=== ANCHOR POEM ===
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 │ CW: re: politics-housing-crisis │
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 @user-1074 
 
 you can't start a game of chess with a checkmate. you're not wrong on the
 goal, but the timing would only be possible if a significant amount of other
 unnamed "effects" were in play. Or rather, if a whole lot of other conditions
 were made to be true.
 
 I find the best strategies are the ones that rely the least on externalities
 and potentialities. Fewer points of failure, smaller attack surfaces.
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=== SIMILARITY RANKED ===

--- #1 fediverse/2098 ---
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 │ CW: games            │                                                         │
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 The difference between tactics and strategy is a level of abstraction.           │
 Tactics are crucial, but context dependent. Strategy is ALWAYS useful as a       │
 method of planning.                                                              │
 If you typically play base-builder games like Starcraft or Age of Empires, try   │
 playing a game like Supreme Commander or Factorio - both of them are one level   │
 of abstraction up.                                                               │
 If you typically play arcade turn-based strategy games like Civilization or      │
 Catan, try going up a level of abstraction with Dominions 6, or any game         │
 developed by Paradox Interactive like Hearts of Iron, Crusader Kings, or         │
 Stellaris.                                                                       │
 If you tend to play luck-based games like Poker or Monopoly, try playing an      │
 actual game instead of resolving a system that's predetermined by the initial    │
 board state and results of chance-based-mechanics with minor (if any) input      │
 from players, like perhaps Star Realms, Magic the Gathering, or Dungeons and     │
 Dragons. Each highlight a different type of choice in their mechanics. You       │
 should probably try all three if you care about strategy.                        │
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--- #2 fediverse/4515 ---
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 in strategy, the first move is always public knowledge, while the second is in   │
 reaction to the first, as a contestation.                                        │
 This is good design because well designed games reflect reality, and the first   │
 move is very rarely a surprise. Timing can shock you, methods can scare you,     │
 but the strategic goals are almost always known in advance to both sides.        │
 The third move is to challenge your foe's advances while striking in a new,      │
 unexpected way. The fourth almost always addresses the unexpected, often with    │
 force out of proportion to the impact of the third, leaving the second to be     │
 defeated by the first and third in tandem. The fifth is a feint, as the first    │
 and third come to bear against the fourth, while the sixth is a rapid retreat    │
 and attempt to regroup. The seventh should strike where they intend to be, not   │
 where they are. Beyond that you must press your advantages and shore up your     │
 critical weaknesses, while sacrificing the weaknesses that are not part of       │
 your win condition.                                                              │
 These rules are not set in stone                                                 │
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--- #3 fediverse/1600 ---
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 @user-1037 
 
 oooo those are cool, but it didn't have the "puzzlepiece" arrangement. It was
 more... 2 dimensional I think? More like putting marbles on a chinese-checkers
 board. And they had relationships if you moused over them, like...
 semi-transparent arrows connecting them I think? It was different than
 anything I'd ever seen before.
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--- #4 fediverse/2441 ---
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 if someone on the street asked you, could you point to the nearest power
 station? wastewater treatment plant? hell even a gas-station
 
 if you live in a city, probably not. They put them in fake buildings with
 hollowed out exteriors in order to keep the city looking nice.
 
 these crucial pieces of infrastructure are important to defend. but if you
 don't know which street to turn down, then you might miss them.
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--- #5 fediverse/97 ---
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 @user-110 Exactly! I play games to practice strategy and empathy, not to stand
 triumphant over a virtual foe. Why should I care for the lessons of others
 when mine so often go unlearnt?
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--- #6 messages/740 ---
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 had a dream that we gamified all work and then put them into one single
 mega-game so whenever you wanted you could work on an arbitrary project and it
 would spin up a new game and take your inputs and use them to accomplish
 whatever was happening
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--- #7 fediverse/5345 ---
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 you can't win every battle, but if you're losing then you've lost.
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--- #8 fediverse/3912 ---
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 the quickest flaw in a novice's strategy is to act upon what is there, not
 upon what may yet be.
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--- #9 fediverse/2698 ---
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 "I could name the top 10 best strategy games of all time and each of them
 would shine in a different particular way and none of you would know a single
 one of them"
 
 - me talking about strategy games
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--- #10 fediverse/6294 ---
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 if you play optimally, you'll never get any chance to make decisions.
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--- #11 fediverse/5235 ---
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 @user-1782 
 
 it's not that they lost value in their company due to the lack of sale of
 their products, but instead because they don't have to pay for marketing if
 their car looks "cool" enough and they can give them away for a lower blood
 price
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--- #12 fediverse/4072 ---
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 I like games that test my reflexes
 
 I also like games that test my wit
 
 but most of all I like games that test my patience with strategy
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--- #13 fediverse/2881 ---
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 "never lose your totem"
 
 I only lose things when in motion. at rest I know where everything is.
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--- #14 fediverse/6441 ---
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 you can only ever talk to a community while on mainstage.
 
 er wait sorry it was this:
 
 you can only ever talk to people in a community, not the community itself.
 unless you are on mainstage.
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--- #15 fediverse/3005 ---
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 most people have no conception of what ancient battles look like until they
 play a Total War game and see one from above
 
 (total war games also aren't that accurate tbh, there's a lot more
 standing-near-each-other-and-throwing-rocks involved)
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--- #16 fediverse/5177 ---
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 │ CW: capitalism-mentioned-four-times │
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 when they say "capitalism is a competitive game" what they mean is "capitalism
 is a game where everyone wins when someone else loses" and what we hear is
 "capitalism is a game of trying to screw you out of as much money as possible"
 and the truth is "capitalism is a game that you can't play" because 95% of the
 people who will read this toot are not stock-owners.
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--- #17 fediverse/4539 ---
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 @user-1698 
 
 My favorite mobile game is "Magic Survival" and while it is "active" it
 doesn't require strong "reflexes" per se, so idk it might work for your
 unsteady hands.
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--- #18 notes/star-realms-balancing-tradeoff=2 ---
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 what if I use equal signs instead of dashes, so prevent people from assuming
 they're duplicates?
 
 hmm okay.
 
 right so anyway the star realms balancing tradeoff between combat and authority
 is measured against the duration of a hand (does it fit balanced between other
 cards of it's playcost) instead of balancing it for the duration of the game
 (how long does the player want the game to go on for) one of which is just
 inverse combat damage / healing, and the other of which is an enablement of
 different strategems.
 
 put this in symbeline-gen-realms please
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--- #19 fediverse/1981 ---
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 Dear [company I used to work at],
 
 I can completely automate 80% of your corporate structure. And with only a 10%
 error rate, meaning nine-times out of ten the answer will be correct.
 
 We check for errors, obviously, but you know sometimes with only 90 out of 100
 examples it's not always possible to identify the correct conclusion.
 
 Ah, if only we could fabricate such training-data-conclusions, we might learn
 thousands of lessons in one hop.
 
 if you want to destroy the world, make sure your plans can take effect in more
 than a single rotation-of-the-ancients. Otherwise your opposition can start to
 plan to outmaneuver you. And a lot can happen in a year to the
 [unsuspecting/unworthy].
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--- #20 messages/999 ---
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 Okay bear with me, but, what if we took the AI that they use to play games
 (like, the kind that memorize the best way to play space invaders or whatever)
 and instead of A and B and start and select they could use programming
 languages to try and recreate exactly a winning move, which in this case is
 just the exact behavior that is created by the test case playthrough of Super
 Mario Bros or Space Invaders. Free open source everygame!
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