garden, but she really convinced me as the second-in-command who thinks Alec done goofed making Ryder the Pathfinder instead of her. Jaal suffered from being one of the goofy-looking angara, but grew on me.
Peebee was the most annoying character in the game and I couldn't stand her. How dare she question my decision to let that bitch Kalinda die when Kalinda had done nothing but try to kill me the whole time. I'm sure some people loved Peebee. It's good that there's a place for a character like that in the story, something for everyone, though personally I'm entirely over the off-the-wall quirky she's-so-random girl character. I didn't like Sera in Dragon Age Inquisition and I didn't like Peebee in MEA.
Liam... exists. The most boring man in the Andromeda galaxy.
There was a range of different supporting characters in the story and I enjoyed the totality of them. I think that, taken as a whole, they stand no worse than any other BioWare supporting cast.
As for the story, its main weakness in my opinion is the strange clash between the stated goal and the execution. You're supposed to be the Pathfinder, the Initiative's guide into an unknown galaxy, but wherever you go, everyone else has already been there. Oh sure, it's not like Ryder doesn't actually Find any Paths, they do, and plenty of them, because it doesn't only mean literally finding a physical path, it's about bringing everyone's efforts together to build something, and Ryder does that. I just think too much was taken away from the player. For example, if angara weren't the only new friendly species we encounter, there was so much potential for writing an engaging narrative of making real first contact with aliens. That alone could have been a plotline entirely separate from the kett, with its own set of interesting character decisions.
4. The Ugly
MAE is a game that would honestly be average to good (depending on which part of the game you're engaged with atm) but there is one aspect of it that is so egregiously bad, so unfathomably horrendous, so boundlessly awful, that it drags everything else down with it. Things that are average become bad, things that are genuinely good about the game seem only meh.
The quest design in MAE is the worst I've ever encountered in a game.
So here's the thing about moving about in this game. Every time you fly between planets or points of interest within a solar system, there's a cutscene (though at least these are skippable). Every time you move between systems in the larger map, there's another cutscene (unskippable). Every time you land on a planet or take off, there's a cutscene (also unskippable).
And quests in this game routinely require you to land on a planet (cutscene), go to a location, talk to an NPC, which triggers a quest update. Now you have to go back to your ship, take off (cutscene), travel to a different system (cutscene), land (cutscene), perform task (talk to NPC/scan a thing).
However, the most ridiculous part of the system is the ON HOLD feature. Some quests get to a point where they get put, well, on hold, until you unlock a new location required for this quest, do another quest, maybe time just needs to pass--basically, you wait for something to trigger an update.
Imagine this: you're on planet X, doing some exploration based quests. You get things done, go to your ship. You get an email alert. You read the email. Companion Bob's personal quest just updated. You read Bob's email. Bob wants to talk to you. But not aboard the ship. Bob wants to meet you on the planet you just took off from.
Why? Bob, I was just planetside. Why couldn't you email me or give me the task to meet you on this planet while I was already on this planet. What the hell, Bob.
So you go through another unskippable cutscene, go to a location and talk to Bob.
Quest update: Bob now wants to do the next part of the quest in another system, which requires two more unskippable cutscenes, after which Bob's quest will probably pause until you unskippable cutscene your way back onto your ship, you'll get an email which will tell you to land back down on the same planet you just left.
Next, we have quests that require you to go to a location, scan a thing... then go to another system (unskippable cutscene) and scan another thing, then go another system (cutscene) and scan another thing, then GO TO ANOTHER SYSTEM (cutscene), LAND (cutscene) and finally do some combat/exploration.
But what really got my blood boiling was a quest about an NPC in a specific location, with whom I have a remote contact connection (the vidcom aboard my ship) but for a quest involving this NPC, instead of using the vidcom to call the NPC, I was required to travel to another system (CUTSCENE), land on a space station (CUTSCENE) travel to another part of the station (ANOTHER UNSKIPPABLE CUTSCENE), walk up to the NPC and talk to her, which concluded the quest. This was an NPC whom I contacted remotely, from my ship's vidcom, during another quest. Imagine if every report to the Council in ME1 or every conversation with Hackett in ME3 required you to go through 2 or 3 unskippable cutscenes on your way to that NPC's location just so you could talk to them and progress the story.
And this happens routinely, I've had a bunch of situations where I leave a planet, cutscene hop to my ship and get a quest update inviting me to go back down to the planet I was just on a minute ago, only doing it this way requires two more unskippable cutscenes.
If there is a devil, he tortures gamers in hell by making them play a game with this quest design. Or just has them play MEA.
What in the name of Harbinger happened to a feature that was present in ME1 all the way back in 2007 where, upon docking at the Citadel, you could order a transport and choose where to spawn instead of always landing in the docking bay and then having to go through a cutscene/loading screen to find the NPC you need.
If I were to rate MAE ignoring the quest design, I'd probably give it 6/10 - not great, not terrible. A game I enjoyed playing once.
But the quest design is an inescapable part of the game and I can't ignore it. This system is so bad that as a whole, I would rate MEA singleplayer 3/10. Not a game I will ever recommend to anyone. Watch a Let's Play on YT instead.
submitted by ScottPress to patientgamers [link] [comments]


2024.04.05 19:14 mining_moron An (abridged) Beastiary of the Kyanah Homeworld Road to Hope

Of course, all the 80,000 animal species on the Kyanah homeworld can't be listed, but here's a broad breakdown.
The walkers. Land-based flightless creatures that walk on two or four legs, and may or may not have feathers. This is the second most diverse group, with examples including:
The Kyanah themselves, obviously, as well as various proto-Kyanah species that are now extinct.
The tkorks, the other extant branch of the Kyanahforms. These creatures vaguely resemble Kyanah, and indeed they share a common ancestor with true Kyanah around 4-5 million Earth years ago, although they tend to be smaller and more nimble (rarely exceeding 40 kilograms), but with proportionally larger teeth and claws. Like Kyanah, most tkorks form pack structures with superficially similar behaviors, and share their carnivorous diet, but have a far more limited understanding of tool use and language (some tkorks have been taught simple words and phrases but don't seem to be able to express complex and abstract ideas). They often mimic Kyanah speech in a garbled and distorted manner, much like Earth parrots, but it's unclear to what degree, if any, they understand the vocalizations they're repeating. And unlike Kyanah, multiple packs rarely collaborate towards a common goal. Although the word tkork comes from an old scrubland word meaning "stupid one", they are more intelligent and adaptable than almost any other organisms on the planet, with only Kyanah themselves blowing them out of the water; really they're only "stupid ones" compared to Kyanah. Most tkork species are endangered or extinct in the modern era, but a couple have adapted to life in urban areas and as a result have done quite well for themselves, preying on other urban life forms and abandoned or discarded food. In fact, in many scrubland cities, they're something of a pest, rummaging through trash receptacles, opening unlocked doors, and harassing passerby with sticks and stones. However, due to their high intelligence and agility, removing them from urban areas is often difficult. Tkorks tend not to be well-liked by Kyanah, as they sit squarely in the uncanny valley, and aren't even particularly edible due to the risk of blood-borne diseases and deadly prions, but they are often used for various scientific studies. Being native to the northern latitudes, they aren't found as far south as Ikun, and the city-state's government has gone to considerable lengths to prevent them from being introduced. Tkorks are some of the very few non-Kyanah animals with six-core brains; the only other known examples are a few social wingbeast species.
Nyruds, a quadrupedal species of browsing, featherless, solitary, egg-laying herbivores that vaguely resemble enormous Komodo dragons, with males averaging 5.4 meters in length and 1.2 meters in height, with a mass of slightly over 2 tons, while females average 4.1 meters in length and 1.0 meters in height, with an average mass of 1.3-1.4 tons. In addition to their large mass, nyruds defend themselves with thick skin, a whip-like tail, and a robust facial plate studded with bony spikes. They rather indiscriminately feast on leaves with their beak-like mouths and are a very important animal to the Kyanah, having been among the first to be domesticated. Their meat, eggs, and blood are very commonly consumed in most cultures, their skins are converted into leather, and before mechanized transport, the nyruds themselves were the animal of choice for beasts of burden and cavalry. A line of charging bull nyruds, each one dripped out in war bling and ridden by an entire pack of armored knights, would have been a terrifying sight for any infantry pack before the advent of decent firearms. Nyruds are essentially the Swiss army knife of domesticated animals, and dozens of breeds have been developed for specific roles over the milennia. Even in the modern era, they are the symbol of more than a few city-states, and the namesake for various civilian and military vehicles.
Tyukruds, another quadrupedal, egg-laying herbivore. Unlike the nyruds, they tend to be grazers, consuming crawling plants and low-lying fungi in the savannas. They thus have no particular incentive to be tall (especially considering the planet's 1.4 Gs) and keep a low profile, with short tails and a typical height under 50 centimeters, despite being 2.8-3.0 meters long. They tend to mass around 250-350 kilograms and travel in large herds of up to 100. Their numbers, provide them with defense, along with camouflage from their thick layer of back feathers, which also insulate them in the comparatively cold and windy savannas. Naturally, they have been domesticated and farmed by Kyanah, but not as quickly as the nyruds, as they aren't native to the Kyanahs' original habitat, and have less indiscriminate feeding habits.
Tyorkets, another species to be domesticated by the Kyanah. They are quadrupedal carnivores with a layering of feathers averaging around 20 kilograms in the wild, with an average height of 50-60 centimeters, though domesticated breeds can be considerably larger. Like most walkers, they are egg laying, and they tend to form temporary monogamous pair bonds to raise their young. Their most notable feature is their extreme speed, they can reach 100 kilometers per hour in short bursts. Due to the thick atmosphere and high gravity, this can only be acheived by having a very narrow and streamlined form to reduce drag, and an enormous amount of fast-twitch muscle fibers in their legs. Once they catch their prey, they make up for their small size by dealing enormous damage with 10-centimeter sickle-shaped dew claws. Prehistoric Kyanah would often steal tyorket eggs from their nests, hatch them, and raise them to assist their own packs in hunting. Typically, they would be trained to advance ahead to weaken and immobilize prey, for instance by severing the tendons in their legs, while the slower-moving Kyanah would follow behind and use their own spears, teeth, and claws to finish it off. Tyorkets are often kept as pets in the modern era--usually with their dangerous sickle claws trimmed--and despite their four-core brains they are quite intelligent, able to display distinct personalities, recognize individual Kyanah, and obey verbal commands.
Sandstriders, an insectovorous egg-laying tetrapod native to the Dunelands with a mass of 100-125 kilograms. They have a comically splayed out posture with webbed feet that enable them to sneak up on subterranean creatures like Sandworms (see below) without triggering their vibration sensors. Their snouts are elongated into multiple flexible tentacle-like appendages to pick up small crawlcritters from burrows hidden in the sand, and tight crevaces in rocks. Like most large walkers in the Dunelands, they have humps on their back to store water for their long journeys between the sparse oases. These factors combine to create a creature that looks like a bizarre cross between an anteater, a camel, and a lizard. Sandstriders are occasionally consumed by Kyanah, especially in Duneland cultures. Thukukenoids are one of two classes of flying animal. Thukukenoids fly by floating like living balloons, using enormous bladders filled with hydrogen gas or hot air, scooping airweeds, spores, and wind-borne micro-eggs and small animals into their shovel-like mouths as they float along. Their sizes range from 15 centimeters and a handful of grams, to the behemoth Giant Ryothah, with a gas bladder up to 6 meters tall and 3 meters wide, weighing in at 25 kilograms. This category is named after the thukuken, a medium-sized thukukenoid reaching about 1 meter on average, which is commonly farmed by the Kyanah, who generally puncture their gas bladders to prevent them from just floating away. Smaller species and juvenile thukukens are sometimes prepared by stuffing the gas bladder with meats and roasted tubers.
Wingbeasts or gliders are the other class of flying animal, definitely the less alien of the two types of flyers on the Kyanah homeworld. They glide by unfolding highly optimized airfoil shaped wings, using a fixed-wing configuration rather than flapping like birds, which allows them to be somewhat heavier and more robust than Terran birds and still fly. They also tend to have large, robust, almost spring-like rear legs enabling them to make high jumps, making it easier to gain some initial altitude on takeoff. These creatures typically live in mountainous areas where they can leverage ridge lift and thermals to take off more easily, and tend not to use flight for short maneuvers as takeoff is for more energy demanding than Earth birds. When on the ground, wingbeasts will fold in their wings to protect them from predators and the elements and adopt a quadrupedal stance. Wingbeast diets are diverse, they can be herbivores, omnivores, or carnivores. As wingbeasts tend to cover great distances during their lives, rarely returning to the same place twice, laying eggs is not practical; instead they have a marsupial-like pouch for their young to be able to carry them with them, making them the only taxa on the planet to have evolved to give live birth. Of the two classes of flying creatures, wingbeasts tend to exhibit higher intelligence, as they perform controlled more flight and aren't filter feeders.
Watermeat refers to the class of swimming creatures that inhabit the planet's oases. These can be quite diverse, but include the kenits and the neuz.
Neuz are amphibious creatures that can swim like eels within water or slither like snakes on land. They typically lay airborne eggs that catch the wind and float away from the oasis; when they land and hatch, the babies make their way to the first oasis they can find, and tend to spend most of their lives in the water once they find one, rarely venturing beyond the shoreline, especially as their vestigial limbs tend to atrophy in adulthood. Neuz have a broad array of sizes, ranging from less than a centimeter up to about 2 meters in length. Many of the larger species don't actually lay airborne eggs, and have evolved to simply migrate over-land between oases, often traveling in large numbers during or shortly after rain occurrences. Their aquatic nature is ironically quite useful on a desert planet, as few predators are able or willing to swim into the oases to pursue them. Most neuz species are herbivorous, feeding on aquatic plantlife in the oases and on their shores, but larger species will often feed on smaller neuz, small shore-dwelling walkers, and kenits.
Kenits are semi-sessile water creatures consisting of a substrate anchored to the bottom of the oasis, which moves very slowly, if at all. Attatched to this substrate are numerous tentacles; unlike sessile Earth animals like sponges or corals, these tentacles are mobile, with simple eyes and primitive (stalk only, no cores) brains, and can reach out to grab prey. As kenits are relatively small, with the longest specimens being similar in size and shape to strands of spaghetti, they mostly consume plants and creatures like tiny aquatic worms, but small neuz can fall victim to the largest species. To avoid being preyed upon or evaded by their own prey, kenits employ sophisticated camouflage, being barely distinguishable from plants or the oasis bottom. To reproduce, kenit tentacles can detatch and swim to another location, where they will grow a substrate and plant themselves down, allowing a new colony to start growing. Unlike neuz, they have no practical way to transport themselves across the desert between oases, and thus aren't often seen beyond the Meatbucket region (an unusually mild and wet area with a high and irregular water table, leading to many interconnected oases). However, they've been introduced either accidentally or deliberately by Kyanah to other oases and are sometimes farmed in other regions of the world. They can (surprise, surprise) be eaten by Kyanah, but are a bit of an acquired taste, and many species are toxic without proper cooking techniques. Neuz likely evolved from permanently mobile kenit species in the distant past, and all other animal life evolved from the neuz, with the exception of crawlcritters, who are believed to have evolved directly from kenits.
Crawlcritters tend to refer to small organisms that travel in and on the ground on an irregular number of legs and typically have only a stalk, with no cores in their brains. They can broadly be divided into "worms" with no legs, and "true crawlcritters" with six, eight, or ten. Crawlcritters can be eaten by Kyanah but this is only common in very impoverished city-states, as they will typically avoid them except as a last resort. They are typically detrivorous or herbivorous in nature. One notable example is the sandworm, a detrivore native to the Dunelands (every desert planet has to have sandworms!) which burrows underground and has a knack for sensing vibrations...and they're about 10-20 centimeters long, blind, toothless, and have no defensive mechanism whatsoever save for armored skin and foul-tasting secretions that are also used to reinforce their tunnels. Sandworms tend to be gregarious creatures that concregate in burrows with dozens or hundreds of specimens. Though there are countless other species occupying nearly every nook and cranny of the planet. Including aquatic and even airborne crawlcritters, though these are primarily near-microscopic and carried by the wind, rather than flying independently.
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2024.04.05 00:05 Alastor369 Can we please get a training room for this game?

I’m the kind of person that really likes to deep dive down into the numbers games. When it comes to stuff like boss dps, I’m always trying to come up with ways that I can push that number even higher. With how expansive of an arsenal of weapons and abilities that we have, it’s very difficult to consider everything at our disposal when in the heat of the moment at the end of a raid. Yes, there are groups out there that will dedicate time in a boss encounter to test all kinds of dps methods, but sometimes they don’t cover things that I’d like to know.
I would love to see a dedicated training room where we can shoot a dummy boss that gives us visual feedback indicating our damage output. Have it show like dps, overall damage done, stuff like that on a hud. Also, it’d be pretty nice to be able to set a time limit to account for different boss’s damage window. Hell, give us the option to select a specific boss name, and have the dummy copy their crit multipliers. Give us the option to also spawn a few adds to have nearby or kill in order to proc different damage buffs like biotic enhancements, impetus or whatever. They could even go a step further and add in a firing range with target practice for players looking to improve a little bit in PvP.
Honestly, 10 years in, I can’t believe this hasn’t already been implemented. This could help players learn better ways to deal boss dps to better prepare them for tackling raids. In a lot of LFG groups, dps is a gatekeeping factor. This would also let teams practice their damage outputs for when they tackle things like day one raids or master content.
submitted by Alastor369 to DestinyTheGame [link] [comments]


2024.04.02 08:39 MaasaiAfricanGuides Witnessing the Great Migration in Kenya: 5 Things To Look For

Witnessing the Great Migration in Kenya: 5 Things To Look For
https://preview.redd.it/0eodn3xwf0sc1.jpg?width=1024&format=pjpg&auto=webp&s=16517423ed694c03b3e591a6279a4058ad65b657
The Great Migration in Kenya is one of the most iconic and awe-inspiring wildlife spectacles in the world. Each year, millions of wildebeest, zebra, and other herbivores embark on a treacherous journey across the vast savannas of East Africa in search of greener pastures. Witnessing this incredible natural phenomenon is a bucket-list experience for many wildlife enthusiasts and travelers. If you are eager to see the Great Migration in Kenya, here are some tips on how to make the most of this unforgettable adventure.
1. Timing is Key
The Great Migration is a dynamic and fluid event that is heavily influenced by the rains and the availability of fresh grazing. Typically, the wildebeest and zebra herds start their journey in the Serengeti of Tanzania around December and slowly make their way northwards, crossing into Kenya around July. The precise timing of their arrival in Kenya can vary, so it's important to plan your visit during the peak migration months of July to September when the herds gather in the Maasai Mara.
2. Choose the Right Accommodation
To maximize your chances of witnessing the Great Migration up close, consider staying at a lodge or camp located within the Maasai Mara National Reserve or the surrounding conservancies. These areas offer prime access to the wildlife and ensure that you are in the midst of the action. Additionally, booking a stay at a luxury-tented camp or safari lodge will provide you with the comfort and amenities needed for a memorable safari experience.
3. Opt for a Guided Safari
Embarking on a guided safari is the best way to navigate the vast expanses of the Maasai Mara and increase your chances of witnessing key migration events such as river crossings, where the wildebeest and zebra brave crocodile-infested waters. Experienced guides and drivers are familiar with the animals' behavior patterns and can take you to prime viewing spots for optimal wildlife sightings.
4. Be Patient and Flexible
Nature can be unpredictable, and there are no guarantees when it comes to wildlife sightings. To increase your chances of witnessing the Great Migration, be prepared to spend several days in the Maasai Mara and embrace the elements. Keep an open mind and be flexible with your itinerary, as the animals' movements can change rapidly based on factors such as weather and food availability.
5. Capture the Moment
The Great Migration offers incredible photo opportunities, so be sure to pack your camera gear and photography equipment. Whether you are a seasoned photographer or a hobbyist, capturing the sights and sounds of the migration will allow you to relive the experience long after you return home. Remember to respect the wildlife and adhere to ethical photography practices while in the field.
Seeing the Great Migration in Kenya is a once-in-a-lifetime experience that promises unforgettable moments and a deeper appreciation for the wonders of the natural world.
By planning your trip strategically, choosing the right accommodation, opting for guided safaris, remaining patient and flexible, and capturing the beauty of the migration through photography, you can make the most of this extraordinary wildlife spectacle in the heart of East Africa.
🐘Ready to embark on your dream African adventure to Witnesss the Wildebeest Migration? 🗓️ Contact us now for a FREE Consultation via Call/WhatsApp +255784390831 🦓 Receive a personalized quote for your preferred destination in Tanzania, Kenya, Uganda, and Rwanda. 🐾 Explore our diverse range of Tour Packages on our website and Book Now!
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2024.04.02 02:28 MaasaiAfricanGuides The Average Lifespan of a Wildebeest

The Average Lifespan of a Wildebeest
Predators such as lions, cheetahs, hyenas, and crocodiles pose a constant threat to wildebeests. Predation is one of the primary factors that can significantly reduce the lifespan of these animals, especially for young, old, or sick individuals.
Wildebeests, also known as gnus, are iconic members of the antelope family found in the grasslands and savannas of eastern and southern Africa. These herbivores are known for their annual migration patterns, where millions of individuals move in search of greener pastures and water sources. In this article, we will explore the average lifespan of a wildebeest and the factors that influence their longevity.
Average Lifespan:
The average lifespan of a wild wildebeest typically ranges from 15 to 20 years. However, in captivity, they can live up to 20-25 years due to the absence of predators, availability of food, veterinary care, and protection from environmental factors. Like many wild animals, wildebeests face numerous challenges that can impact their lifespan in their natural habitat.
Factors Influencing Lifespan:
1. Predation: Predators such as lions, cheetahs, hyenas, and crocodiles pose a constant threat to wildebeests. Predation is one of the primary factors that can significantly reduce the lifespan of these animals, especially for the young, old, or sick individuals.
2. Disease: Wildebeests are susceptible to various diseases, including anthrax, bovine tuberculosis, and foot-and-mouth disease. Outbreaks of diseases can decimate populations and lower individuals' chances of survival, thus impacting their overall lifespan.
3. Environmental Factors: Drought, floods, and harsh weather conditions can also affect the survival rates of wildebeests. Lack of water and food during dry seasons can lead to malnutrition and weaken individuals, making them more vulnerable to predation and diseases.
4. Reproduction: Reproduction is a physically taxing process for female wildebeests, and the stress of giving birth can impact their health and longevity. Additionally, factors such as inbreeding and competition for mating can also influence the overall population dynamics and individual survival rates.
5. Conservation Efforts: Conservation organizations and wildlife authorities plays a crucial role in protecting wildebeest populations and ensuring their long-term survival. Efforts such as habitat preservation, anti-poaching measures, disease monitoring, and captive breeding programs help mitigate the threats faced by these animals in the wild.
The average lifespan of a wildebeest is influenced by a complex interplay of factors, including predation, disease, environmental conditions, and reproductive challenges. While these animals have adapted to survive in the wild, human activities such as habitat destruction, poaching, and climate change continue to pose significant threats to their populations. By understanding the lifespan dynamics of wildebeests and addressing the challenges they face, we can work towards ensuring the conservation and well-being of these iconic African herbivores for future generations.
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2024.03.21 02:20 Sweet-Count2557 Fun Things to Do Phoenix Kids

Fun Things to Do Phoenix Kids
Fun Things to Do Phoenix Kids Looking for a blast of family fun in Phoenix? Look no further! We've got a list of awesome activities that'll keep your kids entertained for days.From soaring high in hot air balloons to getting up close and personal with the animals at the Phoenix Zoo and SEA LIFE Arizona, there's something for everyone.Plus, we've got a steamboat cruise, art museum, and more!Join us on this unforgettable adventure as we explore the best of Phoenix for kids. Let's go!Key TakeawaysThere are a wide variety of fun and educational activities for kids in Phoenix.The attractions mentioned cater to children of all ages, from toddlers to teenagers.Many of the attractions promote hands-on learning and interactive experiences.Phoenix offers a range of outdoor activities, such as hiking and exploring botanical gardens, for kids to enjoy.Hot Air Balloon Flight Over PhoenixOne of the top options for a fun activity in Phoenix is taking a hot air balloon flight over the city. It's a thrilling adventure that the whole family can enjoy.When planning your hot air balloon ride, safety should be a top priority. Make sure to choose a reputable company that follows all safety regulations and has experienced pilots. Before taking off, the pilot will give you a safety briefing and explain the proper procedures to follow during the flight.As for the best time to go on a hot air balloon ride, early mornings and evenings are ideal. The weather is usually calm and the temperatures are cooler, providing a more pleasant experience.Phoenix ZooContinuing our exciting journey through Phoenix, let's explore the wonders of the Phoenix Zoo. This family-friendly destination offers a multitude of animal encounters and educational exhibits that will delight kids of all ages.Here are three reasons why the Phoenix Zoo is a must-visit:Animal Encounters: Get up close and personal with a wide variety of fascinating creatures. From feeding giraffes to petting stingrays, the zoo provides unique opportunities to interact with animals in a safe and educational environment.Educational Exhibits: Learn about different species and their habitats through informative exhibits. Discover the wonders of the rainforest, explore the African savanna, and dive into the depths of the ocean. The Phoenix Zoo is committed to conservation and education, making it a valuable learning experience for the whole family.Fun for All: With interactive activities, entertaining shows, and engaging displays, the zoo ensures a fun-filled day for everyone. Enjoy a ride on the carousel, take a train tour around the park, or simply stroll through the beautifully landscaped grounds.At the Phoenix Zoo, animal encounters and educational exhibits combine to create a memorable and enriching experience for the whole family. Don't miss out on this exciting adventure!SEA LIFE ArizonaAs we delve further into exploring the fun things to do in Phoenix with kids, let's now turn our attention to SEA LIFE Arizona, where a captivating underwater world awaits.SEA LIFE Arizona is an interactive aquarium that offers a unique and educational experience for children of all ages. With its interactive exhibits and marine life encounters, kids can dive deep into the fascinating world of sea creatures. From colorful tropical fish to majestic sharks, there's something for everyone to enjoy.The aquarium is easily accessible and affordable, making it a great option for a family outing. So, grab your little ones and get ready to embark on an underwater adventure at SEA LIFE Arizona.Now, let's dive into our next destination, the enchanting Dolly Steamboat.Dolly SteamboatWhat exciting adventures await us on the enchanting Dolly Steamboat? Set sail on a delightful dinner cruise or embark on a daily scenic tour, and be prepared to be mesmerized by the breathtaking views of Canyon Lake.Here's what you can look forward to on the Dolly Steamboat:Experience a relaxing and elegant dinner cruise while enjoying a delicious meal onboard.Take in the stunning vistas of Canyon Lake as the boat glides through the calm waters.Spot wildlife like eagles, bighorn sheep, and other desert creatures that call the lake home.With its picturesque surroundings and unforgettable experiences, the Dolly Steamboat is a must-visit attraction for families in Phoenix.After our tranquil journey on the steamboat, we can continue our adventure by exploring the vibrant art scene at the Phoenix Art Museum.Phoenix Art MuseumAfter our tranquil journey on the Dolly Steamboat, we can explore the vibrant art scene at the Phoenix Art Museum. This museum is home to over 18,000 pieces from all over the world, making it the largest art museum in the Southwest region. With its artistic exhibits and interactive displays, it offers a unique cultural experience for the whole family. One exciting activity that the museum offers is a Scavenger Hunt guide, which adds an element of fun and adventure to your visit. Children ages 3 and up can participate in the scavenger hunt, searching for specific artworks and learning about different artists along the way. It's a great way to engage kids and encourage their curiosity and creativity. So, let's head to the Phoenix Art Museum and embark on an art-filled adventure!Artistic exhibitsScavenger hunt activityOver 18,000 piecesEngaging and funFrom all over the worldSuitable for all agesLargest in the Southwest regionPromotes curiosity and creativityFrequently Asked QuestionsHow Long Does a Hot Air Balloon Flight Over Phoenix Typically Last?A hot air balloon flight over Phoenix typically lasts around one to two hours, depending on factors such as weather conditions and wind speed. Safety is of utmost importance, and operators ensure that all necessary precautions are taken.The best time for a hot air balloon ride is early morning when the weather is calm and the views are breathtaking. It's a wonderful experience for the whole family to enjoy together and create lasting memories.Are Strollers Allowed at the Phoenix Zoo?At the Phoenix Zoo, strollers are allowed and encouraged for families with young children. However, it's always a good idea to check the specific stroller policies of the zoo before your visit.If you prefer not to bring a stroller, the zoo also offers wagon rentals for a small fee. This allows you to easily navigate the zoo with your little ones and enjoy all the amazing animals and exhibits.The Phoenix Zoo is a great place for family fun and educational experiences.What Is the Cost of Admission to SEA LIFE Arizona?The cost of admission to Sea Life Arizona isn't explicitly mentioned in the given information. However, we can provide some helpful tips.When planning a visit, it's important to consider the cost of parking at Sea Life Arizona.Additionally, the best time to visit Sea Life Arizona may vary depending on your preferences and schedule.It's always a good idea to check their website or contact them directly for the most up-to-date information on admission prices and the best times to visit.Can Children Under the Age of 3 Participate in the Dolly Steamboat Tours?Children under the age of 3 can participate in the Dolly Steamboat tours, providing an enjoyable experience for toddlers.However, it's important to note that the Dolly Steamboat tours are suitable for toddlers and older children.If you're looking for another exciting activity for young kids, hot air balloon rides over Phoenix are also available for preschoolers.These fun and educational experiences are perfect for creating lasting family memories and fostering a sense of wonder in young minds.Does the Phoenix Art Museum Offer Any Discounts for Families With Young Children?Yes, the Phoenix Art Museum offers discount options for families with young children. They have a Family Membership that provides unlimited free admission for two adults and their children, as well as discounts on special events and programs.The museum also offers a Scavenger Hunt guide, which is a fun family activity that encourages exploration and engagement with the exhibits. It's a family-friendly activity that combines education and entertainment in a unique way.ConclusionSo, whether you're soaring high above the city in a hot air balloon, exploring the fascinating world of marine life at the OdySea Aquarium, or getting hands-on with interactive exhibits at the Children's Museum of Phoenix, there's no shortage of fun things to do with your kids in Phoenix.Take your family on an unforgettable adventure and create lasting memories together in this vibrant and family-friendly city. Let the rhythm of excitement and joy guide your journey through the best of Phoenix for kids. Read More : https://worldkidstravel.com/fun-things-to-do-phoenix-kids/?feed_id=2226&_unique_id=65fb8b434b4e2
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2024.03.19 19:11 WhiteGXRoblox Describing all car models in sentences.

Describing all car models in sentences.
i'm bored so let's write something nobody will read
AUDI R8 - It's fun to use modern sports car, simple as that. Who don't like the car that defines modern sports?
AUDI RS4 - Stylish and Sturdy brick to throw at your opponent, but unique taste.
BMW M6 - Easy to use, Fast dash, Strong in battle for a luxury foreign car. So great it's long body is only the main concern. Vroom
BMW M3 COUPE - It's brother CSL caught him lacking. Weak boost but at least it's resistance is good though it's behave like it's real life drivers. if you drive this, You're cool.
BMW M3 CSL - Heavily recommended for beginners who want to try BMW in this game. The speed & resistance is excellent for a short-nose car.
BMW M1 - Merak? Pantera? No! It's M1! It's behavior for speed and cornering is weird but great as most car models. Good candidate in Time Attack, People with good gas control will find this amusing to use.
BMW 2002 TURBO - Whoa, Who are you? RX-3's cousin? Combined with it's small size and performance, It can corners very well. Beside it's weaker boost / resistance. It's a good pick for old car taste people.
BMW Z4 EB9 - Popular, Not the best of bunch in tight courses but overall performs well compared to other BMWs, Suitable for beginners.
BMW M4 G82 - Great candidate in tight courses, but being limited edition car without aero parts & requires it's driver to make 0 mistakes to drive well. So it's easily forgotten car.
CHEVEROLET CAMARO Z28 - Old fashioned and difficult to use but despite all that. it's boost is it's strongest weapon. Probably nice pick for American cars fans.
CHEVEROLET CORVETTE STINGRAY C2 - It's probably oldest car & lowest amount of users in the game. Due to it's very high difficulty in this game, whoever main this is probably one very loyal racer. No fears, It's resistance is it's strongest weapons.
CHEVEROLET CORVETTE STINGRAY C3 - Runs great in high speed courses but struggles in tight courses. Just like it's elder brother, It's resistance is a very strong weapon but still very difficult to use because of weak boost and slippery. Despite all of that, It's one very stylish American car.
CHEVEROLET CORVETTE ZR1 C6 - Power of modern sports car, torque of muscle powers. Just like it's ancestors, It's resistance is very strong. No doubt, You can fight like cannon in battles with this car. If you can deal with it's quirky cornering behaviour. It can contends.
CHEVEROLET CAMARO SS RS - Holy crap, is that Bumblebee from the movie? Just like other muscle cars, It have heavy weighted cornering but It's boost is awesome weapon and combined with it's resistance, It's a god damn tank. High difficulty High rewards.
DODGE VIPER SRT-10 - Big Engine, Big to Bend. For weird reason, Despite it's big appearance. It's resistance is weak, But it's Boost and Speed is still great. Recommended to these who love drifting with their mastered gas control skills. Need For Speed or Motorsport fans.
DODGE CHARGER SRT8 - Oh god no, It's longest brick in this game. And worse, It's a rock and hard to bend. Whoever drive this please become roadblocks for slammers thanks /s
HONDA NSX NC1 - Very high level of performance and potent, Compared to the older NSX. This one is suited in battles. Even as bulky and wide supercar. It's cornering performance is excellent. Overall, It's for those who is perfect with how the car itself look and who want to play competitively against the metas.
HONDA NSX NA1 - One of few emperor of time attack machine that is suited to run tight courses like Kobe and Hakone. Despite it have the behaviour of Midship and larger width. It's no doubt, it's performance is as legendary as it's history.
HONDA NSX-R NA2 - As good as NA1 but 6 speed I guess, as expected in 12th terminal scratch prize only way to obtain. It's encounter rate is super low, By the time you get this it's probably years already.
HONDA S2000 TypeS - Just like other Hondas in this game, It's performance cannot be underestimated. By scrolling through time attack rankings, It can appear top few sometimes. That's right, It's an awesome candidate for TA and easiest 6 speed car probably itself being limited edition for long time.
LAMBORGINI AVENTADOR LP700 - SuperCar made to eat people, therefore serious threat if you encounter or use this in battle. Super big body to block, Strong anti-contact & Boost. And probably because of 4WD, it's stable. Truly a bullfighting king.
LAMBORGINI COUNTACH LP400 - One of the emperor of Time attack, It have level of traction that can be compared to the Madza's rotary cornering machines. Even it's wide it's nose is shorter than AE86. Combined with its high overall performance, It can be a runner in battle and reassuring one.
LAMBORGINI DIABLO VT - Widest car among all car models. Like other lambo, It's boost and anti-contact is strong. People may find it hard because of it's weird cornering and big size that could rub your neighbour's walls. But it's no big deal.
LAMBORGINI MIURA P400S - High level performance, Can compete metas. Hopefully the car doesn't catch on fire because it's is.
MADZA RX-8 TYPE S - What is the most stable and cornering car? This is the answer. Even in very high horsepower settings, You still can turn very well. Combined with short nose, It can do crazily good records in tight courses. But it's massive drawback is weak boost and lower top speed, But as long as driver doesn't make mistake and follow TA line, it can fight.
MADZA RX-7 FD3S - Easily found in hands of very many people because it's the most popular Time Attack Machine, Combined with it's striking car beauty and popularity with great performance No doubt beginners probably the one who find it ears ringing.
MADZA RX-7 FC3S - Initial D fans favor this, It's cornering performance is relatively good. But it's boost and resistance doesn't stand out much, Intermediate players might find this one fun and challenging to use. Not easy to use but it's fun.
MADZA RX-7 SE SA22C - It's cornering performance + resistance can compete with the FD3S but it's slow speed is a big concern, combined with it's weak boost. It feels like paper. But no fear, Grandfather will once stand up and teach it's grandkid FD3S a good lessons.
MADZA RX-3 / SAVANNA GT - The retired 110S sits down, find themselves handshake it's abilities to the brother RX-3. Combined with the tinyness of R2. With power and cornering performance of RX-7, This is the result. It show it's true strength in battles. It's popular in Japan probably due to nerf of Cosmo 110S
MADZA EUNOS COSMO TYPE-S [JCESE] - Some says this is the GTR32 but non-meta version, Surely many of the sub itself recommends this. Catchup and Resistance is so strong you can crush the metas. High difficulty High rewards
MADZA COSMO 110S [L10B] - Like the RX-8, It have drawback in high speed courses, but potent in tight courses. Sadly, just like real life. It is so light it can be easily pushed around by other. No fear, it's tiny size allow you to dodge traffics and corners.
MAZDA ATENZA 6 MPS [GG3P] - Weak Boost but strong resistance, As long as you can defend in 1ST place. You good. Drivers will find this exquisite sedan to drive in this game.
MADZA MX-5 NCEC - Inherited from cousin RX-8. It have great acceleration, cornering performance, agile small body. It Shows true strength in tight courses. notable drawback is it's low resistance that tends to be easier being pushed around.
MADZA MX-5 NA6CE - Miata.
MERCEDES-BENZ SLS AMG GT - Many deep rooted find this fascinating because its gull-wing doors and SuperGT History and Aeroparts. It's long body may seems it can be cuisined by others. But it's strong resistance can relieve that problem. But comparing to top few cars that ranks top-speed in time attack, this can certainly be one of them in line with R35, SVX, Diablo VT as well as 911 Turbo 3.6
MERCEDES-BENZ SLK 350 BlueEFFICIENCY - One of the car that can be easily forgotten until they got Taxi version of it. It doesn't have major strength or weakness, probably that's why it doesn't stand out much. It's aero however is nice though.
MERCEDES-BENZ 500E - High powered V8 but compact coupe, Overall, it have good strength and less weakness. Recommended for those who want to try 4-speed car.
MERCEDES-BENZ 190E - Known for it's sporty wing and old class coupe design, It's quite stable among other benz, It behaves more like a runner than a blocker. But out of all, there's no weakness. So it's good for new players who want to try Mercedes in this game.
MITSUBISHI GALANT VR-4 - a 5-speed Stable cornering performance of EVO8 with weak boost but strong resistance. It can do well in time attack records of tight courses.
MITSUBISHI Lancer EVO X - It's cornering performance is not disappointing, slightly wider body with average anti-contact. Out of all, it can run fine. The final Lancer EVO leaves it's legacy for long time. Just like all LancerEVO, It have strong boosts.
MITSUBISHI Lancer EVO IX - OH GOD OH NO it's that car with too many strength and 0 weakness. combined with it's popularity it stays strong in many hands of very many players. However only notable weakness is that it slips a little but still sufficient good in corners
MITSUBISHI Lancer EVO VIII - The old meta before EVO IX take it's place. Unlike the EVO IX, It have slightly lower top speed and lower anti-contact resistance. But even then, It still can be play well in all gamemodes. This particular EVO is better than EVO IX in cornering
MITSUBISHI Lancer EVO VI - By far it's a very balanced model, No weaknesses and Alot of strong factors. Goes for boost, speed, cornering and it's sizes. Popular car model in motorsports.
MITSUBISHI Lancer EVO V - Same as EVO VI, I think.
MITSUBISHI Lancer EVO III - Compared to other Lancer EVO, It's same as good but this one is tiny and more agile as well as battle orientated.
MITSUBISHI STARION GSR - Almost nobody know this car ever existed, It's one of the Mitsubishi that have popup headlight with a styling of FC3S or Old SUPRA. Quite unlucky car.
MITSUBISHI GTO TWIN TURBO - It's a tank, It suffers from lower cornering and speed performance. Yes, But when it comes to battle performance. It's sturdy and heavy to easily hold down and block other vehicles. Thanks to it's strong anti-contact.
MITSUBISHI PAJERO - Despite it's joke car, It's worthy to drive among average car models because of it's strong boost. Weak cornering performance but short nose can help by turning earlier. It's width can help block by butt or disrupt opponent's visions. Same as Starion, If you can spend efforts mastering them. it can be formiddable.
NISSAN GT-R50 - A new high ranking models that can dominate high-speed courses. Probably better than the R35, And it's battle performance is good as well as TA.
NISSAN GT-R35 - High level performance, Anti-Contact, Boost, Speed, Cornering performance is all on point, still cannot have cannot custom color or aero. But hey at least we have many different version of it so please collect them all :)
NISSAN GT-R34 - As strong as R35, And much more popular as much as the meta. Only slight drawback is it's wider than average width that players need to be careful in tight courses.
NISSAN GT-R33 - For odd reasons, Out of other the GTRs. This is less popular to be picked, It's not as easy as the R34 or R32 but if mastered It's good due it's minior drawback of long wheelbase.
NISSAN GT-R32 - Out of 10 people, 9 of them drive this. This face, this rear. You cannot simply miss it. And it doesn't need self explanation. They are as strong as the EVO9, FD3S. The only weakness? Is the driver itself.
NISSAN SKYLINE GT-R [KPGC10] - High difficulty car with small body, Other than it's drawback in speed. It's anti-contact performance is good. Old car enthusiastic find this interesting to drive.
NISSAN SKYLINE 2000GT-R [KPG110] - Despite being old car, it's stable. Other than that, it's boost, resistance and cornering performance is average. But with skills it's not big deal.
NISSAN SILVIA'K S13 - Silvia that is more orientated towards battles thanks to it's stronger boost and anti-contact and somewhat easy to handle, Sadly no aero parts but custom color.
NISSAN SILVIA'K AERO S14 - It's starting dash is not really good, At some point it's recommended to redline longer in lower gears. Other than that, It's boost and anti-contact seems average. It's more of a intermediate version of Silvias.
NISSAN SILVIA S15 - It's a Nissan that can compete the GTRs, Good cornering? Good speed? Good boost? You have it. But itself being FR is a minor concern, as long as you can pedal control fine. you good.
NISSAN 180SX - It's the epitome of street racing car, Good speed. But itself being FR means driver have to put more efforts into controlling the car when drifting but that's the gist fun of it.
NISSAN FAIRLADY Z34 - Moderately decent for beginners, Stable, Sharp, Fast. Short nose but wider than the NSX NA1.
NISSAN FAIRLADY Z33 - The Z34 is much more recommended for beginners, overall it's slightly weaker compared to it. But it's aero is nice to check out.
NISSAN FAIRLADY 300ZX Z32 - Very challenging to use, Perfect for testing one skills. But it's aero and body styling is very unique.
NISSAN FAIRLADY 300ZX Z31 - Average boost,speed,cornering, but strong anti-contact. Other than that, It's a car for those who like the look or intermediate players.
NISSAN FAIRLADY S30Z - Holy crap! Devil Z! Based on my friend and other players users, It have high potent but no easy or hard feat to master it. So it's car that defines the meaning depends on the rider's skills. If you can master it, It can performs well in both match and Time Attack.
NISSAN FIARLADY Z S130 280Z-T - The most limited car models I known to man and I never even have the chance to drive it myself so idk.
NISSAN STAGEA AUTECH WAGON - Literally power brick, It's long that you need to becareful of but can be used for blocking effectively. It's quite scary to meet one in battles. It is so long you can literally become roadblock and it's cornering and speed performance it's good to hold.
NISSAN SKYLINE COUPE 370GT - This one is popular in the US for Inifniti, It's resistance/anti-contact is strong to supress most car models. To say this is quite the average or very balanced to drive. It's not overwhelming strong or weak either.
NISSAN SKYLINE R30 - This car was made to takedown the GTR32, although it is not as strong or easily stable as one. But it got the capabilities to be a good battle machine.
NISSAN FUGA 370GT - Specifically made for battles, sacrificed all it's cornering performance for super strong boost and anti-contact performance. Combined with it's bulky body, You can play an active role in blocking and slamming you opponents endlessly as long as you can control the wheel and gas.
NISSAN GLORIA GT ULTIMA - Struggle to use, but it shares strong anti-contact strong as FUGA. It's weak boost, speed is what it's concerning.
NISSAN LEOPARD ULTIMA - Easy to use and strong 4-speed car, Excellent speed, strong anti-contact, and able to do well records in TA. By far I only know one of them who have this in his car data.
NISSAN LAUREL 25 - 4 speed version GTR, although it's not as strong as the GTRs. But it's speed, boost, anti-contact are good. For odd reason, It's gaining popularity in IDN or other regions.
PORSCHE 928GT - The only FR Porsche in this game, for some reasons. It is very good and suitable for beginners. Upon driving this, I was introduced it's very high pitch and loud engine noises. Strong anti-contact and unique good cornering performance. Sadly no aero parts but custom color.
PORSCHE 911 (991) Turbo S - One of the most popular Porsche in this game. And balanced one. Beside slips a little and strong anti contact. It's one nice to master it.
PORSCHE 718 Cayman S - Known to be slightly thinner than the Turbo model, This I can't put if it's easy or hard to use. But it being MR lead to unique cornering behaviour.
PORSCHE 911 (964) Turbo 3.6 - Probably to it being popular as the RUF Yellowbird, It can rank high in high-speed courses and insane speed. It's major drawback suffers in weak cornering performance and anti-contact, Slight push and you'll be drowned into walls. But it's speed is what worth.
PORSCHE 911 (930) Turbo S - Compared to other Porsche, this one is advantageous. It's boost and anti-contact performance is severely strong which can compete the metas.
SUBARU WRX STI GVB - Roughly speaking, It holds strong boost and cornering performance that is comparable to the GTRs. But due to it being rally machine it's top speed is lower. But it's easy to drive.
SUBARU LEVORG - Balanced model, other than strong boost and slightly longer body. It's a realistic and modern choice of many.
SUBARU BRZ - Strong grip, even as FR. It can do well records in Time Attack. Overall it's good and easy to pick up. In fact, Subaru haven't do 2 door sports coupe in very long time.
SUBARU WRX STI GRB - Take advantage of short nose, and stable as other Subarus. Easy for new players to pick up. Reminds me of YARIS
SUBARU IMPREZA GDB-F - Compared to the GDB-F, this one is orientated in battles. But it's not fighting as strong as the GTR. It's cornering is stable and easy to adapt. It's easy to use but no strong points. Probably because it's lower top speed as such.
SUBARU IMPREZA GDB-C - Old Meta car back in 3DX+, As expected of Impreza. It's cornering performance & boost is very good. But it's drawback is lower top speed & and weak anti-contact performance. Despite all that, It is still good even for casual players.
SUBARU IMPREZA GC8 - Much more orientated battle version of the GDBs, As well as 5-speed, with retained good cornering performance. Bunta pls.
SUBARU ALCYONE SVX - It's acceleration and top speed is amazing (it ranks high too in TA) as expected of 4-speed. Plus with the heavy steering wheel, It's takes time to master the quirky cornering performance. But it's boost/anti contact is sufficient enough to fight with the Metas if you can master it with your skills. Truly a coupe that were made into Rocket.
SUBARU LEGACY B4 BL5 - One of the less known car for Subaru. the car itself is pretty balanced with no weakness.
SUBARU LEGACY B4 BM9 - For odd reason, Unlike other Subaru, It's Boost is weak. But strong anti-contact. But overall still requires alot of skills to drive this because of it's challenging properties. But it's one of few sedans in this game.
SUBARU R2 - Weakest but the most agile of the bunch. Poor cornering, Poor top speed, Poor anti-contact...... But it's the perfect machine as runner. Because it's super short nose, small body. It can escape very fast and squeeze through trucks. Although you are paper when comes to blocking around but a little twist to playstyle it can be humoursly good.
TOYOTA 86 GT - Strong contenders in battles thanks to strong boosts/anti-contact. And overall it's good for new players.
TOYOTA TRUENO AE86 - Literally Initial D Takumi, and good thing is. It's cornering performance is good. It's strongest value is it's anti-contact performance & boost. So it is easy to defend your position when comes to blocking your opponents. It's a strong contenders in battles.
TOYOTA 2000GT - Elder relative of S30 Fairlady Z, It's overall performance is no doubt very strong compared to metas. It's body is very narrow. Combined with it's speed,boost,anti-contact. It's a very formidable car. Only main concern is it's FR layout that requires gas control. Nevertheless, It could be secretly a meta.
TOYOTA CELICA 2800GT SUPRA - Other than typical vintage car performance that have quirky speed & cornering performance. It's boost is good, but still take alot of skills to drive it well.
TOYOTA CROWN ATHLETE GRS204 - Known to be produced under Japan, It's unlucky car model to have big body with weak anti-contact performance. Overall it's challenging to use. But, Who cares? It's a luxury sedan. No sportiness needed to make it look fancy!
TOYOTA GR Supra RZ - "The Supra has returned!", The speed is very good, so is boost and anti-contact performance. Although remains as FR means gas control is required. Overall, It's seems like it's good for new players to play as. That is being playable by normal registration in 6RR+.
TOYOTA SUPRA RZ A80 - The most popular car of it's century and 90s boom, Of course, It gives impression of stable & high top speed. It just does just that in the game. But due to it's average cornering,weak boost and acceleration. It's recommended to execute good driving line most of the time to retain good speed when racing. Probably it's famous 2JZ engine gives unbalanced heavy weight ratio.
TOYOTA SUPRA 2.5GT A70 - Much more battle orientated version of the Supra A80, Sacrificed a bit of top speed but remain same low boost for a stronger anti-contact performance. But it's striking styling never fail to impress others
TOYOTA MR2 GT-S - Unlike most Toyota. This runs in Midship and it's cornering performance is excellent. Despite it's average overall performance. If you can get used to it, You can compete with much more stronger car models. It's a great car for practicing your skills.
TOYOTA CHASER JZX100 - Decent pick many Toyota fans, Strong boost, Strong anti-contact. With stylish Aero. It actually chases. and recommended for those who mastered gas control.
TOYOTA MARKii JZX100 - Average performance but weak boost, other than that it's simply a car with neutral impression. That is either a coupe, domestic sedans, or a sports car.
TOYOTA ARISTO V300 VERTEX - Easy 4-speed car with good cornering performance. It's acceleration is so strong the launch dash most likely will dominate in races. Beside it's big body to careful to rub through corners. It's boost & anti-contact is very strong, and it can fight against metas pacefully behind them. On top of that, It can battle and take away venue crowns at ease.
TOYOTA CELSIOR - Large super VIP body, Overall performance is okay. But what matters is the joy of tuning this car. Unlike others which is hand tuned by JUN KITAMI. Gaachan will be responsible and initiate Heavy Tuning than Hell Tuning.
TOYOTA SOARER 2.5GT - Forgotten Lexus, Weak boost, but strong anti-contact. overall, it have it's unique body designs others doesn't. The default meter is special digital graph type tachometer which other car models beside S2000 doesn't have. That's what makes it special.
TOYOTA COROLLA SEDAN G - Somewhat slips, weak as ever boost. But it's cornering performance is not bad at all. It have it's potent and take times to get there. It's small body allow player to be more agile. Even as Joke car, It's aero parts are very good.
TOYOTA HIACE WAGON KZH100G - Fatally bad speed, don't mention rank high in TA or Venue crowning with it. It's possible but very challenging. If you fight against the metas, Your best chance winning with the Wagon is use whatever trick you have. But you can use it's height to block your opponent's vision to disrupts them. Only obtainable through cheat code.
TOYOTA HIACE WAGON KZH100G Hi-Lifted - The effectiveness of trolling has reached peak. It became higher and you can severely block your opponent's visions better, Although it's challenging same as normal version but it's tons of fun in battles.
TOYOTA HIACE VAN - Van after installing R35 Engine. Unlike the 4-speed Wagon, It's 5 speed, It looks large but it's actually sized nearly as COROLLA except the heights. Just like the WAGON, You can utilize it's height to block your opponents in versus. It's boost however, is nice and easier to obtain in terminal scratch compared to the Hi-Lifted wagon.
But really don't read them all. All the weaknesses can be covered by a thing is called skills.
submitted by WhiteGXRoblox to wmmt [link] [comments]


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