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Addressing Canada’s Employment Insurance Gap For Self-Employed Workers

Source: TD
Ksenia Bushmeneva, Economist
Dated July 15th, 2020

Highlights


Chart 1 - Workers in More Precarious Employment See Steep Job Losses

Chart 2 - COVID-19 Self-employed to Cut Hours Worked Drastically

EI Leaves Many Non-Standard Workers Behind


Chart 3 - Self-employed Workers Much More Likely to Apply for CERB

Chart 4 - Prevalence of Self-employment Varies by Province

What Complicates Offering EI Coverage For Non-Standard Workers


Chart 5 - Maternity and Family Benefits Available to Self-employment

Chart 6 - Sickness, Disability, and Work Injury Coverage Available to Self-Employed

Some Solutions Based on The International Experience


Chart 7 - Unemployment Benefits Coverage Options to Self-employed

Chart 8 - Old-age Pensions Coverage Options Available to Self-employed

Concluding Remarks


References

  1. “Employment Insurance Coverage Survey, 2018”. Statistics Canada. https://www150.statcan.gc.ca/n1/daily-quotidien/191114/dq191114a-eng.htm
  2. Sunil Johal & Erich Hartmann. “Facilitating the Future of Work Through Modernizing EI System”. The Mowat Center. https://ppforum.ca/wp-content/uploads/2019/05/PPF-Modernizing-EI-for-Future-of-Work-April-2019-EN.pdf
  3. Antonia Asenjo and Clemente Pignatti. “Unemployment insurance schemes around the world: Evidence and policy options.” International Labour Office. https://www.ilo.org/wcmsp5/groups/public/---dgreports/---inst/documents/publication/wcms_723778.pdf
  4. Sung-Hee Jeon and Yuri Ostrovsky. “The impact of COVID-19 on the gig economy: Short- and long-term concerns”. Statistics Canada. https://www150.statcan.gc.ca/n1/en/pub/45-28-0001/2020001/article/00021-eng.pdf?st=x8kZDLV7
  5. Sunil Johal & Erich Hartmann. “Facilitating the Future of Work Through Modernizing EI System”. The Mowat Center. https://ppforum.ca/wp-content/uploads/2019/05/PPF-Modernizing-EI-for-Future-of-Work-April-2019-EN.pdf Ibid.
  6. “Evaluation of the Employment Insurance Special Benefits for Self-employed Workers”. Employment and Social Development Canada. https://www.canada.ca/en/employment-social-development/corporate/reports/evaluations/2016-ei-special-benefits.html
  7. “The Future of Social Protection: what works for non-standard workers?” OECD. https://www.oecd-ilibrary.org/sites/9789264306943-en/1/2/1/index.html?itemId=/content/publication/9789264306943-en&_csp_=60072f6c81e5afb306d1ad580d284396&itemIGO=oecd&itemContentType=book#chapter-d1e549 Ibid.
  8. “Key Small Business Statistics - January 2019”. Statistics Canada. https://www.ic.gc.ca/eic/site/061.nsf/eng/h_03090.html#point1-3 Ibid.
  9. “Government Response To The Fifth Report Of The Standing Committee on The Status of Women. Interim Report on the Maternity and Parental Benefits Under Employment Insurance: the Exclusion of Self-Employed Workers.” https://www.ourcommons.ca/DocumentVieween/39-1/FEWO/report-5/response-8512-391-19
  10. “Evaluation of the Employment Insurance Special Benefits for Self-employed Workers”. Employment and Social Development Canada. https://www.canada.ca/en/employment-social development/corporate/reports/evaluations/2016-ei-special-benefits.html

End Notes

  1. Since 2010 self-employed workers can voluntarily participate in EI Special Benefit for Self-Employed Workers (SBSE) to gain access to many life event-type benefits accessible to regular employees, such as maternity and paternity leave programs, leave due to sickness or to care for an sick family member. In addition to this, current EI system allows certain exceptions for some non-standard workers. For example some individuals who work independently as barbers, hairdressers, taxi drivers, drivers of other passenger vehicles are eligible to receive benefits through the regular EI program. Fishermen are also included as insured persons under the EI Fishing Regulations. In the case of the self- employed fishermen, EI qualification is tied to income. In order to qualify for up to 26 weeks of benefit, they need to have earned between $2,500 to $4,200 in the last 31 weeks.
  2. The two main reasons for not contributing to the EI program were not having worked in the previous 12 months, and non-insurable employment (which includes self-employment).
submitted by AwesomeMathUse to econmonitor [link] [comments]

r/TheWalkingDeadGame's TWDG Survey Results (see top part of post for more info)!

EDIT: The results are now completely finished!
Hello everyone!
As many of you know by now, we did a big survey 2 weeks ago where participants were asked many different types of questions about the series. First off, I am proud to announce that a total of 259 people took the survey. I was honestly expecting around 100 people to take it, so for the final amount to be more than double than what I predicted is absolutely stellar.
So with that said, here are the results!

Demographics

Age: 40.2% are within the age range of 12-17 years old, while 39.0% are 18-22, 13.8% are 23-27, 4.3% are 28-32, 2.4% are 33-39, and 0.4% are 40-49.
Gender: 83.1% identified as male, compared to 14.2% female, 0.8% trans, 0.4% non-binary, and 1.6% who chose not to answer.
Region: 53.1% of participants live in North America, while 36.6% live in Europe, 5.9% live in Australia, 2.4% live in Asia, and 0.8% for South America as well as Africa. One person actually put in Antarctica which... I'll assume was a misclick.

You and the Series

Click here to see a visualization of the results
Entry point: 16.2% of people got into the series during season 1 (May 2012 - November 2012), while 15.4% joined after The Final Season had ended. The third most popular entry date was a tie between the start of season 1 (April 2012) and after season 2 had ended (September 2014 - December 2016), which had 12.7% participants get into the series for each of those timeframes.
First entry: 81.9% of participants said that their first Telltale experience was a TWD one, compared to 18.1% who played at least one other Telltale game beforehand.
TWD Media: 34.4% of participants were already TWD fans before getting into the games. The other 65.6% responses were various combinations of whether game players gave other forms of the TWD series a shot.
Platform: The most popular platform for playing the games is PC with 38.2%, with the runner-ups being Xbox (28.2%) and Playstation (26.6%).

Season 1 Choice Results

Click here to see a visualization of the results
The album has more info though I'll briefly summarize the more important choices since there were a lot in this category:
  • Carley or Doug? 82.9% saved Carley whereas 17.1% saved Doug.
  • Kill Larry or save him? 55.0% of players helped Kenny kill Larry while 41.9% tried to save him and 3.1% didn't make a choice in time.
  • Take the supplies? 51.6% of players took the supplies while 48.4% didn't. Definitely the most split S1 choice.
  • Save Ben? 76.3% of players saved Ben while 19.8% dropped him and 3.9% had him die by default for not killing Crawford fast enough.
  • Chop off arm? 74.4% of players chopped Lee's arm off while 25.6% didn't.
  • Shoot Lee? 89.1% of you shot Lee while 10.9% left him to turn.

Season 2 Choice Results

Click here to see a visualization of the results
  • Nick or Pete? To my surprise, 61.4% of you saved Pete instead of Nick who 38.6% of you saved.
  • Sit with at Dinner? 87.1% of you sat with Kenny as opposed to the 12.9% that sat with Luke.
  • Watch Carver die? 77.0% of you watched Kenny kill Carver as opposed to 23.0% that didn't.
  • Chop off Sarita's arm? 62.3% of you whacked her arm off while 37.7% didn't.
  • Rob Arvo? 55.5% of you did NOT rob the commie piece of shit, while 44.5% of you did.
  • Shoot Kenny? Whether it was an easy or a difficult decision, 74.3% of you did NOT shoot Kenny while 25.7% of you did.
  • Final Ending? There were many different places to end up during the finale of season 2. For 41.4% of you, the final ending you got was Clem and Kenny leaving Wellington together. The two runner-up endings were Clem at Wellington with 28.9% and at Howe's with Jane and the family at 13.7%. The least common ending was not shooting Kenny only to ditch him at the frozen car with 1.2%.

Season 3 (A New Frontier) Choice Results

Click here to see a visualization of the results
  • Stay the night? Wanting to have all of that sweet pudding, 53.3% of you stayed in the trailer while 46.7% of you wanted to hit the road.
  • Shoot Conrad? 77.4% of you shot Conrad during your first playthrough while 22.6 of you didn't. I remember the in-game stats of the Conrad choice were in the high 80's/low 90's when the episode first released, so perhaps newcomers were more likely to spare Conrad after seeing his later actions.
  • Spare Max? 66.8% of you spared Max while 26.6% of you shot him and 6.6% of you couldn't decide in time before David shot him.
  • Date Kate? 64.7% of you started a relationship with Kate while 35.3% of you friendzoned her.
  • Tripp or Ava? 69.2% of you tried to save Tripp while 30.8% of you tried to save Ava.
  • Final ending? Due to the nature of these endings they were a tie for the most part, but the most common one was Javi going with Kate while Clem looks for David (only David dies) with 32.0% of you getting this ending.

Season 4 (The Final Season) Choice Results

Click here to see a visualization of the results
  • Louis or Violet? Four questions in this survey were ones that involved Clem's two romance options: Louis and Violet. You can see the results of each specific question by clicking the link above, but for the most part people often chose/sided with Violet. Examples of such include spending the day with Violet/Brody (51.2%), appealing to Violet at the end of episode 1 (59.3%), romancing Violet in episode 2 (40.2%), and saving Violet from Lilly's group (55.0%). To any Louis fans who might be letdown about their favorite piano-playing survivor not getting the spotlight, fear not, as Louis will make a surprising comeback for some of the later results in this survey.
  • Abel's fate? 81.9% of you were merciful to Abel as you promised to killed him and actually did so in the end. The least picked option was to let him sweat and not kill him (2.8%), which is surprising to me since promising that you'll kill him and not doing it (which got 5.2%) seems much more crueler.
  • Kill Lilly? Whether it was to avenge Carley/Doug, get payback for Louis' tongue, or just to shut her up once and for all, 55.6% of you let AJ kill Lilly.
  • Trust AJ? 79.1% of you trusted AJ to make the hard calls, meaning that Tenn died on the bridge.
  • Put down Clem? Most of you did not want to live in a world where Clem as a walker could possibly exist, so 85.6% of you chose to "put down" Clem.

The Episodes and Seasons

Click here to see a visualization of the results
  • Best Episode: The best episode according to all of you is the season 1 finale No Time Left with 21.2% of the votes, while the second and third best episodes were Take Us Back (19.3%) and Starved For Help (13.1%) respectively. Runner-ups were Broken Toys (11.6%) and No Going Back (6.9%).
  • Worst Episode: You might be shocked by this (I know I definitely was), but the episode that was ranked as your least favorite was... 400 Days at 18.9%! Second and third worst episodes according to you all were Above the Law (12.7%) and a tie between Ties That Bind Pt. I and Thicker Than Water (12.0% each). Runner-ups were Amid the Ruins (10.0%) and From the Gallows (9.3%).
To those who voted for either 400 Days or Above the Law, I would really like to hear your feedback on why you voted for those two as your least favorite. 400 Days was generally liked and I often see Above the Law be regarded as the best ANF episode, so I'm not really sure how to explain these results.
  • Best Season: Another close call, but season 1 was regarded as the best season at 46.7%, followed closely by The Final Season with 40.2%.
  • Worst Season: To the surprise of absolutely no one, A New Frontier was voted as the worst season with 79.2% of votes.
  • Best Graphic Style: The more realistic and less glossy approach of The Final Season was voted as the best style with 69.1% of votes.
  • Times replayed: The amount of times you've all played the series is almost evenly split, but 33.6% of you have played through the series 4 or more times.

The Opinions

Click here to see a visualization of the results
  • Killing Larry: Most of you thought that it was right for Kenny to saltlick Larry as that option received 63.3% of the votes.
  • S2 Kenny: In S2E5, Jane said that Kenny was "a bomb waiting to go off." I used a similar quote to convey Jane's feelings about Kenny through this question. The results were nearly split but 47.1% think that Kenny is NOT "a ticking time bomb."
  • S3 Clem: Clem's actions in S3 are sometimes questionable and it was later found that the choices from the previous two games have almost no affect on her character. Despite this, 47.1% of you thought that Clem's character in S3 did justice to how she acted in the previous two games.
  • Clem's S3 inclusion: Despite the results of the above question, 39.8% of you think that Clem's inclusion as a secondary character made the game WORSE. Perhaps a duo Tales From the Borderlands approach would've been better. This was the most split question of these opinion-based ones, as the results were nearly tied and about a quarter of you couldn't decide.
  • David's character: 50.6% think that David was neither terrible nor perfect when it came to being a father, husband, and brother. Meanwhile, 40.5% of you think he was awful at all three of those things while a meager 3.9% of you thought he was perfect. Out of curiosity, I checked the specific votes from the females who took this survey but could not find a correlation between gender.
  • Jesus in S3: I probably should've reworded this question to something like "do you like seeing comic characters in the game?" The answer to that question remains to be seen, but as for Jesus himself 78.8% liked his inclusion.
  • AJ shooting Marlon: 68.7% of you thought it was wrong for AJ to shoot Marlon compared to 23.9% thought he was justified.
  • Clem in groups: 87.6% of you think Clem/AJ are better off in groups. I imagine this score would have been incredibly low if a survey like this were done right after the end of season 2.

The Characters

Click here to see a visualization of the results
Apologize for the delay on this one since counting the votes took forever.
  • Best protagonist: As expected, Clem won with 65.6% of the votes followed by Lee with 32.0%. While he has his fans, Javi's 2.3% shows that he will always remain in the shadows of the protagonists that preceded him.
  • Favorite Clem: Your favorite iteration of Clem is S4 Clem with 63.3% of votes, followed by S2 Clem (23.2%), S1 Clem (9.7%), and S3 Clem (3.9%).
  • Best 400 Days character: 40.1% of you voted for Vince as your favorite 400 Days character. From there, the votes decreased based on the chronological order of when you play as each following character. This was a bit surprising since Bonnie got more votes than Shel despite Bonnie's actions in S2.
  • Best cabin group survivor: 71.7% of you said that Luke was your favorite survivor, while Pete (12.8%) and Alvin (7.4%) followed along from a great distance.
  • Best Ericson's survivor: It was a close call but Louis won the vote with 43.7%, followed by Violet (36.9%) and... Rosie? (4.4%).
  • Best villain/antagonist: The best villain according to you all was Carver who took home 44.8% of the votes. The St. Johns (13.9%) and Lilly (13.5%) place in second and third while somewhere in the herd you can hear Minerva singing (12.0%).
  • Best Clem love interest: Despite Violet winning almost all of the S4 choice questions a while back, people think that the best love interest for Clem would be Louis with 38.2%. Violet was a close second with 36.7%, while 15.8% prefer Clem to be alone and 6.9% of you didn't know or didn't care.
  • Most annoying character: Although Gabe sucks at keeping secrets, he is great at one thing: being the most obnoxious character with 28.7% of the votes. The two other "screw-up" characters from the previous two seasons followed afterwards, with Sarah getting 17.8% of votes and Ben getting 11.2%.
  • Favorite and most hated characters: I'm way too tired to explain this part in depth so click the imgur album above to see the top 5 results yourself. I'll probably do a better favorite characters poll in the future.

The Moments

Click here to see a visualization of the results
There were far too many possible options to go through so I just listed the top 5 for each question:
  • Most difficult choice: Hardest choice for most of you was choosing whether to stay in Wellington or leave with Kenny which got 18.1% of the votes.
  • Most intense moment: On the verge of her possible death, both Clem getting bit and the final barn scene were voted the most intense scenes as they received 14.7% votes each.
  • Saddest moment: As expected, Lee's death was voted the saddest moment with a staggering 39.8% of the votes.
  • Most epic/applause-worthy moment: Learning that Clem survived her bite easily took the top spot with 36.7% of the votes.
  • Scariest/creepiest scene: Never mind the darkness... or the fact that Minerva singing on the bridge won this vote with a high 39.4%.
  • Most shocking/jaw-dropping scene: Since it seemed almost impossible for her to get out of that predicament, Clem being alive was voted by 15.8% of you as the most shocking moment. Tying in second place was both Lee and Clem getting bit, which both received 13.1% votes each.
  • Worst death: Imagine surviving two entire games only to get killed at the start of the third. That was the case for Kenny's S3 death which was voted the worst death at 31.7%.
  • Favorite quotes: Too many quotes to go through, though the clear winner was "Still. Not. Bitten." which got over 30 votes.

Future/Unexplored

Click here to see a visualization of the results
  • Unexplored fates: There were many characters in the series who have come and gone only to never be seen again. When asked which of these fates you'd like to learn about, the top answer was Christa with 31.7%. The other two highest rated contenders were Kenny if you stayed in Wellington (29.7%) and Javi/Richmond survivors after S3 (15.4%)
  • New Clem sequel: Clem's journey has finally come to an end, though whether it is actually the end is something that I often see get questioned on this sub. Despite Clem's adventure ending on a good note and the game being called The Final Season, 50.6% of you voted that you would like to see a sequel game featuring Clem/AJ. Conversely, 40.9% would not like to see a sequel while 8.5% of you were unsure.
New game ideas: We asked you to pitch us your ideas for a TWD game as long as it wasn't a Clem sequel. All of the ideas were great but here were some of the common/notable ones:
  • Kenny side-story set either between S1 and S2 or set after leaving Clem at Wellington.
  • Javi and Richmond sequel where they're at war with Delta.
  • 400 Days spin-off featuring unexplored characters like Molly and Christa.
  • A 'what-if' game where things are different, like Lee never meeting Clem.
  • Lilly spin-off between S1 and S4.
  • Ericson kids prequel.
  • "The continuation of Javi’s adventure of ‘what the fuck is going on’"

Final Super Serious Questions

Click here to see a visualization of the results
  • Favorite Chet quote: The 7 famous Chet quotes have been passed down from generation to generation, but the legendary quote "It's hotdish night" was the winner with 27.4% of votes.
  • Did you lick it? ...77.2% of you didn't know...
  • Reggie what the fuck happened in here? Click the imgur link above to see the full results or click here for the brief summary to this question. EDIT 6/6/20: After nearly 2 months I'm gonna post a pastebin of all the responses to the Reggie question just so you can see what people said https://pastebin.com/pugxsUif
  • Chet vs. Omar: In what was undeniably the most important vote of 2020, the person who would win in a fight would be... Omar with an extremely close 50.6%. It was a very intense battle as when I would check on the status during the voting phase, there were many times where the results were tied. I may have screwed up by adding "Chef" Omar to the question and not giving Chet his own unique moniker, so perhaps a rematch is due for sometime in the future especially since this was the most split result in the entire survey.
  • What to do with Arvo: There were a ton of funny responses to this question. The ones that I thought were the funniest can be viewed by clicking the imgur link at the top of this section. I also took the liberty into visualizing a couple of the responses.
And with that, I AM FINALLY DONE MAKING THE RESULTS! This entire thing took forever but overall I think it was worth it despite there being several areas where I could've improved. I might do something like this again in the future (specifically with a favorite characters poll since I messed that up here), but that definitely won't be for a while.
So for now, enjoy these results while I go to sleep for a long time.
submitted by Mr_Bell_Man to TheWalkingDeadGame [link] [comments]

DEMOLITION DAYS, PART 95

Continuing
He still came around making trouble, but oddly enough, our little cul-de-sac corner was more-or-less Batshit Crazy-free for the next 34 months.
After that, things sort of calmed down. Well, one of his older boys thought it would be fun to attack Khris, push her off her bike, and try and steal the Uzbek sapphire amulet I had gotten her years earlier.
Khris is not a small girl; she is a corn-fed daughter of the vast cow-pocked hills and rolling pastures of Baja Canada. She didn’t take lightly to some weasely little Arab probably future pole-smokers trying to steal from and assaulting her.
It took more than one punch, but Khris coldcocked the elder of the Guano Insano clan and laid him out so an undertaker could have taken easy measurements. Oh, he was still breathing, but I nevertheless think he was shammin’, playin’ possum until Daddy Dearest could come and rescue him from the rage of wrathful Wisconsinians.
Liam and I were sitting in the porch area of his villa, smoking cigars, drinking our sunrisers, watching the tableau unfold. We both thought Khris handled the situation well, particularly the outcome. The miscreant was out cold’n a foundered mackerel and Khris didn’t heel-stamp him in the chuckle-bits nor curb-stomp his head even though he had initially, and without provocation, punched Khris in the head.
Major stylistic points, Khris.
After 6 or 7 of his offspring rant to alert him, Señor Srībaśita Inasēna came over to shovel his insensible frogspawn up off the tarmac. He was ranting and raving, screaming and splitting the air with threats, dark oaths and other forms of bad noise.
He headed straight for Khris to administer a smackdown, as Khris resolutely held her ground.
I merely stood up and asked Khris if she needed some help.
She replied in the negative, stating that this fool wasn’t going to be much more of a challenge than ‘his idiot kid’
I swear, he went, even more, batshit crazy. However, something clicked and Señor Srībaśita Inasēna looked over his shoulder to see not one, but two near-identical way-more-crazy than he extra-large people standing there, both with cigars and icy cold drinks. He suddenly seemed to experience a spate of total recall how one of the large apparitions said he’d begin him on his journey toward room temperature if he so much as sneered in our direction.
He scooped up his unconscious spawn, muttered something none of us could make out, and scurried back to his loathsome piece of home real estate.
That was more or less the end of our run-ins with Señor Srībaśita Inasēna and his extended tribe.
Swing forward to the late summer. The weather calmed a bit and one’s skin didn’t immediately bubble every time one went out to collect the local morning news-rag. Things were going well for the cul-de-sac; jobs were advancing apace, children were doing well in their various studies, people were, oh what was that word? Ah, yes, happy.
Happy people do fun things.
So, it was decided it was time we have a block party.
Of course, Liam came up with the brilliant idea that we should have a pig roast.
“Umm, Liam”, I ahemed, “In case you forgot, we live in an Arabic Muslim country in the Middle East. Pigs and pork and porcine parts are sort of verboten around here. “
“Ok, Rock”, Liam laughed, “I know that, you know that, my hat knows that. But we Brits must have our bacon, sausage, and chops. It’s in our DNA. Besides, I can get one flown in through my company; under the wire. I could sneak him over here easily. We’d just have to keep him under wraps until bar-be-que time rolls around. You’re from Texas, so…”
“Adopted native son” I corrected.
“Right”, Liam continued, “But you were from Baja Canada first, so you must know how to cook a whole pig…”
“That right, I do, but…, I said, “…you want to bring a live pig in here, and keep him for a while until we can sort out the cooking necessities. We can’t use the industrial-sized stoves in the rec center at the pool. That’d raise a few eyebrows…”
Es and Cassandra wander over, listen for a bit and exclaim “Are you both out of your tiny, little minds?”
I had to admit, as I poured Liam and myself a refill, that the idea did have a certain ‘Up Yours!’ mouthwatering bacon-scented charm.
So, all four of us sat outside and over beer, vodka, and white wine for the ladies, we brewed up a perhaps passable project for our pig party.
The thing was, I’d be gone offshore for a couple of weeks and the pig would have to live at someone’s villa, under wraps, for that time; which actually escalated to 3 months.
Esme, surprising as always, volunteered to take on the task.
Might have been the white wine talking, but she admitted to missing bacon as well.
“OK, but we’re going to need a bar-be-cue pit. Where and when?” Liam asked.
“I’ll talk to Shiehk Gungan and secure permission for a Hawaiian-style pit bar-be-cue for someone or other’s fake birthday. If we can get Vonn and Honey Bee on board, their villa’s backyard backs up to a tall brick wall bordering the alley behind the City Centre. I could put in a pit there easily, and it would be out of the purview of prying eyes.” I said.
“Good”, Casandra said, “Let me get the gin and tonic makin’s and get Vonn and Honey over here as well as Dane and Dyad. Gonna have a block party, make sure you invite the entire block.”
Over the term of the afternoon, we had our plans.
Liam would secure a pig for us; approximately 200-300 pounds, on the hoof. It’d stay in our backyard under both our sun tarp and Esme Srs.’ care until Pig Killin’ Time. Liam, Vonn, and I would handle that little chore. I’d get permission to ‘dig’ a pit and install the bar-be-cue pit in Honey and Vonn’s back yard. Liam and I would handle the actual roast, and we’d all chip in for charcoal and wood smokin’ chunks, and whatever else we could find.
Dyad said she knew many, many farmers it the area and many had fruit trees, in various stages of repair. Certainly, some of that would smoke up a treat. Persimmon, pomegranate, fig, mango, durian, banana…all the earmarks of a weird pig roast.
So we had a date, a plan and the ingredients for a complete fiasco. Since Sr. Guano Insano was no longer part of the picture, and as we had few interlopers, this might actually work without all of us being tossed into the hoosegow.
I’d liberate a bit of pit diggin’ materials from work, just a small amount of dynamite, C-4, and Primacord; I already had the blasting machines. Vonn and Liam would lay in the charcoal and wood for the actual pig roast and well, Bob’s your uncle.
I went offshore to complete the 12th well on the platform and had to deal with all the logistics, bureaucracy and other sanctioned horseshit that comes with the territory. It took almost exactly 3 weeks, and at that time, Esme’s initial negative reaction to pig-sitting had changed considerably.
She had named the critter and found it to be a rather clever, and even sociable, beast. She even allowed it free reign of our house.
The name she chose was one from an old, endearing structural professor: Prof Pinkus (Prof. Pink-ass).
Ahem.
This was an unforeseen complication.
“Es, remember, “ I said over the phone, “That pig is not a pet. It’s not your buddy. It’s not going shopping with you. It’s going to be the guest of honor at a block party. Perspective, please.”
“Oh, Rock”, Es gushed, “I know that. It just makes it easier to keep up with Prof. Pinkus if you treat him like a pet rather than livestock.”
“Es!”, I yell, “He IS livestock. Soon to be deadstock. Soon to be crisply pit barbequed to a crackly crunch. He’s not your friend, he’s breakfast, lunch, and dinner!”
“OK, love you too.” Es says, ignoring me, “See you soon. Safe flights. Keep the shiny side up.”
I hang up. “Oh, shit. This does not bode well.” I mused on the flight shoreward.
I have to admit, pigs can be personable animals. Canny, inquisitive, seemingly intelligent. But even so, that does not trump them being delicious, appetizing, and delectable generators of bacon. Prof. Pinkus is going to be ham, bacon, and sausage soon. Not a boon companion.
The next day I ‘dig’ the pit for the barbeque. I used a shovel for exactly 2 minutes and dynamite, C-4, and primacord for a few more. Vonn was astonished that I not only dug a 6’x6’x4’ wide hole in less than an afternoon, but that I did it while smoking a cigar, drinking an, ok, several icy adult beverages, and never even breaking a sweat in the hellish late summer heat.
The Bobcat with the mounted backhoe, which I had ‘borrowed’ from work, helped a little.
Liam wandered over after the pyrotechnics were done. He didn’t care for them as the noise ‘offended his ears’. Truth be told, he had seen enough pyro jobs go south in his line of work and wanted nothing to do with them. I assured him I was a licensed Master Blaster as well as the one and only Motherfucking Pro from Dover, but it took some time to get him up to speed on the use of explosives for fun and profit.
We let the pit settle, as it was in mostly in desert sand held together with a bit of aeolian clay, or loess. We kept it wet and covered with sheets of canvas. It’d be fine for our pit barbeque in the days hence.
Vonn, Liam and I fabricobbled a cover for the pit which was made of thatched palm fronds supported by ½” pine furring-strips frame along the outer surface. Dane found a hunk of tin stove pipe and we fashioned a nicely workable chimney for the cover. Once the fire was going, and the pig in its new home, we could set the cover over the pit, shovel earth over it to seal it off and use the iris-valve in the chimney to regulate airflow.
One looks at it now, it would almost appear that we knew what we were doing.
Probably nothing was further from the truth.
We needed to ‘season’ the pit, but first, we needed to line the pit with rocks. This serves to hold the heat, and will even out its distribution. But, all we have to use is limestone around here and if limestone ever gets wet, there might be water in the fractures of the rocks. Heat that up to over 1000C and you’ve got yourself a nifty little bomb.
Of course, this will not do…
So, I get on the phone with several ‘exotic’ marble companies in the big city of Duhu. I call around asking if they might have some scrap sheets of granite, quartzite, granodiorite or marble.
Sure, for a price.
However, there was this one place where I knew this guy…
He took in huge, and I mean 4m x 5m x 5m blocks of exotic rock from the subcontinent; black granite, “Reaping Equinox’ black and white ‘granite’; most all these ‘granites’ were granodiorites, Inferno Granite, Black Sunset granite sliced thin into façade facing dimension stone, it was absolutely gorgeous in cross-section. However, the best stuff was igneous-metamorphic, tougher than a $2 steak, and just laughed at diamond carbide saw blades.
“Oh, sure now Mr., Dr. Rock”, Mr. Prakash Dongerkerry, the owneoperator of one particular lot I scavenge for Esme’s continuing lapidary hobby, “I’ve got some beauty stuff here for you. But I need some help with these couple of blocks I received from Kerala. Great rock, very pretty, but too tough. Burn out many saws, boss. You can help maybe?”
“Sure, Prak”, I replied, “I can help, no sweat.”
So, next Friday Liam and me, we eased over to the granite factory, C-4, blasting caps and Primacord in hand. Prak was a little apprehensive about using high explosives in a densely populated area, but after Vonn reminded him that he was working with the Motherfucking Pro from Dover, he relaxed some.
I crawled all over those blocks, marking with orange spray paint the nature fractures, flaws, and features of each block. Asked Prak how he’d like them split, and he indicated parallel to the major axis.
It couldn’t be easier. There was a main body-fracture system normal to the σ1 stress direction. The one’s parallel to the σ2 and σ3 were minor and nowhere near as clearly developed.
I smooshed some C-4 into a test fracture, primed it and shot it without much ado. It was surprisingly quiet for a detonation. A cute little C-4 POP.
A large slab of rock fell off the main block, severed as nicely as a hunk of cold butter from a hot knife.
Prak was thrilled. I only had another 12 or so shots to go.
They all more or less came off as planned. One or two busted when they bounced, even after the addition of old car tires below where I was blasting.
Prak, good to his word, showed us a huge pile of 1.25” thick sawn quartzite slabs that were rejected for mostly cosmetic reasons. It takes a bit of math, a bit of doing, and a lot of C-4 to extract slabs enough to line our fire pit from stem to stern, top to bottom.
Once installed, the pit was a tad less wide, a bit less deep, and a smidge less long, but it was the only Precambrian-quartzite lined bar-be-que pit in this or any other known galaxy.
We celebrated the initial fire up with whiskey and hors-d'oeuvres. I stuck with vodka, ice, lime, citrus stuff, and a Jamaican cigar.
The pit flared from the amount of dry wood we initially used. It burned very quickly into a pile of glowing embers. Now, we added some local lump charcoal and popped on the top, now sporting an exhaust chimney with a rather large, intrinsically-safe, unusually commercial-looking dual-temperature thermometer that somehow just appeared out of the ether.
We took it all the way up to 1,000C. Although it was designed for ‘low and slow’, we wanted to see how it would perform under alternative conditions.
We let it simmer for a few hours, then decided to kill the fire by closing the iris valve. Thus deprived of oxygen, given a few hours, the pit would be cold to the touch.
The next day, we opened the pit and shoveled out the dead embers. The pit was well and truly cold. Upon examination, it seems that the quartzite had fused to the sand on the outside of the pit. Also, sand had filtered down into the cracks around the pit, like in the corners, along joints, and been fused there as well.
The damn thing would now hold water if we wanted. We had a natural glass-lined fire pit now. We decided to try out some racked & stacked chickens first before we slowly made our way pig-ward.
We staked split chickens out on various levels in the pit. We had worked up a series of adjustable metal frames where we could lay the staked-out poultry. The racks popped right in place and after a couple of hours, hey presto bar-be-qued peri-peri chicken. And hot-butter roasted chicken. And for the uninitiated, roast chicken with smoked Hungarian paprika and Indian ghee. A real Iron Chef fusion-style mixture.
Liam and I took his Grady White out on the Persian Gulf and managed a couple of dorados, or Mahi, a largish shark, and a couple of kingfish off the deeper shipping banks. Fileted up and tacked in place, we played around with the smoking woods. Mango was just weird. Fig was weirder, almost vinegary; but not terrible. Pomegranate/tangerine tree smoked Mahi, seasoned shark steak, and Kingfish was the hit of the week. So easy, yet so tasty. It went well with Es’ famous Navajo Fry Bread.
We were gaining confidence. Prof. Pinkus’ days were numbered. We decided that the Eid al Fitr would be the time that we’d been preparing our porky pit pig production.
How’s that for cultural sensitivity? Break the Ramadan fast with a pig roast.
We’re all about cultural sensitivity.
Anyways, we hemmed and hawed over the methods of dispatching our soon-to-be-delicious 325 pounds of Professor Pinkus.
One wag suggested we have it OD on tranquilizers, trip him out a la Heath Ledger. Use loads of Nytol®, Dramamine™, oxycodone, hydrocodone, diazepam, temazepam, alprazolam, and doxylamine."
It was straight out of the Fabulous Furry Freak Brothers©.
We all agreed it was funny as hell, but that it probably wouldn’t work.
Then we thought we might go all Halal, just slit the pig’s throat with a very sharp knife, and let it bleed out.
Rejected as to being too thrashing, too noisy, too Arabic, and just plain uncivilized.
I thought I could get hold of a 12 gauge shotgun and some Foster Deer slugs. But again, noisy and messy. Besides, I’d have to borrow a shotgun, and that might raise some eyebrows.
We’ve managed to keep Prof. Pinkus under wraps now for almost 3 months. Hate to blow it right before the feasting was to begin.
In the end, all it took was an 18-pound maul and a solid whack to the right side of the head.
More sensitive viewers might want to skip a dozen or so paragraphs ahead. Just fair warning™.
I was elected to deliver the coup de grâce.
After walloping a bound and gagged Prof. Pinkus upside the head and basically caving in the skull, severing the skull-spinal cord connection at the atlas/axis connection, it was instant lights-out, he felt nothing.
We had already apologized to Prof. Pinkus, and thanked him for his contribution.
Seldom before has lunch ever been so noble.
Prof. Pinkus freezes and collapse, the legs give way, and the neck goes rigid. We picked up the extraordinarily sharp butcher’s knife sitting there, one hand under the chin and pull the head back. The other hand takes the sharp, stout knife under the neck and slices across the neck back to the bone of the vertebrae.
The knife hand loops around to the poll of the head, pushes down and forward while the hand under the chin pulls back and rearwards, so the neck vertebrae connecting tissue cracks. Knife hand back down under the neck, chin hand slides up and a finger hooks into the trachea and slice between the separated vertebrae.
With our previous practice and experience, 10 to 15 seconds from hammer strike to the semi-decapitated head.
Grisly but necessary.
Hanging the beast by its back hocks, well out of sight of any casual interlopers, we bleed the animal out into 5-gallon buckets, saving the precious juice. Vonn and I have visions of homemade blütwurst, blood-n-tongue sausage, and zultze or schwartamaga; lovely, lovely headcheese.
But that’s for later. Vonn gathers the blood in gallon-size freezer zip bags.
Now to scalding the corpse, scraping off the hair and external epidermal debris. We had a tub of boiling water into which Prof. Pinkus went. It was a boring, tedious, annoying repeated dunk-soak-raise-scrape-return until the carcass was clean and smooth and removed of all nasty gunk on the outside.
Now comes the really icky part™, gutting and scraping out the carcass. Before opening the abdominal cavity, it was required to de-bung the animal. Cut around the anus, go in deep but not too, pull the bunghole out, seal with zip ties, and cut and discard. Now the lower GI tract is sealed from leaking when the rest is removed. We also have to remove the male dangly bits in a similar manner as Prof. Pinkus was a boy hog.
Still hanging, we open the hog from sternum to groin, letting gravity aid us in helping Prof. Pinkus literally spill his guts. Right down into a waiting gut-bucket, or galvanized 50-liter steel tub. The chest region is split open further and the lovely and delicious major organs are singly removed by hand. Heart, liver, kidneys, etc., lungs, gall bladder, spleen, pancreas, and a few other organs are discarded.
With that, we open the hog to where it will lay flat on the roasting rack. It is then hosed off and generally cleaned up before we give a good going over.
After it dries, the whole gutted critter is washed in wine. Evidently, it’s a French thing according to Honey Bee.
We wrap the hog in burlap, soak it down in cheap-ass wine and let it sleep 24 hours or so in Liam and Cassandra’s freezer chest.
The next day, the fire is started in the fire pit. We have lump charcoal, bucket after bucket of fruit tree chunks soaking in water and probably half a rick of firewood to keep the party going the next 24-36 hours.
We retrieve Prof. Pinkus from his cool, not frozen state, say hello and proceed to arrange him staked to the cooking frame in a belly-down, butterflied posture. Internally, he was well seasoned with dry rub after the obligatory internal rubdown with Napoleon brandy. We placed 40 garlic bulbs, kosher sea salt, olive oil, black pepper, and liberal amounts of Old Bay, to taste beneath him.
So, it was up to me to get the external goo ready for the pig. Kansas City-Style Sauce? Eastern North Carolina Vinegar Sauce? South Carolina-Style Mustard Sauce? Piedmont or Lexington-Style Dip? South Carolina-Style Mustard Sauce? Texas-Style Mop or Basting Sauce? Alabama White Sauce? Wisconsin Drunken Religious Experience Sauce?
“Ah, the hell with it!”, I venture, “Sauces come much later. Too early; they caramelize, crystallize, and burn. We’ll go for a good rub instead.”
I mean, who doesn’t enjoy a good rub now and again?
Anyways, which fucking rub? Kansas City Rib Rub? Mustard Rub? Spare Rib Rub? Memphis-Style Rib Rub? Porker's Rib Seasoning? Best Odds Rib Rub? Carolina Dry Rub? Texas Dry Rub? Jamaican Jerk Dry Rub? Classic Pork Dry Rub?
Too much choice! Seasoning overload!
I call over everyone involved in this little soiree and instruct them to come up with a rub we can all enjoy. I had to kill and gut the critter, it’s about time I go all Subsurface Manager, and delegate out some parts of this project.
So, over beer, G&T’s, vodka and lime soda and various Froggy wines, ‘my’ crew came up with a rub that was simple, tasty and ironically reflects some of the culinary aspects of the region we’re currently defiling.
Ingredients:
• Smoked Hungarian Red paprika
• Brown sugar
• Caster sugar
• Black pepper
• Kosher salt
• Cayenne pepper
• White pepper
• Chili pepper
• Dehydrated garlic
• Dehydrated onion
• Fenugreek
• Red Cardamom
• Turmeric
• Ginger
• Garam masala (Cumin, Coriander, Green and Black Cardamom, Cinnamon, Nutmeg, Cloves, Bay leaves, Peppercorns, Fennel, Mace, and dried Chilies.)
They went to the co-op, bought buckets of the individual spices and played the rest of the day at getting to that one perfect combination for our resting porker.
I don’t remember the exact breakdown of the proportion of the spices, but whatever it was, it tasted brilliant. Now we had about 8 or 9 pounds of the stuff. We were ready to go.
Prof. Pinkus was set on the cooking rack, belly open and down. He was doused internally once again liberally with cheap Indian Napoleon brandy and secured to the rack atop all the garlic, celeriac root, boudin, and small new potatoes.
He was tied in place with heavy organic hemp twine and had his mouth propped open to facilitate circulation of the pit’s heat and convection. He looked very Pink Floydian. One almost expected him to take flight.
The exterior of the porker was treated to a nice rubdown. I swear I saw him smile once or twice when Honey Bee insisted on a sensual massage to make the resultant meat that much more tender. Olive oil infused with lime oil and garlic after a thorough wash with more brandy. Followed by a liberal rubbing of dry rub.
Finally, ready to go, we tented the porker loosely with industrial-strength silver aluminum foil. The frame with its cargo was lowered and locked into place for at least 24 hours. Probably closer to 36, as we’re going ‘low and slow’.
We take turns, between hands of poker, cribbage, and Schafskopf, as well as numerous G&Ts, Yorshs, and vodka and lime drink cocktails, to check on our prized porker. We kept the temperature right at 2050 F as best we could.
The voluminous smoke coming off the barbeque pit was our one concern. It packed an amazing aroma and filtered around the whole compound, dragging in expectant pikers, leeches, and other forms of human ectoparasites.
We told them we were smoking a whole camel, Texas-style, a la filét de hump, and wouldn’t be ready for another couple of days; so piss off. That seemed to get rid of all but the most insistent. We finally got rid of him by using a leaf blower and directing a stream of high-velocity roast-pork laden smoke his direction each time we had to add more fuel to the fire.
Time marched on and the time finally came: the deep internal ham’s temperature hit 180 degrees F.
Prof. Pinkus was ready to make his debut. But first, we needed to get him out of the barbeque pit and over to Vonn’s garage to rest a while.
More futzing, more aluminum foil, and more beers later, Prof. Pinkus, in all his delectable roasted glory was cooling out from atop a pair of sawhorses. Of course, he had to rest after his ordeal, but that didn’t mean we couldn’t manage a few samples.
He was done to a turn. It was incredible. Crispy-crunchy-crackly over lean, moist and insanely flavorful meat. Not bad for a bunch of bumbling international mugs on their first Middle Eastern pig-roast pit-roast endeavor.
Everyone made up their own version of sauce for sandwiches and dipping. We decided that we’d never all agree on one sauce, and 4 or 5 on one porker would be just too damn many.
So, please yourself. Just do it, yourself.
Behind closed doors, Liam and I were once again elected to reduce Prof. Pinkus to primary parts. We were hopefully disguising the fact that here sits 185 pounds of delectable roast pork in a very Muslim country on one of their highest holy days.
So it was a bit unnerving when Sheik Gungan showed up and asked: “What was that wonderful aroma?”
We said smoked beef…lamb…camel…turducken…Tyrannosaur… anything other than what it really was.
He asked for a sample.
What could we do? We couldn’t well refuse now, could we?
We gave him some of the best bits to try.
“Lovely, gents, just lovely. Next time, for reference, more garam masala, and a little more rosemary. I find it really brings out the subtle flavors of pork.” He smiled, wiping his pork-sticky fingers on my HGGTG towel.
“You old fraud”, we all smiled at once.
“What?”, he shied, raising his eyebrows, “It’s for scientific evaluation purposes. It’s therefore allowed. Now, do you have any cold beer, gin-n-tonics, or vodka and lime, which I’m hearing is very nice together, that I might also scientifically sample?” he smiled toothily through his long white beard.
We had made another powerful friend. Although it cost us one smoked Boston Butt, actually off the shoulder, that’s butcher’s for you, and a half a liter of homemade Texas-style barbeque sauce and another of Esme’s homemade fennel and caraway-infused coleslaw.
Everyone on the cul-de-sac now had a freezer full of pit-roasted pork. The Brits got their sausage once Vonn and Liam figured out how to use the Osterizer® Stuffing Horn. That was almost as much fun as doing the pit-barbeque. Never leave to Brits what Baja Canadians can better do.
We distributed the bacon and hams, and the rest divided whatever was left. Which was a lot of pit-roasted pig pieces and parts.
The bones made their way into gaily wrapped gifts and were posted anonymously to Mr. Guano Insano. We hoped he appreciated all our effort.
I used Esme’s great-grandmother’s old German recipe for Headcheese. Basically, boiled smoked pork head meat in aspic jelly. With dill pickles. And pickled eggs. With special spices.
Well, I don’t give a shit. We like it.
Anyways, summer slowly slid south and the temperatures during the day got slightly more tolerable. Liam and I decided to forego his boat for a while, as launching and recollecting required us to put Liam’s boat in the water HERE and recover the boat THERE. It was trucked, via road, from the recovery place to the launch place.
Why? Damnifweknow.
It only cost something like US$5 to ship the boat back to the launch area and they actually did a good job hosing and steam cleaning the boat before parking it back in its rental dry dock. These were still the early days before gas was king in Qutur, so things were still ridiculously cheap. There were exactly 3 high rise hotels back then, as compared to the insane silhouette presented by Duhu’s current evening sun.
I had flown over some likely looking flats that might hold snook, grouper, and tarpon on my last flight back from the rig. I translated that onto whatever road maps we could find here, as most everything was a state secret, ground verification was a must.
Liam and I tossed a couple of surf rods, a cooler full of beer and some bait into the back of his new diesel Mitsobitchy Prago™, and we were off to the north of town, the least developed chunk of Duhu real estate to date.
We drove down a rip-rap road that was more just a pile of random rocks trucked into the bay area and dumped into something that resembled a straight line.
I was less than confident that we weren’t going swimming today, but Liam relished every bounce, bolt and jolt. He confided in me that one of the big reasons he took the job here in the Middle East was that he’d never in a million years be able to afford a truck like this back in bonny Scotland™. He confided that he couldn’t have even afforded the fuel for this diesel-slurper back in the UK, it was that dear.
So, down the path we rebound. I was watching the water on both sides of the narrow groin, and saw it was getting deeper, but very slowly. I looked at my GPS and saw that we’d driven some 3.5 km out to sea at this point.
“Liam”, I said, “That’s a fuck of a long way to reverse.”
“Ah, Rock”, Liam assured me, “ No worries, Doctor. It’s all a loop. We can just drive our way out of any trouble.”
I remained unconvinced.
We came to a breach in the ‘jetty’. There was some heavy marine equipment mounted on barges. They were working a large cut, ostensibly for cargo ships to pass through. There was to be a swing-bridge built after they cleared the channel, but with all these loose rocks, it was putting paid to their scheme.
We parked and wandered over to who appeared to be the head guy.
“G’Day”, “Liam says, “What’ the big fucking holdup? We’ve got fish to catch, mate.”
Liam had previously spent a few years down in Australia as if it didn’t show.
“Oh, hello”, the natty clad black man said, “We’re having a bit of a time with loose rocks here. Supposed to be angular to lock in place, but by the time they get here from the quarry, they’re a sharp as bowling balls.”
I introduced myself and Liam as he was back in the boot snaking a beer. The black feller introduced himself as Zafir Djaballah, a civil engineer late from Algeria.
“So”, I said to Zafir, “If I’ve got this straight, you cut a channel and want to line it with rip rap. But the rocks won’t stay put. How deep are you cutting and what’s the size of the channel?”
“Oh, 35’ east-west, 15’ north-south. About 15 meters deep.” He relates.
“And the road metal? Where’s that from?” I ask.
“Arabia”, he tells us, “They quarry it there and transport it here. It’s costly, but that’s about the only option we have.”
Liam looks to Zafir. “Hey, Zafir?”, Liam asks, “Y’ken who this guy is?” as he points to me.
Zafir shakes his head “I just met Dr. Rock.”
“That’s not all who he is”, Liam smiles widely, “That, my friend, is the Motherfucking Pro from Dover! If he can’t fix your little problem, he can damn sure make it go away…”
Zafir looks to me as if to ask: “What the fuck, sir?”
“Well, Zafir, “ I say, “I’m a bit of a dab hand with explosives. This sounds like a really simple problem. Drill a grid of 2 meter centered holes, and prime them with a waterproof explosive. Detonate together electrically and there you go. Channel dug and already filled with angular limestone blocks. Easy-peasy.”
Zafir looks over the water and puzzles and puzzles.
“But sir’, he says, “Where would I find such explosives and such expertise?”
“Well…for starters”, I said, “You could ask me.”
He leads us over to a company trailer, where Liam and I drank beers, smoked cigars and told the superintendent of our plans. The Egyptian superintendent, Qaaid al-Zahra, later ‘Randy’ (Quaid?…never mind) scrutinized all our identification. He was actually very impressed when he came across my Blaster’s credentials.
“Doctor”, Qaaid said, “I do like your plan. The drilling is no problem, the problem is obtaining the explosives.”
“Look, Qaaid”, I said, “Leave that to me. You’re working for a government company, I’m working for a government company. What difference does it make? How long to drill the grid of holes Liam and I laid out?”
“Oh, probably about a week”, Qaaid said.
“OK, how about this?”, I said, “Liam and I will be back out here unless the weather’s being stupid and we’ll set and prime the charges? After which, we’ll make certain everything’s green and blow this little project for you?”
“If you can, Inshallah.”, Qaaid said.
“Even if we’re out of shallah”, I said back to Randy.
That Sunday, after Liam backed us down the 3.6 km or bouncy un-turn-around-able path he drove us out on, I ordered some Kinepax liquid binaries, as it came in easy-to-use 1-meter threaded lengths in various diameters. Qaaid was drilling 3.5” diameter holes, so the 3.00” nominal OD threaded length would be a breeze. I ordered a couple of spools of shock tube, comb connectors, deflectors, and tie-ins, and a 25 kilo box of ‘Elephant Shit’.
We make sure each hole was blown clean with a high-pressure water hose. Since the water here was only 8 meters deep, we could get by with regular lightweight skin diving gear. I could leave my wetsuit, diver’s helmet and all that heavy-duty ice-diving gear at home for this trip.
Liam and I would pre-form the charges, each exactly 6 meters in length, to match the depth of the drilled holes. Individual 1-meter units just screwed together, pin and box style, it was the utmost in simplicity. Rather like Seismogel™, but packed a considerably higher wallop. All told, we would be setting off some 36 nodal points, each 6 meters deep with 6 meters of binary which weighed 5.3 kg/meter.
Turn the crank and we’d be planting approximately 1,145 kilograms or 2,524 pounds of high-energy binary explosive.
Hmph. A new personal record.
Like Guinness even cared.
So, once we got the high sign from Randy that the shot holes had been drilled and cleaned, the next part of the project was up to us.
We were both PADI-certified. Liam had done some oilfield related diving in the North Sea some years ago. I was a veteran of the Ice Wars from the days of Future Passed back in Baja Canada.
The waters here were calm, gin-clear, and warm.
The dives here weren’t work, this was a paid vacation.
I had liberated a trailer for all our pyrotechnics and Liam was elected to use his Prago as the tow vehicle. We bounded our way out to the Liam’s Pass, as we had dubbed it, with a work trailer containing some 2,750 pounds of high powered, binary explosives bouncing behind. I also had all my explosives paraphernalia there as well: new waterproof galvanometer, which in and of itself, is rather the achievement. Pliers, spare batteries, couple pair of blaster’s tools, the usual.
Lia and I had our dive gear in the back of his Prago.
A couple of single tanks, backpacks, regulators, hoses, and a few belts full of divers weights.
These must have been of Islamic origin as they are specifically prohibited by the Bible. Deuteronomy 25:13, “Thou shalt not have on thy belt divers weights, a great and a small.” And Proverbs 20:23, “Divers weights are an abomination unto the LORD; and a false balance is not good.
Why there should be proscriptions against SCUBA gear in ancient, desert-dwelling, shepherding Iron Age writings is what keeps Biblical Scholars up at night.
Although I agree, a false balance underwater keeps your Swimmer’s Ear from healing up.
At the pass, we park and call over for a half-dozen ‘helpers’. They were nominal employees of the company, but more indentured servants. Today, they were going to earn their water wings. We had a couple of large pneumatic rafts that we’d use to transport he charges to their final water resting site but damned if Liam and I are going to swim laps every time we needed to set a new charge.
So, indoctrination and Explosives For Dummies.
Safety first, second and last.
Who here can swim?
You guys can stay. OK, the rest of you blokes, bugger off.
Here’s the deal, Sparky. There are 36 lengths of Kinestix with primers already set. Those go last, as that’s where I tie in to detonate. The rest of the 1-meter long tubes are identical. Pin on one end, box on the other. Thread them together and use a single ‘O-ring’ between each. Snug them up good and tight, but don’t go too crazy. Those are binary liquids, and I’ll give them a good smack with a hammer before they go into the hole. I really only have to do the last one as once initiated, these liquids can mix in milliseconds, but I’m all for safety and doing things right the first time.
OK, so, one raft will carry the 36 initiators, that is, the last bits to go. The other rafts will carry the 5-meter long strings of connected explosives. Liam and I will be down on bottom and you guys just stay up on surface, dog paddling or treading water, but slowly feeding the lengths of tubing down to us. When you reach an end, pop on one of the other lengths, the one with the primer.
To be continued.
submitted by Rocknocker to Rocknocker [link] [comments]

DD: gamble recklessly RIGHT NOW (ASIC cucks hate fun)

Last week we had a couple of amazing threads about the magic of CFDs and binary options (aka roulette). I hope all of you instantly opened up accounts on a platform of your choice, got that thicc signup bonus, and lost ten thousand dollars before the week closed.
Anyway, if you're in the position of holding such an account, you may want to become aware of this report: https://asic.gov.au/regulatory-resources/find-a-document/consultation-papers/cp-322-product-intervention-otc-binary-options-and-cfds/
(the actual report is described as CP322 on that page)
TLDR: ASIC is very likely clamping down on CFD type products in Australia in the near future once this review is finalised. The proposed actions are included in full in the report but essentially boil down to:
1) Banning binary options (also described as 'countdowns' etc on some platforms); and
2) absolutely raping the insane leverage limits for retail clients (ie. from 1:500 to 1:30)
my DD is therefore please use these tools as much as possible before the fun police kill us all. if you have $10,000 you only have limited time to bet literally five million dollars on exceptionally risky financial products

fuk u ASIC

submitted by sexxcauldron to ASX_Bets [link] [comments]

2019 Report - 89 games down!

2018 report
2017 report
Despite the solid number, this was a bit of a mixed year. Free/nominal fees for subscription services meant I spent a fair bit of time on games which were not on my backlog (albeit most were on my wishlist, so I can treat them as a preemptive elimination!). I also had a few timesinks which I regularly went back to as I found many new games to be unsatisfying.

Completed Games

Game Hours
The Lion's Song 4
AER Memories of Old 3
Mad Max 35
Quantum Break 11
Hitman - The Complete First Season 12
Grim Fandango Remastered 6
The Deadly Tower of Monsters 5
Overfall 12
Rock of Ages 2 5
Battlefield 1 6
Soul Gambler 1
Stikbold 3
Cultist Simulator 14
Ziggurat 5
Tyranny 18
Orwell: Ignorance is Strength 3
Tesla Effect: A Tex Murphy Adventure 10
Train Valley 8
Rakuen 6
Dangerous Golf 7
Mutant Year Zero 13
Dishonored 2 18
Finding Paradise 5
The Witcher 3: Wild Hunt GoTY 85
SteamWorld Dig 2 6
Batman: Arkham Knight 30
West of Loathing ~15
The Flame in the Flood 7
Monster Prom 7
Yakuza 0 38
Dominique Pamplemousse 1.5
South Park: The Fractured But Whole + DLC ??
Hellblade: Senua's Sacrifice 8
Pizza Express 8
Yoku's Island Express 6
The Darkside Detective 4
Tales of Berseria 47
The Outer Worlds 21
Agents of Mayhem: Day One Edition 26

Other Games

Game Hours
PixelJunk Nom Nom Galaxy 4
Action Henk 2
Shantae and the Pirate's Curse 4
Castlevania: Lords of Shadow Ultimate Edition 5
Sheltered 12
Sid Meier's Civilization VI 31
Porno Studio Tycoon 3
Aarklash: Legacy 2
Intergalactic Bubbles 2
Tom Clancy's The Division 21
Kingdom: New Lands Royal Edition 4
Halcyon 6: Lightspeed Edition 9
FIFA 18 22
Seven: The Days Long Gone 7
Age of Wonders 3 12
The Dweller 1.4
Out of the Park Baseball 19 30
Niche: A Genetics Survival Game 3
Royal Heroes 4
Endless Space 2 - Digital Deluxe Edition 41
Monster Slayers 11
Dark Train 0.5
State of Decay 2 ~5
The Banner Saga 3 ~2
Gremlins, Inc 5
Warhammer 40,000: Space Wolf 8
Strider 2
Warhammer 40K: Dawn of War 2 9
The Painscreek Killings 2
Road Redemption 8
Moonlighter 7
Shelter 1
Mainlining 2
Reassembly 5
12 Labours of Hercules V: Kids of Hellas 3
Aaero 2
Purrfect Date 5
Space Hulk Ascension 3
Super Daryl Deluxe 8
Think of the Children 2
Legend of Grimrock 2 4
FIFA 19 18
Out of the Park Baseball 20 1
Oriental Empires 6
Iratus: Lord of the Dead 9
Into The Breach 5
There Came an Echo 1.3
World of Mixed Martial Arts 5 ~120
Star Trek Timelines ~180
Football Manager Touch 2019 ~80

Favourite games of the year

1) Rakuen
2) Finding Paradise
3) Monster Prom
4) Witcher 3 GotY
5) Yakuza 0

Most disappointing games of the year

1) The Outer Worlds
2) State of Decay 2
3) Warhammer 40,000 – Space Wolf
4) Purrfect Date
5) Tom Clancy’s The Division

Thoughts on each game

The Lion’s Song
Quite an interesting little game. It manages to link stories about music, painting, mathematics and war in a clever and engrossing way. The choices are genuinely impactful and make for tough decisions at times.
AER: Memories of Old
A short game, but quite relaxing and pretty – especially in the flight sections. I had no interest in the story, but the relatively gentle puzzles and enjoyable flights made it worthwhile.
Mad Max
Much like Mafia III, this is a 10-hour game elongated into a 30+ hour game by copy-pasting tasks. While in theory most tasks are optional, the slow progress and gating of upgrades essentially requires completion of much of them. This becomes a grind, and the gameplay isn’t quite enough to keep it interesting.
Quantum Break
A mediocre story and a mediocre shooter, yet somehow more than the sum of its parts. Maybe I’m just nostalgic for the days of FMV integration in games, but this wound up being quite entertaining.
Hitman – season 1
My first and only other Hitman game is Absolution, which apparently was a departure for the series. That leaves me in the position of finding this return to normality for the series as rather jarring. I prefer the linear and tighter nature of Absolution – since I don’t care enough to go back and complete them in different ways, it felt like a bit of a thin and shallow experience with a threadbare story.
Grim Fandango Remastered
I’m dreadful at P&C puzzle games, and quickly realised I wasn’t going to get far without a guide. As such, I cheated my way through most of it and just played it for the writing. Thankfully, the writing is so good that it was still fun. I wasn’t keen on Full Throttle, which I played last year, but this was amusing throughout.
The Deadly Tower of Monsters
A fun concept – a B-movie spoof – combined with surprisingly forgiving platforming mechanics. I’m not a fan of platformers generally, but the frustration-alleviating features and general sense of humour in the game made for a good experience.
Overfall
Solid roguelike tactical combat, marred by some sloppy writing [I don’t think English is the first language of the writers, but at least a spell-check would have helped], a wonky interface [pertinent information like resistances is obscured] and a strangely harsh unlock system. Not a bad game by any means, but could have been better with a bit more care.
Rock of Ages 2
Bizarre concept, even more bizarre writing, but entertainingly so. It’s surprisingly good-looking and quite fun, but five hours was quite enough for me.
Battlefield 1
I haven’t played a Battlefield game since Vietnam, so this took a bit of adjusting. The campaign is very well presented and offers a nice bit of variety, but it’s over so fast. I had no interest in multiplayer, so this made for a brief, if fun, experience.
Soul Gambler
A very brief visual novel, but at least it had distinct story paths. The writing was decent, if a bit awkward. My main gripe was that you had to individually click through each line on subsequent playthroughs, which is something many visual novels these days manage to avoid.
Stikbold
A rather strange dodgeball game. I didn’t find the strangeness nearly as amusing as Rock of Ages 2, but it was a moderately entertaining experience with a bit of variety through the different settings and objectives.
Cultist Simulator
I’m a bit mixed on this. On one hand, it had a surprising amount of content and complexity to it. On the other, it drastically inflated the complexity by veiling basic gameplay aspects. That could mean a lot of wasted time – or worse, inadvertently wrecking a multi-hour playthrough - because it wasn’t clear what you should be doing next. Walkthroughs and guides were essential. While there’s merit to a game which rewards experimentation and discovery of mechanics, there is a point at which it’s just too obtuse, and at times the game did go a bit too far in that respect.
Ziggurat
A quite clever blend of roguelike and FPS. I’m not much of a fan of the latter, but the gameplay was fun and the roguelike elements softened the blow of failure.
Tyranny
I disliked Pillars of Eternity and went into this with some trepidation. Fortunately, it was a more enjoyable and accessible experience. Where Pillars just threw a mindnumbing amount of lore at me, this offered a relatively comprehensible story doled out in appropriate chunks. While it did have some of Pillars’ mechanical issues, like poor pathfinding in combat, they did not seem nearly as bad (perhaps due to the smaller scale of battles). The base management stuff seemed tacked on, confusing and wholly unnecessary. It was far from my favourite RPG, but solid enough – and didn’t overstay its welcome.
Orwell: Ignorance is Strength
I enjoyed the first Orwell game and initially found this a similarly good experience. The few changes were worthwhile ones, and the story seemed to be building up well. Then it suddenly ended. Surely I done something wrong and met an early endgame? Nope, that was it – a mere few hours of gameplay, with an ending so abrupt that I had no idea it was one until the credits rolled. There are different endings, requiring additional playthroughs, but after that disappointment I wasn’t interested in going back to it.
Tesla Effect: A Tex Murphy Adventure
This was my first game in the series, and I found it enjoyable. I only had to cheat a few times (which is remarkably good by my standards!) and the cheesiness of it was all rather endearing. The sequel is now on my wishlist (though it seems to be a fair way off).
Train Valley
A decent puzzle/strategy game, which quickly escalates from rather placid to chaotic. The simple concept still requires a fair bit of thought to succeed, and while I bumbled through somewhat, it was fun.
Rakuen
Beautiful. One of my favourite games, evoking the spirit of To the Moon by dealing with weighty topics in a whimsical manner. Wonderful soundtrack and great design.
Dangerous Golf
I enjoyed this more than I’d expected. It’s all a bit messy, as one would expect from a heavily physics-based game, and almost throws in too many variations, but it is fairly satisfying. In some levels it’s all too easy to get a platinum medal through sheer luck, but in other levels it takes a fair bit of skill and thought to get a good score, which is rather more satisfying.
Mutant Year Zero
This was frustrating. It has the ingredients for a solid game – great presentation, imaginative world, decent writing and voice acting and the core of a solid tactics game. The problem is that it is structured essentially like a puzzle game. The odds are so intensely stacked against you in a group battle that you must pick off enemies one by one. This makes for a slow and tedious process, especially when combined with the impact of RNG and the unsatisfying ending.
Dishonoured 2
I felt a little let down by this. Presentation was good, story was fine, but the powers were mostly unengaging and the combat was frustrating. The combat issues were partly my fault in that I tried a non-lethal run, but while there were a few more non-lethal options, I would have loved an option to just punch someone in the face rather than having to stand around waiting to parry in order to launch a non-lethal attack.
Finding Paradise
This had a lot to live up to – To the Moon and A Bird Story are among my favourite games – but once again Kan Gao delivered. Touching, funny, surprising and engrossing.
The Witcher 3: Wild Hunt – GotY Edition
I went into this with a bit of trepidation, having strongly disliked the first two games in the series. While I am a big fan of the books, the gameplay never clicked with me. This was an improvement to some degree, but I still found the combat in particular frustrating and relatively shallow. I wound up just playing it as a story, and it delivered in that respect – even many of the side quests were more memorable than the main storylines of a lot of other RPGs I’ve played. While I certainly won’t be joining the “Praise Geraldo” crew, I at least had a better experience than I did with the other games in the series.
SteamWorld Dig 2
I loved the first game. This was certainly enjoyable but did not reach quite the same heights; perhaps through lack of ambition if nothing else. Solid enough, but lacking the impact of its predecessor.
Batman: Arkham Knight
This felt like the weakest of the three main Arkham games (I didn’t like Origins much at all, but that is somewhat separate). The combat, setting and presentation were all as interesting as ever, and the story got genuinely interesting towards the end, but the damned car seemed to drag down everything it was involved in. From puzzles to battles, it always felt a bit wonky to me – a particularly sharp contrast to the famously smooth and refined movement and combat the series is known for. Unlike Asylum and City, I didn’t complete the Riddler challenges. This was primarily due to the car, which I was thoroughly sick of by the end. Perhaps I was rendered a bit grumpier than usual by that, but I also found the Rocksteady tendency to lead the player by the nose at some points, and then leave things utterly oblique at other times, to be particularly grating.
West of Loathing
Genuinely funny at times, and I loved the art style, but it did drag on a little.
The Flame in the Flood
Quite an atmospheric and appealing game. The presentation is gorgeous, albeit marred by irritating pop-in even on a GTX 1080. The gameplay is pretty easy to pick up, and while it can be frustrating in the way that a survival game with randomisation inevitably can be (and why the hell can’t I boil water to remove the bugs?!), the checkpoint system is generous enough to ameliorate this.
Monster Prom
I am not usually one for VNs, but this is great. Entertaining characters, often hilarious (and oh so wrong) writing and easy enough to play through in 15 minutes (it says the short game is 30 minutes, but it doesn't take me anywhere near that). There is plenty of content, some of which is unlockable, meaning there is substantial replayability.
Yakuza 0
The first in the series for me, and quite enjoyable. It was funny at times, though the main plot did cause me to drift off towards the end – I wound up doing crosswords during some of the interminable cutscenes. The combat got a bit repetitive, but it was easy enough to get the hang of. I didn’t enjoy it enough to get stuck into the numerous side activities, but the main game was decent enough.
Dominique Pamplemousse
This is a curious game. It is brief (barely an hour long) and linear. The puzzles are simple. Much of the dialogue is sung, for no apparent reason - and not particularly well. The art style has been described as "claymation noire"; there's little er..."mation", and it all looks a bit muddy. Writing is fine. I chuckled at a few bits, but it's hardly memorable.For all that, I quite liked it. It's original and there's heart to it. In a sea of lazy asset flips, generic AAA games with no respect for your time and visionless projects, here's an example of people actually daring to have a go with a unique vision.
South Park: The Fractured But Whole
Not nearly as well-written as its predecessor, but with significantly better combat. The badge progression system was clumsy, and at one point I was left with a stack of grinding to do. Generally a solid experience, though.
Hellblade: Senua’s Sacrifice
Wonderful presentation, with some of the best voice acting I’ve heard in games. The gameplay itself was decent. Combat was a little too simple, and puzzles could be frustrating at times, but it’s really all about the experience.
Pizza Express
I feel a little silly having spent a lot of money on a gaming rig when I use it to play stuff that looks like something out of the early ‘90s. Nonetheless, this was good fun – amusing story, addictive gameplay and a surprising amount of content.
Yoku’s Island Express
Cutely presented and an interesting concept. It can be infuriating at times, requiring a degree of precision which is perhaps best not associated with pinball, and getting around can be a bit confusing. Overall, though, it’s quite fun.
The Darkside Detective
A pretty simple point & click adventure (aside from one strangely hard instalment), broken into small episodes to make it easy to get through a portion at a time. Nothing exceptional, but a decent way to spend a few hours.
Tales of Berseria
A surprisingly engrossing tale. It's frequently funny and features likeable characters. The voice acting is excellent - it's a tour de force for Cristina Valenzuela in particular.
That helps mitigate a convoluted combat system. It was still throwing tutorials at me after 15 hours; I wound up ignoring them and button mashing, which seemed to work fine on Normal difficulty anyway.
Performance is rock solid. Smooth FPS, fast loading and limited pop-in.
I have never played a Tales game before, and may not play another one, but it doesn't take a love for the series to enjoy this game. Perhaps the group best warned to stay away are achievement hunters - some of them seem to take a heck of a lot of work.
The Outer Worlds
Disappointing. The simplistic combat not only makes that portion of the game dull, but also weakens the RPG aspects since you can pour all your upgrade points into speech skills, making those challenges a breeze. The writing is one-note (everyone is quirky, snarky or both), the choices are binary and rarely provoke thought (indeed, the hardest choice was one of the very first) and the characters aren't particularly interesting - nor are they given much chance to be in their shallow quests. It also performed poorly on a decent rig - though that's to be expected from Obsidian.
Agents of Mayhem
It's...not that bad. Sure, it's flawed - repetitive quests, buggy at times and nowhere near the level of Saints Row's writing - but it has an enjoyably distinct set of characters (sadly enough, the character missions were more interesting than those of Outer Worlds) and the combat is enjoyably free-flowing.
PixelJunk Nom Nom Galaxy
I liked the idea of discovering ingredients and turning them into various products, but it quickly became centred around ever more complex process designs which were of no interest to me.
Action Henk
A fun runner; gorgeously presented. I sucked at it though!
Shantae and the Pirate’s Curse Presented in an enjoyably light-hearted manner, but it felt like it was dragging on even after four hours.
Castlevania: Lords of Shadow Ultimate Edition
I was quite excited to play this, since it featured three of my favourite actors – Patrick Stewart, Robert Carlyle and Jason Isaacs. That’s the only reason I managed to last five hours. I hated pretty much everything about it; the shoddy fixed camera, the tedious fighting, the cringeworthy writing… The sad thing is that I bought another two games in the series.
Sheltered
A solid little survival management game. I didn’t enjoy it nearly as much as Zafehouse Diaries or Dead State, mainly because the RNG was a bit too impactful. It’s far too common for a game to simply be unwinnable due to a lack of rain and/or the distribution of resources in nearby locations. When things are fairer (or the difficulty is lowered) it becomes quite a grind – with no real winning condition and little in the way of variety (there are a few shallow quests of minimal value or interest) tedium ensues.
Civilization VI
Quite liked the new mechanics and enjoyed playing as Australia (though Walzing Matilda is so distinctive that it gets a bit grating). Having spent many hours in its predecessors though, there was nothing particularly groundbreaking which compelled me to play more than a few games.
Porno Studio Tycoon
I’ll give pretty much any management game a go! Unfortunately, things weren’t particularly well explained and while there seemed to be a bit of depth, a lot of it was blocked off (to add to the confusion, the tutorial focused on mechanics which were blocked off for much of the early game).
Aarklash: Legacy
I normally like tactical games, but this was just too unforgiving and there was no ability to grind to reduce the difficulty.
Intergalactic Bubbles
It’s basically Bubble Bobble, which is fine. It’s quite nicely presented. The problem is that each level is meant to be completed in a certain number of moves, but since the bubble colours are randomly generated, it’s mostly down to luck – you might be able to wipe out half the bubbles on your first move, or might struggle to get any matches at all.
Tom Clancy’s The Division
I got fairly close to the end of this game but was just so fed up with it that I couldn’t push myself to get through it. The story was forgettable, the shooting mechanics were mediocre, all the extraneous gameplay elements were just an annoyance and I felt the game was balanced against me as a solo player (only twice did I find a co-op partner, and both of them screamed in Korean throughout). It looked impressive, at least.
Kingdom: New Lands Edition
I really thought I’d like this game, and had it on my wishlist from release. I love management games, and have no issue with passive management. It also looked gorgeous; this is one of the best-looking pixel-art games I’ve played. Unfortunately, it did not click at all. The AI was not bright, which is inevitably a source of a lot of frustration in a passive management game. Further, the gameplay was just dull. I felt like I was running back and forth endlessly for little reward – pretty though it may have been, I found myself wishing for a button to speed up time. The positive reviews suggest it is a relaxing and chill game – I just found myself frustrated with the AI and bored by the gameplay.
Halcyon 6: Lightspeed Edition
For some reason I thought this was more of a starbase management sim rather than a tactical space battle sim. The starbase elements are there, but they are pretty thin. Most of the game is about the tactical space battles, which were interesting and varied enough early on, but after nine hours and no end in sight I was sick of them.
FIFA 18
I haven’t played a FIFA game since ’98, so it was interesting to give this a go. The story mode was okay – quite well presented, but the player rating system was infuriating at times (the out-of-position penalties in particular). I did find that there was a huge gap in the difficulty settings – one was ludicrously easy (insultingly so; the AI kept missing from close range), but the next was a bit too steep for someone essentially new to the series. An option between the two would have been nice, or at least an easier difficulty which at least tried to mask how easy it was making things! I also tried management mode, but having been used to Football Manager’s detail I was not able to get into this.
Seven: The Days Long Gone
This was a frustrating experience. I really liked the concept of an isometric thief RPG, and did my best to give it a fair chance. It had its positive aspects; freedom of movement, decent voice acting and reasonable graphics. However, the freedom of movement also worked against it; confrontations with enemies often spiralled into circular chases suited to Benny Hill music and I lost count of the number of times I plunged to an untimely death through a misstep. Moreover, it didn’t really work to its premise. The game started with a tutorial centred around a stealthy heist, which seemed to be the central premise of the game. The next time I encountered a situation close to that was six hours later.
Age of Wonders 3
I loved Shadow Magic many years ago but struggled to get into this. Maps seemed to take an inordinately long time to the point that armies were monstrously large and there was no research left. Maybe I was too defensive, but the AI was very passive.
The Dweller
A decent little puzzle game with minimal assets.
Out of the Park Baseball 19
A slight improvement on its predecessor. The main addition was an online card-game mode, but I’m not sure that works well in a management game. My squad was rapidly full of high-end talent and I felt no real connection to the team.
Niche: A Genetics Survival Game
Nice concept, but a rather wobbly execution. The genetics aspect tended to be lost due to the fast paced and tough nature of the game; the focus was so much on just keeping any creature alive that genetics didn’t come into my thinking. Apparently the best strategy is to sit on the first island for ages and build up a tribe, but the tutorial didn’t make that clear at all.
Royal Heroes
A grindy and buggy mobile game.
Endless Space 2 – Digital Deluxe Edition
I thought I was falling out of love with the space 4X genre, having been very disappointed with the last few I placed – particularly Stellaris – but this hit the mark. The alien races are distinct, making for significantly different gameplay. The gameplay itself is always interesting; unlike Stellaris, it doesn’t hit a dead patch mid-game. I found the combat a little frustrating – seemingly even contests would often have completely one-sided results for no apparent reason – but aside from that it was a solid game.
Monster Slayers
An enjoyable little rogue-lite deck builder. While I normally prefer a bit more flexibility in deck building, tying cards to characters meant that each one had a distinctive feel which gave the game plenty of replayability.
Dark Train
This sounded interesting in concept, but was way too oblique for me.
State of Decay 2
This seemed like the perfect game for me – I love survival management and settlement building. Unfortunately, it wound up feeling rather like a shallow MMO – trite dialogue, grindy tasks and no real sense of purpose or direction. I just found myself engaging in long, dull runs between locations, engaging in the same shoddy combat over and over again.
The Banner Saga 3
I played the first two games in the series to completion and seem to recall enjoying them, but something about this did not click at all. I had zero interest in the story – the time between instalments has dulled my memory of it – and the gameplay just felt so flat. I’m not really sure what changed between playing the last two games and now, but I had no motivation to keep playing.
Gremlins, Inc
A reasonably enjoyable but forgettable board game.
Warhammer 40,000 – Space Wolf
This is a game plagued by odd design choices. It has turn-based combat (which I love), but it is deprived of so much of its strategy by the way it is designed. Enemies appear at arbitrary moments from arbitrary locations (including amid your troops) without warning or logic, meaning that success requires either a degree of fortune or grinding missions to know when and where enemies will appear. Perhaps this is to compensate for the weak AI, which is prone to boneheaded acts, but it just makes things irritating and dull.
It also has a card collecting and deck building mechanic (again, which I love). The distribution of cards, however, is bizarre – completing tasks in missions (which can take 30+ minutes each) will give a couple of low-level cards. In contrast, activating one of numerous codes from the forums provides a pile of high-level cards. “Legendary” cards are so readily available in this form that a deck can be filled with them with a few minutes’ effort. There is a clumsy system for upgrading each card, none of which is explained in the shallow tutorial.
There is also an upgrade path for your squadmates – again poorly explained – which is reliant on grinding missions. They don't use your custom decks, so while you're flooded with Elite and Legendary cards for the leader, you have to grind just to eke out a few more Uncommons for the rest of your squad.
There's really nothing else to recommend the game. Graphics and sound are serviceable and the story is barely there. It just feels like yet another Warhammer game pushed out for the sake of it.
Warhammer 40,000 – Dawn of War II
Another disappointing Warhammer game.
Again this had things I liked – a strategic layer with character progression, equippable loot, choice of missions and ebb and flow of the wider battle. However, I found this constrained by the limits placed on that strategy, with constant time pressure funnelling me into the key missions . I’m not sure how much that time pressure would have impacted on the outcome – would doing side missions result in overall failure – as it was never properly explained.
Moreover, I found the RTS gameplay really quite dull and repetitive, such that I didn’t feel compelled to continue.
Road Redemption
Incredibly dumb – horrible dialogue, clumsy gameplay (trying to aim guns while riding was a nightmare) and buggy (the one round which I won was as a result of a bug which caused me to be invincible for most of it), but it did have some entertainment value.
Moonlighter
Having spent 125 hours in Recettear, it's fair to say I am very much open to the burgeoning shopkeeper-by-day/dungeon-crawler-by-night genre. Unfortunately, this fell flat. Even after a relatively short period it became a dull grind.
Much of that is due to a distinct lack of charm; it looks nice in screenshots, but lacks any real character or presence in game. The absence of any decent writing is another problem; what there was of the story didn't interest me in the slightest. In contrast to a game like Recettear, filled with charm and heart, this was utterly bland. Add in the clumsy storage system, shallow shopkeeping, sluggish combat and irritatingly repetitive music, and seven hours was more than enough for me.
Shelter
Was rather surprised to dislike this. I found myself getting lost far too easily, which given that it was a very linear game meant a lot of frustration. The visual presentation was grating and confusing.
Mainlining
Moderately interesting hacking game, but too shallow, linear and not particularly well written.
Reassembly
Took a while for this to click, but once it did it was decent enough. I could have spent many hours playing this in the ‘90s, but it didn’t have enough of interest for me to do so now.
12 Labours of Hercules V: Kids of Hellas
Cute enough, I suppose, but quickly became repetitive.
Aaero
A music-based shooter with poorly explained shooter mechanics and music which was very much not to my taste. One track really stood out as effectively blending the music and game mechanics, but that should have been the standard rather than the exception.
Purrfect Date
This game is presented as a cutesy, tongue-in-cheek game and for the most part it pulls that off pretty well. If that was the sum of it, I'd be reasonably satisfied. Instead, there is a dark, unpleasant story underneath, with numerous descriptions of animal abuse.
It's utterly jarring - a game which is presented as being for cat lovers (not that kind of lover), yet featuring descriptions of them being victims of torture, experimentation and killing.
The closest thing to a warning on the store page is a reference to "black humour", which doesn't cover it in my view. There is no humour in these scenes, so it’s not “black humour”. I don’t know what it is, other than a simply bizarre choice. Even putting aside the lack of warning, it's an unpleasant and jarring experience. I'm at a loss as to what on earth the devs were thinking.
The writing is otherwise reasonably good. The structure of the game, however, is poor. It requires multiple playthroughs to get a proper ending, and there is no way to quickly skip the text. Prepare for RSI, clicking through page after page of dialogue, if you ever want to get to the ending.
Suffice to say, going through this once is quite enough for me.
Space Hulk Ascension
I normally love turn-based combat, especially with RPG progression, but this was just dull and frustrating. Not having a good year with Warhammer games.
Super Daryl Deluxe
All very QUIRKY, and constantly at pains to remind you of how QUIRKY it is, without ever being particularly amusing. The art style is at least eyecatching, and some of the music is decent, but the writing didn’t grab me at all. The combat was a grindy battle of attrition – the only thing worse than “kill x monster” quests are “collect x items which randomly drop from only a small percentage of monsters after you kill them” quests. Add in the ever-frustrating boss fights where you had to win through repeating an unintuitive set of actions several times, and I didn’t feel like going much further.
Think of the Children
Nice idea, and it’s good to play a locally-made game, but it’s dreadfully designed for a single player. Although it can have up to three co-op partners, it doesn’t adjust the difficulty in the slightest to cater for a solo player rendering it near-impossible.
Legend of Grimrock 2
Obtuse puzzles, clumsy combat and bland design made this quickly unappealing.
FIFA 19
I mainly just played for the story mode, which was fine. Didn't notice much of a difference from 18.
Out of the Park Baseball 20
No discernible improvement upon its predecessor.
Oriental Empires
Some nice ideas, but thoroughly dull. In six hours I was attacked three times by bandits and spent the rest of the time painstakingly building farms.
Iratus: Lord of the Dead
An enjoyable little strategy game. I will probably go back to it since it's in early access and is constantly being rebalanced.
Into the Breach
Moderately interesting strategy, but not enough to keep me coming back.
There Came An Echo
Iridium's previous game, Before the Echo (aka Sequence) was a flawed but enjoyable hidden gem.
There Came an Echo has a similar level of charm, but two fundamental problems.
The first is that it was simply unplayable on my PC. A black screen after loading; no way past it. Apparently it was due to an incompatibility with my microphone which is rather problematic when I don't HAVE a microphone.
The second is that (having used my partner's computer to run it) ultimately it's a very raw proof of concept. Like its predecessor it has charm in the voice acting and writing, but unlike its predecessor it is just not a lot of fun to play. Put aside the gimmick of giving voice commands and you're left with a short, clumsy, shallow and frustrating experience.
World of Mixed Martial Arts 5
As usual for the series (indeed, the dev in general), a stack of good ideas marred by fundamental flaws. Good as a hypnotic experience between other games.
Star Trek Timelines
I tried this briefly a few years ago and didn't get into it, but I certainly did this year. It's all pretty shallow, but as a fan-friendly timewaster it's decent enough.
Football Manager Touch 2019
Endlessly infuriating, and a bit buggy, but always manages to draw me back in.
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submitted by IQstockbroker to u/IQstockbroker [link] [comments]

Overwatch Survey 2017 Results!

Hi guys, first off I just wanna say a huge thank you to you all for taking part in the survey! I was aiming for 5,000 within a week and we got 10,000 in less than 48 hours! I closed the survey off at 10,013 responders – sorry to all who didn’t get to take part, there will be more!
Here is the information in a very simplified format. If you would like any more specifics please just ask below and I will try my best to help!
Thank you all for taking part – hope you enjoyed it and hope you find some interest in the results!
Please note – This information is not a representation of the entire Overwatch community/player base, but is a somewhat good indication of the users who frequent this Sub. Even so, there 10,000 responses while there are over a million subscribers so take the information with a grain of salt. Make of the following information what you will!
Results are posted in order of most votes, second most, third most and least due to time constraints. I will post more later along with the actual raw data.
UPDATE: Sorry it took so long, but here is a spreadsheet of all 10,013 responses for whoever is interested. Again guys, thanks for taking part! Link: https://goo.gl/JQgR54
Gender
Age
Region
Purchased Overwatch:
Platforms:
Statements on Sexism/Racism/Homophobia
Current Level
Most Played Hero
Favourite Hero
Class which needs a hero the most (even when Moira is considered)
Class least fun to play
Most played Game Mode
Most popular Skill Rating
Favourite Arcade Mode
Would you consider playing Arcade even after you get all your loot boxes?
Favourite Assault Map
Favourite Hybrid Map
Favourite Escort Map
Favourite Control Map
Favourite Arcade Map
Favourite Event
Loot Boxes Purchase Frequency
Loot Boxes average spend per transaction
Overwatch Improved in Year 2?
Overwatch community improved in Year 2?
Season Length - too long?
Would you like a Clan System?
More options to spend Competitive Points on?
Is content released at a reasonable pace?
Would you consider paying for an expansion including an array of maps, characters, cosmetics, game modes or Story?
Would you like to see an Overwatch animated mini-series/movie?
Would you like an Overwatch story mode?
Have you lost interest since purchasing?
Do you follow Overwatch ESports
Console players, do you want a PTR?
Top 3 most recommended features – excluding Clans & Story Mode
Feature Most Needed right now?
submitted by apagandolasluces to Overwatch [link] [comments]

Emergent Coding FAQ

Background reading
  1. https://youtu.be/-MMQUspVduo ELI5 with pictures.
  2. https://youtu.be/ZSkZxOJ5HPA Hello World using Emergent Coding
  3. https://codevalley.com/whitepaper.pdf This document treats Emergent coding from a philosophical perspective. It has a good introduction, description of the tech and is followed by two sections on justifications from the perspective of Fred Brooks No Silver Bullet criteria and an industrialization criteria.
  4. Mark Fabbro's presentation from the Bitcoin Cash City Conference which outlines the motivation, basic mechanics, and usage of Bitcoin Cash in reproducing the industrial revolution in the software industry.
  5. Building the Bitcoin Cash City presentation highlighting how the emergent coding group of companies fit into the adoption roadmap of North Queensland.
  6. Forging Chain Metal by Paul Chandler CEO of Aptissio, one of startups in the emergent coding space and which secured a million in seed funding last year.
  7. Bitcoin Cash App Exploration A series of Apps that are some of the first to be built by emergent coding and presented, and in the case of Cashbar, demonstrated at the conference.
  8. A casual Bitcoin Cash interview that touches on emergent coding, tech park, merchant adoption and much more.
How does Emergent Coding prevent developer capture?
A developer's Agent does not know what project they are contributing to and is thus paid for the specific contribution. The developer is controlling the terms of the payment rather than the alternative, an employer with an employment agreement.
Why does Emergent Coding use Bitcoin BCH?
  1. Both emergent coding and Bitcoin BCH are decentralized: As emergent coding is a decentralized development environment consisting of Agents providing respective design services, each contract received by an agent requires a BCH payment. As Agents are hosted by their developer owners which may be residing in one of 150 countries, Bitcoin Cash - an electronic peer-to-peer electronic cash system - is ideal to include a developer regardless of geographic location.
  2. Emergent coding will increase the value of the Bitcoin BCH blockchain: With EC, there are typically many contracts to build an application (Cashbar was designed with 10000 contracts or so). EC adoption will increase the value of the Bitcoin BCH blockchain in line with this influx of quality economic activity.
  3. Emergent coding is being applied to BCH software first: One of the first market verticals being addressed with emergent coding is Bitcoin Cash infrastructure. We are already seeing quality applications created using emergent coding (such as the HULA, Cashbar, PH2, vending, ATMs etc). More apps and tools supporting Bitcoin cash will attract more merchants and business to BCH.
  4. Emergent coding increases productivity: Emergent coding increases developer productivity and reduces duplication compared to other software development methods. Emergent coding can provide BCH devs with an advantage over other coins. A BCH dev productivity advantage will accelerate Bitcoin BCH becoming the first global currency.
  5. Emergent coding produces higher quality binaries: Higher quality software leads to a more reliable network.

1. Who/what is Code Valley? Aptissio? BCH Tech Park? Mining and Server Complex?
Code Valley Corp Pty Ltd is the company founded to commercialize emergent coding technology. Code Valley is incorporated in North Queensland, Australia. See https://codevalley.com
Aptissio Australia Pty Ltd is a company founded in North Queensland and an early adopter of emergent coding. Aptissio is applying EC to Bitcoin BCH software. See https://www.aptissio.com
Townsville Technology Precincts Pty Ltd (TTP) was founded to bring together partners to answer the tender for the Historic North Rail Yard Redevelopment in Townsville, North Queensland. The partners consist of P+I, Conrad Gargett, HF Consulting, and a self-managed superannuation fund(SMSF) with Code Valley Corp Pty Ltd expected to be signed as an anchor tenant. TTP answered a Townsville City Council (TCC) tender with a proposal for a AUD$53m project (stage 1) to turn the yards into a technology park and subsequently won the tender. The plan calls for the bulk of the money is to be raised in the Australian equity markets with the city contributing $28% for remediation of the site and just under 10% from the SMSF. Construction is scheduled to begin in mid 2020 and be competed two years later.
Townsville Mining Pty Ltd was set up to develop a Server Complex in the Kennedy Energy Park in North Queensland. The site has undergone several studies as part of a due diligence process with encouraging results for its competitiveness in terms of real estate, power, cooling and data.
  1. TM are presently in negotiations with the owners of the site and is presently operating under an NDA.
  2. The business model calls for leasing "sectors" to mining companies that wish to mine allowing companies to control their own direction.
  3. Since Emergent Coding uses the BCH rail, TM is seeking to contribute to BCH security with an element of domestic mining.
  4. TM are working with American partners to lease one of the sectors to meet that domestic objective.
  5. The site will also host Emergent Coding Agents and Code Valley and its development partners are expected to lease several of these sectors.
  6. TM hopes to have the site operational within 2 years.
2. What programming language are the "software agents" written in.
Agents are "built" using emergent coding. You select the features you want your Agent to have and send out the contracts. In a few minutes you are in possession of a binary ELF. You run up your ELF on your own machine and it will peer with the emergent coding and Bitcoin Cash networks. Congratulations, your Agent is now ready to accept its first contract.
3. Who controls these "agents" in a software project
You control your own Agents. It is a decentralized development system.
4. What is the software license of these agents. Full EULA here, now.
A license gives you the right to create your own Agents and participate in the decentralized development system. We will publish the EULA when we release the product.
5. What kind of software architecture do these agents have. Daemons Responding to API calls ? Background daemons that make remote connection to listening applications?
Your Agent is a server that requires you to open a couple of ports so as to peer with both EC and BCH networks. If you run a BCH full node you will be familiar with this process. Your Agent will create a "job" for each contract it receives and is designed to operate thousands of jobs simultaneously in various stages of completion. It is your responsibility to manage your Agent and keep it open for business or risk losing market share to another developer capable of designing the same feature in a more reliable manner (or at better cost, less resource usage, faster design time etc.). For example, there is competition at every classification which is one reason emergent coding is on a fast path for improvement.
It is worth reiterating here that Agents are only used in the software design process and do not perform any role in the returned project binary.
6. What is the communication protocol these agents use.
The protocol is proprietary and is part of your license.
7. Are the agents patented? Who can use these agents?
It is up to you if you want to patent your Agent the underlying innovation behind emergent coding is _feasible_ developer specialization. Emergent coding gives you the ability to contribute to a project without revealing your intellectual property thus creating prospects for repeat business; It renders software patents moot.
Who uses your Agents? Your Agents earn you BCH with each design contribution made. It would be wise to have your Agent open for business at all times and encourage everyone to use your design service.
8. Do I need to cooperate with Code Valley company all of the time in order to deploy Emergent Coding on my software projects, or can I do it myself, using documentation?
It is a decentralized system. There is no single point of failure. Code Valley intends to defend the emergent coding ecosystem from abuse and bad actors but that role is not on your critical path.
9. Let's say Electron Cash is an Emergent Coding project. I have found a critical bug in the binary. How do I report this bug, what does Jonald Fyookball need to do, assuming the buggy component is a "shared component" puled from EC "repositories"?
If you built Electron Cash with emergent coding it will have been created by combining several high level wallet features designed into your project by their respective Agents. Obviously behind the scenes there are many more contracts that these Agents will let and so on. For example the Cashbar combines just 16 high level Point-of-Sale features but ultimately results in more than 10,000 contracts in toto. Should one of these 10,000 make a design error, Jonald only sees the high level Agents he contracted. He can easily pinpoint which of these contractors are in breach. Similarly this contractor can easily pinpoint which of its sub-contractors is in breach and so on. The offender that breached their contract wherever in the project they made their contribution, is easily identified. For example, when my truck has a warranty problem, I do not contact the supplier of the faulty big-end bearing, I simply take it back to Mazda who in turn will locate the fault.
Finally "...assuming the buggy component is a 'shared component' puled from EC 'repositories'?" - There are no repositories or "shared component" in emergent coding.
10. What is your licensing/pricing model? Per project? Per developer? Per machine?
Your Agent charges for each design contribution it makes (ie per contract). The exact fee is up to you. The resulting software produced by EC is unencumbered. Code Valley's pricing model consists of a seat license but while we are still determining the exact policy, we feel the "Valley" (where Agents advertise their wares) should charge a small fee to help prevent gaming the catalogue and a transaction fee to provide an income in proportion to operations.
11. What is the basic set of applications I need in order to deploy full Emergent Coding in my software project? What is the function of each application? Daemons, clients, APIs, Frontends, GUIs, Operating systems, Databases, NoSQLs? A lot of details, please.
There's just one. You buy a license and are issued with our product called Pilot. You run Pilot (node) up on your machine and it will peer with the EC and BCH networks. You connect your browser to Pilot typically via localhost and you're in business. You can build software (including special kinds of software like Agents) by simply combining available features. Pilot allows you to specify the desired features and will manage the contracts and decentralized build process. It also gives you access to the "Valley" which is a decentralized advertising site that contains all the "business cards" of each Agent in the community, classified into categories for easy search.
If we are to make a step change in software design, inventing yet another HLL will not cut it. As Fred Brooks puts it, an essential change is needed.
12. How can I trust a binary when I can not see the source?
The Emergent Coding development model is very different to what you are use to. There are ways of arriving at a binary without Source code.
The Agents in emergent coding design their feature into your project without writing code. We can see the features we select but can not demonstrate the source as the design process doesn't use a HLL.
The trust model is also different. The bulk of the testing happens _before_ the project is designed not _after_. Emergent Coding produces a binary with very high integrity and arguably far more testing is done in emergent coding than in incumbent methods you are used to.
In emergent coding, your reputation is built upon the performance of your Agent.
If your Agent produces substandard features, you are simply creating an opportunity for a competitor to increase their market share at your expense.
Here are some points worth noting regarding bad actor Agents:
  1. An Agent is a specialist and in emergent coding is unaware of the project they are contributing to. If you are a bad actor, do you compromise every contract you receive? Some? None?
  2. Your client is relying on the quality of your contribution to maintain their own reputation. Long before any client will trust your contributions, they will have tested you to ensure the quality is at their required level. You have to be at the top of your game in your classification to even win business. This isn't some shmuck pulling your routine from a library.
  3. Each contract to your agent is provisioned. Ie you advertise in advance what collaborations you require to complete your design. There is no opportunity for a "sign a Bitcoin transaction" Agent to be requesting "send an HTTP request" collaborations.
  4. Your Agent never gets to modify code, it makes a design contribution rather than a code contribution. There is no opportunity to inject anything as the mechanism that causes the code to emerge is a higher order complexity of all Agent involvement.
  5. There is near perfect accountability in emergent coding. You are being contracted and paid to do the design. Every project you compromise has an arrow pointed straight at you should it be detected even years later.
Security is a whole other ball game in emergent coding and current rules do not necessarily apply.
13. Every time someone rebuilds their application, do they have to pay over again for all "design contributions"? (Or is the ability to license components at fixed single price for at least a limited period or even perpetually, supported by the construction (agent) process?)
You are paying for the design. Every time you build (or rebuild) an application, you pay the developers involved. They do not know they are "rebuilding". This sounds dire but its costs far less than you think and there are many advantages. Automation is very high with emergent coding so software design is completed for a fraction of the cost of incumbent design methods. You could perhaps rebuild many time before matching incumbent methods. Adding features is hard with incumbent methods "..very few late-stage additions are required before the code base transforms from the familiar to a veritable monster of missed schedules, blown budgets and flawed products" (Brooks Jr 1987) whereas with emergent coding adding a late stage feature requires a rebuild and hence seamless integration. With Emergent Coding, you can add an unlimited number of features without risking the codebase as there isn't one.
The second part of your question incorrectly assumes software is created from licensed components rather than created by paying Agents to design features into your project without any licenses involved.
14. In this construction process, is the vendor of a particular "design contribution" able to charge differential rates per their own choosing? e.g. if I wanted to charge a super-low rate to someone from a 3rd world country versus charging slightly more when someone a global multinational corporation wants to license my feature?
Yes. Developers set the price and policy of their Agent's service. The Valley (where your Agent is presently advertised) presently only supports a simple price policy. The second part of your question incorrectly assumes features are encumbered with licenses. A developer can provide their feature without revealing their intellectual property. A client has the right to reuse a developer's feature in another project but will find it uneconomical to do so.
15. Is "entirely free" a supported option during the contract negotiation for a feature?
Yes. You set the price of your Agent.
16. "There is no single point of failure." Right now, it seems one needs to register, license the construction tech etc. Is that going to change to a model where your company is not necessarily in that loop? If not, don't you think that's a single point of failure?
It is a decentralized development system. Once you have registered you become part of a peer-to-peer system. Code Valley has thought long and hard about its role and has chosen the reddit model. It will set some rules for your participation and will detect or remove bad actors. If, in your view, Code Valley becomes a bad actor, you have control over your Agent, private keys and IP, you can leave the system at any time.
17. What if I can't obtain a license because of some or other jurisdictional problem? Are you allowed to license the technology to anywhere in the world or just where your government allows it?
We are planning to operate in all 150 countries. As ec is peer-to-peer, Code Valley does not need to register as a digital currency exchange or the like. Only those countries banning BCH will miss out (until such times as BCH becomes the first global electronic cash system).
18.
For example the Cashbar combines just 16 high level Point-of-Sale features but ultimately results in more than 10,000 contracts in toto.
It seems already a reasonably complex application, so well done in having that as a demo.
Thank you.
19. I asked someone else a question about how it would be possible to verify whether an application (let's say one received a binary executable) has been built with your system of emergent consensus. Is this possible?
Yes of course. If you used ec to build an application, you can sign it and claim anything you like. Your client knows it came from you because of your signature. The design contributions making up the application are not signed but surprisingly there is still perfect accountability (see below).
20. I know it is possible to identify for example all source files and other metadata (like build environment) that went into constructing a binary, by storing this data inside an executable.
All metadata emergent coding is now stored offline. When your Agent completes a job, you have a log of the design agreements you made with your peers etc., as part of the log. If you are challenged at a later date for breaching a design contract, you can pull your logs to see what decisions you made, what sub-contracts were let etc. As every Agent has their own logs, the community as a whole has a completely trustless log of each project undertaken.
21. Is this being done with EC build products and would it allow the recipient to validate that what they've been provided has been built only using "design contributions" cryptographically signed by their providers and nothing else (i.e. no code that somehow crept in that isn't covered by the contracting process)?
The emergent coding trust model is very effective and has been proven in other industries. Remember, your Agent creates a feature in my project by actually combining smaller features contracted from other Agents, thus your reputation is linked to that of your suppliers. If Bosch makes a faulty relay in my Ford, I blame Ford for a faulty car not Bosch when my headlights don't work. Similarly, you must choose and vet your sub-contractors to the level of quality that you yourself want to project. Once these relationships are set up, it becomes virtually impossible for a bad actor to participate in the system for long or even from the get go.
22. A look at code generated and a surprising answer to why is every intermediate variable spilled?
Thanks to u/R_Sholes, this snippet from the actual code for: number = number * 10 + digitgenerated as a part of: sub read/integeboolean($, 0, 100) -> guess
; copy global to local temp variable 0x004032f2 movabs r15, global.current_digit 0x004032fc mov r15, qword [r15] 0x004032ff mov rax, qword [r15] 0x00403302 movabs rdi, local.digit 0x0040330c mov qword [rdi], rax ; copy global to local temp variable 0x0040330f movabs r15, global.guess 0x00403319 mov r15, qword [r15] 0x0040331c mov rax, qword [r15] 0x0040331f movabs rdi, local.num 0x00403329 mov qword [rdi], rax ; multiply local variable by constant, uses new temp variable for output 0x0040332c movabs r15, local.num 0x00403336 mov rax, qword [r15] 0x00403339 movabs rbx, 10 0x00403343 mul rbx 0x00403346 movabs rdi, local.num_times_10 0x00403350 mov qword [rdi], rax ; add local variables, uses yet another new temp variable for output 0x00403353 movabs r15, local.num_times_10 0x0040335d mov rax, qword [r15] 0x00403360 movabs r15, local.digit 0x0040336a mov rbx, qword [r15] 0x0040336d add rax, rbx 0x00403370 movabs rdi, local.num_times_10_plus_digit 0x0040337a mov qword [rdi], rax ; copy local temp variable back to global 0x0040337d movabs r15, local.num_times_10_plus_digit 0x00403387 mov rax, qword [r15] 0x0040338a movabs r15, global.guess 0x00403394 mov rdi, qword [r15] 0x00403397 mov qword [rdi], rax For comparison, an equivalent snippet in C compiled by clang without optimizations gives this output: imul rax, qword ptr [guess], 10 add rax, qword ptr [digit] mov qword ptr [guess], rax 
Collaborations at the byte layer of Agents result in designs that spill every intermediate variable.
Firstly, why this is so?
Agents from this early version only support one catch-all variable design when collaborating. Similar to a compiler when all registers contain variables, the compiler must make a decision to spill a register temporarily to main memory. The compiler would still work if it spilled every variable to main memory but would produce code that would be, as above, hopelessly inefficient.
However, by only supporting the catch-all portion of the protocol, the code valley designers were able to design, build and deploy these agents faster because an Agent needs fewer predicates in order to participate in these simpler collaborations.
The protocol involved however, can have many "Policies" besides the catch-all default policy (Agents can collaborate over variables designed to be on the stack, or, as is common for intermediate variables, designed to use a CPU register, and so forth).
This example highlights one of the very exciting aspects of emergent coding. If we now add a handful of additional predicates to a handful of these byte layer agents, henceforth ALL project binaries will be 10x smaller and 10x faster.
Finally, there can be many Agents competing for market share at each of classification. If these "gumby" agents do not improve, you can create a "smarter" competitor (ie with more predicates) and win business away from them. Candy from a baby. Competition means the smartest agents bubble to the top of every classification and puts the entire emergent coding platform on a fast path for improvement. Contrast this with incumbent libraries which does not have a financial incentive to improve. Just wait until you get to see our production system.
23. How hard can an ADD Agent be?
Typically an Agent's feature is created by combining smaller features from other Agents. The smallest features are so devoid of context and complexity they can be rendered by designing a handful of bytes in the project binary. Below is a description of one of these "byte" layer Agents to give you an idea how they work.
An "Addition" Agent creates the feature of "adding two numbers" in your project (This is an actual Agent). That is, it contributes to the project design a feature such that when the project binary is delivered, there will be an addition instruction somewhere in it that was designed by the contract that was let to this Agent.
If you were this Agent, for each contract you received, you would need to collaborate with peers in the project to resolve vital requirements before you can proceed to design your binary "instruction".
Each paid contract your Agent receives will need to participate in at least 4 collaborations within the design project. These are:
  1. Input A collaboration
  2. Input B collaboration
  3. Result collaboration
  4. Construction site collaboration
You can see from the collaborations involved how your Agent can determine the precise details needed to design its instruction. As part of the contract, the Addition Agent will be provisioned with contact details so it can join these collaborations. Your Agent must collaborate with other stakeholders in each collaboration to resolve that requirement. In this case, how a variable will be treated. The stakeholders use a protocol to arrive at an Agreement and share the terms of the agreement. For example, the stakeholders of collaboration “Input A” may agree to treat the variable as an signed 64bit integer, resolve to locate it at location 0x4fff2, or alternatively agree that the RBX register should be used, or agree to use one of the many other ways a variable can be represented. Once each collaboration has reached an agreement and the terms of that agreement distributed, your Agent can begin to design the binary instruction. The construction site collaboration is where you will exactly place your binary bytes.
The construction site protocol is detailed in the whitepaper and is some of the magic that allows the decentralized development system to deliver the project binary. The protocol consists of 3 steps,
  1. You request space in the project binary be reserved.
  2. You are notified of the physical address of your requested space.
  3. You delver the the binary bytes you designed to fill the reserved space.
Once the bytes are returned your Agent can remove the job from its work schedule. Job done, payment received, another happy customer with a shiny ADD instruction designed into their project binary.
Note:
  1. Observe how it is impossible for this ADD Agent to install a backdoor undetected by the client.
  2. Observe how the Agent isn’t linking a module, or using a HLL to express the binary instruction.
  3. Observe how with just a handful of predicates you have a working "Addition" Agent capable of designing the Addition Feature into a project with a wide range of collaboration agreements.
  4. Observe how this Agent could conceivably not even design-in an ADD instruction if one of the design time collaboration agreements was a literal "1" (It would design in an increment instruction). There is even a case where this Agent may not deliver any binary to build its feature into your project!
24. How does EC arrive at a project binary without writing source code?
Devs using EC combine features to create solutions. They don't write code. EC devs contract Agents which design the desired features into their project for a fee. Emergent coding uses a domain specific contracting language (called pilot) to describe the necessary contracts. Pilot is not a general purpose language. As agents create their features by similarly combining smaller features contracted from peer, your desired features may inadvertently result in thousands of contracts. As it is agents all the way down, there is no source code to create the project binary.
Traditional: Software requirements -> write code -> compile -> project binary (ELF).
Emergent coding: Select desired features -> contract agents -> project binary (ELF).
Agents themselves are created the same way - specify the features you want your agent to have, contract the necessary agents for those features and viola - agent project binary (ELF).
25. How does the actual binary code that agents deliver to each other is written?
An agent never touches code. With emergent coding, agents contribute features to a project, and leave the project binary to emerge as the higher-order complexity of their collective effort. Typically, agents “contribute” their feature by causing smaller features to be contributed by peers, who in turn, do likewise. By mapping features to smaller features delivered by these peers, agents ensure their feature is delivered to the project without themselves making a direct code contribution.
Peer connections established by these mappings serve to both incrementally extend a temporary project “scaffold” and defer the need to render a feature as a code contribution. At the periphery of the scaffold, features are so simple they can be rendered as a binary fragment with these binary fragments using the information embodied by the scaffold to guide the concatenation back along the scaffold to emerge as the project binary - hence the term Emergent Coding.
Note the scaffold forms a temporary tree-like structure which allows virtually all the project design contracts to be completed in parallel. The scaffold also automatically limits an agent's scope to precisely the resources and site for their feature. It is why it is virtually impossible for an agent to install a "back door" or other malicious code into the project binary.
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