#incoming game industry crash
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How can a bunch of Norwegian douchebags make the most vile shit imaginable? Let's turn to Dustborn for the answer
Silencing Dissent, Gaslighting and Straight up mind control are the tools of these Evil Anomals. The protagonist deserved to be shot which brings up another question as to why none of the communities in this game are armed to the teeth.Small American towns usually don't take kindly to strangers, and I imagine less so to super powered ones.
#dustborn#norwegian tax payer money at work#incoming game industry crash#this is some 1984/Big Brother shit#black crimes#alternate timeline#black people#black culture
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Game Review: Factorio: Space Age (pt 1)
Factorio is my favorite game of all time. I played it very early on, then periodically after that. When I started, the graphics were much uglier, there was no nuclear power, biters dropped little purple orbs you needed to use in science, ninety percent of the current QoL was missing, and it was still one of my favorite games.
Before the Space Age expansion, I had ~1200 hours in the game, partly because it was my go-to game when I was a stay-at-home dad and my son was napping beside me on the couch. I've played not only vanilla Factorio, but a lot of overhaul and other mods. These are the overhaul mods that I've finished:
Bobs
Bobs + Angels
128k
Krastorio 2
Space Exploration
Exotic Industries
Freight Forwarding
Additionally, I made it to the terraforming stage of Nullius and py science 2 of Pyanodon's, but didn't finish either of them. This is all for context, where I'm coming from in this review. I have no idea what it's like for a new player, but my guess is that it feels complex as all hell.
The Space Age expansion expands the game by adding in 4.5 new planets (Vulcanus, Fulgora, Gleba, Aquilo, and space itself) as well as a major-but-optional mechanic, quality. I'm dividing up this review along those lines, which is the natural way to do it, but in theory all these things are meant to work in harmony with each other, so I'll be trying to take that into consideration. Spoilers will follow in each section, but the Factoriopedia has everything right from the start, and the devs consider it a game that does not actually have spoilers, so take that as you will.
In my opinion, the real spoilers are the designs for things you build along the way, but there will also be some screenshots of those.
The Same Old Early Game
You start on Nauvis with a crashed ship, a pickaxe, and abundant mineral deposits. If you're new to the game, red science and green science can easily take 20 hours to figure out, particularly if you're playing with biters on. For me, it was about two hours to build designs that I have built maybe dozens of times before. The basic furnace stack that handles incoming iron, copper, and stone has not changed, and will not change.
If I consider the basic gameplay of Factorio to be the design and decision process, then there's no gameplay here. Each entity needs to be placed by hand, and you can make rows of things by running up and down, but still ... it felt like a slog to me, and this is the first ~4 hours of Space Age, assuming you're going moderately fast and making a beeline to bots.
Once you have bots, it gets much less tedious, and you can start slapping down blueprints, expanding the base as rapidly as the machines can turn raw materials into finished buildings. There are a few differences from the base game, including terrain generation, some stuff with trains, science checkpointing ... but it'll all be well familiar to veterans, and in my opinion, is pretty skippable. I set up walls to keep the biters out, trains to supply the variety of turrets on the wall, solar and nuclear, and outposts for as much resources as I would need for the next few dozen hours, then made my first space platform and began the actual expansion stuff.
Space!
Space platforms are created by launching a starter pack up, which you can then send materials to. Bots aren't allowed in space, and your character isn't either, and it seems to me that a lot of the game design was built around wanting the player to grab resources from out of space and do some complicated belting to keep everything organized and prevent it from locking up. There are no chests allowed in space, and the only thing that acts as a container is the central hub of the platform, of which you can have only one. This means that if you want storage, you have to route everything through this big warehouse, and it gets complicated the more you have items going in and out.
I would say that generally I think this works from a gameplay perspective, but there are a few things that are needlessly obtuse or unfriendly, getting in the way of the platform design stuff that's supposed to be the star of the show. One of them is definitely "automatically request materials for construction", which will send up an entire stack of something you only need one of. This is an issue in the early game, assuming you didn't overprepare on Nauvis to have a base with ~20 rockets per minute. Frontloading this difficulty, which becomes less serious later, is bad design, and you end up having to manually go through rocket loading to not waste enormous amounts of resources.
(The easiest way I've found to do this is to make a blueprint of the ship, click "add section" on logistics to make it a logistics group, set a requester chest to that logistics group, then unselect that logistics group once everything is there, then use an inserter to feed that stuff into a rocket and manually launch it every time it's full, and even that sort of sucks, because the blueprint makes a logistics group that will have the hub and extra platform in it, and holy hell is none of this intuitive or friendly, why could they not just have coded it so that rockets would auto-combine things into groups?)
Going slightly out of sequence here, but I'll talk about the space stuff all at once here. Over the course of normal play, I think the intent is that you design approximately five ships:
A space science ship that sits in orbit, collecting materials from asteroids and doing bare minimum processing on them to turn them into space science, which gets sent back down to the labs. I made one very early on and then didn't ever have much cause to touch it again, except to send up some better assemblers and slightly expand it with no major changes.
An inner planets ship with chemical plants, engines, furnaces, and an ammo assembler that feeds turrets to shoot down asteroids, which the grabber arms then take chunks of for the materials to run the chemical plants and be made into ammo. (I dubbed this the Dart-class, pictured below is the SS Christopher Wren.)
An Aquilo ship with rocket turrets to shoot down the larger asteroids that the normal turrets have problems with. This requires advanced asteroid processing to get sulfur and coal synthesis to make coal, which gets made into explosives to make rockets. Probably at the same time you're switching over to advanced fuel processing with calcite. (I dubbed this the Jacknape-class, pictured below is the SS John Napier.)
An outside the system ship with rail guns to shoot down the largest asteroids. This requires making rail gun ammo, which needs steel and copper wire, and to power all that you're probably not going to use solar, which gets much worse out at the edge, so likely you'll be doing nuclear or fusion. (I used a lightly modified Jacknape-class for this, though it would have been better to do a full redesign.)
A shattered planet ship that is capable of harvesting promethium, which I have not actually made yet, but requires scaling up even more.
Overall, I found the increasing complexity of designs to be very pleasing, even if it sometimes felt a little bit forced. Not having bots I can maybe understand, but not having chests felt like a very blatant design decision rather than something that came about naturally from considering space and what it means, especially since the belts still work. Designing the SS John Napier was one of my favorite parts of the entirety of Space Age, partly because it was so constrained, and I knew that my individual decisions were creating individual problems of my own making.
I will say that space is where Factorio shows its limitations far more than elsewhere. In programming terms, Factorio uses something called a "surface", and each planet is its own surface, as is each ship. Surfaces cannot interact with each other, and in the mods I've tried where they do (more than just hooking up inputs and outputs) it's always been a bit jank. Still, this means that there are a lot of things that cannot be done:
Docking one ship to another
Having a ship land on a planet
Having a ship have any verticality to it
The ships also look a little ... well, bad. They look like a bunch of things have been placed on a flat slab, especially when they get larger. This can be helped a little bit by adding walls around the ship, but it doesn't help much, and there's no aerodynamic consideration, so the ideal design is probably a big box of some kind, and the space platform that everything is built on looks even less ship-like than everything else. The exception is the engines, which look awesome, but I don't think having one element look really cool makes up for the rest looking a bit weird.
Funny enough, the Space Exploration mod actually does do some of the things that these ships don't do, like docking, landing on a planet, etc. It was a bit jank there too, but it did kind of sort of work. And those ships needed to take aerodynamics into consideration, though I can't remember what the formula was like, and it was pretty opaque.
I do not need to have the entirety of Kerbal Space Program inside of Factorio, but I do think there are a lot of things that are neat about space that they just decided not to touch. The planets are in static positions, always the same distance from each other, and there's no need to worry about launch windows or delta-V or gravity slingshots or light-speed communication delays any of the other cool rocketry things. Some of that would be a nightmare to implement, other things would probably not be very fun, but it feels like there was a lot left on the floor.
It's interesting that spaceships in this game are self-sufficient by nature, gathering materials from asteroids and never needing resupply. It's also interesting that there are two basic modes for ships, in-flight and in-orbit, with different considerations for defense and production, though I don't think they ended up doing all that much with this distinction. If spaceships could land on planets, you could have three distinctions, and if they could be flying through interstellar asteroid-less space you could have four, and I think that would be cool, but the focus of Space Age is mostly on the new planets, not on the spaceships.
It's at this point that I've realized that this review is going to be very long, so I'm splitting it into parts. The four planets will be the next part, but before I wrap this up, I can talk about one of the other things that came with the expansion: quality.
What Quality is Quality?
I would say that of the 140 hours that Space Age took me, about 30 hours were spent messing around with the "quality" mechanic, and of those, most were "wasted" in the sense that they did not meaningfully make a better factory, even if I enjoyed the process.
Quality divides almost everything in the game into tiers, with higher tiers having better features, which depend on the specific building or product. Resource extractors do less resource drain. Production buildings get better crafting speed. Weapons get better range. Some things get faster and require more power for that speed, while others get speed without needing more power.
There are a few sticking points with quality.
One of them is that machines cannot use a quality product if they're not set for a recipe that requires it, meaning that an "uncommon" gear cannot take the place of a common gear. I assume that this was either an engine limitation or a deliberate challenge for the players, but either way, I don't like it. Quality does kind of make sense, since it's something that exists within real world manufacturing, where parts need to be within certain tolerances, but it wouldn't be the case that a gear that's inside a narrower band couldn't be used for purpose that's in a wider band. Factorio is the wrong game to be making real world comparisons for, but the argument is that an uncommon gear shouldn't be enough to gum up the works.
One of my plans for quality was to "skim" quality parts. The last machines in a stack of assemblers would be given quality modules, and of the thousands that they made, a few would be high enough quality that they could go into a chest, and that chest would be used for making personal equipment and spaceship parts, where they potentially make the most difference. At a certain point, I misconfigured one of these setups, and some quality gears got on the belt, which gummed up the entire factory and required me to clean several lines and restart a bunch of processing. This is a skill issue, yes, but it's an unpleasant complication of quality generally.
Quality comes from quality modules, and in general, the modules are a matter of trade-offs, whether you want more speed, more efficiency, or to make the most of materials. Quality ... well, quality is an enormous complication. You can't simply put in machines. You need entirely new setups for it, and even skimming feels like kind of a weird and gross way of doing things.
Here's how I wish it worked: You put quality modules into machines, and they can make quality things at a set chance. Those products can go down the line and be used in any recipe that requires lower or equal quality. Uncommon gears and chips would get consumed by machines that make normal quality engines or whatever. This would instantly solve at least half of my frustrations, but it would also be simpler, and not so much of a challenge.
How it works now is that you either silo away all qualities from each other, or you engage some kind of recyclotron that attempts a craft and instantly junks it if it's not quality. This is one of my tileabale parameterized recyclotrons:
Blue chests request normal quality materials, machines make the base product, anything not at the desired quality gets recycled, materials go on the belt to be made into more of the desired thing. There are some circuit conditions set up, one to shut down the machines if the desired number of quality machines have been made, and another to set the inserters to only pull from the chest if there are no materials on the sushi belt.
I think this is interesting, but if this is all quality is, then the juice isn't worth the squeeze.
Before building my final ship, I set up full quality on Fulgora, at a place isolated from the main base. It separated out every item at every tier, then used roboports to put things together. It was more interesting than the recyclotron, with better/faster/cheaper results, but still kind of meh, and I kept wondering why I was spending all this time trying to make a chemical plant that was twice as good when I could have built a second chemical plant for half the cost.
My other major gripe with quality is that it makes blueprinting a pain in the butt. First, because the speeds of machines are different, which throws off ratios, but second, because if I want my machines to be of the best quality available, there's no way to easily do that. What I want is to have a tool where I drag across a bunch of machines and say "upgrade these in accordance with the highest quality in the logistics network", but what I have to do instead is count the number of each type of machine, then manually go through and replace them, and if I do this, then I have to manually go upgrade machines as more become available, and this means that I can't just copy sections of the factory to duplicate them, because they'll be at a mishmash of quality on buildings. I spent a lot of time fiddling with the upgrade planner, which I didn't enjoy.
The Fulgora setup, at endgame, is currently making the legendary quality modules necessary to make the legendary quality modules necessary to make legendary quality buildings of all kinds. I think pouring enormous resources into that makes for a megabase, but mixed quality faces lots of usability concerns, and I think of all the approaches (skimming, recyclotron, mass sorting) the recyclotron is the one that I'm most likely to end up actually using in future playthroughs.
Which is to say that I think quality as a mechanic is one or two steps away from being good, as much as the rewards do often feel worthwhile. The puzzle of quality has not, for me, been a highlight.
In the next part of the review: the four planets.
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fucking sick whats happening to my friends and the games industry right now. to wish it to crash is so tone deaf it's incredible. over 9000 people have been laid off just THIS YEAR from studios, that's 9000 creators that are without income. ive been affected by it, my friends have been affected by it, and it's not getting better until gamers actually value the people putting their life and soul into creating video games
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in a broad sense, video games, unless they are intended to be quite literally a resource hole with no expectation of return, will always be moderated by the same market forces all things are under capitalism. social democracies or centralized economies fundamentally have to gamble on which luxuries should be supported (and they do- non-essential industries get subsidies all the time in plenty of places.)
due to the way that programming works nowadays with dependencies and such, making a game at minimum requires a good 5-6 people working on it at one time to complete. use of previously existing libraries does in fact mean the people who build and maintain those libraries count for dev numbers, even if they don't show up in the credits. most, of course, require many, many more.
therefore even under an idealized economic system, you require 3-4 NEETs on UBI working around the clock for years on end to publish a single good game. many indie teams fall apart or if their early games don't get good reviews they no longer want to keep making them. but in a more common scenario (because, let's face it, people are more likely to play big AAA-style games, even if they aren't quite AS big as the AAA games of today- marketing is necessary even if your product is totally free) the game that people are likely to play simply won't get made without outside funding. not everyone who works at a big game studio would rather work there than anywhere else excepting the paycheck; many people would in fact not make games if they had to collaborate with large teams for enough income to survive and have a little left over. in addition, hardware and software packages are needed, and not everyone who works on making THOSE only wants to do it for UBI, either. you need increased incentives for things you want to exist beyond the minimum necessary for existence, because while people do work together, they only work together well up to Dunbar's number and then it all goes to shit.
so, what's the most likely scenario under a non-capitalist economic system for the creation of video games? remember, luxuries ARE created under non-capitalist economic systems, because they make life worth living. it is plausible that some people would find video games a reason life is worth living, therefore you would want to fund it.
i expect they would be created under a system of government grants. you apply to the government with your game scenario, concept art, perhaps a short demo, and they give you grant funding. however, there's a small problem- presumably, the government cannot afford to fund every game that people want to make. perhaps some of those which aren't funded go on to become indie games made by NEETs, but the majority probably crash and burn because their concept was too ambitious.
so, you have to convince the government that your game will be well liked, in order to get the grant money, to make your game. they want to fund things that will increase the satisfaction and well-being of their constituents as much as possible, you see. do you see the issue with this?
yep, it's exactly the same issue with pleasing investors in the modern day. creative endeavors that require large teams and need to aim for an actual specific goal rather than ars gratia artis = people creating proposals that aim for specific keywords and things that are currently in vogue, not for the wildest and most interesting. this creates games that are just like modern AAA games- attempting to appeal to the market as much as possible.
now, how do I know this incentive structure will be created? well, you might have heard of heard of a small organization called the "National Science Foundation"...
#long post#art that can be created independently or mostly-independently (such as writing and visual art) will be easier under non-capitalist systems#art that requires large teams and physical resources (video games and movies et cetera) will not be
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I love playing 5e. I love dungeons and dragons. I love being a regular player and being the DM both. I spend around 8 hours a week on this game. I spend a lot of money on it too, both directly to WotC and to third party creators.
But I loved 3e too. And when 4e came out and it sucked I walked away and played other games. If WotC fucks up the OGL like it seems they're going to. I'm gonna fucking walk away.
WotC is making more money from d&d than anyone else has ever made from a TTRPG in human history and their CEO thinks it's not enough. They have a goose laying a dozen solid gold eggs a day and are holding the knife to cut her open.
It is genuinely heartbreaking for all these indie and third party creators. There is an entire industry built up around 5e that will all come crashing down when the goose is killed.
But we as consumers are gonna have the same disposable income we did before. We'll have the same attention spans. We can spend it on those same creators when they start making stuff that isn't d&d. We can watch streams and buy books and art and play games. We can all walk away and WotC will be left with a dead goose.
#i love dungeons and dragons#I guess I need a new d&d tag :/#ogl 1.1#fuck what am i gonna do with all these dice if d&d becomes dead to me
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I’m looking at the internet and I’m getting such huge feelings of deja vu because it feels like I’m back in the era of 2014-2017 internet but in the worst possibly way. I’ve seen all this shit happen before bar for bar.
I’m genuinely concerned with the steep rise of far right ideology that I’m seeing, and it’s coming not only from the governments ruling our countries but even more alarmingly from the fandom communities online.
The increasing layoffs of creatives in the creative industry, the potential incoming crash of Triple A gaming industry, the growing lack of media literacy but also a lack of discerning disinformation, the inability to disengage with content that angers you, “woke” just being the new “anti-sjw”, a rise in the loneliness pandemic, the destruction of third spaces both in real life and online, a lack of social etiquette, the rise in pseudo-intellectual YouTubers, near dangerous conspiracy level thoughts without any lack of self awareness.
We are literally in or about to enter another Gamergate era of the internet but somehow worse. And it’s not even just Western focused, I’m seeing this problem rapidly increase everywhere in and outside online communities.
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For the last three decades, the Chinese economy has resembled an impressionist painting: beautiful from afar, but a jumbled mess up close. China’s economic model has centered around investment-led growth made possible by the supply of cheap capital extracted through domestic financial repression, using a combination of policies—such as interest rate caps, capital controls, and restrictions on credit allocation directions and financial market entry—to channel capital into state-prioritized sectors. While this model has contributed to China’s rapid rise, it has also led to the entrenchment of structural issues that began to emerge well before President Xi Jinping assumed power in 2012. Instead of taking the chance for reform, though, Xi’s policies have only worsened these issues.
China faces three major structural challenges that expose it to the risk of economic stagnation akin to Japan’s “lost decades”: Escalating debt coincides with decelerating growth, sluggish household consumption lags overextended supply, and adverse demographic trends have blunted China’s edge in cheap but skilled young labor, which amplifies social welfare costs and causes housing market demand to dwindle. The inevitable reckoning of China’s structural challenges has been accelerated since Xi’s ascendence.
The fuse on this economic time bomb is steadily shortening. In recent months, critical economic indicators—from industrial profits and exports to home sales—have all recorded double-digit percentage declines. In July, while consumer prices rose globally, they fell in China, raising concerns that deflation could worsen the difficulties faced by heavily indebted Chinese companies. A convergence of idiosyncratic factors now threatens to ignite a crisis in the property and construction sector, which makes up nearly 30 percent of Chinese GDP. China Evergrande’s recently filed for bankruptcy. Coupled with the impending default of Country Garden, another major property developer, after missed bond payments this month, it has deepened the already profound sense of uncertainty and fear among the business community.
This economic uncertainty is further heightened by the Chinese Communist Party’s ever-shifting targets of anti-corruption and anti-espionage campaigns. Health care is the latest sector to fall under the gaze of authorities, even as the effects of previous campaigns against tech, private education, gaming, and finance still linger. In the background, the friction between China and the United States continues largely unabated. Private conversations among Chinese citizens, particularly the young, reveal an undercurrent of pessimism and unease. Among the contributing factors is the looming specter of military conflict with the West regarding the future of Taiwan. China’s one-child generation would shoulder the weight if such a conflict were to happen, an existential threat of unparalleled proportions.
Milton Friedman was partially correct when he famously stated that “[i]nflation is always and everywhere a monetary phenomenon.” In China, the manifestation of economic deflation symptoms—even transitory—has been shaped by Xi’s departure from the reform and opening up policy and the return of expansive political, ideological, and geoeconomic aspirations reminiscent of the Mao Zedong era. We might dub the resulting phenomenon “Xi-flation,” deflation with Chinese characteristics. The cumulative policy shocks of the last five years have exacerbated, rather than quelled, the structural challenges that have been dragging—but not crashing—China’s growth.
The posture of China’s teetering-but-not-tumbling growth trajectory has long called for careful structural reform. The goal should be to squeeze out the property market bubble without bursting it, to alleviate income inequality without stifling entrepreneurship, and to foster fair competition without hurting productivity. The success of these reforms hinges on a calibrated policy orchestration. Instead, Xi’s policy has produced grandiose political rhetoric, such as “common prosperity” or “shared human destiny,” mixed with clumsy and misguided enforcement.
Economically, Xi has been a bull in a china shop. His economic policies have often shifted focus but always emphasize the party’s overarching control across nearly all dimensions of China’s economic and financial activity. Since 2017, foreign companies operating in China have organized lectures for employees to study the role of the party and Xi speeches. As of October 2022, 1,029 out of the 1,526 of the mainland-listed companies (more than two-thirds) whose shares can be traded by international investors in Hong Kong acknowledge “Xi Thought” in their corporate constitutions and have articles of association that formalize the role of an in-house party unit.
In fairness, Xi did not create China’s structural woes. However, the reform and opening up policy suffered a quiet, unheralded death as Chinese policy thinkers attempted to compensate for the absence of prudent economic strategy under Xi by ceaselessly leaping from one grand idea to the next under the banner of national rejuvenation.
For example, since December 2016, the phrase “houses are for living, not for speculation” has become the principle to curb the property sector. In 2017, the “thousand-year project” Xiong’an New Area was launched as a city of the future. In 2019, “establishing a new national system for innovation” entered the lexicon for state-led science and technology innovation. Since 2020, “common prosperity” has become the mantra behind which to launch antimonopoly and antitrust probes into China’s tech sector. And since November last year, when Xi suddenly reversed China’s zero-COVID policy, the new catchphrase has shifted to “consumption promotion.”
Xi-flationary policies have exacerbated China’s latent structural problems and rung up a steep tab. For instance, Xi’s regulatory crackdown on China’s leading tech companies wiped out more than $1 trillion in market value, a figure comparable to the GDP of the Netherlands. The zero-COVID policy incurred costs of at least 352 billion yuan ($51.6 billion) for Chinese provinces, almost twice the GDP of Iceland ($27.84 billion in 2022).
The financial cost of these policy missteps is not their worst aspect. The most profound cost of Xi-flation so far is an unprecedented run on confidence in the Chinese economy from within and without. Beijing’s old economic playbook has run out of pages when it comes to tackling this crisis. China cannot export its way out of today’s economic challenges or stimulate its way toward a full recovery without also addressing the underlying political cause. As China moves up global supply chains, foreign companies are increasingly looking for alternative countries to sources for inputs and locate production to ensure they do not fall on the wrong side of any lines drawn as part of Western policymakers’ drive to “de-risk” their reliance on China.
This is, in part, a belated reaction to the willingness of China under Xi to use economic coercion. Researchers from the International Cyber Policy Centre found that between 2020 and 2022, China resorted to economic coercion in 73 cases across 19 jurisdictions, a marked increase compared to China under Xi’s predecessors.
China’s waning comparative advantage is a long-term structural problem, but political and geopolitical factors drive the current run on confidence. As Xi continues to consolidate power, the once lucrative China premium will be further discounted due to the growing regulatory and geopolitical uncertainty. Chinese technocrats cannot fully address this run on confidence using only their limited economic toolbox, such as the People’s Bank of China’s use of the so-called precision-guided structural monetary tools to selectively provide credit for state-preferred sectors.
Xi’s global assertiveness has caused negative spillback for China’s economy. Amid China’s fraying ties with the West and multinationals hastening to diversify their supply chains, ordinary Chinese households are left to deal with mounting anxiety. They are economically less secure as a consequence of Xi’s zero-COVID policy, and they are increasingly concerned that geopolitical forces beyond their control have limited their individual futures. Xi’s commitment to reunite Taiwan with the mainland, by force if necessary, has created the perception among some in China that conflict is inevitable—the same as in the United States. This loss of confidence aggregates across hundreds of millions of Chinese households, underpinning an economic condition that James Kynge has characterized as a “psycho-political funk.”
An essential factor behind China’s economic success during the reform and opening up period was what economist John Maynard Keynes termed “animal spirits”—those emotional and psychological drivers that push people to spend, invest, and embrace risk. For decades, China not only benefited from the inflow of foreign direct investment and technology from the West, but also enjoyed a steady tailwind from the optimistic outlook of Western business leaders eager to capitalize on the globalization trend. When Western companies briefly reconsidered their involvement with China in the aftermath of the Tiananmen protests, Deng Xiaoping rescued the situation by embarking on his influential southern tour in 1992. During his tour, he the world of the party’s commitment to economic reform, stating, “It is fine to have no new ideas … as long as we do not do things to make people think we have changed the policy of reform and opening up.”
However, Xi’s policies have undone much of Deng’s legacy and upended China’s prior economic success formula. China’s appeal as a destination for both tourism and business has dimmed, and a growing number of the country’s elite look beyond the border for their future. If this trend continues, China may fall into the dreaded middle-income trap or face even graver risks such as a financial crisis. A financial crisis in China would have far greater consequences than any other previous emerging market crisis. The size of China’s economy and its level of integration dwarf that of South Korea in the late 1990s, when it was at the epicenter of the East Asian financial crisis.
The West has a genuine interest in preventing the economic downfall of China. Washington and Brussels must closely coordinate to ensure their de-risking policies send a clear message to Beijing on its intended goals and limits by drawing a bright red line around sectors with potential military dual use while clarifying in which circumstances cooperation is still encouraged. Otherwise, the West risks legitimizing Xi’s claims that economic containment is to blame for China’s economic woes, and that further self-sufficiency is the only antidote. The West must be careful to communicate that its policies are designed to avoid the global alienation of 1.4 billion Chinese people.
When the Asia-Pacific Economic Cooperation summit meets this November in San Francisco, the sister city of Shanghai, China’s economy may be on considerably less sure footing than the United States for the first time in decades. That may prove to be an opportune time for both countries to repair the world’s most consequential bilateral relationship.
The Biden administration can take a page from the playbook of Otto von Bismarck: “Diplomacy is the art of building ladders to allow people to climb down gracefully.” A good start would be for the United States to lend a ladder this fall and help China clean out its gutters—if a Xi-led China is capable of accepting the help.
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Forgotten for Football: The Horrific Thanksgiving Day Disaster of 1900
Since the late 1800s Thanksgiving and football have gone hand in hand with the fevered fanbase and anticipation staying strong over the centuries. The first college football game was played on Thanksgiving Day 1876 as part of the Intercollegiate Football Association Championship, and it did not take long for fans to choose their sides. By the time 1900 appeared on calendar pages the University of California Berkeley and Stanford University were already fierce rivals, playing against each other every Thanksgiving since 1892 in a clash that became affectionately known as simply “The Big Game.” People always had high expectations for the game, but no one walking into the event ever expected to encounter tragedy.
The Stanford University football team circa 1900. Image via Wikimedia Commons.
No one can say the warning signs were not there. In the early days of the game there were no stadiums and it was played in any large field or industrial area that could fit them. The last few Big Game events between University of California Berkeley and Stanford were played at Recreation Field in San Francisco and in 1897 grandstands were built to accommodate the crowds. These seats were not meant to last, they were built quickly to fit 10,000 people with meager roofs that were only put there to keep spectators dry and definitely not to be used for extra seating. But, that is exactly what happened in 1897. While over 15,000 people scrambled and squeezed into the stands to see the game many others looked for alternative means to watch. Contractor J.C. Weir saw the danger and tried to warn those in charge, but his words were ignored while waves of young boys climbed up the stands and crowded the roofs to set their eyes on the teams below. They almost made it through the entire game, but in the final moments the roofs began to buckle, and then they broke. Hundreds of children came crashing down onto those seated below them, intermingled with the wood and metal that was never meant to hold their weight. Some people were knocked unconscious, some were left bleeding but remarkably only one 10-year-old-boy was injured enough to seek medical care and everyone else was, for the most part, left unscathed. One witness to the collapse remarked that the fact that no one was killed or left with permanent injuries was “miraculous”, and indeed it was, but not enough for anyone to learn from it.
The collapse of the grandstands was the last thing on the minds of the attendees of the Big Game taking place on November 29th 1900. The games were always exciting and even though the tradition was fairly new, by 1900 the crowds were massive and the tempers hot despite the teams only having a history of nine Big Game encounters. Of the nine games, Stanford had won seven despite their football team only being founded the same year as their first game and tens of thousands of people couldn’t wait to see if University of California Berkeley would come roaring back. Like previous years, the game was to take place in San Francisco, and once again no one could have anticipated the sheer size of the crowd. It had rained earlier that morning, but when the weather passed the doors of the surrounding neighborhoods and the incoming train cars were swinging open leading to 19,000 people swarming Recreation Field by 10:30am. A ticket for the game cost one dollar, an amount that wasn’t an easy price for many younger fans that desperately wanted to watch the biggest event of their year. So, just as they did several years earlier, the fans got inventive. Some climbed water towers, others tried to dig under fences to get in, but there was one thing that seemed to be an obvious solution for those needing a bird's eye view of the Big Game.
Flyer for the Big Game on November 29th 1900. Image via Stanfordmag.org.
Across from Recreation Field was San Francisco and Pacific Glass Works, a brand new factory that was gearing up to open on December 3rd. Those putting up the makeshift grandstands remembered the collapse of 1897 and they told those in charge of the factory that they were required to do everything possible to prevent anyone from gathering on the roof. The Superintendent of the factory James Davis was in complete agreement with precautions being taken and he was given six tickets to the game for his compliance, but when the time came the workers that were stationed to prevent anyone from getting on the roof were simply overwhelmed. People dug under fences to get to the grounds, flung open the gates, and they poured in. According to one witness, “It was like trying to turn back the waves at the beach. The kids kept pouring through the fence anxious to see the kickoff." Factory workers who could sense the danger went into the streets, looking for police officers to help control the crowd and get the people off the roof but they could not find anyone who could assist. Soon between 500 and 1000 people were crammed onto the factory roof that was only built to withstand forty pounds per square inch. Even if someone wanted to escape it was impossible to move through the crowd to do so. They all gazed ahead, not paying any attention to the tell-tale signs around them signaling the danger they were all in.
Twenty minutes into the game the crowds in the stands were electric. Their voices were roaring and the bands for Stanford and University of California Berkeley were booming, beating the thousands into a frenzy. The atmosphere on top of the glass works building was just as ecstatic, but in a matter of seconds it shifted to chaos. A portion of the roof of the building gave way and in a scene that was unfortunately familiar the fans began to fall. But, unlike the collapse of 1897 that had relatively minor injuries, this time the spectators fell into an absolute nightmare.
This building was a glass factory, and although it was not due to officially begin production just yet, it was partially operational in preparation for the opening day. One thing that was up and functional was a furnace, filled with fires strong enough to melt glass and with an exterior temperature of approximately 500 degrees. Working in the factory that day were Ignace Jocz and Clarence Jeter, and they could undoubtedly hear the roars of the crowd before humanity started to unexpectedly rain down on them from above. The hole in the roof opened at the worst possible spot and between sixty and one hundred people fell forty-five feet into the factory with some of them landing directly on top of the glowing furnace.
Image of the roof of the factory just before the accident. Image via 30 Nov 1900, Fri The San Francisco Examiner Newspapers.com
It's impossible to imagine the scene and the sounds that filled the factory as they all hit the metal or, if they were lucky, the brick floor. Once they hit most broke enough bones to render them immobile and those that hit the furnace stuck to the sizzling top. To make things even worse the furnace was encased by binding rods surrounding the machine in what was essentially a cage, trapping anyone who fell in the spaces. Those who missed the cage were just as unlucky, some of the falling bodies struck fuel pipes on their way down, severing them and sending boiling oil through the air and dousing the already burning bodies that then exploded into flame. Adding to this already unimaginable tragedy was the fact that almost everyone who plummeted through the ceiling that day were children, some boys as young as nine years old, that were the most likely to not have the dollar to buy a ticket and the least amount of concern about climbing to the roof of a building to watch the game.
Illustration of the inside of the factory showing the furnace and binding rods. Image via 30 Nov 1900, Fri The San Francisco Examiner Newspapers.com.
Jocz, Clarence, and some other employees of the factory jumped into action doing what little could be done to attempt to save some of the victims, grabbing bodies and throwing them out of the way and using long metal hooks that were normally used to stir molten glass to hook people that landed on the furnace and drag them down. Watching the horrific scene from above were approximately twenty-seven people who also fell through the ceiling but somehow were able to cling to the rafters and the walls to avoid being roasted alive. One witness, young Thomas Curran, survived the ordeal by grasping a ceiling joist with his legs, forced to hang upside-down while chaos erupted under him. He later stated: “As I clung there, I saw the poor fellow who had been chatting with me strike the furnace. He curled up like a worm in that heat.” The sound of the bands and cheers of the game could still be heard filling the air.
Incredibly, the crowds gathered to watch the Big Game were greatly unaware of the tragedy unfolding nearby. Spectators heard the crash but some believed it was simply a planned distraction by the opposing team, with one fan yelling “It’s a job!” Others believed it was just normal sounds coming from the industrial park and within moments the focus was back on the field. Those who did know that something was amiss were the residents of the surrounding towns and they quickly began to swarm the factory, screaming the names of their sons who had gone off that morning to enjoy a football game. The masses also ran to the morgue and toward the wagons being driven by the coroner, some filled with bodies burned and disfigured beyond recognition and others filled only with what remained such as socks, shoes, neck ties, and the contents of small pockets. Every possible vehicle was summoned to help, and a frantic search began for doctors that could be pulled away from their Thanksgiving meals to help the deeply wounded masses that lay on the factory floor in sheer agony while the smell of burning flesh filled the air. As the players from Stanford were marched out onto the street for an impromptu victory parade to the nearby Palace Hotel, other streets were filled with the screams and frenzy of the tragedy that seemed to have happened in another world from the game that happened only two blocks away.
As the news spread that day as to what happened and the numbers began to rise the city was plunged into a deep state of sorrow. Hospitals became overwhelmed and the official count declared that thirteen people had died in the factory with eighty-six others critically wounded. As more recovered, others still died and soon the funerals began. On the following Sunday alone there were nine burials that had to take place back-to-back from 9am to 4pm.
Newspaper story about the accident. Image via 30 Nov 1900, Fri The San Francisco Examiner Newspapers.com.
Amazingly, reactions to what happened remained as separated in the newspaper pages as they did on the streets the day of the tragedy. The cover of the New York Times talked about the horror of the deaths at the glass factory, but the Sports section beamed of the Stanford victory as if nothing else had happened that day, calling the game the “closest and most exciting game of football ever played by the elevens of the two California universities." No players or coaches commented on the unspeakable horror that unfolded within earshot of the game that day. The college publications from both Stanford and University of California Berkeley carried on as if it never even happened with the Stanford Daily writing a 1,500-word front-page story about the victory with no mention of the tragedy other than a casual mention of a potential rematch to raise money for the affected families that never ended up happening.
Although the city of San Francisco felt the deaths deeply, it seemed they too wanted to move beyond it as quickly as possible. When a grand jury was assembled to determine who was at fault for the Big Game disaster it had an air about it that seemed like it was purely for appearances. The blame was placed on James Davis as the Superintendent of the San Francisco and Pacific Glass Works and then it shifted to the police for not assigning enough people to the game. Shockingly, with no one to blame and people wanting to simply move on, the blame shifted to the dead. Seven days after the tragedy, and with victims still succumbing to injuries, the jury declared that “[T]he deceased had no business being there...No one can be held responsible for their deaths other than themselves." No one fought them on this. In the minds of most, the story of the collapse was over.
The newspapers and courts might have decided the case was closed, but for many what happened that day never went away. On December 4th 1900 young Fred Lilly died in the City and County Hospital after suffering for months from a fractured skull he sustained in the fall. He never fully regained steady consciousness but in moments of delirium he still acted as if he was watching and enjoying the football game that was playing in front of him before everything suddenly stopped. Three years after the roof collapse twenty-eight-year-old Thomas Pedler passed away after enduring spinal surgery, paralysis, and the amputation of both legs. His demise marked the twenty-third and last death resulting from the disaster, fifteen of which being children that died before their eighteenth birthday.
To this day the tragedy, known now as the Thanksgiving Day Disaster or The Big Game, is the deadliest accident to ever happen during an American sporting event. Now the glassworks building is gone, replaced with a building belonging to the University of California. The gravestones are also gone and most of the final resting places of victims disappeared from memory and fell into ruin after San Francisco introduced regulations forbidding new burials, also in the year 1900. One small reminder of the incredible catastrophe can be found in the Holy Cross Catholic Cemetery just south of the city. Here lies a tiny stone cross that was meant to only be a temporary marker. It is inscribed with the name Cornelius McMahon, a twelve-year-old boy who died in the Thanksgiving Day Disaster and now remains as the only physical reminder of the deadliest day in American sports history.
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Sources:
“The Big Game Disaster of 1900” by Sam Scott. Stanford Magazine November/December 2015.
“Big Game was marred by tragedy in 1900 contest” by Edvins Beitiks. November 17, 1997.
“The Thanksgiving Disaster that Most People Haven’t Heard About” by Marina Manoukian. November 19, 2022.
“Sudden Death: Boys Fell to Their Doom in S.F.'s Forgotten Disaster” by SR Weekly Staff. Aug 15, 2012.
“Thanksgiving Day Tragedy” ThePigskinDispatch.com
https://pigskindispatch.com/home/Football-Fun-Facts/Random-Football-Facts/Stadium-Disasters/Stanford-Vs-Cal-1900-Tragedy
#HushedUpHistory#featuredarticles#history#CaliforniaHistory#SportsHistory#tragichistory#horriblehistory#Footballhistory#TheBigGame#ThanksgivingDayDisaster#historyclass#strangehistory#forgottenhistory#tragictale#truestory
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//The new playlist. Long post incoming.
24K Magic by Bruno Mars
A Symphonic Metal Tribute to Steven Universe by The L-Train
A Symphonic Metal Tribute to Undertale by The L-Train
Accidentally In Love by Counting Crows
Addict by Silva Hound (ft. Michael Kovach & Chi-chi)
Ain't No Rest for the Wicked by Cage The Elephant
Alastor's Game by The Living Tombstone (ft. Black Gryph0n)
All Star by Smash Mouth
Alumina by Nightmare
Ambiguous by GARNiDELiA
Anarchy Rainbow from Splatoon 3
Angel With A Shotgun by The Cab
Another Date by DAGames
Arma-goddamn-motherfuckin-geddon by Marilyn Manson
Battle Against A True Hero by Toby Fox
Before My Body Is Dry from Kill la Kill
Betrayal by Lita Ford
Blame Canada from South Park: BIgger, Longer and Uncut
Blink Minigame from Spyro: A Hero's Tail
Bloody Mary by Lady Gaga
Blow the Roof by Flux Pavilion
Bokura wa Ima no Naka de by Mu's
Bowsette by The Chalkeaters (ft. M-G UniNew & Nekro G)
Brace for Chaos from Fortnite
Burning by Yeah Yeah Yeahs
Bye Bye Bye by NSYNC
Calamari Inkantation from Splatoon
Children of the Grave by Black Sabbath
City Ruins; Soul from SoulCalibur VI
Colourful Canvas by Sumire Uesaka
Connect by ClariS
Crash Bandicoot Theme Trap Remix by MajorLeagueWobs
D City Rock from TeddyLoid (ft. Debra Zeer)
Dani California by Red Hot Chili Peppers
Death's Doorstep by Musiclide (ft. Tohru0chan)
Die In A Fire by The Living Tombstone (ft. ElieMonty)
Die Young by Kesha
Dirty Little Animals by Bones UK
Doctor Who on Holiday by Dean Gray
Doki Doki by Nikki Kaelar
Don't Call by Dabu (ft. Brigitte Naggar)
Dr. Neo Cortex (Epic Metal Remix) by Tolkuton
Dreams of Love and Literature by Dan Salvato
Easy Love by Sumire Uesaka
Enemy by Imagine Dragons (ft. JID)
Enemy (Opening Titles Version) by Imagine Dragons (ft. JID)
Eyes Closed by Imagine Dragons
Fabulous Secret Powers by SLACKCiRCUS
Fallen Angel by TeddyLoid (ft. Aimee B)
Fantastic by King Princess
Fire and Steel from Fortnite
Five Nights At Freddy's (Remastered) by The Living Tombstone
Fly Away by TeddyLoid
Fly Octo Fly ~ Ebb & Flow from Splatoon 2: Octo Expansion
Flying Spaghetti Monster by Doctor P
Fresh (Boyfriend Remix) by Kawai Sprite
Fuel by Metallica
Gerudo Valley from The Legend of Zelda: Ocarina of Time
Get Jinxed by Djerv
Gun In My Hand by Dorothy
Guren no Yumiya by Linked Horizon
Heavy Is The Crown by Linkin Park
Heavy Is The Crown (Score Version) by Mike Shinoda & Emily Armstrong
Hell Isn't Good from South Park: Bigger, Longer, and Uncut
Her Ghost In The Fog by Cradle of Filth
Here's to Never Growing Up by Avril Lavigne
Hide Away by Synapson (ft. Holly)
High (Orenji & TMG Future Funk Remix) by The Musical Ghost
High Stakes Club from Fortnite
Holding Out For A Hero by Bonnie Tyler
Holiday/So Frail by Scorpions/Mirrorthrone
Honeys In The Place by Aaron Wheeler
How You Like Me Now by The Heavy
How to Save Sayori's Life by maki ligon
Hungry for the Chase from Fortnite
Hyrule Circuit from Mario Kart 8
I Am the Doctor by Murray Gold
I Can't Fix You by The Living Tombstone (ft. Crusher-P)
I Can't Hear It Now by Freya Ridings
I'm A Believer by Smash Mouth
Icarus by Madeon
Idol (Splatoon AI Cover) by DanFourts
In the Pines by Janel Drewis
Industry Idol (English Slander Mix) by Triple-Q
Ink That by Jonny Atma
Insane by Black Gryph0n
Insane in the Brain by Cypress Hill
Iridescent by Linkin Park
It's Been So Long by The Living Tombstone
Jiyuu no Tsubasa by Linked Horizon
Join Us For A Bite Remix by The Living Tombstone
Jump Around by House of Pain
Jump! Jump! Jump! from DanceDanceRevolution: Mario Mix
Just the Two of Us are Harder, Better, Faster, Stronger Than You by scibot9000
Kaine/Salvation from NieR Replicant
Lavender Town (Remix) by Qumu
Light Up The Night by The Protomen
Live Again (Joyful Mix) by GGalactigal
Live and Learn by Crush 40
Love Crazy by Sumire Uesaka
MEGALOVANIA by Toby Fox
Mad Mew Mew Dance (Mashup/Remix) by SayMaxWell
Monster by Reckless Love
Montage from Team America: World Police
My Sadistic Adolescence by Sumire Uesaka
Nasty Majesty from Splatoon 2: Octo Expansion
New Divide by Linkin Park
No Sleep Till Brooklyn by Beastie Boys
Nothingtown by The Offspring
oath sign by LiSa
Ocean Man by Ween
One-Winged Angel from Final Fantasy VII: Advent Children
Other Friends (Electro Swing Cover) by Chi-chi
Our Love by Curtis Harding (ft. Jazmine Sullivan)
POWER by Kanye West
Painkiller by Judas Priest
Paint the Town Blue by Ashnikko
Party Up (Up In Here) by DMX
Pepper by Butthole Surfers
Perfect Weapon by Black Veil Brides
Playground by Bea Miller
Poker Face by Eric Cartman
Pokemon Theme (Metal Cover) by Jonathan Young (ft. Jason Paige)
Power of the Triforce by Dragonforce
Pretty Heroes by Dabu (ft. Brigitte Naggar)
Push (Feeling Good On A Wednesday) by Sia
Reality Check Through the Skull by DM DOKURO
Red Swan by Yoshiki (ft. Hyde)
Remains of the Day by Danny Elfman
Reunion by Dabu (ft. Brigitte Naggar)
Rooftop Rampage by Spiralmouth
Satin Panties by Kawai Sprite
Say It Proud from Fortnite
Say Something by A Great Wide World
Sayo-nara Sunburn by maki ligon
Scanty and Kneesocks' Absolute Territory by Triple-Q
Seven Nation Army by The White Stripes
Shinzou wo Sasageyo by Linked Horizon
Short Change Hero by The Heavy
Shoukei to Shikabane no Michi by Linked Horizon
Shut 'Em Up by The Prodigy vs Public Enemy
Sirius by Eir Aoi
Smile Like You Mean It by PARANOID DJ
Snow (Hey Oh) by Red Hot Chili Peppers
Snow Halation by Mu's
Song of Storms Remix by The Living Tombstone
Song of the Ancients (Devola) from NieR Replicant
Spear of Justice by Toby Fox
Spice Up Your Life by Spice Girls
Spider Dance by Toby Fox
Spies! (Murda Beatz Remix) from Fortnite
Splattack! (Octo) from Splatoon 2: Octo Expansion
Spongebob & Patrick Confront the Psychic Wall of Energy by The Flaming Lips
Spyro Circuit from Crash Team Racing: Nitro-Fueled
Start: Dash!! by Mu's
Stay by The Kid LAROI (ft. Justin Bieber)
Stressed Sayo-nara by maki ligon
Sucker by Marcus King
Super Mario Bros. Theme (Rock Arrangement) by Davis Henry
Superbeast by Rob Zombie
Supermassive Black Hole by Muse
Sweet Victory by David Glen Eisley
Tainted Love by Soft Cell
Take On Me by A-ha
Take Us Back by Alela Diane
Talking In Your Sleep by The Romantics
Thank You and Goodnight by The Hazbin Hotel Pilot VAs
The Amazing Digital Circus Theme by Gooseworx
The Best Day Ever by Spongebob Squarepants
The Girl At The Video Game Store by Parry Gripp
The Hunting Ground from Fortnite
The MISSING from The MISSING: J.J. Macfield and the Island of Memories
The Metal by Tenacious D
The Rockafeller Skank by Fatboy Slim
The Rumbling by SiM
The Touch by Stan Bush
The Wolf Among Us Theme from The Wolf Among Us
The World by Nightmare
This Comes From Inside by The Living Tombstone
This Is How We Do It by Montell Jordan
This Is War (Radio Edit) by 30 Seconds to Mars
Thunderstruck by AC/DC
Til All Are One by Stan Bush
Toxic by Britney Spears
Unbroken by Man On The Internet
Vital from Fortnite
Warriors by Imagine Dragons
Wasteland by Royal & the Serpent
Weight of the World (English Version) from NieR Automata
Welcome To Your Nightmares by Teamheadkick
What Could Have Been by Sting
What I've Done by Linkin Park
What's Up, People!? by Maximum the Hormone
Wherever I May Roam by Metallica
You Better Swim by Motorhead
You're the Best by Joe Esposito
Your New Home by Gooseworx
Your Reality by Dan Salvato (ft. Jillian Ashcraft)
Zavodila but only Ruv by Mike Geno
Zetsubou Billy by Maximum the Hormone
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S9 Game Download – Real Money App | Latest Version
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The reason why gamers and gaming companies are the reason why the gaming industry is at its last legs:
Let's start with the gamers:
Gamers:
After further observation of the way you people operate with your stupid political correctness in the form of a slang dictionary, you people give a bad rap to the gaming industry and community because you're also demanding with your 4K and 2K digital waste of resources. This also deals with streamers who are very very popular and waste their network resources on a single stream towards twitch or any other place that accepts that type of medium.
P2p/p2w? I would rather see that fed down your throats as freemium because that is the actual definition and the actual legitimate definition of your slang...
And trust me you don't like me telling you this because you know it's true but instead you act like it's false because you don't want yourselves exposed. Well that's my exposition for you guys because you're just as stupid as the companies which I'll explain about here momentarily.
The only video game that I have ever played was bejeweled and that was it.
But as a result of this, I was lucky enough to start developing a c++ game in popcaps original framework from 2008 called sci jewel. And yes the version number starts at 4.00. uh oh Yalek.... Spoiler alert...oh diiiiick... Yeah. this game will pretty much break all the necessary regulations that were put in place by companies and gamers themselves especially for the PC on Windows Linux and apple/mac OS. Mobile might take some time though...
Here's another thing for you gamers... You don't really understand the open source mindset with video games because you would rather make money with it. That's a problem in my eyes because as I see it video games are software and should be treated as entertainment, and should not hold ownership by a corporate entity. Even Indie / independent developers should have no right to own something unless they are trying to hold a leadership role for it..
Companies, such as EA, Nintendo, Activision, square enix, etc:
What I will never understand is why you think owning an entire genre of video game is the coolest thing that ever happened to you...
Well it's not. Once a genre has been made it can be remade either for the better or for the worse. Depends on the type of person who wants to develop it.
Also you enslave your programmers to do things that would seem disrespectful to their own identity. Well here's the thing okay... The programmer is the one that's writing the code and they can determine whether or not they can listen to you executives or not. They have every right to say no, and if you ignore this, is coercion in the first degree and is an actual federal crime. May not be rape, but coercion is close to it. Also shouldn't the programmer be determining solutions for the executives instead of the executives dictating what goes into what goes out of it? Because one of the executives don't know what the heck they're doing which a lot of them don't...? What are the game accidentally leaks code or crashes their whole system? And there's no way to get community input because you executives try to get your way by having your own system developers /debuggers debug the application instead having the community do it for you.
For both gamers and the companies: start cooperating with each other and start understanding that a piece of software is just a piece of software and should not be treated as a greedy means of existence.
I guess I'll add on to the streamers here too...
Y'all have no right to stream. Because you don't have any understanding of being able to realize that your network bills are going to be much more than what your stream income is going to be. Stream income is one of the worst forms of income to ever come by because there's no way that you guys are going to be able to afford, in today's age, the. necessary housing, water, and bills that the worldwide capitalisocioeconomy is trying to induce unto you all. And I personally believe your guys' popular ignorance will catch up with you in the end.
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So sorry for the late response but omg Manny, i miss you so much! It's just not the same without you around. But yeah i'm fine. My hours at OG have been cut to like 10 hours a week. No more Sunday morning shifts. Not that i'm complaining. Its about time i get out of the service industry game, anyway. Chris is kinda hinting he wants kids now sooooo eh...The question is, how have you been?! Is it all working out how you planned? You got a nice place to live? Give me updates! Lots of lovexxx
Brace ya'self, Ish. It's gonna be a long one.
Honestly, I'm glad you remembered who I was. I miss y'all too (you especially, you're basically like my she-bro). Sorry about your hours getting cut, I feel like that's something going on with every corporation because at my job (I'm working at Nike now, retail job, customer service), I'm lucky to get more than 12 hours a week and I need at least 30 to keep up with my expenses.
I honestly have no clue how I managed to survive this long but I've been keeping a video journal series on my YouTube to look back on just in case I forget (youtube.com/22aaa).
Chris wanting a family is great! dude making big moves, I just hope that things go well for y'all beforehand because I personally don't trust this economy but if dude wants a family, he also at least has an idea how to manage it so I just hope for the best for y'all :)
As far as quitting the service industry, you have any idea where you wanna go to next? It's a big world out there and it'll drown us if we ain't prepared.
I thought I was prepared but the first two weeks I was out here in Texas, I was sleeping in my car.
I jumped the gun with this job I thought I had set up. Looking back, it would have been smarter if I just requested to come here with vacation time, checked out some things, came back to Georgia and racked up with another tax income check.
Instead, the job I THOUGHT I was gonna get basically told me that they wasn't looking for any new workers. Thankfully, I have a cousin in Houston that was cool with me crashing at her place until I got myself together.
I ended up getting the job at Nike and jumping the gun again with this apartment (sleeping in the car during hot ass August was not the ideal situation for ya boy and I was desperate).
I got the apartment around August and been using what money I had saved up to get myself situated with this place but because I got all these bills and not so many hours, I've been on edge about how I'm gonna pay for a lotta stuff.
If worst comes to worst, I can always go back home to Louisiana, lick my wounds and try again. I'm in surprisingly good shape so I can retain this body for at least another decade before my bones start to go lol.
Positive note, I've been working out a bit more, been training to be a wrestler still. It feels good that some wrestlers know who I am enough to say "hey man, you cool" to me sometimes but dude…every time I go to a wrestling show (I help out as like an usher for seats or like a doorman or something), I just say to myself "I should BE there".
The thing is I need to be able to train for a year straight and the challenge with that is just money and time. I'm willing to do what I need to do to get myself in that action, I just ain't got the money for it as much as I like but when I CAN go train, ya boy has fun every dang time.
Hoping things are working for y'all over there, really glad you reached out. I got scared for a moment lol
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...Okay, this made me angry enough that I felt the need to respond before the actual replies with points that don't viscerally hurt me.
A) The fact is wrt online commission artists, your point that "I don't see why they're unique, everyone suffered in the crash" is ignorant at best.
Like, from my observation, because they're so directly dependent on the incomes of others for their income rather than the logistics of capital, their incomes tend to dry up far faster when things go bad.
It's an effect akin to biomagnification, making artists akin to frogs as environmental indicators in the economic ecosystem.
B) If we're talking about "necessity" under capitalism, you and I both know that the professions that make the most money are decided by the whims and desires of capital rather than actual societal necessity.
Like, for the big example, the finance industry. And also most executives which, let's be real, under a just world would be paid and have the same amount of authority as other logistics and administrative jobs because that's what they are.
And I made my point not to devalue tech workers but talk about how under-valued artistic labor is, because you are essentially justifying them not making a living wage in the name of economic demand, using the same arguments I've seen used to justify; say; underpaying teachers. Or justify why food service workers don't deserve a living wage.
C) If we're talking necessity under socialism... like, I've seen arguments that we don't need computers, following up with the argument that they are so resource-inefficient that we should ditch them for radio as a means of mass communication.
My point on that is that there's a lot we don't overtly "need" but that human life would be worse without, and that includes not just individual works of art, but the broader ecosystems of art that people given the time and money to create it have even if some of the works propping up those ecosystems are "unprofitable" or nitche.
And that argument from pure utilitarianism either goes into that form of absurdity with the "reject computer, return to radio" or; more likely from what I can ideologically tell from your views; treats those who don't make it as disposable for the greater good because some people are more deserving than others.
D) I am deeply unsympathetic to the "Art is a thing you do when you get off work" take I see in leftism, because of how it tells disabled people with relatively little spoons to give to go fuck themselves by ignoring the drain that a "real job" causes.
And that's even before we get into the mediums that take the dedicated time and effort to do that can basically only be viably done if given such, like film or animation or video games.
E) I am also deeply unsympathetic to the take of "If the amount of people who wanted to be full-time artists could be, the economy would break" because like... really?
Like, I see plenty of people who don't get or fuck with art and are fine with that. Admittedly, this one's more antecdotal and I don't have all that much research to back it up, but I'm pretty sure you don't either.
So, we're both going on principle, and yours seems to operate on the principle that "if everyone was able to live their best life, society would fail to function," which is... that's the principle the right-wing operate on. You sound like a Republican.
And, following from that, F)...
...Well, this is getting personal/emotional, but like, people who think like you do hurt people. Like, it's the same mindset my parents used to crush my dreams, with the same language of harsh truths.
The whole "get a real job" schtick basically ignored a big reason why I thought it was the only career path for me, the lack of barriers wrt application, which was the greatest bar to me thanks to disability and trauma over job application from the same people who said "my art dreams were unreasonable."get a real job"
And, you can say "Well, you should be mad at the job application system," but like, a system is what it does, and that includes systems of understanding the world. And what you're doing by justifying the poverty of artists in the name of limited economic space is telling people to shut up about being undervalued, not changing the job application system.
And, what of the other people I know? I know so many brilliant artists, people who manage to make me laugh with just a fucking sketch, but they're stuck in jobs they not only hate but aren't even good at.
Like, beyond art, is it justifiable for ecological scientists to be working at Starbucks during the climate crisis?
Is it justifiable for my friend Trent to be living in poverty; unable to get a "real job" due to his mental health issues; struggling to take care of his also-disabled sister using the funds from his art, despite being one of the most brilliant multimedia artists I know?
Is it justifiable for my friend, who got a degree in baking, to be stuck in a grocery job for years, never being put in the baking department where he can use his actual skills despite him taking the job for that very purpose?
Because that is where the principles expressed in what you said lead, that people being stuck in jobs they not only hate but are bad at is not only justified but economically necessary, because the system does not exist to serve people; but people exist to serve the system.
Like, if you're wondering why this is such a wall of text, here you go. You are justifying the system of people who personally hurt and failed me and others. You are declaring yourself as in their political "corner" so to speak and in some small way contributing to making a world where they win.
And if there's any one takeaway I hope you make from this, I want you to take away that the principles you express aren't abstract and distant, they're real and they hurt people.
While I really hate the narrative of "tech bros" because of how it conflates shitty CEOs with non-shitty base-level programmers, and how it conflates Dunning-Kruger-y early adopters with people who Know Their Shit about computers...
...On the AI art issue, I will say, there is probably a legit a culture clash between people who primarily specialize in programming and people who primarily specialize in art.
Because, like, while in the experience of modern working illustrators a free commons has ended up representing a Hobbseyan experience of "a war of all against all" that's a constant threat to making a living, in software from what I can tell it's kinda been the reverse.
IE, freedom of access to shared code/information has kinda been seen as A Vital Thing wrt people's abilities to do their job at a core level. So, naturally, there's going to be some very different reactions to the morality of scraped data online.
And, it's probably the same reason that a lot of the creative commons movement came from the free software movement.
And while I agree a lot with the core principles of these movements, it's also probably unfortunately why they so often come off as tone-deaf and haven't really made that proper breakthrough wrt fighting against copyright bloat.
It also really doesn't help that, in terms of treatment by capital, for most of our lives programmers have been Mother's Special Little Boy whereas artists (especially online independent artists post '08 crash) have been treated as The Ratboy We Keep In The Basement And Throw Scraps To.
So, it make sense the latter would have resentment wrt the former...
#long post#politics#labor#art#rambling#shut up titleknown#that reblog was legit a trauma trigger for me#so i felt i had to respond
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Katherine "Kit" Price
Okay so dA's being the usual buggy garbage site it is and won't let me upload this reference sheet there cause the submission page keeps crashing my browser
SO THIS BBY'S GOING HERE FIRST
I haven't organized/structured a reference sheet in YEARS but I'm actually really happy with how this one turned out, especially for one of my favorite characters to draw/write!
Kit would absolutely put "Eat the rich. Yes, that makes me a cannibal" on a t-shirt, and I appreciate that kind of energy.
She was conceived as both a counterbalance to the corrupt business and political climate present in Biker Mice From Mars while also giving the main cast a broader breadth of resources and putting them on a somewhat more even playing field with Limburger (considering I write him to be a way more calculating threat than he was in the show).
Plus it helps greatly expand the potential for slice-of-life stories as well as major conflicts if they can access for exclusive places or travel anywhere in the world without much hassle.
She's an ally that plays ball in Limburger's court while everyone else is outside throwing rocks and Maltov cocktails at the stadium if that makes sense. It definitely pays to have someone on your side who can afford a lawyer to keep your rebel vigilante tail out of prison.
She's just out here doin' her best to help as many people as possible, send aid, her imposter's syndrome is astronomical
~~~
Basic Introductory Info about her:
Full Name: Katherine Guinevere Price
Honorifics:
Lady or Marquess (On Venus)
Mx. or Ms. (on Earth; Mx. is by default, and she's very selective with Ms.)
Master/Madam (Li only. He uses them pretty interchangeably. Master is pretty general, but Madam is generally when she's getting on his nerves or when he very urgently needs to get her attention.)
Nicknames: Kit, Kitten, Kitkat, Princess, Katie
Aliases:
Kit's someone who tries very hard to keep her work and personal life separate. In the public sphere, she goes by the name Kathleen Victoria Moon.
LunarLight99 is her online gaming handle and her handle on most of her non-work-related social media platforms and personal e-mail.
K.V.Moonlight is her handle on her work-related platforms and her work e-mail.
As a fiction writer, she operates under the pen name Cordilea Rosewood.
Titles:
Chief Executive Officer and Executive Chairman of Lunarlight Enterprises
Co-Owner of LunarTech Industries (With her father, Cedar Price)
Founder of the Iridescent Youth and Wellness Rebahilitation Center
Pronouns: She/They (She is by default in narration. Both are equally acceptable in conversation)
Age: 26-27 Years Old D.O.B: June 20th, 1999
Species: Caucasian/Native American Human / First Colony (Butterfly/Moth) Venusian Kinkaeda
Occupation: Business Magnate, Entrepreneur, Philanthropist, Investor | Fiction Author (mostly just for fun, but it does bring in a small income too)
Economic Class: Billionaire
Personal Summary:
"Wha--No, no, listen. Listen to me. No one buys caviar because it actually tastes good, they buy it to announce to the world 'LOOK AT HOW MUCH MONEY I CAN AFFORD TO THROW AWAY'. And I'm just... not interested in food that doesn't taste good. I'd rather just get Chick-Fil-A and be done with it."
Katherine Price is a creative, compassionate, artistic, and charismatic young woman who achieved great success through unconventional means.
She wasn't born into great wealth, but she didn't work her way up from the bottom either. Her wealth, her position of influence and power, was granted to her as her grandmother's final gift in her will after her death six years ago. After spending her entire life a slave to circumstance, chained by her disabilities and her family's well-intentioned sheltering, she had been granted the tools to lift herself out of poverty. And since then, she made an eternal promise to be the same person for others that her grandmother was for her.
Kit is a firm believer that those with wealth, influence, and power are social leaders with responsibilities to their communities, even if the current sentiment among the wealthy elite feels otherwise, and that those who would horde their wealth like dragons and exploit and trample on the working class for their own benefit have no place in prominent positions of power.
One would think her unending empathy and compassion for the working class would lead to well-intentioned but irresponsible business decisions, but by surrounding herself with accomplished people and utilizing clever, outside-the-box thinking, she's created a business model that created success by putting her workers, consumers, and the public first, and her investors and board of directors second.
She's developed a brand and reputation for herself that's made reception towards her very mixed, in the eyes of the media, the public, and inner elite circles. Some criticize her for her practices being unreasonable, uncompromising, risky, and costly, others admire her for her unbending value in human life above the dollar. Some just can't bring themselves to argue with success, while others are envious of the media attention her controversial decisions generate for her.
Any PR is good PR, but she prefers hers to have positive outcomes. And if nothing else, she's become extremely popular with the younger generation.
Despite all the good she's done, though, Imposter's Syndrome is cruel and unforgiving. None of her success changed her being disabled; suffering Chronic Pain, being autistic, suffering from mental illness, and constantly having to guard her half-alien status from the public. She's created jobs by delegating tasks to those she deems more qualified, but no matter how many lives she's changed and improved, it's never enough. Never enough to justify her obscene wealth.
Despite all the personal freedom and free time and luxuries she has now, in many ways, she still finds herself beholden to others and what she can do for them.
Full Toyhouse Bio (WIP): https://toyhou.se/13050960.bmfm-kit
~~~~~
Katherine Price, Art (c) Me/Lunarlight/QueenFighterfly
Disclaimer: Please do not steal, repost/redistribute, use, edit or trace any of my written or visual works without my written consent.
I also do not consent to my art being taken and utilized for AI training.
I do not post my art on Instagram or Pinterest, so if you find it there, it wasn't me and was posted without my consent or knowledge.
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7 Key Approaches to Reducing Risk in Real Estate Investments
Real estate investments have withstood the test of time, proving their resilience through wars, economic crashes, and global crises. However, like any investment, real estate carries inherent risks. To successfully raise real estate capital, it is essential to grasp and address these risks effectively.
By understanding the potential challenges and incorporating risk management strategies in real estate investment, real estate syndicators can protect their investments and provide security to their investors. Awareness of real estate risks is crucial for navigating the investment landscape and fostering confidence among potential investors.
What can you do when looking to take your real estate investments to the next level?
In the dynamic world of real estate, reducing risk is the key to maximizing your returns and securing long-term success. After all, the stakes are high, and making informed decisions is crucial.
You may have heard the saying, "Knowledge is power." When it comes to real estate investments, knowledge combined with strategic risk-reduction techniques is your secret weapon. By understanding and implementing these proven methods, you can safeguard your assets, optimize your returns, and build a portfolio that stands the test of time.
But first, let's dispel a common misconception.
Reducing risk in real estate investments does not mean avoiding them altogether or settling for mediocre returns. On the contrary, it is about taking calculated steps to minimize potential pitfalls while maximizing your profit potential by using real estate leverage strategies.
So, what are these game-changing approaches?
These seven fundamental approaches are your roadmap to achieving financial prosperity in real estate.
Let's dive in and discover how you can make more intelligent, more secure investment choices.
7 Key Approaches to Reducing Risk in Real Estate Investments
Let’s unveil them one by one, equipping you with the tools and insights you need to make confident investment decisions:
1. Choose a Project Based on its Functional Characteristics
While considering real estate projects, you should evaluate the functional attributes of a real estate project is crucial in determining its desirability and potential for returns. The location of a property plays a vital role in its market value, with convenient access to transportation networks and proximity to schools, hospitals, and shopping centers being highly sought after.
Properties in areas with desirable amenities, such as swimming pools, fitness centers, and communal spaces, tend to attract tenants or buyers more easily. Additionally, properties near public transportation options offer convenience for commuting, enhancing their appeal.
Understanding the rental demand in the area and assessing factors like population growth and employment opportunities can help gauge the property's income potential.
Lastly, properties situated in areas with strong growth potential, driven by infrastructure development and urban revitalization initiatives, offer the prospect of long-term appreciation.
2. Choose an Optimal Development Stage for Real Estate Investment
Timing plays a vital role in real estate investments, and evaluating the stage of development of a project is crucial for informed decision-making.
Projects can be categorized into three main stages
Pre-construction,
Under Construction, and
Ready for Occupancy.
Each stage presents unique risks and potential rewards, and understanding them is essential for selecting the right investment strategy.
Let’s learn more about each stage:
You should conduct proper research at each stage to make informed investment decisions that align with your goals.
3. Choose the Ideal Real Estate Asset Type for Your Investment
Real estate investments encompass various asset types, such as residential properties, commercial buildings, industrial facilities, and mixed-use developments. Each asset type presents unique risks and potential returns, and selecting the right style is essential for a successful investment strategy.
It would be best if you considered the following factors when evaluating the ideal real estate asset type for your investment:
Clarify Your Investment Objectives: Define and Align Your Goals in Real Estate.
Navigate with Market Insights: Analyze the Real Estate Market for Informed Decision-making.
Use Your Expertise: Invest in Real Estate Sectors You Know or Partner with Professionals.
Mitigate Risk through Diversification: Expand Your Real Estate Portfolio Across Multiple Asset Types.
4. Align Your Investment Strategy with Your Financial Time Horizon
When considering a real estate investment, it is essential to assess your financial goals and investment horizon carefully. Align your investment strategy with your financial objectives, whether it's generating short-term income or long-term appreciation. Different real estate projects offer varying timelines for returns, and you can be on top of your game by following these:
Short-Term Income: You should focus on investments with immediate cash flow through commercial real estate tenants.
Long-Term Income: Target real estate opportunities in emerging markets or growth areas for potential appreciation over time.
Have a Balanced Approach: Diversify your real estate portfolio with immediate cash flow and future value appreciation.
5. Expand Your Knowledge and Explore Real Estate Markets in Multiple Cities
Investing in real estate may seem daunting, but don't worry! All it takes is some learning and research. Living in a time where information is just a few keystrokes gives you a significant advantage.
Due to its cyclical nature, conducting thorough research about the current market conditions and trends is essential to reduce risk in real estate investing.
Moreover, you can benefit from extensive marketing research on real estate markets across multiple cities. This will allow for a more diverse portfolio. Diversifying investments across cities with dynamic markets helps d reduce the vulnerability to market-specific how to reduce risk in real estate investing.
Knowledge of multiple real estate markets enables strategic decision-making and risk mitigation and increases your investment opportunities.
In order to have better risk management in real estate development across your real estate portfolio, let's look at the ways to select the correct city for you:
Economic Stability: Dive deep into research to find cities with a stable and diverse economy. Consider points like job growth, unemployment rates, GDP growth, and multiple industries with strong anchors, like schools and hospitals.
Population Growth: Demographics like population play a crucial role when investing. You should invest in cities with a diverse and growing population. This also indicates an increased demand for housing and rental properties, which can contribute to long-term value appreciation.
Location and Neighborhood: No city is known to be the same. It would help if you researched popular neighborhoods extensively while remembering key factors such as schools, transportation hubs, and employment centers.
Infrastructure and Development: The infrastructure of any city can make or break an investment decision. To minimize the risk of investing in real estate, you should assess the city's infrastructure and ongoing development projects. Be on the lookout for investments in essentials like transportation, utilities, and public amenities.
Analyzing micro-markets or specific neighborhoods within a chosen city is essential for assessing the associated risks and making informed investment decisions. Thorough research lets you identify potential risks and take necessary steps to mitigate them effectively.
Furthermore, studying micro-market trends enables you to recognize market cycles and determine the optimal investment timing. Understanding these trends helps you enter the market at the right moment, avoiding periods of oversupply, price declines, or unfavorable conditions.
By delving into micro-market dynamics, you can uncover promising investment opportunities and make well-informed decisions that align with your objectives.
Wrapping Up
To summarize, acquiring knowledge and understanding the critical approaches to reducing risk in real estate investments is paramount when investing in real estate investments. You should take essential steps toward mitigating risks associated with real estate ventures.
However, the work doesn't stop here.
It would help if you did your homework and thoroughly researched these risk-reducing factors. This personalized understanding will enable you to manage and navigate the risks involved effectively.
By doing so, you safeguard your investment track record and establish yourself as a reliable and knowledgeable investor in the eyes of accredited individuals.
So, continue your journey by delving deeper into real estate investing, honing your skills, and staying updated with industry trends.
With a proactive approach and a comprehensive understanding of risk reduction, you can enhance your chances of success and build a resilient and profitable real estate investment portfolio.
#real estate investment portfolio#real estate investing#real estate investments#real estate ventures#Investing in real estate#real estate projects#real estate leverage strategies
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Beyonce Rises to the Top: Second Highest Net Worth Amongst Black Female Cohorts
Beyonce has worked hard for the accolades, awards, and status she has achieved. Undoubtedly, every barrier she breaks and every achievement she earns is a testament to a work ethic of the highest caliber. And just as she has done many times before, she is once again crashing through yet another glass ceiling. According to the most recent research, Beyonce now owns a claim to another position of affluence. She has amassed the assets to position herself as having the second-highest net worth amongst her Black female industry peers. That Sister The research was conducted by social commentators who run a platform by the moniker That Sister. That Sister is a platform designed to uplift and positively promote the culture. As noted, “That Sister is a Black-owned lifestyle website for positive black women, black men, and other races or genders who are fans of the culture.” That Sister provides a broad array of content highlighting various achievements of the Black community. Their research and methodology are typified by a system of providing insights through ranking. Beyonce: In the Top Three That Sister recently turned their research toward Black females in the Entertainment industry and a comparative analysis of their standings based on net worth. The findings were compiled to assimilate a list of the top ten. According to the current findings, Beyonce comes in with a net worth of $500 million, positioning her behind Oprah, who ranks first with 3.5 billion. Halle Berry comes in third with a net worth of 90 million. It only takes a little to see that even amongst the top three, a significant amount remains between their calculated net worth, an indicator of its own. Despite that obvious observation, one cannot deny the aspirational value behind the revelation of such knowledge. Beyonce: A Portfolio of Success According to Insider, in 2020, Forbes listed Beyonce’s net worth at $400 million. https://youtu.be/EjNHAddCgVc Now it seems that her net worth continues to climb. What does that mean? Fundamentally she is doing something right. Her asset management skills are top-notch. It also means that she continues to grow. Beyond what people see of her, she keeps her head in the game and her entrepreneurial sense on swivel. It also says that she is a good steward of what she has earned. Part of that stewardship rests with making smart money moves and being a giver. As Insider also notes, in 2020, it was reported that her company BeyGood and Twitter founder were combining their resources to contribute $ 6 million to mental health efforts, which was especially significant given the time of uncertainty. Growing Her Assets The Insider also notes that much of her income came from her touring, endorsements, and music; she also has equity in her husband’s Tidal platform. On top of that, she has had several partnerships and entrepreneurial ventures, from fragrance to clothing. So there is no denying that she has earned every bit of her net worth. Top Ten: Black Women of Affluence and Influence Beyonce is only one of the ten. The list includes Whoopi Goldberg, Queen Latifah, Jada Pinkett Smith, Zoe Saldana, Kerry Washington, Gabrielle Union, and Alicia Keys. It is a list that speaks well of the efforts of all these women and the strides they have made in the industry. As a spokesperson from That Sister notes, “Seeing women like Oprah Winfrey and Whoopi Goldberg, women whose careers started in the 1980s, alongside modern artists like Halle Berry or Alicia Keys, serves to inspire young women of color across the globe.” It speaks of progress and the broader recognition of the efforts of women of color. Not to mention it reminds all of us of what is possible when one aspires to achieve. Conclusion Congratulations to Beyonce and the other nine women who have carved out massive affluence and influence. We see you and most assuredly salute you. Written by: Renae Richardson Read the full article
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