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Cake day: June 5th, 2023

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  • Colony is a bit of a misnomer. Zionist settlers did what they did largely independently, facilitated first by Ottoman bureaucracy, and then British. The British attempted to assuage both sides over the course of their retreat from the region during the interwar & WWII period, but failed and ended up angering both. They imprisoned and executed Zionist fighters during their mandate in the region; Irgun bombed Britain’s mandatory headquarters in the King David Hotel in 1946. The Zionists were left behind not as a European colony, but as an independent nation that wholeheartedly believes in Israel as its homeland. Indeed, Zionists were supplied with weapons by the Soviets during the 1948 war; it was only later that Israel was embraced as a Western ally. Apartheid is more accurate, but still not perfect, because the Dutch didn’t have a 3000 year old holy site in South Africa. This is far deeper and more intractable than any typical colonial conflict, dystopian in many ways for many years now.


  • You cannot just make it Smart iTraffic 3D without removing the major challenge from the game. Fixing some bugs and not having traffic that dumb like in the 1st game would be appreciated though.

    AFAIK the way it worked in the first game, the pathfinding was a simple A* algorithm that used only the length & speed limit of each link in the network to determine the shortest path. The way this video makes it sound, travel time will be the most significant factor, which means traffic will make a difference in the pathfinding. Then they’re also introducing factors related to the individual cim’s need for parking, comfort, and risk-taking. It should be a lot more realistic and just as challenging, without the ridiculous situations where traffic would come to a complete standstill because everyone is taking the same route even though there are hundreds of alternative side streets to take.

    As someone who’s done some advanced coursework in traffic engineering, I’m pumped.