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My Warlock is in an abusive relationship with Tommy's Matchbook and yours can be too! With the following build we explore the wonders of new seasonal mods, the charged with light system, self-damage synergy, and masochism.

Hey Guardians!

I’ve been a long-time lurker on here, but I’ve been having so much fun with this build I created that I just couldn’t help but share it. This build uses one of my favorite exotics, Tommy’s Matchbook. I fell in love with this gun the moment it came out and have used it enough for my warlock to be considered a masochist. But as much as I love Tommy even, I must admit the gun has some serious flaws. The most obvious of these being self-damage (duh), and an abysmal reload speed. So, my goal was to solve these flaws while also creating a synergistic build of my favorite class (warlock) that could take on high level content. This is the result.

Ok so what will you be able to accomplish with this build?
· You and your allies will be able to have a consistent character speed boost
· You and allies will have a 100 reload and boosted handling consistently
· You will have a consistent 50% damage reduction
· You will be able to heal yourself in large chunks on demand
· You will have boosted grenade damage and cooldown
· Your allies will receive boosted grenade cooldowns
· You will be able to stun overload champs
· Break barrier champs’ shields
· You will have a 30% modifier boost to your super damage (in our case chaos reach)
· And you will have the option to add and additional 25% damage modifier added to all your ability damage to frozen or slowed targets (pretty sure this includes your super haven’t tested yet)

I know that seems like a lot but if you stick with me, I promise to break this build up into small bites to make this as simple and painless as possible. Still here? Dope let’s get started.

Subclass:

Starting things off with our subclass we are going middle tree Stormcaller. Most warlocks go the bottom tree void walker route and for good reason. Devour synergizes incredibly well with Tommy as it solves the self-damage problem pretty well. But we won’t be going this for a few reasons A. we have other more effective tools to solve the self-damage problem, B. it doesn’t address Tommy’s reload, and C. bungie unfortunately hates Nova Bomb and it simply can’t hang with some of the other super options warlocks have at their disposal with some of these new seasonal mods and exotic support we got. These and the reasons below are why we are going middle tree Stormcaller.

Pulsewave:

This is the big one. In bungie terms Pulsewave does this “being critically wounded triggers an energy wave that boosts yours and allies’ speed”. What that actually means is you and your allies get a plus 100 to your weapons reload stat, a pretty generous boost to weapon handling, and a speed boost that is comparable to killing wind, oh and all of these boosts last ten seconds. All for the low low price of being critically wounded (shields depleted) which we were going to do anyway thanks to Tommy.

Chaos Reach:

While Tommy is an add clearing machine it’s not great at burning through bosses or generating quick bursts of damage. Luckily, we have this monster of a super. One of the best damaging supers we Warlocks have at our disposable, the Kamehameha absolutely shreds bosses and majors. Plus, we got a few fun new tools to make it even better, more on that in the mods section.

Ionic Trace:

This is just gravy at this point. Ability regen on kills, easy, straightforward, always helpful. Not much more to say here, it’s great.

Grenade and Rift:

My recommendation here is the pulse nade, the consistent ticks of damage means overloads stay stunned for longer. However, if you want to just drop a ton of damage storm is also great (just be careful not to kill yourself with them). As for rift you gotta go healing. We take lots of damage with this build so it’s never a bad thing to have another source of healing on demand.
Now that we know what abilities we are working with let’s talk exotics and other weapons.

Tommy’s Matchbook:

This is the center piece, a beautiful 720 that when you hold down the trigger for 20 rounds ramps up to 99% more damage, you filthy animal! While ignition trigger is doing its thing, we take burn damage which we can reduce by hip firing. Thanks to the catalyst while we are being burned our health recovers much faster too. Something that Bungie doesn’t tell you is this thing’s in air and hipfire accuracy is nutty, but that’s old news for most of you.

Verity’s Brow:

While we are burning through targets with Tommy we are also charging up this exotic. The exotic perk death throws goes up every time you get an energy weapon kill and stacks up to five times speeding up the recharge rate of your grenade and boosting its damage. This plus ionic trace should keep your grenade topped off very often. Plus, every time you throw a grenade you also get to boost your fireteam members grenade recharge. For those of you keeping score, that’s a max reload buff, grenade recharge rate, and speed boost your giving your teammates. Who says warlocks can only play support with middle tree dawn?

Geomags (Alternative Option):

I feel like I’d have to turn in my warlock card if I didn’t mention this as an alternative to Verity’s. This thing is nutty and with the mods we are going to use to boost chaos reach later on it only gets more powerful. Wouldn’t blame you if you wanted to go this route but I personal prefer the team aspect and utility of Verity’s.

Kinetic and Heavy weapons:

For your Kinetic slot you should be using a sniper, any sniper works but if you want my personal favorite for this build, I would use a Succession with recombination and reconstruction. This acts as a baby Izzy and is great for quickly swapping to and deleting majors and barrier champs. If you aren’t lucky enough to have one of those don’t worry any other kinetic sniper with perks focusing on single shot damage and auto reloading (pulse monitor is really good with this build too) will do just fine. As for your heavy slot this is really a personal preference thing. LMGs synergize with sustained charge, but swords and rockets are also super solid. I am mainly using my heavy as another way to take down big non boss targets, so I personally use my old Falling Guillotine (yes, I know this isn’t season of the arrivals. No, I don’t care).

Mods:

OK this is where things start to get a little complicated, so for simplicity sake I will be doing the mod break down armor piece by armor piece showing affinities and energy consumption and then writing a description for the mods used. This is the point where all the parts really start to come together and turn it from a concept to a full-fledged build. I’m going to go into this assuming you have at least some general knowledge about the charged with light system but if not do yourself a favor and find a guide on the basics. My personal recommendations are Fallout Plays’ and Ehroar’s guides, which you can find on their respective YouTube channels. With that disclaimer out of the way let’s dive in.

Helmet:

Affinity Solar
Ashes to Assets 3 cost (2x)
“Gain bonus super energy on grenade kills”
As we are a grenade-based build having a stack of A2A is super helpful for regening our super.
Taking charge 3 cost
“Become charged with light by picking up orbs of power”
Since Tommy can generate orbs of power off of multi Kills this is one of two ways we will get charged with light.
Minor Discipline 1 cost
Not necessary but a small boost to discipline can only help.

Arms:

Affinity Solar
Anti-Barrier sniper 6 cost
“Sniper rifles you are wielding fire shield-piercing rounds and stun barrier champions. Sniper rifles deal bonus damage against barrier champions”
Pretty straight forward. A tool to eliminate barrier champs (or that one phalanx that really deserved to get its head taken off)
Sustained Charge 4 cost
“Become charged with light by rapidly defeating combatants with auto rifles, trace rifles, or machine guns. Additional copies of this mod increase the time allowed between combatants that are defeated.”
Multikills, in this case three kills in rapid succession within roughly three seconds of each other, charge us with light. Since we are burning through adds with Tommy this is a reliable way to get charge with light from range. If you aren’t in a position to run in and grab an orb this will allow you to still charge up. You may wonder why run both sustained charge and taking charge? For me it’s more of a consistency thing. With this build you need to be charged with light pretty much the whole time and sustained charge provides a way for you to do that at range whereas taking charge allows you to leave orbs to pick up in a pinch when you can’t get kills or to guarantee that you end every fight charged with light and ready for the next engagement.

Chest:

Affinity Void
Stacks on Stacks 4 cost
“gain an extra stack of charged with light for every stack you gain. –10 recovery”
This is another ease of use and consistency thing, with this you have some room for error with how you go about your engagements and if you play it right you will always be able to use both Heal thyself and protective light which we will talk about soon.
Sniper Reserves 3 cost (x2)
Don’t think I need to explain why this is helpful. We use a sniper, so we want more ammo. You could also use this for your heavy weapon of choice, it’s up to you.

Legs:

Affinity Solar
Recuperation 1 cost (x2)
“replenishes health each time you pick up an orb of power”
This perk is hella underrated this doesn’t trigger regen which is great because Tommy would stop that almost immediately with its burn. Instead, this provides quick huge burst to your health (don’t have the exact numbers but trust me it substantial) further solidifying the playstyle of leaving orbs around as little healing and charge with light checkpoints.
Heal Thyself 4 cost
“while you are charged with light, grenade final blows heal you and consume one stack of charged with light”
Think of this as you oh shit button. Instant healing for when that orb is too far away, or a rift will take just too long to activate. This can be a crazy helpful tool for staying alive and while it isn’t the main star of the build its great for survivability and synergizes well with what we are trying to do. Note, your oh shit button does deal damage to you and can kill you if it hits you before it kills an enemy. Just to be safe make sure your targets are aren’t all up in your grill when you throw.
Recovery 4 cost
Needs no explanation, if recovery isn’t your jam pick a different stat, I just like it when all the numbers fit perfectly.

Class:

Affinity Void
Volatile Conduction 6 cost
“Grants bonus arc damage if cast while critically wounded. Lasts until the end of the super activation”
When bungie made this mod they were like Chaos reach is good, but it can be better. 30% better to be exact. While these are normally a pain in the ass to activate and often feel super clunky forcing you to let yourself get hit before activating your super, we have no such limitations as we are in an abusive relationship with our primary. This is some big boy damage especially when stacked with debuffs, geo mags, and Focusing Lens which I will mention at the end.
Surge Detonators 2 cost
“arc grenades disrupt combatants, stunning them, delaying ability regeneration and lowering combatant damage output”
Your oh shit button doesn’t only save your ass but stuns champs for long durations thanks to the continuous ticks of the pulse nade. Better yet this will be damage boosted too. Thanks to death throws often all it takes is one nade to just straight up kill a champ. Excellent utility for any content with the annoying teleporty boys.
Protective Light 2 cost
"While charged with light, you gain significant damage resistance against combatants when your shields are destroyed. This effect consumes all stacks of charged with light. The more stacks consumed, the longer the damage resistance lasts."
If Tommy is the star of this build than protective light is the glue that holds it all together. You gain a 50% damage reduction when in the red which allows us to just chill at low health no problem and gives us the time, we need to activate healing abilities. This last for 5 seconds on one charge and 10 with two but this will almost always be using two charges. This mod does so much for us, it lets us safely maximize the damage of Tommy, consistently apply pulse wave, and lets us be crazy tanky after we heal. You may think protective light clashes with heal thyself but since it can’t consume charges while the perk is up, we will still be able to utilize the nade healing as well as still having a backup five seconds after the fact if we take too long to get charged with light back.
Alternatively, you can swap Heal Thyself with sustained charge on your legs and replace sustained charge and your helmets solar affinity for protective light and a void affinity. This leaves room for Focusing Lens on your class item allowing you to sacrifice the ability to stun overloads and heal yourself on grenade kills with a 25% modifier buff to all your abilities on targets effected by stasis freeze or slow. This decision all comes down to team composition and activity. That being said you haven’t lived until you and your homie running stasis absolutely nuke a boss with the most powerful chaos reach super known to man.

Playstyle:

So, what does this build look like in action? Let me paint a picture for you. We lay into some ads with Tommy and get charged with light times two from a multikill, ignition trigger tics us down to the red and we get ten seconds of 50% damage reduction, a speed boost, and max reload. You use your newfound speed and damage reduction to run in and pick up the orb Tommy dropped from that same multikill and get sent back to like 80% health with 5 seconds left on your pulse wave and protective light timers and a fresh stack of charged with light x2 you burn through more adds with the rest of Tommy’s ammo and reload it in like a second. Repeat until you find the boss and nuke him with a chaos reach that is 30% more powerful. This damage increase is a modifier which means it can still stack with other modifiers, one buff, and a debuff for some absolutely crazy numbers.

TLDR:

Put these mods on your armor and use these weapons for a highly synergistic build that focuses on survivability with Tommy’s matchbook and middle tree Stormcaller.

Helmet:
Affinity Solar
Ashes to Assets 3 cost (2x)
Taking charge 3 cost
charged with light.
Minor Discipline 1 cost

Arms:
Affinity Solar
Anti-Barrier sniper 6 cost
Sustained Charge 4 cost

Chest:
Affinity Void
Stacks on Stacks 4 cost
Sniper Reserves 3 cost (x2)

Legs:
Affinity Solar
Recuperation 1 cost (x2)
Heal Thyself 4 cost
Recovery 4 cost

Class:
Affinity Void
Volatile Conduction 6 cost
Surge Detonators 2 cost
Protective Light 2 cost

Exotics:
Tommy’s Matchbook
Verity’s Brow or Geomag

Conclusion:

And there you have it. This was definitely longer than I was expecting but hopefully not too hard to get through. If you made it to the end thanks for bearing with me and hopefully you have fun trying out this build or some variation of it in game. This is my first time ever posting something like this so if you have any suggestions or feedback please feel free to share. Likewise, if you have any other cool synergies and want to talk build crafting hit me up, the charged with light system is one of my favorite additions to this game and I am always trying to brainstorm my next build.
Edited to fix information regarding chaos reach dps and fixing my inability to spell.
submitted by WinglessBrdz to DestinyTheGame [link] [comments]

[Excerpt: Dark Imperium]: Primaris Marines clash with Iron Warriors.

Context: As the Imperium slowly begins to push back against the onslaught of Chaos in the aftermath of Guilliman's return, a small force of Primaris Space Marines are dispatched to a world that's been overrun by traitor Astartes, including veterans from the IVth Legion, the infamous Iron Warriors. The fight does not go well for the heretics.
Yeah, I know, I know, the Primaris have received more than their fair share of criticism, and a lot of it is probably warranted. But dammit, it's just awesome to see them in action.

The Rudense was a small ship of a class designed specifically for the Indomitus Crusade. Its Adeptus Astartes complement was set at fifty – not even a full company. But the warriors aboard had an important role, one never seen in the armies of the Space Marines before the Ultima Founding. Slender as a dart, seven hundred metres long and as fast as its shape suggested, the Rudense was heavily armed for its size class, and strengthened to withstand brushes with planetary atmospheres. It was a rapid insertion craft, intended to fight its way through the maelstrom of close-range orbital combat and deliver its payload to the surface directly from the edge of a planet’s atmosphere.
It only had small hangars and no drop pod tubes. The Rudense was something new, and it had taken the enemy by surprise many times.
Explosions burst around the Rudense, and Justinian’s helm lenses darkened against the dazzle. Lasbeams stabbed from the ship’s side out to infinity. The wide rays of defence lasers slammed up from the planet below, but the Rudense was artful at deception, and it was never where the lasers fired.
A massive explosion ahead sent shivers along the ship. The Space Marines swung below their drop arms. Flaming debris span past, wreathed in dying sparks and glittering ices. An escort of interdiction fighters accelerated and fell in alongside the Rudense, weaving through the turmoil and then off ahead, guns blazing. Justinian’s view of the battle was limited by the projecting shields sheltering the Primaris Space Marines from the deadly impacts of micro shrapnel and direct attack. Behind, the ship’s iron immensity blocked off everything. Somewhere beyond that great metal cliff, larger ships would be fighting.
For all the fury of the anti-ship fire streaking up from the surface, beneath Justinian’s feet the world floated peacefully by, its ochre surface hazed by the blue of a thin atmosphere mottled with clouds and their shadows. He had seen many worlds from this vantage point. He had thought he would grow jaded at the sight eventually, but he never had. Every world was different, and when viewed from this height, every world – whether hell or paradise – had been beautiful in its own way.
‘The calm before the storm, brother,’ said Solus, as if reading his thoughts.
‘These places we fight for,’ said Kalael, his armour the green of the Dark Angels. ‘How small they are. We hold that to ourselves as a secret truth. From space, every world is but a fragile glass ornament against the infinite black.’
‘Ten seconds. Nine seconds. Eight seconds...’ The machine counted down.
Justinian kept his eyes on the planet. Flashes of light burst further along its curve, drawing closer as the ship raced towards the battle site. Ground combat from orbit looked deceptively celebratory, a display of multi-hued explosions and storms of light that appeared too artful to be destructive. Shock waves burst clouds apart, and he spied Titans lumbering away from their coffin ships. Beneath the sheath of air, the giant war machines were like aquatic insects that had never learnt how to swim, doomed to laboriously plod along the pond floor.
‘Battleground two hundred and fifty kilometres and closing!’ said Sarkis, his excitement revealing itself as a slight rise in his voice. ‘Prepare for drop! Emperor preserve us in our flight and grant might to our fists!’
‘Four seconds. Mark,’ said the machine voice. ‘Three, two, one. Drop. Unit 10-5011/32A away.’
The drop arm disengaged from Sarkis’ back. The claw that held him dang​ling over the planet’s sky opened silently. A disposable thruster burned on top of his drop pack, shooting him towards the target zone, and the black-clad son of Ferrus Manus fell away. The booster exhausted its fuel supply quickly and detached. Sarkis fell without a word, plummeting towards the world as surely as a cogitator-guided munition. There was a flaring burst of jets as he corrected his course, and he was gone. Half a second later, the machine intoned Bjarni’s Primaris number. The wolf’s son fell with a whoop, a grey streak, his squad going one, two after him, swift as heartbeats, their impeller jets burning and detaching.
Then it was Justinian’s turn.
‘Unit 13-10889/189E away,’ said the machine, and let him fall.
The claw’s release was gentle as a kiss, the firing of the impeller hard as a punch. It ceased after a
second’s burn. Justinian felt it come away from his jump pack, a bump in his otherwise smooth flight. Justinian plummeted. The long, slender shape of the Rudense vanished overhead, becoming a blade of light in the sky surrounded by the starbursts of orbital combat. The ship drew away, trailing a wake of false lightning through the world’s magnetosphere and chased by the stabbing beams of enemy lances. Enemy fighters sped after it, drawing their own lines in the sky. Naval interceptors approached obliquely.
They made marvellous patterns about the cruiser.
Justinian fixed the sight in his memory, and ordered his armour to capture a series of images at fifty
millisecond intervals. Maybe if he survived this, he would paint the war in space. Justinian liked to paint. The pelorus’ nested reticles shifted slightly, and he looked down. The circles tilted within one another, providing him with a false horizon and a vertical gauge to set his descent by. Cordus and Aldred were bright orange teardrops drifting across the circles, the members of the other squads yellow dots spread
above and below.
A blue line rose up the display towards him. The atmosphere of 108/Beta-Kalapus-9.2 was thin. It
would take him twenty minutes to fall to the ground.
For minutes he fell in silence. The surface was so far away he appeared to be making no progress.
There is no sharp delineation between a world’s air envelope and the void, but instead a region of
increasing attenuation where, atom by atom, air gives way to vacuum. But there does exist a point where the air becomes thick enough to support atmospheric flight – the Kármán line – and there, air becomes thick enough to feel. Justinian hit it with a jolt. Heat followed almost immediately as friction, imperceptible only moments before, quickly built around his armour. A plasma-torch roar filled his ears.
The coming moments were critical. Gaining a good angle of descent at this stage would ensure mission success – a colourless statement that meant only that he would not die before the enemy got a chance to shoot at him.
An alarm sounded in his ear. Cordus’ signifier flashed.
‘Cordus, correct course two points vertical, you are drifting,’ said Justinian.
‘Yes, brother sergeant,’ Cordus responded. His signifier dot and its accompanying rune moved across
Justinian’s display, and the graphic ceased blinking.
The others spread out into a wide dispersion pattern. Three targets awaited the demi-company’s
attention: a series of closely bunched bastions, each one bristling with ordnance.
A bright corona of heat streamed around Justinian, most intense about the reinforced ceramite of his boots. It became uncomfortable, but not dangerous. Provided there was no breach in his Inceptor battleplate, he would be safe.
Soon after, he reached terminal velocity and stopped accelerating. The curve of the world grew quickly, filling his vision with the ground. As the minutes passed, space retreated to the periphery of his vision and vanished. When the last of the black was gone, he finally felt like he was falling. Individual surface features resolved themselves, details popping into sharp definition, though all were flattened by his relative height, so that mountains appeared as painted flourishes upon a round canvas.
Below him, fighting raged upon a plain bordered by a range of hills pierced by a wide valley. Across the valley mouth was a great wall, and a strong fortress not far behind. Two battle lines became visible. Their exchanges of fire were startling weaves of light. A vast phalanx of Astra Militarum tanks, supported by Adeptus Mechanicus cyborg troops and war machines, advanced on the wall from the drop zone.
The wall looked like a ribbon, but in truth it was almost one hundred metres tall, and forty wide. The Titans of the Legio Metalica swelled, their carapace insignia taking on form. They were now the size of men, and the warriors milling about their feet had become the insects. The scene grew before Justinian’s eyes, unfolding like a fractal tapestry.
Aircraft sped below, swift as avians, duelling with draconic daemon engines for control of the sky.
‘Demi-company split,’ ordered Sarkis. ‘Squads to target designated mission objectives in three, two, one. Fire jets. Formation disperse.’
‘Fire jets!’ ordered Justinian. A smaller reticle ignited in the centre of his pelorus and settled over his own squad’s landing zone: the middle tower of the wall. The tallest one.
His jets roared furiously against the drag of the planet. Justinian slowed only a little, but his course altered, and he was sent hurtling laterally towards the tower.
They avoided firing their jets until the last second of a drop. When the Inceptors had first been deployed, the enemy had mistaken their squads for falling debris or stray munitions. In the chaos of battle, they had been paid little attention until it was too late. Lately, the foes of the Imperium had become wise to Inceptor drop tactics. The sky filled with a storm of flak moments after their jets finished burning.
Justinian fell through a wash of fire. Shrapnel pinged off his armour. The thunder of atmosphere lessened. The demi-company’s attack spread widened, the dots that denoted each warrior perfectly positioned in three clusters, one for each defence tower.
The target went from a child’s toy to a towering edifice in a matter of seconds.
‘Fire jets, prolonged burst,’ he ordered. ‘Decelerate to engagement speed. Rouse the spirits of your weapons.’
He hefted his own guns, eager to unleash them upon the enemy. His jets ignited again, and this time they stayed burning. The fuel gauge in his display rapidly fell from full to a third as he braked. He was no longer falling but flying, and that ate up his fuel quickly. In a graceful arc, he and his squad thundered towards the upper battlements of the tower. The bastion was ludicrously embellished with screaming daemonic faces, its crenellations tall and fashioned into unnecessary spikes, but it was well armoured, and four quad flak cannons squatted in heavy turrets at each corner, banging off shots at the attacking Space Marines. Heretic Astartes opened fire as the Inceptors approached, and their fire was more worrisome than the flak cannons. A bolt round spanked off the cowling of Justinian’s left jet nozzle, staggering his flight. More bolts came, then a flurry of them.
Cordus’ ident signifier blinked to red and fell away from Justinian’s display. Justinian risked a glance back. Smoke and explosions hid Cordus’ fate, and he did not see his comrade die.
Another bolt smacked into his breastplate, cracking the outer casing and fracturing the power cabling beneath. Smoke blew from the crack and his jump pack engines coughed. A lurching drop made his stomach flip. Icons blinked, alarms squealed. Justinian prepared to fall to his death while he sought a solution to his power failure. At his urging, the cogitator in his suit rerouted power. The jets roared again, and he surged on with renewed speed. Sealant foam bubbled up to plug the breach in his armour.
The enemy would have to try harder to stop him than that.
Justinian dropped down then burst upward and over the battlements, Aldred beside him. Half a dozen members of the Iron Warriors lined the parapet. Boltguns flashed, revealing horned helms and faceplates cast with daemonic visages. They were terrifying foes, made Adeptus Astartes by the Emperor and granted greater vigour by their Dark Gods. Once, they were the mightiest warriors in the galaxy.
They were the mightiest no longer.
‘Your death has been too long coming!’ Justinian roared, his voxed shout blasting from his helm as he descended on pillars of fiery smoke. ‘Prepare yourselves for the Emperor’s judgement!’
He came down with a bone-jarring thump hard enough to crack the ferrocrete of the tower, guns already blazing fire. Assault bolters were powerful weapons, but if used unwisely they would run through their ammunition stores in seconds. Justinian checked his fury. The resupply pods had yet to land.
Even utilised with care, the assault bolters fired at a terrifying rate. Flames blazed from the weapons’ exhaust slots. Explosions smashed the Iron Warriors from their feet, hurling them backwards with a force that a standard bolter could not hope to emulate.
Bjarni came over the side, howling joyously, his warriors following him. Then came Sergeant Rusticus’ squad, of which Solus was a part. The Primaris Space Marines looked almost as daemonic as their foes, with their varicoloured liveries scorched and smoking from the heat of their descent. Caught between the murderous crossfire of eight Primaris Inceptors, the Iron Warriors were cut to pieces. One of them came at Justinian through the fire storm, a chain axe raised. Justinian leapt back from him with a controlled burst of his jets, retargeting one of his guns on the warrior as he flew. He could not let the enemy get close.
The Inceptor load-out’s only real weakness was a lack of melee weaponry. The guns he held in his gauntlets, however, meant it wasn’t much of a weakness at all.
Justinian’s bolts hit the traitor square in the chest. The Iron Warrior’s antique armour burst apart, spraying his ancient innards in a red slick across the ramparts, and his chain axe fell to the ground. Its teeth bit on the ferrocrete, and it span madly before the motor cut out with a muted growl.
‘For the Emperor! For Guilliman! For mankind!’ Justinian shouted, stamping across the bastion’s roof. He was taller than the Heretic Astartes. Shock-absorbent calipers around the lower part of his legs and feet granted him more height, and he fired over the heads of his enemy as they dropped dead.
The last of the traitors fell. They had not been caught by surprise; they had seen the Inceptors coming. It did not matter. None could stand before the Primaris Space Marines, the new sons of the Emperor.
Sergeant Rusticus’ warriors went to the flak cannons, raised their assault bolters and riddled the firing mechanisms. Bolts exploded inside the guns, setting off their shells. The cannon barrels fell away from popping detonations, clanging from the ornate tower sides and falling down to the wall ramparts far elow. Soon all four cannons were smoking ruins.
‘Primary objective achieved. Anti-air guns are silent,’ voxed Justinian, his feed going to Lieutenant Sarkis and the command cadre of his Primaris Chapter simultaneously. ‘Pursuing secondary objective.’ With Aldred’s garish Imperial Fists yellow at his side, Justinian stormed down the stairs into the lower levels. His guns banged out death to everything he encountered. There were an insignificant number of Traitor Space Marines within. That had been the pattern these last few years. The armies of Chaos were legion and everywhere, but it was arguable that they were losing their best to Guilliman’s relentless crusading. Most of the tower’s defenders were born thralls, or deluded mortals from conquered worlds who had thrown in their lot with evil for the chance at a few more weeks’ life. They came at him in hordes, dirty faces branded and tattooed, twisted into desperate snarls. Justinian cut them down without mercy.
‘Death to the traitor, who in weakness denies the supremacy of the Emperor,’ he said emotionlessly.
submitted by Eay7712 to 40kLore [link] [comments]

I LOVE Enderal, but... oof, that ending though (Rant)

So, I finished Enderal over a week ago or so, and normally with stories I read/play/etc., that's it and I move on. Especially if they're upsetting or bothersome somehow (f.e. a book with dumb characters), most of the time I actually finish them, instead of setting them aside, because that helps me "close that chapter in my mind" so to speak or something. For some reason though, with Enderal that doesn't apply. I love the game, I love most of it's writing, characters, performances and so on, but the ending and where it left the story frustrates me more than it probably should, and it continues to do so for the past week. So maybe ranting about it will get it out of my system, and maybe you guys can enjoy, or agree, or disagree :D
**HEAVY SPOILER WARNING!!*\*

High-tech Mural Documentation

Remember Skyrim, where a traditionalist, medieval warrior clan decided to record history in a way that wouldn't get lost to time and language, so they made a giant mural? Neat, right? Now imagine you're an ancient race with unparalleled technology, advancement, magic, and a freakin Laputa soaring through the skies, and in order to record history for no-one but yourself... you made a giant mural.
I burst out laughing at that point. Still all fun and games though, I figured constraints in the development might've lead to a suboptimal solution there, just like the explanation for being home alone in Star City, instead of the ingame non-explanation we got, is probably that it would've been too much effort for the devs. The trouble started right afterwards however, when what's-her-name pulled the theory out of her ass that the high ones are creating a new high one. Source: Dude, trust me. I was bewildered.
Would it have been so hard to have the floaters in the final mural coalesce into a high one at the top? Could there have been some other basis for that conclusion instead? I dunno, but what was that? At that point I hoped someone would at least reinforce that later on, but it is literally never explained, or substantiated, and the characters literally go "WELL, we got no better idea, so let's go with this wild conjecture, it's fine!" (love you Arantheal)

The High One's deal

So there I was, hoping for the ending to clean some stuff up. Not EVERYTHING, I like a little mystery, theorycrafting, etc., but y'know, some consistency tying things together. First and foremost, why are the High Ones doing this shit? And what answer does the game ultimately shove down your throat? IT'S INEFFABLE! Not not an answer, an anti-answer. Urgh!
Doesn't stop one from wondering of course. Seems reasonable that the "first" civilisation built the first beacon intentionally to become the first High One intentionally, but literally none of the motivations for "reproducing" I could think of are in any way consistent with their behaviour in the game. Especially their seething contempt for the prophet and humanity in general. Some aspects of the story, or the cycle in particular, don't have to be explained. Like f.e. the Red Madness can be seen as a possible "necessity" to drive humanity into action in the first place. Or how the Black Stones corrupting their owners can be seen as a "necessity" to produce stories around them so that humanity can eventually know where to find them.
But when you can literally plant people like Coarek whereever you like, why bother with this game of the double-double-double-double-double-double-double-cross-cross-something-someting at all?
If the High Ones just left the Coarek-kinda-character out of their narrative entirely, we would've gathered the stones, lit the beacon, presto. And before you can say "But we would've needed the nUmiNOs!!", the first beacon obviously didn't have one, so humanity's glorious idea of slotting the "essence" (URHGH!!) of a High One in there must have come from the High Ones in the first place.
In PRINCIPLE, the concept of key points of fateful history repeating is cool, but why the repetition of things that aren't needed for the Cleansing? Why the catastrophy? Why false Gods? Why religion? For that matter, how does life even keep popping up in the same way over and over?

The whole Numinos-Word-of-the-dead-BS

"LISTEN UP people, this is the plan: Based on this baseless theory from this lady that just got introduced and immediately killed off, we're gonna go to a special place, to trigger a vision of another time, that, as far as we know this far, is only happening/perceivable for a single person, banking on there being a High One, although we have no proof, nor argument, that High Ones are actually necessarily present AT the Beacon AT the time of the Cleansing, where we'll use this McGuffin, that has previously been established to have no power to transport things in and out of minds (scroll), to enter the (surely harmless) mind of an immaterial being in that past, in the baseless hope to find something resembling that beings "essence", which hopefully is, in turn, material for some reason, and then pick up that essence thing, and take it with us out of this mind, OUT OF THE PAST, into the present with us, where we'll slot it into that machine and all will be well."
"I led them to the light, I alone" my ass

YUSLAN, C'mon man.

Ok, so a man who is sooo driven by revenge that he'd not only sacrifice his own life, not only the life of other people, but literally the lives of everyone everywhere, and to his knowledge, probably the lives of a few Cycles to come, including all the other happy wifes, and little girls and whatnot he can sympathize with to achieve it... is already a BIT of a stretch.
Ok, but so far my suspension of disbelief is only teetering on the window sill, so to speak. But you expect me to believe that THIS man, this YUSLAN is the same who just hours before was content to die in another reality?? To abbandon his brooding master plan years in the making just to get a whiff of a happiness that could've been, so much so that the prophet had to (literally had to) talk him out of it? Suspension of disbelief far over the ledge, crashing down.
AND THEN, to top it off you want me to buy that THIS MAN notices the prophet's Dreamflowers in full knowledge of what they can do, got them to do with as he pleases, and doesn't use them?? Fuck off. (No offense SureAI, I love you) Slam Dunk that S.o.D. into the concrete. If he was ready to give up everything for personal gratification 5 mintues ago, he sure as shit would be ready to do the same now. Not soooo driven after all.

Make up your damn mind, (veiled) woman!

Nothing about the veiled womans actions in THIS story is explained, ever. Just more mystery without substance. The Esme quest just fleshes out (ha!) who/what she is, it doesn't pertain to her motivations or actions at all. Why does she kill you and Sirius? Probably to set you up as the prime target to become the prophet of this cycle, but why you specifically? Why wouldn't the High Ones notice and refuse to play on her terms? Why does she play it off like reviving Jespar is a favor to the prophet, when in reality it's the only reason she's there in the first place? Why does she want the Cleansings to happen, but interferes regardless? Why does she save Calia, and tell her "You have no idea how special you are!", when in 50% of cases demongirl just dies in the Cleansing? She has no crucial role up to that point! Why would she come to your rescue in the end and set up your meeting with the Black Guardian, with you of all the prophets in particular, and with this cycle in particular?
There are only 3 possible consequences, either an end to the Cycle via Beacon/Numinos v2.0, end to the Cycle via reeducation of next humanity, or a continuation of the Cycle, ALL OF WHICH SHE COULD DAMN WELL DO HERSELF, AND ALL OF THEM MORE EASILY. What's so damn special? \crickets** Go play checkers with Gajus for all I care!

Black Blah Blah

When I was "hoping for the ending to clean some stuff up" a 30 minute exposition dump wasn't what I had in mind, but at least some stuff would've been cleaned up. Instead there are just more questions, more plotholes, no interesting questions to ask (like how all the Black Guardian's propositions conveniently fullfill the prophet's innate desire), and more non-answers.
Why let the prophet ask about the ancient starlings, if the answer you're gonna get is "no idea" anyway? The only real answer coming out of this is the mechanism by which the High Ones exert power over mankind, feeding of their character flaws, ego, and so on. But honestly that seems to have very little explanatory power to the previous gaps, and largely just serves as an avenue for the "reformation of mankind" strategy to become an option. Seemingly. If the High One's didn't have the power to amplify those negatives, but rather to "instill" them, what would really change story-wise except for one possible ending? Ah, and there was this other thing that was finally "explained"...

fLEshLeSs

Ah, so the prophet is fleshless. Except they have flesh, and they can be cut, and bleed, and die, and be in need of revival by some funky Norn on DMT... Oh, and they have this really strong desire that they pursue single-mindedly... Well, aside from days of sidequesting at the peril of existence, or romancing various red-flag-collectors, or gambling. And of course, they have this neat ability to access the memories of their previous incarnations for rapid gro-... oh wait, that was unique to being the prophet, not being fleshless. Hmmm... No wait, fleshless are special because they are merely projections by the high ones, that's why they simply cease to exist once they fulfilled their role in the... Fuck. (Looking at you, Gajus) AH, I GOT IT, they're immortal, yes, that's it. Why you ask? No idea. Just in case a prophet has to dig through 15 km of granit to get to a black stone or something I guess...
Seriously though, I was hyped by all the allusions building up to this, but being "dead" is of literally no consequence to the prophet whatsoever. No dilemma where destroying the High Ones would also destroy the emissaries (Fire Emblem Awakening, anyone?), no implanted memories responsible for their drive, no aspects of reality visible/invisible to them because they're dead, no threat of madness, or eternal solitude, or lack of "rest", or loss of some kind of afterlife. Just "spoooky aura", ooooooooh. The High Ones could just as well have revived you like the veiled woman did, or just amplified the desires of a living person, like they already do.
Like so many other things, it ultimately feels like somehthing "that would be cool" thought of in the beginning, stayed in during the process, but ultimately didn't find it's raison d'être in the final product.

"Echo" my ass

As a final, small nitpick: Literally the first time we experience the prophet's Echo, it undermines it's own logic. It happens in the Esme quest to a small extent, where for some reason the prophet can see the current timeline and the game pretty much alludes "yeah, we're not gonna bother explaining that one". But there at least we're seeing past events.
With the apothecarii at the start you literally see the future, unless you want me to believe 2 dudes in a previous cycle were miraculously also named Finn and Carbos and got blown up with identical dialogue... Just kinda irks me when the first time around your looking for answers and it goes: "Hm, I sometimes can see the future, what's that about?" "It's actually not the future, you can see the past!" "But it wasn-" "IT'S THE PAST!"

Let me just finally make it clear that as a whole, I love Enderal. I don't fault the devs and writers for this, I don't want to hate on the game, not even parts on it. I reckognize Enderal is an amazing, completely free experience, with probably thousands of voluntary workhours in it. I just needed to vent a little so I can stop mulling this stuff over in my head, and my best guess as to why it bothers me in the first place, is that I compare the conclusion to this epic ride to the EXCELLENT standard set by the rest of the game itself, it's writing, and it's characters (Black Stone Quests omg) Maybe you guys can get something out of this as well.
Let me know if you have any thoughts, or can patch up some things after all :)
submitted by Kartabass to enderal [link] [comments]

The DIY Uzi 9mm: a guide to legally and easily building your own

The Uzi is one of the most recognizable guns around--it was used by Israel for decades, exported or licensed to nearly 100 countries, and even carried by the US Secret Service.
While most can agree that Uzis are cool, it's not every day that you come across one for sale. About 30 years ago they were banned from import, and the pre-ban examples are now valuable collector items. Some US-made Uzis have been offered for sale here and there, but with varying degrees of quality. The result of all this is that Uzis have become somewhat "niche" guns, and many people are unaware that they can easily get one.
In this guide I'll explain the differences between a military Uzi and a semiautomatic Uzi, as well as how you can easily and legally build one yourself. Here's the one I did myself.
Note: this is only one build method of many, but it's the one most accessible to the average person. It skips most of the welding, riveting, etc. necessary in other methods. If you've built an AR-15, you can handle this.

Background: The Semiautomatic Uzi

Do not be intimidated by this section. This is an in-depth background, not a list of what you have to do.
For the purposes of building, it would help you to understand the relevant differences between a military Uzi and a legal semiautomatic one like you'll be building. On a fundamental level, the main difference is that the semiautomatic one fires from a closed bolt, while the military ones fire from an open bolt (more on that here if you don't understand). This is to comply with the ATF's 1982 ruling in which open-bolt guns were determined to be machine guns due to the ease with which they could be converted to full auto.
As for the differences in individual parts, here they are summarized. I also took side-by-side pictures of some parts for comparison.

Acquiring Parts

First you need a receiver. For the sake of simplicity, I recommend buying a complete, fully welded receiver. The best place to get one would be McKay Enterprises, and it looks like this. The trunnion in these is compatible with commercial-spec barrels. A second source for a receiver would be BWE Firearms, and while his receivers can accommodate original SMG barrels, they cost more than twice as much as the McKays. Commercial barrels are easy to find, so it's by no means necessary.
This leads us to the question of what barrel you should get. Since your kit will in all likelihood include a stock, you're going to want a 16" barrel to comply with the National Firearms Act, which places restrictions on rifles with barrels under that length. Not to be lazy here, but if you just google "semi auto Uzi barrel" it's fairly easy to find 16" barrels that will work in your Uzi.
Next you need an Uzi parts kit, which tends to look like this. What this basically is is an original military Uzi that was chopped up so that it could be imported for parts. There's one main thing to watch out for with these kits, and it's the barrel. If you're using a McKay receiver, don't bother including an original barrel, because you won't be able to use it. If you go with the expensive BWE receiver however, you can use an original SMG barrel.
Finally you need a semiautomatic bolt and striker assembly, pictured here. All of it could be purchased from McKay, which is the course of action I recommend. It is possible to modify the full auto bolt from your parts kit, however it's made of extremely tough hardened steel and can be a challenge to do.

Modification of Your Parts

Now that you have all the parts you need to build a semiautomatic Uzi, it's time to modify certain parts for legal and/or mechanical reasons.
The grip assembly is a good place to start. The biggest obstacle is the ATF's requirement for a selector block. That is, a little strip of metal welded into the assembly to prevent the selector from going to the auto position. If you tinker with it and move the selector around you can see where this block would need to go. It's a very simple job if you or a friend can weld, but if it's too much for you, BWE Firearms sells grip assemblies with this modification already done.
Also in the grip assembly is the sear, which needs to be modified. I covered this in the "grip assembly" section above and included an image showing the differences. If you have a dremel you can slowly shave off half of each sear tip, starting from the back end as pictured. Alternatively you can buy a pre-modified semi auto sear to replace your full auto sear with.
Next you'll need to modify your top cover to disable the ratchet mechanism. This is quite simple; a single screw holds it together. Once disassembled, remove the pawl in the center of the mechanism--you can't miss it. It's the part that sticks out and engages the teeth in the top cover. Reassemble the cover and you're good to go.
Lastly you'll want to finish your new receiver with something, since it came with bare steel that can rust. Richard at BWE does a fantastic job of parkerizing receivers if you like the gray look. You could also consider applying something like duracoat or cerakote.

Assembly

Actually assembling your Uzi more or less consists of plucking parts from your parts kit and installing them on your new receiver. At this point the gun goes together like a LEGO set, and you can complete it with a screwdriver and hex wrench. Rather than detail every step of a very simple process, I encourage you to use YouTube, exploded views/diagrams, and your own common sense to put the parts where they need to go. For example, your parts kit came with complete front and rear receiver sections from a chopped up Uzi. When you remove the sights and unscrew the barrel collar you natually figure out how they'll install on your new receiver. Oh, and don't forget to take the extractor off your parts kit bolt and install it on your semi bolt.
Getting the bolt, striker, recoil spring, etc. all properly seated in the receiver can be a bit tricky at first, however if you buy a McKay bolt it should come with instructions on how to do it. If I can find mine I'll upload it here.
As for installing the barrel, the Uzi makes it extremely easy. The ring near the end of the barrel (the barrel collar) ratchets into place, and simply depressing the L-shaped catch above the collar allows you to unscrew it. Here's a quick video I made showing how it works.
I don't have experience with wood Uzi stocks, but if you use a folding stock you'll want to secure the hex screw in some way. You could peen it in place like the Israelis did, or use some loctite or something like that. If you don't, it will come loose. That's not a big problem, but it is annoying when your stock starts to wobble side-to-side at the range.

Shooting and Beyond

Don't be surprised if your Uzi is finicky when you first get it built. For a short time, when I would pull the charging handle on mine, the bolt would get stuck in the rear of the receiver and I'd have to beat it to get it forward. If you experience something similar, the solution is to shoot it. Uzis are largely made of stamped sheet metal, and so the force of the bolt recoiling backward can help break everything in.
For magazines, I recommend you buy surplus original IMI magazines. They can be found reliably for under $30 on a variety of sites that specialize in gun parts. Available capacities for these are 25 and 32 rounds. Magazine pouches can also be found cheaply--I use surplus German MP2 pouches. MP2 was Germany's designation for the Uzi, and the pouches are marked as such.
The Uzi rear sight has two apertures, for 100 and 200 meters. That might seem excessive, but remember these were standard infantry weapons in Israel. To adjust the front sight you'll want a model A sight tool.
The original Israeli slings are honestly crap. They're so short that they force you to wear the gun as a necklace, so I'd encourage you to get something else unless you just like the aesthetic.
I'm sure I missed something somewhere, so more will probably be added to this guide later. Feel free to make suggestions.
If you have any questions please ask them below and I'll do my best to help.
submitted by autosear to guns [link] [comments]

Competitive Budget Deck Masterpost (January 2021)

i'm starting to feel like modern Yugioh is a clown car, and every time the banlist apprehends the first few clowns that lead the format, 4-5 more step out to take their place. we didn't even have Linkross in handcuffs yet before VFD took the wheel and Vanity's Ruler got into the passenger seat. happy new year
 
This post will give recommendations for decks that can generally do well while generally remaining in the $50 to $150 price range.
Decks are grouped into four "tiers" and listed alphabetically by tier. Decklists are built prioritizing simplicity and effectiveness on a budget. Not all of them are perfect, but this post is not an F. Unless there is a particularly offensive deckbuilding error that you want to point out, please don't use this thread to nitpick at the sample decklists. Don't feel obligated to stick to the sample lists either; you should experiment and play cards that feel comfortable and/or optimal to you.
Feel free to leave suggestions for budget players, whether it's a budget tech choice for one of the decks on this list or whether it's a different deck that you think can compete in the coming months.
[Last updated: 23 Jan 2021]
Previous version: October 2020 Post
 

S Tier

The best bang for your buck. Decks in this category have the capacity to top premier events, though they're almost always supplemented with expensive power cards.
 

Drytron

Price: $100 Imgur | DuelingBook
 

Virtual World

Price: $150 Imgur | DuelingBook
 

A Tier

Strong decks, but limited either by a lack of access to powerful staples or by the natural ceiling of the deck. You could still top a regional with one of these decks on a good day.
 

Altergeist

Price: $75+ Imgur | DuelingBook
  • Control + backrow deck with incredible recursion and the ability to come back from almost no resources
  • Altergeist have seen sparse success ever since FLOD, and are a respectable budget contender. They've have had a fairly modest showing online, and saw recent success with a top 8 finish at LCS 9. That deck was a Dogmatika variant piloted by Lars Junginger, playing the recently released Artemis, the Magistus Moon Maiden to make it slightly easier to summon Ecclesia in some hands.
  • The Dogmatika engine is viable even on a modest budget. It's possible to simply play Dogmatika Punishment as a powerful trap capable of utilizing your extra deck, and even a single copy of Ecclesia (around $20 each right now) goes a long way for improving the power of this package. Of course, the deck is also perfectly playable as pure Altergeist.
  • Budget players are most hurt by a lack of Pot of Extravagance, Infinite Impermanence, and Evenly Matched. The first three of these cards have reprints, but none are quite cheap enough yet to be easily accessible on a budget.
  • The extra deck is extremely flexible (as Altergeist are typically played with Extravagance, anyway) and several options are simply tech cards, such as Elder Entity N'tss.
  • Main deck trap choices are also extremely flexible. Torrential is quite powerful against Virtual World, but this could easily be swapped out for many other cards depending on your budget, available card pool, and locals demographics.
  • The release of Blazing Vortex in early February also brings along an incredibly powerful staple card in Pot of Prosperity. Altergeist, along with virtually every other deck that enjoys running Pot of Extravagance currently, will appreciate Prosperity as well. Many OCG decks are choosing to play both Extrav + Prosperity in their decklists. Of course, Prosperity is also a Secret Rare, and is virtually guaranteed to be around $100, so this is not applicable on a budget.
 

Prank-Kids

Price: $150 Imgur | DuelingBook
  • Floaty combo/control deck with 4 maindeck Prank-Kids that all float into any other Prank-Kid when used for a Link or Fusion summon
  • Got a great boost in Phantom Rage with Prank-Kids Meow-Meow-Mu, a Link 1 Prank-Kid monster that makes this deck incredibly consistent and turns any single Prank monster into full combo.
  • Prank-Kids Place is a little pricey, currently sitting at around $17 per copy in NA. While it contributes to your overall consistency (as it's equivalent to any Prank name), you can definitely get away with cutting copies of Place if your budget is tight.
  • Notably took 1st place at the Canadian Remote Duel Invitational in mid-January, piloted by Hanko Chow.
  • This deck appreciates the inclusion of Predaplant Verte Anaconda (currently over $30 apiece in NA) which can dump Thunder Dragon Fusion to help field Battle Butler, your main win condition. It was dropped from the provided list for budget reasons, but it's a great inclusion if you have a copy already. In conjunction with cards like Link Spider, it also improves your ability to play through disruption and through Nibiru.
  • This deck has many characteristics of a great deck, but suffers from similar problems as Zoodiac in that it struggles to play through disruption on your normal summon, or cards like Ash negating your first Prank-Kid effect. The inclusion of Polymerization in the main deck helps to combat this, but also popular are builds that don't play Poly at all and instead just load the main deck with handtraps and powerful staples like Forbidden Droplet.
  • Pot of Desires is included in this example main deck to help boost consistency and overall power, but some players opt not to run it.
 

Salamangreat

Price: $50+ Imgur | DuelingBook
  • Link-based midrange deck with a lot of recursion and a special in-archetype technique, where 1 Link Monster is used as the entire Link material to summon another copy of that monster, granting bonus effects
  • The deck is somewhat halfway between control and combo, establishing respectable boards turn 1 with a fairly compact engine, allowing many handtraps to be played. Their real strength comes in turn 3 and beyond, where their arsenal of free summons from the GY, coupled with their stellar resource recycling, easily overwhelm the opponent.
  • The majority of the deck is dirt cheap and is mostly able to be built with commons from SOFU+SAST supplementing 3 copies of Structure Deck: Soulburner.
  • Accesscode Talker is a huge part of this deck's success, able to steal games easily with the help of Update Jammer. Accesscode is not at all affordable on a budget, so the sample list plays Zeroboros instead. Owning one copy of Accesscode is a tremendous improvement to this deck's strength.
  • Salamangreat has found little competitive success in bigger online tournaments this format, but still regularly performs well in smaller events, remote duel locals, and the like. It's also a fairly safe choice, as it's somewhat unlikely we see further Salamangreat hits on the next banlist.
  • The provided list plays Rivalry + Strike, a potent option allowing you to sometimes win games even into established boards. Strike is quite solid in the current format, as even the combo decks don't usually end on ways to punish a lot of set backrow.
  • Parallel eXceed is an optional card, and can be cut in favor of more backrow or handtraps. On one hand, it allows you to more easily link climb when going second, and can easily add a Dweller or Bagooska to your board going first (Dweller is very good right now, as well). On the other hand, players may prefer to run more defensive cards instead of eXceed.
 

Subterror

Price: $100+ Imgur | DuelingBook
  • Subterrors are a control deck with a focus on flipping monsters face-down and generating constant advantage with Subterror Guru.
  • Pure Guru control is the most played variant, and is more or less a stun deck that tries to abuse Guru as much as possible. While most Guru lists online are Numeron and/or Dragoon hybrids, the pure version saw some success earlier this format at the Benelux Remote Duel Extravaganza, finishing top 4. You can watch that deck profile here, and the sample list is generally based off of that list.
    • While Dragoon isn't budget-friendly, the Numeron engine is very accessible for little cost, and is a viable variant of this deck as well. Numeron cards aim to make Number S0: Utopic ZEXAL going first or simply OTK going second. S0 is an extremely powerful card that can prevent the opponent from playing the game entirely if it resolves. If you are interested in this version, you can check the Subterror list on the previous budget post.
  • The sample list doesn't have a complete extra deck, mainly because it doesn't play Extravagance and you barely go into the Extra Deck to begin with. Relinquished Anima is a decent option if you can shell out the $7-8 for it, since sometimes you can turn Fiendess into Anima. Apart from that, provided Extra Deck options include anti-Maximus cards for the Dogmatika matchup, and Aussa + Zoodiac Drident in case you face a Zoodiac player. Taking their Zoo monster and then slapping your Drident on top can be potent.
  • This deck usually plays Extravagance over Desires, but Desires is quite a serviceable replacement. Similarly to Altergeist, this deck also enjoys Pot of Prosperity post-BLVO.
 

B Tier

Like the above category, but generally weaker, less consistent, and/or impacted harder by a lack of access to a certain card(s).
 

Dinosaurs

Price: $100+ Imgur | DuelingBook
  • Dinosaurs are an aggressive deck with consistent access to Evolzar Laggia/Dolkka and Ultimate Conductor Tyranno, a formidable boss monster with incredible OTK power and disruption.
  • Dinosaur's strength tends to be largely meta-dependent, particularly how well it can counter the existing top decks. During the previous two combo-infested formats with decks like Dragon Link and Adamancipator running around, Dinos had several extremely impressive showing at events, such as TeamSamuraiX1's win at the first NA Remote Duel Invitational, as well as all three first-place players at LCS 7 (a 3v3 event) playing Dino.
  • In the current format, Dinosaurs are struggling. The Virtual World matchup is difficult, and it's hard for Dinosaur to build to beat all of VW, Drytron, Eldlich variants, and the plethora of rogue decks running around. Additionally, Mystic Mine is not very potent this format as both Virtual World and Eldlich have in-engine outs to the card, which is another blow to the Dinosaur strategy. Finally, the popularity of handtraps like Skull Meister and Artifact Lancea in the side or even the main deck are also reasons this deck has declined.
  • The provided variant still plays Mine, as it has utility breaking boards. Deckout is a much less reliable strategy against VW and Eldlich, but you can still stall for some turns until you can make a push for game. The addition of Cosmic Cyclone is also an attempt at neutering cards like Chuche and Conquistador.
  • If you wanted to build this deck without Mines, you would have to find replacements for quite a few cards (and frankly, Dinosaur does not have very many good ones). Most power staples are not budget, such as Lightning Storm, Talents, Droplet, etc. This deck also really appreciates Pot of Extravagance, which still sits barely out of budget range at around $25 each in NA.
  • Budget Dino must also deal with the lack of Animadorned Archosaur, an extremely powerful addition to the deck that opens up many new combos. However, sitting at around $60 per copy, the card is inaccessible on a budget.
  • The provided list plays the Simorgh combo, bringing out the WIND barrier statue on turn 1 to steal games. Though a full extra deck is provided, very few cards are actually needed, as the deck typically plays Extravagance anyway.
 

Dragon Link

Price: $100-150+ (depending on Extra Deck) Imgur | DuelingBook
  • Dragon Link is a Link-centric combo deck that was a dominant force in the meta for about half a year, but lost a lot of resilience and power with the recent bans to Linkross and Dragon Buster Destruction Sword.
  • The provided budget version of this deck actually has a ton of extra deck flexibility due to not needing to play Synchro/Link cards related to the Halq/Kross package, meaning that you can play Knightmares, anti-Dogmatika cards, etc. This also means that the budget version doesn't actually care about the Linkross ban at all.
  • This deck has seen a great deal of variation online, playing a variety of different engines and tech cards. A few of these include Vylon Cube + Smoke Grenade, the Rose Dragons, several different Dragonmaid cards, and even an FTK variant involving Earthbound Immortal Aslla piscu. However, few of these are viable for budget players, especially if you do not own a copy of Halqifibrax.
  • An interesting option the deck has is to use Union Carrier to equip handtraps such as Artifact Lancea. On the opponent's turn, Hieratic Seal can be used to return the handtrap to your hand, making it live immediately. This is something you may want to consider in the main deck if you frequently have to deal with decks like Virtual World and Dinosaur. Another option is to equip Ally of Justice Cycle Reader to Carrier (they're both machines) and then bounce it to hand, as a weapon against Drytron. Carrier isn't in the example list, but this is a really interesting option to consider.
  • With Linkross out of the picture, playing Fibrax alone is an option if you either already own a copy or can afford the $20 needed to obtain one. You may have to retool your combos to incorporate Fiber, but the card can definitely add flexibility and resilience to your deck if you use it well.
 

Paleozoic Frogs

Price: $50+ Imgur | DuelingBook
  • Backrow-heavy control deck that summons its Traps to the field as monsters and pressures the opponent with Toadally Awesome
  • After being absent from the budget post for about a year, Paleo makes its triumphant return as its boss monster, Toad, returns to 3. Toad's reprint in Maximum Gold also brought this card down from $20 each to just a few bucks, making the entire deck extremely cheap.
  • As a control deck, Paleo suffers from more weaknesses compared to Eldlich, Altergeist, and Subterror. Notably, the engine tends to bleed advantage unless you've managed to maintain access to Swap Frog, and you can be quickly outpaced by stronger decks. However, in games where you can establish a Toad early, or where you can maintain control with your backrow, you can do quite well.
  • Paleo saw a surprising amount of success in various remote duel events this format, though some of that success is likely due to the format being unexplored and some sort of "new toy syndrome" as Toad recently went from 2 to 3.
  • Paleo struggles to out Dragoon, especially without access to Ice Dragon's Prison, a $40 card. An interesting option catching on in the meta lately is the use of Mirror Force cards, particularly Quaking and Storming, as they both pressure Dragoon. Still, the card puts quite a lot of pressure on this deck.
  • Speaking of Dragoon, some Paleo players opt to play that package in this deck as well. Swap Frog is a one card Dragoon as you can simply dump Ronin, turn Swap into Almiraj, and then revive Ronin to make Verte from there.
  • Fiend Griefing is presented as an interesting option which is very decent in the current meta, particularly vs Drytron. Combining it with Absolute King Back Jack is a classic combo that Paleo played a long time ago in 2017, during early Zoo formats.
 

Shaddoll (Magistus)

Price: $100+, can be closer to $50 with fewer copies of Schism Imgur | DuelingBook
  • Classic Fusion-based archetype from 2014, debuting in Duelist Alliance. Somewhat of a midrange combo deck that can slow the game down with El Shaddoll Winda or be very aggressive with El Shaddoll Construct
  • Winda is a troublesome floodgate that many decks struggle to out, especially combo decks such as Drytron. Shaddoll cards are currently played in several Dogmatika variants due to the sheer power of Winda and the utility of Shaddoll Schism.
  • The current meta is favorable for Shaddoll not only due to Winda being effective vs Drytron, but also due to Ariel being very strong against a large chunk of the format, including Eldlich variants. Her ability to banish 3 cards from the GY is so strong that some decks are splashing in Sinister Shadow Games + Ariel just for that option, which we saw played in some of the 60-card Eldlich decks at LCS 9.
    • The growing popularity of Shaddoll cards has also caused Shaddoll Schism to go up in price substantially. Currently, it's around $17, but it may continue to rise.
  • The deck's biggest problem has always been its inability to consistently resolve a fusion spell on turn 1. Invoked Shaddoll was a popular hybrid in earlier formats, but with the release of the Magistus archetype in GEIM, Shaddolls got access to Rilliona and Magistus Invocation. This is an improvement since Magistus Invocation can fuse from hand and field whereas the regular Invocation can only fuse from hand when summoning Shaddolls. Additionally, Artemis provides a super convenient way for the deck to turn any Shaddoll into a LIGHT monster, which is important for summoning Construct.
  • While the full Dogmatika package is very expensive due to Nadir Servant being a $75 card, one option is to play just one copy of Ecclesia (around $20) along with Maximus and a playset of Dogmatika Punishment. Maximus and Punishment have a ton of synergy in the Shaddoll deck in conjunction with Apkallone's GY effect, and this combination is deadly even on a budget.
  • Other normal summons such as Mathematician and even Gale Dogra are potent on this deck, and can be played in addition to Rilliona or as a replacement for her. Yet another option is to run 1 copy of the now-cheap Eldlich the Golden Lord as a LIGHT monster for Shaddoll Fusion that can easily revive itself.
  • Another popular variant is a very trap-heavy list, sometimes cutting the Magistus cards entirely. PAK and SirEmanon's YouTube channels both have their own takes on this, if you're interested.
 

Unchained

Price: $50+ Imgur | DuelingBook
  • Floaty destruction-based archetype that generates advantage when its cards are destroyed, enabling its gimmick of using your opponent's monsters to Link Summon.
  • Can be built to go first or to go second quite effectively. Since going second is very difficult this format, the provided list aims to go first, playing a bunch of trap cards.
  • Fairly modest online performance, doing alright at smaller events and more recently finishing top 8 at the second YuGiJoe online series as well as occasional Luxury events. After the December banlist, Unchained has rapidly gained popularity in online remote duel events, and is one of the more prominent rogue decks this format. This success could be because the format is generally slower compared to previous ones, and many destruction-based cards such as Torrential Tribute are very popular currently, which this deck enjoys.
  • Mega-Tin reprints of Abomination's Prison as well as their Link 2 have helped make this deck a great deal more affordable. I:P Masquerena being more affordable is also a nice boost, though it's by no means essential in this deck.
  • This deck's best weapon is its opponents being unprepared for it. Playing improperly into backrow or Unchained floats can very quickly be fatal. It also matches up decently into some backrow decks as well as Dogmatika variants, which rely on destruction-based removal from Dogmatika Punishment and Elder Entity N'tss.
 

C Tier

Decks in this category have the capability to be just as good as the ones above at times, but often tend to suffer from multiple problems including consistency and power.
 

Burning Abyss

Price: $100+ Imgur | DuelingBook
  • Versatile control-based Graveyard toolbox deck that has been swinging in and out of meta relevance since its release way back in 2014.
  • Gradually got more and more cards back from the banlist, with Cir and Graff being unlimited on the December 2020 list. The deck is now more or less "full power" with the exception of Beatrice, who is still limited.
  • The deck aims to establish Beatrice on turn 1 backed up with trap cards. The BA cards as well as Beatrice are extremely floaty, so this deck can put up quite a fight in grind games. Fiend Griefing is a solid card in the current meta, and is excellent in the Burning Abyss deck as you can send Farfa for further disruption, Graff/Scarm for followup, or Back Jack for more traps.
  • This deck was frequently mixed with Phantom Knight cards back in 2016 (often called PK Fire). Nowadays, Phantom Knight decks are typically either built pure or with an extremely compact BA engine. While it's possible to play a more dedicated hybrid build, the release of PK Torn Scales combined with most key BA cards being unlimited means that it's just better to focus on one or the other.
  • Many other options are playable - Desires for draw power, playing more traps, more handtraps, etc. Consider Needle Ceiling over Torrential as it can be harder to pull off, but combos better with Trap Trick. Players with access to Ice Dragon's Prison should play it, and adventurous duelists can even opt to play Fire Lake of the Burning Abyss.
  • As a deck easily capable of churning out Rank 3 Xyzs, you also have easy access to Divine Arsenal AA-ZEUS Sky Thunder, one of the most powerful extra deck cards in the format. If this is an accessible option, it should be played.
 

Sky Striker

Price: $100+ Imgur | DuelingBook
  • Spell-heavy control deck that usually maintains only one monster on the field at a time, in the extra monster zone.
  • Formerly an extremely dominant control deck, modern-day Striker no longer accrues infinite resources through resolving Engage multiple times, but instead is easily able to kill you with an Accesscode Talker push after whittling down your LP and resources for a turn or two. The standard combo involves laddering from Halqifibrax -> Selene -> Accesscode and then dismantling your opponent's board before swinging for game.
  • You may have noticed a problem: if you're on a budget, you can't use Accesscode. This is a pretty big blow to the deck's overall strength. Some players opt for alternatives such as the Utopia Double package, which Zoé Weber played in the second EU Remote Duel Invitational last format. Another option is to simply not run it at all, and close games the old-fashioned way.
  • In previous formats, this deck was oftentimes played like an anti-meta going second deck, packing tons of removal cards and usually 3 copies of Mystic Mine in the main deck. In the current format, this strategy is a lot more difficult due to several factors - it's very hard to go second this format in general, and Mine is a lot less effective vs the top decks right now.
  • Instead, the sample list plays a going-first strategy with powerful trap cards like There Can Be Only One and Solemn Strike. It's possible to build this deck to go second, but you'd probably want to play board breakers instead of trap cards, and potentially also maindeck PSY-Framegear Gamma.
  • Yet another way to play this deck involves (surprise) Red-Eyes Dark Dragoon and multiple copies of Red-Eyes Fusion. Instead of using cards like Widow Anchor and Afterburners to muscle through disruption and stick a Mystic Mine on the field, you use them to get to your Dragoon and either win the game immediately or put yourself in a position where your opponent can't play through the Dragoon disrupt.
  • Roze is the most expensive card in this list. If your budget is tight, you can definitely cut her down to 1.
 

Zoodiac

Price: $100+ Imgur | DuelingBook
  • Xyz-focused deck with a gimmick allowing you to use any one Zoodiac as the entire Xyz material requirement for another Zoodiac. This lets you stack Zoo Xyz monsters on top of each other, making use of their effects.
  • Plays a compact engine combined with around 20 slots dedicated to handtraps, traps, and draw power. This deck is also commonly played as a hybrid deck, oftentimes with Eldlich and sometimes with Dogmatika cards. Both of these options are quite expensive, so they are not shown.
  • The deck's strength in competitive play comes almost entirely from Divine Arsenal AA-ZEUS Sky Thunder, an extremely powerful Xyz monster that Zoodiac can effortlessly make due to Zoodiac Boarbow. Zoo is also easily able to summon Zeus with many materials, allowing it to repeatedly nuke the board.
  • Budget Zoo without Zeus is extremely weak by comparison. Relying solely on Drident + handtraps is not a reliable win condition, so cards like Parallel eXceed and Pot of Avarice are included in the sample list to give this deck a boost. While Megaclops is a troublesome boss monster in some matchups, the big three decks (Drytron, Virtual World, and Eldlich) generally don't have much trouble dealing with it.
  • Even with Zeus, the deck has been struggling in the current competitive meta. Noteworthy is its performance at LCS 9, where out of a whopping 51 Zoodiac variants that entered the tournament, only 1 survived until top 16.
 

Up-And-Coming

Decks to watch out for, oftentimes due to recent online success or new support being announced. Some might also be decks that could potentially be on the main body of the post, but need a little more time to prove themselves.
 

Tri-Brigade

Price: $100 (for now) Imgur | DuelingBook
  • Link-focused deck that plays a variety of Beast, Beast-Warrior, and Winged Beast monsters. The maindeck Tri-Brigades cheat out powerful Link monsters, provided your GY is set up. This deck also trivially access the Simorgh link, which can sometimes seal games on its own through the WIND Barrier Statue.
  • In the current format, Tri-Brigade has seen fairly sparse success, usually mixed with Zoodiac. However, BLVO gives us Tri-Brigade Kitt, a great boost to this deck and a fantastic combo piece.
  • Further support in LIOV and beyond is also very promising, making this deck a potentially solid investment for the future.
  • The Tri-Brigade core is currently quite cheap, but this could change in the future depending on hype and the market.
  • owo
 

Traptrix

Price: $100-150 Imgur | DuelingBook
  • Control deck with an extremely powerful Link 1 monster, Traptrix Sera, that pumps out constant advantage.
  • The sample list incorporates a very small Dogmatika engine. Dogmatika Punishment itself is very cheap, and is one of the best generic traps in the game right now. Just 1 copy of Ecclesia (around $20) provides a substantial power boost to this mini-engine, as dumping one copy of Titaniklad with Punishment and grabbing an Ecclesia for next turn is extremely powerful. Another option is to dump El Shaddoll Apkallone, then adding and discarding Ariel in order to trigger her effect and banish 3 cards, which is insane value.
  • If you can't get Ecclesia, you could simply play just Punishment as a generic trap. Another option is to play pure Traptrix, incorporating more power traps/handtraps, and quite frequently the Utopia Double package as well.
  • This deck is definitely still getting support, as LIOV brings a new Link 2 and main deck monster.
 

Plunder Patroll

Price: $100+ Imgur | DuelingBook
  • Pirate archetype with ridiculous recursion and a unique tag-out and equip mechanic based on Attributes being used in the game.
  • The pirates become equips for one of (currently) three Patrollships, extra deck monsters that can all discard Plunder Patroll cards in hand to fuel powerful effects. The ships become stronger when manned (equipped with) a Plunder card, with bonuses such as ignition effects becoming quick effects, or being able to replace the discarded card with a new one from the deck.
  • Many Plunder lists play Forbidden Droplet, as it has great synergy with the cards. Without Droplet, you could fill the space with several different options. This deck chooses to play the Undine package, but you can also go for cards like Foolish Burial Goods, Salvage, Silent Angler, Tenyi Spirit - Shthana, Toadally Awesome + Bahamut Shark, or just more generic staples.
  • This deck is getting at least one more support card in LIOV, that being Ravenwing. Many people speculate that they'll also get another Patrollship of a new attribute, which would be a huge buff to the deck.
 

Honorable Mentions

  • Megalith, Madolche, Pendulum decks, Cyber Dragon, Orcust, Mermail Atlantean, Magical Musketeers, Crusadia (Guardragon), ABC, D/D, Generaider, and more - Decks that are fairly decent but have been left off of the post to make room for other decks that have seen more recent success or have fewer budget resources online.
  • Dragonmaid, Eldlich, Infernoid, Invoked variants, HERO, etc - Decks that are pretty good but are sorta in limbo due to some expensive individual cards, such as Chamber Dragonmaid, Cursed Eldland, Invocation, etc.
  • Cubics, Phantasm, Chain Burn, Evilswarm, Yosenju, Dinomist, and much, much more - Unfortunately, there is not enough room to cover every single decent, super-cheap deck.
 
 
I hope to keep this post updated for the foreseeable future. Feel free to leave any comments or suggestions.
submitted by JebusMcAzn to yugioh [link] [comments]

Galactic Economics 7: Leapfrogging

RoyalRoad
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I ended up splitting off some of 8 into 9 based on feedback. The story I've thought of will end on 10, and then it's back to the drawing board for me. I'm not sure if I would continue with this universe or come back with another idea, let me know if you have an opinion either way.
I'll start posting these onto a site I found called RoyalRoad in addition to reddit. I won't take donations, but it does seem like it has nice utilities to manage all the stories even if the audience is smaller. Any advice on this welcome too.
And as always, I'm still a new writer trying to improve. Feedback about the story or my writing are all very welcome, and I read every one of them.
Galactic Credits weren't technically a currency yet. They had a lot of GCs in the bank, but as the aliens would say, that's just numbers on a screen. You couldn't pay rent and taxes with GCs, not yet.
As some human traders switched to exclusively buying goods from the market, they paid hard earned Dollars in exchange for virtual GC, and that became the revenue stream. This revenue balanced out almost perfectly with sellers who were instantly cashing out.
For every Dollar that someone paid GC to convert to credits, only about 95 cents would be asked to be paid out by a seller trying to withdraw their GCs for cash.
The transaction fees that GC made on every transaction can be visualized as credits disappearing into an untouched locked account. This was effectively a profit for GC, because it meant less credits that had to be exchanged for $. That 5% margin was a steady Dollar revenue stream that they could safely cash out.
But because all the humans needed to pay bills and taxes, they would withdraw their money almost immediately, which meant that they would always be stuck around that 5% margin. Unlike a regular bank, they couldn't make a lot of investments.
That's when the universe decided to give them a break.
Or rather, their interests had aligned with the self interest of some very rich people who had just started paying attention.
At first, the financial systems on Earth did not care much about GCs. They were used in spaceports all around Earth, and space was very exciting, but it was inaccessible to most people and the actual trade volume was a small percentage of total businesses done on Earth.
The aliens directly made a few people very, very rich, mostly traders and GC. But what were of more interest to financial institutions were the reverse engineered alien technology products that they predicted were coming shortly. At the same time Sarah and her friends were trying to fix a famine, the human economy was booming.
Like GC, banks were in the business of selling gold prospecting equipment, not looking for gold themselves.
Naturally, banks started allowing deposits and withdrawal of GC. This wasn't unusual. Banks have no issues holding onto cryptocurrency and non-USD currencies for customers' savings accounts. That was their business, after all. There were some costs, but it was generally a good business: fat transaction fees led to fat profit margins.
In the case of GC, banks needed to charge their customers a high transaction fee because GC itself charged a high transaction fee. This was bad for business. Not many people kept their credits in other banks because GC itself was a bank and they kept their money in there just fine without having to pay an even higher transaction fee.
They were understandably unhappy about several of their wealthier customers keeping a lot of money in another bank, but not enough to want to choke out GC's business. That would be killing their golden goose that is the booming alien knockoff economy.
So when GC decided to raise liquidity, as they would need to do to continue to bankroll a multi-planetary relief mission indefinitely, the banks saw an opportunity. Or rather, VISA did.
It was an incredibly generous offer: VISA would treat Galactic Credits like Dollars and allow full convertibility on their own network, in exchange for GC waiving their entire transaction fee for bank transfers. Their lawyers didn't want GC to go ahead and print money without limits, so they put a contingency that allowed them to cut off GC whenever they wanted and clauses that allowed for regular auditing.
Sarah and her friends thought about it, but not for very long.
Galactic Credit became no longer the only bank that could deal in credits.
Credits were now freely transferable between banks.
Now, you could pay taxes in credits converted to USD.
Which meant people stopped withdrawing their Dollars from GC immediately, and GC could "borrow" that money to pay for supplies, equipment, and then use some to invest in companies on Earth.
It was like a limited run of fractional reserve banking.
The aid operation to Gak continued.
"Isn't this technically a blatant violation of minimum wage laws?" Asked Sarah over the FTL video comms, the crisp and quick quality of which was a testament of how much human infrastructure had been shipped into Gakrek orbit, "doing some quick maths with the average fuel and maintenance costs here… it looks like we're basically paying the space traders only about $10 for every hour of shipping they do for us."
Kathleen Bryce, GC's head counsel shifted uncomfortably in a conference room chair 50 light years away, though her immediate reply indicated she had indeed thought the problem through, "Not if anyone asks."
She continued, "the short story is nobody has tested the courts to see if aliens working for us in space are subject to California employment and labor regulations, or federal minimum wage laws, or perhaps, even no laws."
"What's the long story?" Jen asked, slightly interested.
"We're pretty sure they're at most contractors, definitely not employees. Cali Prop 22 took care of that. The spaceport is probably considered international territory, or else the traders would be considered 'illegal aliens' every time they landed," Kathleen did a little chuckle at that most unoriginal pun around the GC legal team watercooler, "In which case, the lower federal minimum wage applies. Or maybe it's not even international territory, maybe it's some new thing. Too many edge cases to descri-"
"Ok," Sarah said after a moment, "it'll probably look bad though."
"What will?" Jen countered, rolling her eyes, "that they're being asked to voluntarily work just above cost to help save a billion hungry aliens, a problem that, let's not forget, most people in the galaxy think they helped create in the first place? Give me a break. There's fifty thousand Red Cross workers working for free on Gakrek and you're telling me we-"
"Ok, ok, we'll save this discussion for later, interesting as the implications are," Stearns interrupted, "until the labor board starts sniffing around, we'll let Legal deal with it. The other item I wanted to get to today is what we're going to do for Gak in the medium and long term."
"Right, the immediate crisis is over, but the moment we pull our people out and stop sending food constantly, the Gaks are back to square one in two months," Sarah returned to her presentation, "over the past two weeks, our models keep having to be revised down on the future of Gakrek farming. Their climate system has been dramatically spiraling downwards for decades now. With this disaster: the out of control burning and flooding, the trashed ecosystems, and the Gaks literally selling off their farming tools to squeeze out some more fruits from traders, they added up to one conclusion: traditional subsistence agriculture is no longer viable on Gakrek."
Here she put up a chart on screen. There were two lines. There's a straight horizontal line, marking the average calories that healthy Gaks needed, and then there's a quickly plummeting line denoting the drastic decrease of Gak agricultural productivity over time. They crossed about ten years ago. The meaning was clear.
"It's increasingly obvious that all Gak food will need to be shipped in from offworld sources until we completely overhaul their agricultural economy," Sarah continued.
"What kind of overhaul are we even talking about?" Benny chimed in. He owned a good portion of the company, but rarely came to these executive meetings. Today, he was making an exception for his son Benny Jr, who was on the view screen with the rest of the offworld team on Gakrek.
Stearns replied, "in a word: industrialization."
"The Industrial Revolution and its consequences have been a disaster for the human race," wrote Ted Kaczynski, known more famously as his press nickname, the Unabomber. When this was published in the Washington Post in 1995 in response to a threat, a number of people thought he was making a lot of sense.
It made all the headlines, inspired countless hours of political debate, and gave a major boost to anarcho-primitive ideas in the academic sphere.
But as many historians knew, his ideas were not wildly original. Industrialization, like every major economic change, created winners and losers. Sometimes there were more of one, and sometimes the other.
In human society, previously skilled workers, usually guild craftsmen who made up the upper-middle class of late feudal Europe, became the biggest losers of industrialization as their labor was replaced by machines that could do what they did at hundreds if not thousands of times faster. Without skill, without rest, and without emotion. Some of them were so angry, they even went out and smashed the machines, but mechanization continued anyway.
The biggest winners of the Industrial Revolution were the subsistence farmers who made up the vast majority of lower class workers in feudal Europe. They went into cities, to work mind-numbingly boring jobs, doing the same thing day after day, on risky and dangerous assembly lines for excruciatingly long hours. Many got injured. Some died. A few were even children.
And yet mostly, they did so willingly.
That's not because they were all tricked, under some grand illusion that factory work was comfortable, safe, and enriching.
It was because subsistence farming on its worst day was a hecking nightmare.
The Gaks were living it.
"Why can't we just build a tractor factory there then?" Sarah demanded.
In her mind, tractors were synonymous with food. She'd been on a road trip through the American Midwest once, on the way to the Yellowstone. There, she'd seen rows of gigantic tractors plowing fields, endless food from horizon to horizon. To Sarah, the massive scale of the corn fields of America was just how industrialization was done.
"Because tractor factories depend on a thousand different parts. Who's gonna make the tires? Who's gonna make the motors? Who's gonna make the onboard computer?" Stearns explained, "and who's gonna bring them gasoline to keep running? And each of those components have a thousand factories to make them, and each have dependencies on thousands of other factories! It would literally be easier to move Los Angeles onto Gak than it would be to help them mass manufacture tractors."
Sarah made a facepalming gesture, but Stearns cut her off before she launched into despair, "there actually is a much easier solution to this problem."
"On Earth, most economists agree that the most efficient way to send foreign aid to areas that consistently couldn't produce enough food is not to send them food; it's to send them money so they can buy food, or if they have good soil, they can buy some tools to grow their own," said Stearns, leading Sarah to the obvious conclusion.
"But they don't use money here, we can't just send them money!"
"Exactly. So let's talk about that."
Gordorker's family had finally cleaned up his house from the dust storm. The broken roof was re-tiled as best as he could. His children had helped on some of the menial tasks, but that's what children were for.
It was nice to have purpose again.
The humans had said that their mission would be here for months, maybe years, but Gordorker was not so naive to believe that he wouldn't have to work for food again. He was certainly not so stupid to take this to mean he should be lounging around all day.
Winters on Gakrek were not bad in terms of freezing people to death, but the dry winds would not allow crop planting until spring again.
Next time, he would have 21 mouths to feed, not including his, and he'd have to get the fields plowed without poor Grunger. He was lucky he had so many children.
Traders Only
New Thread: Bohor spaceports have just banned bartering!
Body: If your friends want to do any business at Bohor, they better get themselves a GC Terminal fast! The Bohor are banning barter at their main port. You will only be able to conduct trades by credits starting in a few days!
Comment: Whaaaaat? Are you crazy??? Only two of my friends have Terminals. How is everyone else supposed to make a living?!
Comment: Get a Terminal lol
Comment: We told you guys last week this was gonna happen if you assholes keep holding up the line with your obnoxious rare fruit peddling. Newsflash, we don't care about how exotic your stuff is on Bohor. Just unload it. We weigh it, read the price list for food items, do the math, you get your credits, and you're out of there in minutes. You want air filters? We've got air filters for 2,800 GCs, no haggling, no bartering. If you don't like it, someone else will take it. Don't waste our time! -- Bohor Spaceport Management Team
Comment: Hey Bohor, have you considered maybe getting a Terminal yourself so that everyone else don't all need to get one just to get some fuel?
Comment: I'm selling air filters for 3,000 GCs in orbit above Bohor for traders who don't have Terminals.
"Our plan for the leasing model for the Terminals is not going to work," Sarah observed.
"Yup, the famine crisis on Gakrek is forcing our hand," admitted Stearns, "and we'd expected a much slower rollout to bring the aliens on board over the course of years, not weeks. In hindsight, it was obvious how this was different to how humans popularized credit and debit cards in the 1970s. We were replacing cash, which was just slightly inferior to a card, but with the aliens, we're replacing their entire dumpster fire of an economy. We earned a lot of goodwill with our relief effort and the galaxy is buying in."
"So what, we just abandon the original timeline and move to phase two immediately?" Asked Sarah.
"Exactly right. When the iron is hot, you gotta strike it," replied Stearns, "we'll give the merchants already with Terminals an option to opt out of their lease and switch to the new devices, but I doubt most will. Our internal data shows that they've universally been getting their money's worth out of those."
"Are our manufacturers even ready to handle the inevitable barrage of orders?" Asked Jen, eager to move onto the logistics and technology discussion.
They were not.
Version two of the offworld trading terminals were actually a downgrade to the original Terminals. The originals were prototypes, modified out of consumer tablets that cost hundreds of dollars to produce.
The new ones, branded Mini Terminals, were basic card readers with pin pads and a tiny OLED display, attached to a now mass produced FTL antenna you could get at RadioShack for $3.99. There wasn't even a thermal printer for receipts.
The whole device costs no more than $20 to make on a mass production line in Vietnam. GC was going to sell it at cost in credits.
Galactic Credit had prepared supply lines to ramp up production, ready to start rolling them out in a couple years. They've made a test batch of tens of thousands of units sitting in storage, but did not expect to need to start actually selling them for a while.
Carefully made plans were abandoned, schedules were expedited, employees in SE Asia worked overtime, and the company took on extra cost to push the schedule up.
It still wasn't enough.
On day one, all reserve units sold out. Some of the well connected human traders, unburdened with a strong conscience or ethics, bought them by the truckload as they were leaving their warehouses. They sold them at a large markup at the spaceport.
That was not very cash money of them.
GC sent a representative to the spaceport to let traders know that they were out of stock, but more would be made available shortly. Customers should just wait a week for the prices to come down.
The scalpers instantly sold out anyway. The alien traders lucky enough to be on the non-relief landing pads filled their cargo with the Mini Terminals.
Then, those traders sold them at a markup at other ports. And so on.
By the time the Mini Terminals reached average spaceport merchants on the other side of the galaxy, they were being sold for almost half the price of the original tablet Terminals.
By the end of the week, the craze died down. These electronics really were cheap and easy for human factories to make, and many of the production lines just needed time to start the machines. Prices returned to normal, and the average merchant could afford them with a bit of honest work and savings.
The Gakrek Spacelift was slowing down. The turnaround time had been increased to a leisurely 10 minutes, and the Livermore space traffic controller was occasionally allowing non-relief traders to land at open pads, which Zikzik was doing now.
Zikzik needed to refuel, but apparently that was still only allowed for the landing pads that had been designated for relief. He called up the Livermore port manager, pointed to his number one position on the relief pilot leaderboard, but she just shrugged her shoulders and said apologetically, "rules are rules".
Oh well, he could always refuel at Olgix on the way.
As he landed in Olgix, he realized this was the first time he landed at a non human or Gak port for at least a week.
He greeted the Olg who was running a reactor fuel line to his ship with a nod, and asked, "how much fruit to full?"
The Olg took one look at the sign on his booth, and said, "you know we also take credits on Olgix now, right?"
A little surprised, Zikzik took out his card and terminal and allowed the Olg to swipe his. He'd used his Terminal when doing exchanges with other traders, but this was the first time he'd been to a non-Earth port where goods and services could be paid for using his credits.
"That's 295.50 GCs, pleasure doing business with you."
Grob was one of the wealthier Gaks in the world. The famine had affected everyone, but he and his wife did not have to go hungry because the spaceport management made sure to keep feeding the people that kept the mobs at bay.
Everything else stopped working though. He used to pad his income by making sure that the vendors at the spaceport knew exactly who was protecting their livelihoods. Only very rarely did new ones not cooperate.
Grob really wasn't a bad Gak, but he did what everyone else in his position also did. This was just how business was done on Gakrek. You didn't get to survive to become a security guard family if you didn't do that. Another Gak would come along, take your place, and do what you didn't want to do anyway.
When the humans arrived, things changed. They started peddling these credits business, which he'd seen some of the traders used.
Of course, he didn't think much of it. Instead of getting goods, you just get a card, and use the card to trade for food and items? Seems unnecessarily complicated.
He'd heard that they charged a cut just for you to use the card, a concept that he was intimately familiar with and in no hurry to be subjected to. The humans had insisted on giving one to him and setting it up. Which he had to do because they were in charge now, but that was fine by him. Just because he had a card didn't mean he had to use it right?
A few days later, when he was on a patrol route at the spaceport, checking off the vendor stands, one of the luxury item vendors asked him if she could pay her next cycle's fee with her card because she had traded away all her wares.
"You gotta make sure to save wares for me next time," he'd told her, "but I'll take it this time." He ruffled through his backpack to find the card, handed it to her, and she inserted it into her machine, typed in her code, and showed him that it had deposited 18 GC into his account.
Hoping that she didn't stiff him, he went on with his route.
"Let me say this again," Zarko said at the edge of his patience limit, "you can trade these credits for food on Earth. Lots of food, shiploads of food. So much food, everywhere."
"But I don't have a ship," whined the spare parts vendor at the spaceport, "why don't you just bring food with you next time you want my parts?"
"You can exchange credits for food from some of the other traders that come down here too! Some of them have the new Terminals now, look, that guy over there, he takes GC," Zarko was almost shouting while pointing at a fellow Zeepil food merchant who had a I ❤️ GC sign on his booth across the spaceport.
This was frustrating. Every time he came across one of these less traveled planets he had to explain himself to these yokels all over again.
The vendor looked over skeptically and said, "how do I know that you two aren't working some scam together?"
That was it for Zarko. It had been a long day, this guy wasn't making it any shorter, and he had just been accused of being a dishonest trader. It was probably because of his species. Just because he was a Zeepil didn't mean he was a scammer!
He internally cursed the unjustified stereotype of his people and blew up at the racist:
"Listen to me very carefully. You're going to give me the secondary fuel modulator. You're going to walk over to the food merchant over there. Then you're going to swipe this card over here, on his machine. He's going to give you at least a month's worth of food. And if you don't, I'm going to leave a one star review on your spaceport on Traders Only, and nobody is going to come back here to trade anything with you ever again, got it?"
The vendor whined some more under his breath, but eventually relented. The threat had sounded real.
He got plenty of food. Whatever scam these Zeepils were running, they didn't rip him off this time at least. Whatever.
Zarko was fuming as he took off. Didn't these ignorant primitives know that a liquid currency to facilitate free and fair exchange of goods and services was obviously the bedrock upon which a modern economy needed to be built?
When Grob got home from work, he handed his wife the credits card saying, "hey darling, one of the luxury traders gave me her protection share using the card. I trusted her because she normally always pays on time. Did I get scammed?"
His wife was a teacher at a nearby school. Ever the practical one, she asked, "oh, how much did she put on it?"
"It said 18."
She did some math in her head and replied, "yeah that sounds about right," and to his surprise, she pulled out a card and said, "I got one from the humans at the school too, and I used it to buy a new pair of shoes for you!"
He tried them on. They weren't very fitting shoes, but neither were his previous pair so he couldn't complain. They did seem very well made even though the little holes in them seemed to be a design choice.
Pretty soon, he noticed that the other guards at the spaceport started extracting their share of protection fees using cards too. Oh well, if everyone else was taking fees with a card, he supposed it couldn't hurt if he did it too. It somewhat lightened his load on patrols, which he didn't mind at all.
Besides, his blue shoes were really pretty. He was not sure why there was a big check mark on its side though.
"They're doing what?!" Sarah asked, her temper threatening to go off.
"It's a protection racket. A practice as old as time. The security guards have basically been taking a percentage of the vendors' wares, and recently switched onto using cards to take payment. It's been going on forever and it's probably just how they do things there. Using cards is pretty innovative of them, I'll give them that," Jen said, "but it made it pretty easy for us to track down all of them. Should we revert the transactions?"
"No, probably not," Sarah said, calming down and seeing a slight head shake from her head counsel Bryce, "but we need to make it clear to them that they can't be allowed to do that anymore."
Grob wasn't sure how to feel about the cards anymore.
The humans had found the practice of protection fees distasteful, and they'd warned that anyone caught doing it again would face severe consequences. They made their point pretty clear when one of the other guards was made an example of: her card stopped working. She had to get a new one that didn't have any of her credits in it!
On the other hand, the humans also made the spaceport authorities start paying them with credits, which was good because now they were being paid on time and Grob knew he didn't have to worry about not being paid as long as the humans were there.
His wife had been buying them new clothes with credits she was getting paid as a teacher too. One of his human friends had giggled when she saw his shirt, which apparently said "2016 NBA Champions Golden State Warriors". He wasn't sure what was so funny about that, but it was a very comfortable shirt.
Maybe this whole credits thing wasn't as ridiculous as he thought at first.
By the universal inheritance path known as "dibs", Gordorker inherited his neighbors Gyuotin and Gyuovin's farmable land and possessions. They didn't have much.
Trinkets, gadgets, and a bunch of junk. It was mostly items that couldn't be traded for food during the worst periods of the shortage. With his immediate food needs taken care of by the relative abundance of food items the humans have brought, Gordorker thought perhaps he should go buy a stasis box with the trinkets he got from his deceased neighbors.
When he arrived at the offworld market, he saw a high end luxury merchant proudly displaying some fresh new wares from offworld, including a number of stasis boxes. These were apparently new ones made by humans. These were slightly bigger than the ones he'd have before, but he'd brought his neighbors' life possessions, so he thought maybe he'd be able to trade for one of those with some haggling.
Gordorker started laying out his items on the table, but the trader cut him off, hastily saying the weirdest thing he'd ever heard from a trader in his life, "no barter, credits only." The merchant then pointed him towards a human tent.
A human volunteer, his nametag said Marco, asked his name and gave him a shiny card, then told him to memorize 6 numbers. "As the head of your household, you have also been given a small stimulus by the GC corporation," he said.
Then Marco took him to a junk trader stall, where he gave the trader all his items. Marco showed an increasingly confused Gordorker how to insert his card into a small machine slot to "receive payment".
Marco guided him back to the merchant selling stasis boxes. Gordorker was instructed on how to insert his card and enter his pin code, which he mastered with no difficulty.
Marco then took him to a farm tools stall, where Gordorker repeated the same process with a steel plow, a small box of "semi-dwarf wheat seeds", a long garden hose, and a hand pump, all loaded onto a brand new wooden wheelbarrow.
"BAL: 12.50," the small screen had read.
Gordorker was not sure what unnatural ritual he had taken part in, but he was in possession of the most farm tools he had ever been in his life and he had the stasis box he was looking for.
"Alright, that should be enough. Make sure to keep the card safe and remember your 6 digit code. Ask a volunteer if you need to know what the tools do.."
Gordorker put his card in his stasis box. Then, being the prudent Gak he was, he wrote down his pin code and put it in the box as well.
Whatever else it did, he was sure one of his descendants could probably find a use for it in an emergency one day.
In hindsight, there were obvious economic side effects for Earth becoming a mass producer of everything from food to cheap consumer electronics, the reverse engineering of millions of years of alien tech, and ripping down the barriers that the barter based economies of the galaxy had erected.
A young forward thinking economist wrote a whole journal article about it with a typical economic study title: "Development Osmosis: Capital Outflow, Argentina, and Extreme Poverty in Offworld Economies".
Three other economists read the pre-print as part of the peer review, who all sent him an email saying something along the lines of "wow, this gave me a lot to think about. Somebody important should read this!"
Nobody else did, for a while.
It didn't make the news.
The reference to high yield semi-dwarf wheat seeds in the story refers to the research of Nobel Peace Prize Winner, Norman Borlaug. Borlaug noticed that stalks of wheat that are too high yield would bend and then break their stalks, so he solved that problem by breeding these plants with dwarfed plants. Shorter stalk, supports more wheat. His work in improving food security in developing nations is credited with saving the lives of over a billion humans. A real life HFY.
The next chapter's working title is:
Rising Tide
RoyalRoad
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OpenMW VS Vanilla, A comprehensive guide to the differences

This post will take a look at Morrowind in the Gamebryo Engine (Vanilla) VS OpenMW. It will compare the two and show the differences, as well as which is recommended for various situations. This look will involve very little in the way of graphics, but it will be included. This will be a fair and unbiased guide for anyone wondering which they should be using. I hope to answer any and all questions I can in this post. Any major questions asked after this post will be added to the FAQ section at the end. I want this to be a comprehensive comparison for people to refer to when deciding which engine to use. I will be using OpenMW 0.47.0 (nightly build) for this, as well as the most recent release for MGE XE/MCP/MWSE

Modding:

OpenMW Vanilla
Number of mods able to be loaded at one time 2,147,483,646 255 *(1024 is being tested by MWSE team)
Supports Normal Maps, Specular Maps, and Parallax Texture Maps Yes Requires MCP, MGE XE.
Supports MWSE Mods/LUA Not yet, WIP LUA branch is in testing ATM Requires MWSE
Multiple data folder support Yes Requires Mod Organizer 2
Modify load order in the launcher Yes No
Supports True Type Fonts Yes No
Supports distant land and statics Yes Requires MGE XE
Supports Shaders Yes Requires MGE XE
Support for landmass mods (map expansion) Yes Requires MCP
Support for groundcover mods Yes Requires MGE XE
OpenMW is capable of loading many more mods at one time than the Vanilla engine (and far more mods than actually exist). While not all mods are compatible YET with OpenMW (most are), they are working towards that goal, including support for LUA script mods.
Both can have fancy looking graphics with "maps" on them, OpenMW has the advantage as it's just some box you tick in the launcher (as of 0.47.0), where as Vanilla requires outside programs to get the same result.
Mods that require MWSE (Morrowind Script Extender) will not work with OpenMW. They will, however, work on the Vanilla engine while using MWSE. OpenMW does have a LUA branch in testing though so it's only a matter of time.
Multiple data folder support is something that OpenMW supports, and it's amazing. What is it? Well, in Vanilla Morrowind, you would just install all your mods into the Data Files directory, then select them in the launcher (if they were an esp/esm/bsa), and play. If they were a plugin-less mesh/texture replacer, you'd do the same thing, overwriting any files it asks you to. With OpenMW you don't have to do that anymore. Instead, you can create a new folder for each mod, and install it in said folder, keeping the file structure. Then you edit the OpenMW config found in one of these places, and scroll down to where it says data="path to your Morrowind install" and add a new line that says data="path to your mod". Now this sounds like extra work, and it is, but it has a distinct advantage. If you no longer like a mod, you can simply remove it by getting rid of its corresponding data line. This preserves the Morrowind install you have, so you won't have to mess around with reinstalling, should something go wrong. It's better in the long run, and it will be streamlined in the future, but it's not difficult to do even now. Update: Vanilla Morrowind can have multiple folders thanks to Mod Organizer 2
On that same vein, OpenMW allows you to change your load order in the launcher, and will even tell you when a mod needs to be changed in the load order or if the mod requires another mod you don't have selected. No such feature exists in the Vanilla engine, and to fix your load order and check dependencies, you need outside programs like Mlox or WryeMash.
True type fonts are directly supported in OpenMW and not supported in Vanilla. This means you can use any TTF in OpenMW you wish.
Distant land and statics are supported out of the box with OpenMW 0.47.0, while Vanilla requires MGE XE. Both engines can now see all across Vvardenfell. The difference is, OpenMW doesn't need you to generate a new "Distant land and statics" file if you add or remove mods. It just works seamlessly. Vanilla requires you to use MGE XE and regenerate the file every time you add/remove mods.
OpenMW supports shaders out of the box. Vanilla will require MGE XE to do this.
When it comes to landmass mods, the Map in Morrowind gets updated. If you're using OpenMW, this is not an issue. You can add as many landmass mods you want, and the map will adjust to fit the world. Vanilla needs the help of MCP (Morrowind Code Patch).
OpenMW now supports using groundcover mods out of box in 0.47.0. Vanilla also supports ground cover, with the aid of MGE XE.
Closing thoughts on mods:
Unless you're using MWSE mods, or mods that require the code patch, OpenMW is the better choice. This is due to stability and performance, and mod potential. OpenMW's construction set allows for modding the terrain in a way the Vanilla construction set cannot. The terrain in OMWCS can be raised far above the limit in the Vanilla engine, allowing for things like increased mountain and valley sizes. Red Mountain can finally be an actual mountain. The future of Modding is bright with OpenMW, especially with LUA support coming.

Graphics:

When it comes to Morrowind, graphics seem to take a back seat most the time, still, it's an important topic to discuss. Since we covered modding, I'm going to cover Graphics from a "vanilla" look alone. This means no graphic mods.

OpenMW Vanilla
Supports fully detailed actor shadows Yes Requires MGE XE
Supports dynamic shadows for statics and land Yes Requires MGE XE
Supports full water reflections Yes Requires MGE XE and does not support actors being reflected
Supports water refraction Yes Requires MGE XE
Supports per pixel lighting Yes Requires MGE XE
Supports FOV change in game Yes No
Rain/Snow collision with statics No Requires MCP
Supports modern screen resolutions Yes Requires MGE XE/MCP
For fully detailed actor shadows, OpenMW works out of box. The vanilla engine requires MGE XE and the highly detailed actors shadows option is buggy, per MGE XE's own admission. Without MGE XE the vanilla engine has very basic and generic shadows for actors, including the Daedric Crescent Blade looking like a claymore.
Dynamic shadows for statics and land are supported out of box in OpenMW. The Vanilla engine doesn't have them without the aid of MGE XE. Even with MGE XE, the player shadows still super cede all other shadows. That means it is visible when it should not be. This issue doesn't exist in OpenMW
When it comes to water reflections, they too work out of Box with OpenMW. In game you can change the settings you want to get the desired reflections you want, including how detailed they are. Vanilla Morrowind cannot do this without the help of MGE XE, and that doesn't support actor reflections, and you have to change those settings outside of the game by running MGE XE. So if you want to fine tune them and get the best look, you may spend some time hopping in and out of Morrowind.
Water refraction is another OpenMW setting that you can mess with in game, out of box. Vanilla Morrowind requires MGE XE to get this feature and must be configured in MGE XE, not in game.
Per pixel lighting is supported out of box for OpenMW. The vanilla engine requires MGE XE/MCP to get the most out of the lighting.
FOV change is a major thing in games now, and is supported in game with OpenMW. You can change the FOV for the vanilla engine with the help of MGE XE, however that must be done while the game isn't running. This means you can change it on the fly if you want/need to.
Rain and Snow falling through objects can affect the way the game looks. This is not supported in OpenMW. The vanilla engine requires MCP to make this possible.
OpenMW supports whatever screen resolution you have, natively, without the need for external programs. Vanilla requires MGE XE/MCP to get most of that done.
Closing thoughts on graphics:
Graphically speaking it comes down to what you want and what you're willing to work with. OpenMW has many graphical features baked into the engine, and many of those are able to be changed in game, on the fly. For the Vanilla engine to get on par with that, it requires MGE XE at least. However, MGE XE does a VERY good job at what it does. Sadly, MGE XE can't change certain things while you're playing, and doesn't have the ability to reflect actors in the water. If this changes I will update this. If you want an easier time with just one program, OpenMW is for you. If you don't mind using another program to get the same features, and don't mind not being able to change things in game, then MGE XE and the Vanilla engine are for you. I would suggest using the latest version of MGE XE though, as it comes with some MWSE functionality built in.

QOL Features:

Next we will take a look at some QOL (quality of life) features. These are things that make your game experience more bearable. Without these, life might be just a bit too difficult. This section isn't about bugs. It is important to note that the features listed here won't be ALL the features, but rather some that might improve the game.

OpenMW Vanilla
Head Bobbing Yes Requires Mod
Search Inventory/Spells Yes Requires Mod and MWSE/MGE XE
Alchemy UI Improvements Yes Requires Mod and MWSE/MCP
NPCs avoid collision Yes No
Smart AI pathfinding Yes No
Smart combat AI Yes Requires Mod and MWSE
Improved third person Yes Requires Mod and MWSE/MGE XE or MCP
Toggle Sneak Yes Requires MCP
Permanent barter disposition change Yes Requires MCP
Swift spell casting No Requires MCP
Allow stealing from KOed NPCs Yes Requires MCP
Arrow de-knocer Yes Requires MCP
On-use extra ring slot No Requires MCP
Don't loot on dispose of corpse No Requires MCP
Ownership Tooltip Yes Requires MCP
Enchanted item cooldown Yes Requires MCP
Fortify max health Yes Requires MCP
Attribute/Skill uncap No Requires MCP
Sort save games by character Yes Requires MWSE mod
Delete saves in game Yes No
Works with two monitors while using full screen Yes No
Controller support Yes Requires external program
Copy/Paste into console and command auto completion Yes No
Dialogue system upgrades Yes Requires MWSE
Supports Advanced Tooltips No Requires MWSE
The first thing we have is head bobbing. Some people like it, some don't, either way OpenMW offers it. It's optional, of course. For the Vanilla engine, there are some mods like Darknut's first person enhanced that add this feature.
Searching the inventory/spells is a function baked into OpenMW. This extends to shop keepers inventories, and loot containers. This is not present in the Vanilla engine without the aid of a mod and MWSE.
In OpenMW the alchemy UI is leagues above the Vanilla engine. It allows you to see all ingredients in a single window. It also allows you to filter by ingredients in a drop down list, or by effects. The effects sorting is tied to your alchemy skill, so you can't sort for effects you don't know. This window is also resizable. In the Vanilla engine, you can't do any of that without MWSE and a mod. Even with that mod, the OpenMW interface is better. Additionally, with OpenMW, you can "batch brew" potions, allowing you to make as many as you want at a time, provided you have the skill and ingredients that is.
NPCs get in the way a lot in Morrowind. They will walk into you and be an annoyance, leading to many frustrated players "discretely" disposing of those NPCs. In OpenMW, there is an optional features that has NPCs avoid colliding with the PC when possible. No such feature exists for the Vanilla engine in any capacity, at least not that I could find. There is the "Move or take my place" mod, but that's a bit different.
OpenMW has better AI pathfinding than the Vanilla engine, meaning NPCs will no longer have issues navigating the world. This uses a similar system to Skyrim's AI pathfinding. This doesn't exist in the Vanilla engine in any capacity.
AI combat has been improved in OpenMW and is also baked into the engine. This will make them adapt to the player during combat. The Vanilla engine has something similar in a mod that requires MWSE, but it's not on par with OpenMW. Of note, however, is that with MCP the Vanilla AI will use zero cost spells (Racial abilities), which can make fighting them a bit more difficult, and deserves some credit.
Improved third person camera (Over the shoulder and shoulder switching included) comes with OpenMW as a normal feature. To get this same thing in the Vanilla engine, you either need a mod that works with MWSE OR you can use MCP.
Toggle sneak is an important thing. Too long have players strained their hands holding down the sneak button! Thankfully this is a built in feature of OpenMW, and is optional, should you wish to develop carpel tunnel syndrome. This can be changed in the launcher. For the Vanilla engine, if you want to suffer, simply do nothing. If you want sneak to be toggled however, you will need MCP.
Another feature that is well loved is the ability to keep that barter disposition buff (or debuff) when you're done trading. This is another feature that comes with OpenMW and can be toggled. The Vanilla engine requires MCP to get this feature.
Swift spell casting, like in Oblivion, can be amazing and really be a game changer. OpenMW doesn't have this feature as of the time of writing this. It IS planned for 1.0 however, and will be implemented at some point. For now, the Vanilla engine has this via MCP.
Wanna steal from an NPC you just knocked out? That's a feature you can toggle in OpenMW. The Vanilla engine allows this via MCP. I recommend using this no matter which way you play the game, it can be amusing.
Have you ever pulled your bow back, aimed at a target, then changed your mind? Lots of us have. In OpenMW you just need to re-sheath your weapon to put the arrow away and save it for another day. The Vanilla engine doesn't do this (you'd have to just shoot your shot), but with the aid of MCP you can de-knock your arrows.
You have 10 fingers and only two rings? Well with OpenMW that's the case anyway. The Vanilla engine also does this, but you can get around that using MCP, which allows you to equip one more ring, so long as it's a "cast when used" type ring.
Getting rid of bodies is a chore, more so if you don't want their loot. For OpenMW this feature isn't yet implemented, but will be in the future. For now, you just have the let them decay on their own. This won't cause any issues in OpenMW, so don't worry. The Vanilla engine doesn't have this feature either, but with the aid of MCP, you can get rid of the bodies, their loot, and the evidence.
Wanna know if someone owns something so you don't "accidentally" steal from them? Sure, but you really want to know if it's owned because you want to steal. In OpenMW, you can do just that. It's a feature that can be toggled in the launcher that allows you to see a red crosshair when looking at something that is owned. If that's not enough, you can also have the tooltip red. You can also just have a red tooltip, if you're so inclined. The Vanilla engine is able to do this too through MCP.
Feel like you're exploiting the enchanted items with "cast when used" enchants too much? OpenMW allows you to make it so you have to do the casting animation for these items (more immersive if you ask me) as a form of cool down. This is, of course, optional. The Vanilla engine can get a similar feature from MCP, just without the animation. Both can keep you from machine gun firing Vivec to death.
When you cast a "fortify health" spell in Morrowind, you don't want it to make your current health greater than your max, example 250/150. That's because if it wears off and your health with the spell is at 50/150, once the effect is gone, you're dead. OpenMW fixes this by having the spell fortify your max health, so you don't die after you just got done beating down that helpless town guard. The Vanilla engine doesn't have this functionality without the aid of MCP.
In Morrowind there is a hard limit to your skill's max level, and your attribute's max level. This limit is present in OpenMW. This limit can be taken off in the Vanilla engine using MCP, allowing you to level up indefinitely, should you so choose.
Sorting your save games is an important part of keeping your sanity when looking for a save. In OpenMW this is done by default. To get a similar function in the Vanilla engine, you will need MWSE and a mod.
On the subject of saves, OpenMW allows you to delete excess saves (should you have them) while still in game. You have to delete them in your saves folder in the Vanilla engine, as it's not an option in game.
If you have more than one screen and want to play Morrowind in full screen without having to unplug one, then OpenMW is for you. No, I don't mean windowed full screen, which you can do with the Vanilla engine using MGE XE, I mean true full screen.
Wanna use a controller for some reason? OpenMW has that built in. Just plug it in and play. It's not perfect, since you're using a controller for a game that uses a mouse cursor, but it works without fuss. For the Vanilla engine you'll have to use something like Xpadder to be able to use your controller.
Another fine feature of OpenMW is the ability to copy something from a source (let's say the UESP wiki) and paste it into the console window. The console also has auto complete features for commands by hitting the TAB key. To add to this, copy and paste also works when you want to name a potion or item. None of this works in the Vanilla engine.
The dialogue system has been upgraded as well, with quest specific topics being blue, and all others the standard gold color. The colors also change to grey when you've exhausted all possible answers to said topic, so no longer will you ask the same questions to NPCs and get the same answer, as you'll already know they will tell you something you've heard before. This is available in both OpenMW and Vanilla using MWSE.
MWSE supports a mod that allows people to add advance tooltips to items, adding things such as a bit of lore or story to the item. This features isn't present in OpenMW yet.
Closing thoughts on QOL:
When it comes down to quality of life improvements, OpenMW is the easier path. It is true that MCP has a few extra features, but those will be added into OpenMW in time. If you don't mind finding the right mods to make the Vanilla engine have the same features as OpenMW and you don't mind using multiple programs to get there, then you are set either way. It really comes down to how much work you want to put in, and how complicated you want things to really get.

Performance:

The Ogrim in the room, so to speak, is performance. It's no secret that Morrowind has a reputation for being buggy, poorly optimized, and victim to save file corruption. Over the years, the Morrowind community has fought hard against this beast, trying to tame the Gamebryo engine. This battle has been long fought, and there has been much success. Here we will look at which engine is better. OpenMW or Vanilla with MGE XE/MCP/MWSE.
There isn't much to say here really. OpenMW wins hands down. It loads faster, I've never had a crash from a stable release (and oh have I tried to crash it), and your saves are safe. Add to that, more stable fps (and higher fps) and you have a winner when it comes to performance.
Vanilla has some fixes, but they aren't perfect. MCP has an option that fixes MOST save game corruption, but not all. It also has some options that help the game to perform better. However, when I did a timed test, with the exact same load out, Vanilla with help took longer to load and had a lower fps.
Next is a table showing load times for two identical set ups. Distant land and statics (same view distance), no mods.
OpenMW Vanilla with MCP/MGE XE
Seconds from hitting "Play" on the launcher to being in game. 10.11 41.70
On average with Vanilla using MCP/MGE XE, I get 20-35 fps, sometimes I get up to 60. OpenMW is almost always at 60fps. These are both with distant land and statics turned on, and no texture mods.
Then there's the matter of bugs. OpenMW doesn't suffer from any of the original engines bugs, period. That's a winning move right there. With MGE XE and MCP and MWSE you can fix most (if not all) of the Vanilla engine's bugs, but it takes multiple programs to do that.
Another thought to take into account is that the Vanilla engine, no matter how patched, doesn't play nice when you alt+tab to another widow. It can cause Morrowind to crash. OpenMW doesn't suffer from this either.
Something else to note is that OpenMW is capable of using Multi-core processors, more ram (Vanilla could do this with the 4gb patch), and takes better advantage of modern PC hardware. For this reason, it is going to be more stable and run smoother.
Performance closing thoughts:
There really isn't much to say. OpenMW wins hands down, and it's not even close. If you want stability, performance, and safe saves, well OpenMW is the better option. The only real reason to use the Vanilla engine would be if you really want to use mods that requires MGE XE/MCP/MWSE.

What does Gabe the N'wah recommend?

If you're not keen on mods that require MWSE/MCP/MGE XE, then I recommend OpenMW. If you're on an OS that ISN'T Windows, then I recommend OpenMW. When it comes to ease of use and performance OpenMW can't be outdone. Each have mods that are exclusive. Mods made in the OpenCS can't be used in the Vanilla engine, and mods made for MWSE/MCP/MGE XE can't be used in OpenMW.

FAQ!

Q: What is OpenMW?
A: OpenMW is an engine re-implementation for Morrowind.
Q: Why do we need a new engine, isn't the old one good enough?
A: Creating a new engine has many benefits. One is that it runs natively on Mac and Linux, but there's also greater modding potential. The old engine will eventually become a thing of the past as hardware and OS changes continue to be made. There may come a time where Morrowind will need to be emulated with the old engine, much like using DosBox. We aren't there yet, but there is very real potential for that. Couple that with the fact that this new opensource engine allows for anyone to make their own port of it, and the potential is darn near limitless. OpenMW can be played on an Android device, and there is even a multiplayer port. There is also the fact that OpenMW is capable of reading and using files from Fallout 3/NV, Oblivion, and Skyrim. I'm sure you know what that means for the future of Morrowind. There's also a VR port, something that is impossible in the Vanilla engine.
Q: Is there any reason to use the old engine?
A: Yes. If you want to use certain mods, you will have to use the old engine and whatever fixes those mods require. There are also, for now, more guides on how to install mods and make Morrowind look very pretty, for the old engine. The guides thing is something I hope to get good at and fix though.
Q: When will OpenMW be done?
A: No one can really say. They've been doing 1 release a year lately, and those releases have been major, however, we don't know how close to 1.0.0 they are. Right now though, the entire game and many mods are fully playable via OpenMW. What's left to be done are under the hood changes, and adding in some more nice features for us to play with, along with some bug fixes.
Q: Isn't OpenMW only 46-47% done? Isn't that what 0.46.0 and 0.47.0 mean?
A: No. The release numbering is done in the legacy format, meaning that the first zero is reserved for the "1.0" release, where they feel like they have all they want and can focus on adding other things, the .46 is the 46th iteration of the engine to be released, and the final .0 is for minor bug fixes.
Q: Is it possible for a mod that does not require MWSE/MGE/MCP to still be incompatible with OpenMW for some strange reason?
A: Yes. If the scripting isn't done right, then it may need to be fixed. OpenMW is a bit stricter when it comes to scripting, so if the mod author was sloppy, it could require a fix.
Any other questions I will happily add to this section, but this is getting fairly long.
OpenMW Downloads
For the Vanilla Engine:
Morrowind Code Patch
Morrowind Graphics Extender
Morrowind Script Extender

If there is anything else I need to add to this, please let me know. If there are any changes I need to make, please let me know. I've never done a post like this before and I welcome any help I can get! Y'all are a bunch of beautiful fetchers!

Thank you to u/KillerBeer01, u/Aethlicious, u/psi21a and u/Mulucrulu for their contributions!
submitted by Lingering_Trees_Gabe to Morrowind [link] [comments]

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