Monday, July 31, 2017

[SR5] Shadowrun Seattle housing prices compared to RL Seattle

Real life Residential listings:

  • Silverdale: $162/sq ft
    • (RL) e.g. $370,000 (2284 sq ft) for 33yo, 3BR 2.25 bath on 0.25 acres
    • (SR) this is in Salish Shidhe territory west of Outremer.
  • Bainbridge: $350/sq ft
    • (RL) e.g. $675,000 (1875 sq ft) for 7yo, 3BR, 2 bath on 0.52 acres
    • (SR) Bainbridge island is one of the Outremer islands
  • Capitol Hill: $528/sq ft
    • (RL) e.g. $700,000 (1320 sq ft) for 6yo, 3BR, 2.5 bath on 1029 sq ft lot
    • (SR) Capitol Hill is in SR Seattle's Downtown
  • Medina/Bellevue: $440-697/sq ft
    • (RL) e.g. $2,820,000 (4043 sf) for 20yo, 4BR, 3.25 bath on 0.37 acres but is waterfront
    • (RL) e.g. $800,000 (1830 sf) for 64yo, 3BR, 1.75 bath on 0.25 acres but is a "fixer"
    • (SR) Medina is in Bellevue
  • Sammamish: $306/sq ft
    • (RL) e.g. $670,000 (2230 sf) for 15yo, 4BR, 2.5 bath on 0.1 acres
    • (SR) Sammamish IRL is in Redmond, which obviously doesn't match the costs in SR. Probably better fit for Renton?
  • Carnation: $263/sq ft
    • (RL) e.g. $650,000 (2460 sf) for 24yo, 4BR, 2.5 bath on 5.0 acres
    • (SR) Carnation is east of Redmond, bordering Salish Shidhe territory. Analogous to more residential parts of Snohomish?
  • Pomeroy, Garfield County ($1300/acre, or $0.03/sq ft)
    • (RL) e.g. $485,000 for 378 acres with fields and rivers. Small cabin included.
    • (SR) This would be a decent analogue for rural, rural Snohomish
    • (SR) This county is in SE Washington, very far from Seattle
  • Walla Walla, Walla Walla County
    • (RL) e.g. $849,000 for vineyard on 5.39 acres. Includes wine-making operation, large home that's used as rental property for $100-150/room
    • (SR) Example of a really nice, built-up rural property

Real Life Commercial Listings:

  • Downtown
    • (RL) $170,000/year ($27/sf): one floor, light-industrial/office/retail with 6,300 sq ft. 165' frontage
    • (SR) A good medium-cost benchmark
    • (RL) $140,000/year ($40/sf): part of fancy 22-story office building and in the heart of downtown with 3500 sq ft
  • Everett
    • (RL) $81,600/year ($24/sf) restaurant with 22' ceiling with 3400 sq ft
    • (SR) This is in not a great neighborhood, and a good example of restaurant costs

SR Seattle Neighborhoods:

  • Downtown (130,000¥ per capita income, 1,165 p/sq km, 89% corp-affiliated)
    • Government/cultural/economic heart of the city
  • Bellevue (110,000¥ per capita income, 864 p/sq km, 89% corp-affiliated)
    • Manicured parks, shopping districts and high-tech industry
  • Tacoma (59,000¥ per capita income, 658 p/sq km, 89% corp-affiliated)
    • Major port, strong aroma from paper mills/metal smelting, historically blue-collar
  • Everett (58,500¥ per capita income, 1,106 p/sq km, 69% corp-affiliated)
    • Hit hard by Crash of '64, many abandoned homes and businesses. Squatters are a problem and is a common smuggling pipeline as well as a center of vice. Known for its casinos (Casino Corner). Home to Naval Station Everett (home to a nuclear supercarrier battlegroup) with 8500 personnel.
  • Renton (90,000¥ per capita income, 840 p/sq km, 68% corp-affiliated)
    • "Seattle's apartment" with condoplexes and housing co-ops. Also has hills, lakes, and numerous restaurants. 35% meta (20% ork!)
  • Auburn (32,000¥ per capita income, 601 p/sq km, 63% corp-affiliated)
    • Working-class, constant hum from factories/plants running 24/7. Production center of the city. Home to sports teams, bars,nightclub, malls
  • Snohomish (34,000¥ per capita income, 530 p/sq km, 71% corp-affiliated)
    • Breadbasket of the city, rolling fields, rural, but minimal tourism
  • Fort Lewis (30,000¥ per capita income, 497 p/sq km, 39% corp-affiliated)
    • Home to Fort Lewis military base and McChord Air Force base. Sparsely populated but many commuters come in from other districts. Has woods and hiking, Zoological Gardens. Mostly caters to soldiers and families in district. UCAS MP handle security, not KE.
  • Redmond (6,600¥ per capita income, 1142 p/sq km, 2% corp-affiliated)
    • Everyone fled after Trojan-Satsop nuclear meltdown. Lawless, "virtual ghost town", many abandoned properties, food aid comes in armored trucks, run by Mafia and Yakuza. "Toxic castles" that are walled-off factories exist (goods shipped in by helicopter). All a static zone except Touristville, which is a Spam zone.
  • Puyallup (6,200¥ per capita income, 502 p/sq km, 18% corp-affiliated)
    • Farmland was buried by Mt. Rainier eruption and business suffered. Frequent haven for refugees (Ghost Dance War, Tir Tairngire, NAN...). Home to major elf enclave (Tarislar). Regularly gets "dirty snow" ash. Central Puyallup neighborhood is still middle-class and attempts to fight "lost cause" attitude but is probably allied with organized crime. 
  • Council Island (65,000¥ per capita income, 120 p/sq km, 2% corp-affiliated)
    • Tribal enclave/embassy. Ceded to NAN. Salish-Shidhe Council removed all modern structures and replaced with green tech (solar panels, wireless...) or natural construction. Most residents are diplomats, staff and families from NAN as well as rangers/caretakers.
  • Outremer (69,000¥ per capita income, 400 p/sq km, 74% corp-affiliated)
    • Five islands, mostly suburban communities

Saturday, July 22, 2017

[SR5] Sioux Nations Screamsheet

Sourced from Shadows in Focus: Sioux Nation. Content relevant as of 2075.


The Sioux Nation

Government

  • Capital: Cheyenne (formerly in Wyoming)
  • Constitution-based tribal council
  • Independence: 25 April 2018
  • Suffrage at 16 years; universal and compulsory
  • Has a single original treaty/pact/"constitution" formed by the five original tribes in the Ghost Dance war. Document is hidden and only the elders can see it.
  • Council of Elders has the ultimate authority but they try to act only as "spiritual mediators and advisers". Almost all Elders are powerful shamans. Chiefs can appoint a new Elder if necessary. 
  • Regular affairs handled by a Council of Chiefs. Each of 20 tribes has one chief elected for a 5 year term. Chiefs can only be elected once but often strongly influence the pick of successor.
  • Each year at "Midsummer" they meet in Cheyenne to make official rulings on legal cases and send suggested new laws to the Council of Elders. Also typically name new heads of government bureaus.
  • Bureaus: Agriculture, Civil Enforcement, Cultural Preservation, Health and Welfare, Native Heritage, High technology, Immigration and Revenue, Justice, National Security, Resource Management

Demographics

  • Population: 6,950,000 (January 2075 estimate)
  • 63% Human, 17% ork, 9% troll, 5% elf, 5% dwarf, 1% ther
  • Languages: English (official), Siouxian dialects, Cherokee, Navajo, numerous tribal dialects
  • 15% SINless
  • 97% literacy
  • Major Urban Areas: Cheyenne (WY) 2.9 million; Billings (MT) 245,000; Rapid City (SD) 225,000; Fargo (ND) 195,000; Casper (WY) 80,000; Butte (MT) 61,000
  • Citizenship requires proof of a connection to one of the tribes. SINs are stored in the NAN SIN Registry outside of Cheyenne

Economy

  • Industries (rank ordering): Agroindustry, software/info services, food processing, machinery, microelectronics, petroleum/natural gas production, mining, lumber and wood processing
    • Cybernetics are very rare due to cultural norms
  • Corporate Affiliation: 35%
  • Currency: nuyen
  • Per Capita GDP: 31,000¥
  • Population below poverty line: 15% (2073 est.)

Misc

  • Notable Local Grids: Eagle City Grid (Cheyenne), SCEnet (cell system for rural communities)
  • Military: Sioux Defense Force (SDF): Sioux Army, Sioux Air Force, Sioux Special Forces (“Wildcats”); Scouts (paramilitary youth organization)
    • The largest and best-equipped military in the NANs, but still vastly outgunned by UCAS
    • Wildcats used as recon, assassination, counter-terrorism and insurgent training operations. Extensive magic users. Not in the same tier as other special forces like Delta Force. Used in 11-man squads with two 5-man combat teams and a squad leader. Each team has at least one magic user. Augmentation is rare.
  • Service obligations: 18 years of age compulsory (all genders) for 12 months; active reserve for 48 months; inactive reserve to age 40

Transportation

  • Requires a travel visa with a SIN from a Sioux embassy
  • Extra-paranoid about security: Aztlan, CAS, UCAS and megacorp citizens may face extra delays
  • Casper has the largest airport and is a full-service aerospace port which is a transportation hub for the northwest. Flies semi-ballistic and suborbital routes to most international cities
  • Cheyenne is undergoing massive expansion at Warren Air Force Base
  • Small air/heliports are common, with 1/4 of citizens having a pilot's license
  • One of the best highway networks in North America (Major Routes 80, 94, 15 and Highway 87)

Tribes and Languages

  • The sourcebook is purposefully vague about which tribes compose the Sioux Nation, though it does say there are exactly twenty.
  • For the purpose of my campaign, this is a good start for the seven largest: Wdewakanton, Sisseton, Teton, Wahpekute, Wahpeton, Yankton, and Yanktonai.
  • Most Sioux are bi- or trilingual, with English as the common language in the nation in addition to their tribal language.
  • The most common third languages are Japanese, Nahuatl and Salish.
  • Or'zet and Sperethiel are rare, while Sasquatch is disproportionately frequently learned.

Notable Locations

  • Devil's Tower (called Bear's Lodge by the Lakota): Unpredictably turns into a mana warp
  • Chief's Mountain (aka Great Chief by the Blackfoot): Important Sun Dance ritual location, spawns powerful magical storms, banned to casual visitors.
  • Yellowstone Wilderness Refuge: visible dragon line, extremely dangerous magma pocket underneath that is growing progressively more unstable. Allegedly closed to tourists due to danger. Gaeatronics operates six geothermal plants here which power at least half of the Sioux Nation and are a major power source for the Salish-Shidhe Council. 
  • Billings (MT): Trade and transportation hub for half of SN. Quiet, clean, safe. Attracts a higher-class of business. Major talislegging hub as well. Has a "Tier 5" hospital that is state-of-the-art and allegedly a quarter of city visitors are medical tourists for unique treatments only available there.
  • Cheyenne (WY): High-density, mini-arcologies, a mix of new modern construction and restored, gentrified old town. University of Cheyenne (U of C) is here with a wide range of courses but specializing in physics, engineering and microtronics
  • Rapid City (SD): Armed camp/trade hub. Largest military base focused on UCAS threat, but also a major Route 90 link and trade stop on the way to UCAS. 200km from the UCAS border.
  • Blackstone Prison, Sydney (MT): Mitsuhama-run prison with a license from the Sioux Bureau of Justice. Holds exceptionally dangerous magic users in a mana warp which makes them depression and near-catatonic. Due to long-term negative effects, guards are almost entirely automated. Allegedly affects technomancers as well.

Notable People

  • Daniel Howling Coyote (The Great Ghost Dance Prophet, born Daniel Coleman): architect of the Great Ghost Dance, won freedom for the NAN. Left public eye in 2037. Set up the government in the spirit of cooperation and peace. Believed Awakening was a gift to the native peoples and the new beings (metatypes).

Corporations

  • Not a signatory to the Business Recognition Accords (e.g. extraterritoriality) but in practice large corps get effectively the same rights through negotiation/corruption. However this has still caused most megacorps to stay out of the country, and the ones that do stick to Cheyenne and Casper.
  • Ares (HQ: Cheyenne): launches satellites for the Sioux government and military and their conventional and anti-bug weapons are commonly used. Seen as a front for UCAS military nonetheless.
  • Doc Wagon (HQ: Billings): De-facto national health care provider. Full national coverage, guaranteed response time of 30m or less anywhere in the country. Leases or owns almost all hospitals in cities. Headquarters in Billing has an amazing SOTA hospital.
  • High Plains Coding (HQ: Cheyenne): Software company that often buys out smaller companies and primarily works in embedded operating systems (e.g. kitchenware, pilot programs).
  • Mesametric (HQ: Laramie): Produces construction, agricultural and military utility vehicles. Famous for Kodiak excavation drone. Large international player in global construction, including anthro work drones, magrail locomotives and electronic warfare thunderbirds & EW artillery.
  • Wind River Corporation (HQ: Laramie): Biggest player in the biggest SN industry of agriculture. Large enough that they'd be classed a multinational if they applied to the Corporate Court. Hydroponics and aeroponics facilities that grow everything year-round.
  • Henequen Enterprises (HQ: Cheyenne): Owned by the feathered serpent Henequen after being kicked out of Denver, is largely a front appearing to be aimed at reclaiming Denver and attacking Aztlan. Minor corporation that specializes in temp staffing Sioux citizens looking to work internationally. Huge player in the shadows.

Crime

  • Sioux National Police (derisively known as the "snipes") wear black uniforms, white body armor and carry SMGs regularly
  • SNP known for being very aggressive, causing civilian casualties, highly corrupt and being generally bad at catching criminals
  • Judges are appointed for life by Bureau of Justice and have a high degree of power in court cases and are not bound by precedent
  • No right to a legal representative, judgments are theoretically final (without political maneuvering), no appeals
  • Armor is legal and common (including armor jackets).
  • Weapon laws are lax but concealed-carry is extremely restricted (vs. open-carry which is very common). Light/heavy pistols are legal and require only an ID check. Semi-auto longarms restricted to hunting areas and home defense, and full auto weapons are illegal outside of corp security and government. Holdout pistols are illegal due to concealment.
  • Cyberdecks are common (especially in Cheyenne and Laramie) and while they technically require a license, will often be waved through by police.

Cultural Norms/Rules

  • Especially tolerant and meta-type "blind"
  • Heavily discriminate against changelings and Anglos
  • Tobacco is banned
  • Constantly paranoid about attack from UCAS (Israeli-like mentality)
  • Long animosity with Aztlan
  • Daniel Howling Coyote is considered a saint in the nation
  • Urban vs. Rural loyalties differ: Loyalty is usually to family first, then Sioux Nation next, then tribes in cities. Rurals still have strong tribal allegiances.
  • "Family" is the extended family, who often live together. 
  • Chrome augmentations are frowned upon and generally prefer either no-augs or "subtle" bioware. Having obvious modifications can make you a target for lectures on damage to your essence.
  • Shamans are very common, while hermetic mages are seen as different and often ostracized.


Monday, April 24, 2017

PLAYERUNKNOWN'S Battleground tips and strategy

Proof that I sorta know what I'm talking about:


I've only played for ~12 hours but I've placed first in solo (out of two tries), first in duo twice, and first in party twice (including once with a three-man squad).

Thoughts in no particular order:


On Goals

  • Decide if your plan is to try to win, or to have "fun". They're not necessarily the same thing. Winning often requires you to play very passive, avoid taking shots, loot away from other players, loot lower-reward areas, etc. A lot of people get impatient and crave action. Those players are not statistically good at winning.


On Winning
  • The biggest keys to winning:
    • Not getting into fights
    • Don't reveal your presence to others
    • Excellent decision-making on movement (when, where)
    • Facing challenges that you're equipped to handle
  • Note what's not in there: good aim. You can place ridiculously high (top 10) without even firing a shot. Obviously at some point you will need to kill someone to finish, but sneaking behind someone and shooting at their open backside while you're totally protected is a victory for most players.
  • I've won games as a duo where I literally fired no bullets all game other than to kill the last person. In solo, I've won only killing people in very one-sided fights (shooting them while they shoot someone else, ambushing someone with a shotgun in a house when they don't know I'm there).

On Winning Strategy
  • Drop in a medium-value loot, low-traffic area where you can safely obtain gear with a minimum of conflict. This should include an assault rifle, backpack, vest, helmet and some medical supplies at a minimum. These areas will often be on the edges of what you can get to from the plane, and often be unnamed.
  • Evade and hide from the enemy players around you whenever possible. Continually keep yourself in a position where options are open to you and you can change your plan if the situation evolves unexpectedly. For example, don't make any plan that involves "and then we book it for full speed to the white circle or else we die". Don't get yourself pinned in a building in the white praying that the next zone is on top of you.
  • Avoid greed when possible, but take smart risks. Had bad luck initially with getting gear? Be more aggressive, search more houses, maybe try to take down a better-equipped squad/player. You're not likely to survive late game anyway. Have decent gear already? Don't get picked off stupidly looting homes for stuff you don't need.
  • When it comes down to the end, continually try to keep your enemies on only one of your flanks. Avoid detection as long as possible, and when you do need to commit to killing someone/a team make sure to put them down quickly.

On Winning Tactics
  • Your default stance should be to never fight unless you have an overwhelming advantage and a reason to do so.. Shooting at people in an open field while you're in a building far away with scopes? A fight you'll likely win, but what do you gain? Now everyone knows you're in that house, and you may get pinned in or naded to death.
  • As soon as you fire a round everyone in your area will know where you are based on the sound. Don't fire if you don't need to, and if you do need to, do the job quickly and then relocate.
  • The overwhelming majority of the time you feel the urge to do something, the right decision is usually to be patient. It takes a lot of practice and self-control to resist impulsive, bad decisions.
  • Clearing the upstairs of a building when they know you're coming is a low percentage situation. Generally, don't bother with this unless you literally have no choice. If you were pinned in a two floor house with an enemy upstairs and other enemies outside, I'd rather camp the first floor and pray than push the second, assuming he knows I'm coming.
  • Conversely, being inside the upper floors of a building is virtual invincibility. Short of a really lucky series of shots at you through the windows when you're standing, you're not going to die to any short of a dedicated barrage of grenades. Use this to your advantage. This is a much stronger advantage in duo and squad play than solo.

On Ammo Conservation
  • In a team, try to split up your rifles into 7.62mm (e,g, AKM, SKS) and 5.56mm (e.g. M16, SCAR) ammunition among teammates. For example, have two people in the squad using 7.62mm and two people using 5.56mm. It reduces the chance that any given person will run out. If you have a ton of ammo (say, 90-120 rounds per person) this becomes irrelevant.
  • Generally speaking, grenades are not that useful. Or rather, it's hard to get into situations where you can use them: one where you know where the enemy is, you can't directly shoot each other, you can safely find time to pull out and throw the grenade, and it's a fight you actually want to be having.
    • That being said, the grenades are EXTREMELY useful at the very end of a game when everyone is clumped together in a small space, and quite frequently it ends in building or near one. Grenades are the only means you have of clearing an upper floor of a building if the game comes down to that.
    • All in all, try to keep grenades if you can but don't be afraid to drop them early if you need the space.
    • Smoke grenades get a special mention for being more versatile than the other nades, being frequently used to help your team exit a bad position or (more rarely) attack into a good one. They're also useful for reviving people and looting corpses/supply drops.

On Vision Magnification Scopes (x2, x4, x8)
  • These are hugely important and completely change the nature of long-distance engagement. With no vision aid you're at the mercy of even lower-powered weapons with better scopes. They also help you scan buildings to see if people are moving around/hiding inside them.

Zeroing Weapons and dealing


Random Tips

  • Held weapon type affects your run speed. Rifles are slower, pistols and SMGs are faster. Unarmed is the fastest (default "X" key to holster your weapon)

Atlas of Worlds Strategy (Path of Exile Heist League 5.12)

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