from G A N Z E E R . T O D A Y

Random thought: The whole simulation theory that seems to be increasingly trendy these days actually isn't at all at odds with any of the traditional religious beliefs of old, the ones that imagined god as an anthropomorphized king on a throne in the clouds. Because simulation theory by definition implies the entire universe being created by someone somewhere. The anthropomorphized king in this case being a computer nerd. The throne: an ergonomic chair. Which, if you think about it, just so happens to be this decade's flavor of king.

#radar #journal

 
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from Things Left Unsaid

What does it mean to be not woke? To embrace the myriad of appalling attributes of the blissfully ignorant, and view them as strengths. Oppose, and view as weakness, all of the things that could bring humanity to a brighter future, like wisdom, common sense, empathy, acceptance, generosity, logic, education, science, etc..

Judge and hate people for things like the color of their skin, their gender, where they were born, or for anything else social media told you to hate and judge.

Even when presented with solid evidence; deny that more of an iceberg exists beneath the surface than what can be seen. Life is all black or white with no in between. Cancel critical thinking. Don't listen. Don't read. Ignore, hide, or change the data.

Measure success by how much power and The Dollar Almighty a person has taken. If you haven't achieved this (false) success for yourself, admire those who have, and elect them as leaders. Let them decide who should have, and who should have not (if you're not a billionaire it won't be you that they think should have). Don't care about how much pain and suffering their leadership causes.

 
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from An Open Letter

Tomorrow I am going on a dating game show! How excited and I think it’s gonna be a fun time and my friends are gonna be there so it will be a lot of laughs one way or another. I just wanted to mention that.

I played tennis today with friends, the first time in a long time, and unfortunately, my tennis elbow came back in a very big way. It got so bad to the point where I had to sit down because it hurt too much to hold a racket, and I found in my bag a compression thing for that reason, and I almost couldn’t fit it over my forearm. I have been training my forearms a lot recently, and they are something that I get a lot of compliments towards, but at the same time is something where I look at them and I feel like I see them so small. I think it’s one of those things where it looks nice nice and vascular, and compared to the rest of my frame, it looks good or at least OK, but compared to my mental image of a random American dad, I am still a boy. And I guess all the considered I still am young. But when I tried putting that wrap on it somewhat short circuit, my brain and circumvented that dysmorphia, and I realized this circumference of them. It is a little bit sad how all the jokes about the Gym being a gateway to body dysmorphia have merit to them. But at the end of the day in the worst case, it is still OK if I am happy with myself for potentially delusional reasons, because other people view me the same.

 
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from nguo lai

 1941. La France métropolitaine avait perdu la guerre. Les Japonais commençaient à occuper l’Indochine. Mauvais moment assurément. Ils n’étaient pas drôles, les Japonais. En urgence, toute la famille, beaux-parents, enfants, gendre et même domestique s’embarqua sur un navire pour la France. Destination finale : Nantes, où la famille de mon grand-père possédait des biens et un logement disponible assez vaste pour abriter toute la tribu. Très vite, la cadette se trouva un prétendant, décidément on se mariait vite dans ma famille, qui l’aurait bien emportée vers Paris s’il n’y avait pas eu tant d’Allemands dans les rues. D’ailleurs, les deux gendres ayant bientôt des inquiétudes sur la nécessité de se plier aux obligations du STO, les deux couples se cachèrent quelque temps à la campagne. C’est là que fut conçue ma sœur. Éloignée la menace, le couple aîné repartit vers Nantes et un habitat plus confortable.

#nguolai

 
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from David Julian

Chào bà con, việc theo dõi kết quả xổ số kiến thiết hàng ngày không chỉ là một thói quen giải trí mà còn là cách để chúng ta cùng chung tay đóng góp vào quỹ xây dựng các công trình công cộng tại địa phương.

Với sự phát triển của công nghệ số, giờ đây bà con không còn phải chờ đợi bảng tin giấy hay loa phát thanh mà có thể dễ dàng nắm bắt mọi thông tin ngay trên chiếc điện thoại thông minh của mình. Trong bài viết này, tôi sẽ hướng dẫn bà con cách theo dõi kết quả xổ số kiến thiết khánh hòa một cách thuận tiện, khoa học và mượt mà nhất.


📅 LỊCH MỞ THƯỞNG VÀ KHUNG GIỜ QUAY SỐ TRỰC TIẾP KHÁNH HÒA

Điều đầu tiên bà con cần lưu ý chính là thời gian diễn ra buổi quay số để không bỏ lỡ những khoảnh khắc hồi hộp khi từng vòng quay bắt đầu.

Xổ số Khánh Hòa thuộc hệ thống Xổ số miền Trung, do đó lịch quay số sẽ tuân thủ đúng quy định chung của khu vực.

Cụ thể, đài Khánh Hòa sẽ tiến hành mở thưởng vào hai ngày trong tuần là Thứ TưChủ Nhật hàng tuần.

⏰ Khung giờ quay thưởng

  • Bắt đầu: 17h15
  • Kết thúc: 17h35

Đây là khoảng thời gian mà bà con có thể theo dõi từng con số xuất hiện theo trình tự từ giải tám đến giải đặc biệt.

Việc nắm rõ lịch trình giúp bà con chủ động hơn trong việc sắp xếp thời gian sinh hoạt, chỉ cần mở điện thoại lên vào đúng khung giờ này là mọi thông tin sẽ hiện ra đầy đủ.

Với giao diện hiện đại ngày nay, các trang tin được tối ưu hóa để tải dữ liệu rất nhẹ nhàng, không gây giật lag ngay cả khi có rất nhiều người cùng truy cập một lúc.


🎁 CƠ CẤU GIẢI THƯỞNG CHI TIẾT CỦA XỔ SỐ KHÁNH HÒA

Để bà con có thể tự mình đối soát tấm vé trên tay một cách dễ dàng, việc hiểu rõ cơ cấu giải thưởng là vô cùng quan trọng.

Xổ số Khánh Hòa sử dụng loại vé có 6 chữ số với 18 lần quay thưởng.

Toàn bộ thông tin này đều được cập nhật nhanh chóng, chuẩn xác và tiện lợi tại trang web Xổ số Thiên Phú để bà con tiện theo dõi.

Danh sách các hạng giải thưởng

  1. Có 01 Giải Đặc biệt với giá trị tiền thưởng lên đến 2.000.000.000 VNĐ.
  2. Có 10 Giải Nhất, mỗi giải trị giá 30.000.000 VNĐ.
  3. Có 10 Giải Nhì, mỗi giải trị giá 15.000.000 VNĐ.
  4. Có 20 Giải Ba, mỗi giải trị giá 10.000.000 VNĐ.
  5. Có 70 Giải Tư, mỗi giải trị giá 3.000.000 VNĐ.
  6. Có 100 Giải Năm, mỗi giải trị giá 1.000.000 VNĐ.
  7. Có 300 Giải Sáu, mỗi giải trị giá 400.000 VNĐ.
  8. Có 1000 Giải Bảy, mỗi giải trị giá 200.000 VNĐ.
  9. Có 10.000 Giải Tám, mỗi giải trị giá 100.000 VNĐ.
  10. Ngoài ra còn có 09 Giải Phụ Đặc biệt trị giá 50.000.000 VNĐ mỗi giải cho những vé chỉ sai một chữ số ở hàng trăm ngàn so với giải đặc biệt.
  11. Cuối cùng là 45 Giải Khuyến khích trị giá 6.000.000 VNĐ mỗi giải dành cho những vé sai một chữ số ở bất kỳ hàng nào còn lại so với giải đặc biệt.

📱 TRẢI NGHIỆM THEO DÕI KẾT QUẢ TRÊN NỀN TẢNG SỐ

Bà con thân mến, một trong những cải tiến tuyệt vời nhất hiện nay chính là trải nghiệm người dùng trên các nền tảng trực tuyến.

xo-so-khanh-hoa-ngay-19-08-2026-xo-so-thien-phu.jpg Xổ số Khánh Hòa ngày 19/08/2026 – Nguồn ảnh: Xổ số Thiên Phú

Thay vì phải căng mắt nhìn những con số nhỏ xíu trên tờ kết quả in sẵn, bà con giờ đây chỉ cần thực hiện các thao tác chạm và lướt vô cùng thông minh trên màn hình điện thoại.

Giao diện được thiết kế tối giản với tông màu dịu mắt, giúp bà con theo dõi lâu mà không bị mỏi hay nhức mắt.

⚡ Tốc độ cập nhật trực tiếp

Tốc độ truyền tải dữ liệu được tối ưu để cập nhật theo thời gian trực tiếp từ trường quay.

Khi lồng cầu bắt đầu quay và bóng rơi xuống, con số đó sẽ hiển thị ngay lập tức trên màn hình của bà con.

Điều này tạo nên cảm giác chân thực và hồi hộp không khác gì đang ngồi xem trực tiếp tại hội trường.

📚 Lưu trữ lịch sử kết quả

Hơn nữa, lịch sử kết quả nhiều kỳ cũng được lưu trữ một cách khoa học, bà con có thể dễ dàng xem lại kết quả của những ngày trước đó chỉ với một vài cái vuốt tay đơn giản.


🔍 Cách tra cứu kết quả cho người mới bắt đầu

Nếu bà con mới làm quen với việc xem kết quả XSMT trên mạng, đừng lo lắng vì mọi thứ đều rất đơn giản.

Các bước thực hiện

Bước 1: Sử dụng điện thoại hoặc máy tính có kết nối mạng internet.

Bước 2: Truy cập vào địa chỉ website cung cấp thông tin xổ số uy tín.

Bước 3: Chọn mục Xổ số miền Trung và tìm đến đài Khánh Hòa.

Bước 4: Quan sát bảng kết quả vừa hiện ra, so sánh các chữ số trên vé của mình với từng giải thưởng từ dưới lên trên.


🏢 ĐỊA CHỈ LIÊN HỆ CÔNG TY XỔ SỐ KIẾN THIẾT KHÁNH HÒA

Trong trường hợp bà con may mắn sở hữu tấm vé trúng thưởng, việc nắm rõ địa chỉ trụ sở công ty là điều cần thiết để thực hiện các thủ tục nhận thưởng theo đúng quy định của pháp luật.

Công ty TNHH MTV Xổ số kiến thiết tỉnh Khánh Hòa là đơn vị trực tiếp phát hành và quản lý hoạt động này.

Thông tin liên hệ

Địa chỉ: Số 03 Yersin, Phường Nha Trang, Tỉnh Khánh Hòa.

Đây là nơi tiếp nhận và giải quyết các vấn đề liên quan đến vé số kiến thiết, đảm bảo quyền lợi minh bạch cho tất cả người chơi.

Khi đi nhận thưởng, bà con lưu ý mang theo giấy tờ tùy thân và giữ cho tờ vé còn nguyên vẹn, không bị rách nát hay tẩy xóa để quá trình làm thủ tục diễn ra thuận lợi nhất.


❤️ XỔ SỐ KIẾN THIẾT VÀ GIÁ TRỊ NHÂN VĂN ÍCH NƯỚC LỢI NHÀ

Tham gia mua vé số truyền thống không chỉ là tìm kiếm một niềm vui nhỏ trong ngày mà còn là hành động yêu nước thiết thực.

Toàn bộ nguồn thu từ hoạt động xổ số sau khi trừ đi các chi phí trả thưởng và quản lý sẽ được đóng góp vào ngân sách nhà nước.

Số tiền này được dùng để đóng góp phát triển y tế, giáo dục và các công trình phúc lợi xã hội trên địa bàn tỉnh Khánh Hòa.

Mỗi tờ vé bà con cầm trên tay chính là một viên gạch góp phần xây dựng quê hương ngày càng giàu đẹp hơn.

Với sự hỗ trợ của công nghệ, việc theo dõi kết quả đã trở nên minh bạch và gần gũi hơn bao giờ hết.

Bà con hãy luôn lựa chọn những nguồn tin đáng tin cậy để cập nhật thông tin mỗi ngày.

Đừng quên truy cập thường xuyên vào Xổ số Thiên Phú để không bỏ lỡ các buổi quay thưởng trực tiếp diễn ra từ 17h15 đến 17h35 mỗi ngày.

Chúc bà con có những giây phút giải trí thoải mái và luôn giữ vững tinh thần ích nước lợi nhà khi tham gia xổ số kiến thiết truyền thống.

Xem tham khảo: David Julian Tipstory

 
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from Blog of Sand

The Best Brood War Unit, Part I- Zerg

With the work on Starcraft Co, I have Brood War on my mind. It is one of the greatest games of all time, full stop and I will die on that hill if anyone wants to argue it. What is amazing is it hasn't been rebalanced since 2001, so we have been operating on the same rules for 25 years. I can't think of another major competitive game that has stayed that consistent. What is really cool about that is instead of the creators constantly trying to balance, players have been left to figure out strategies. To this day, the meta is still evolving as professional players discover new strategies and tactics. The fact it hasn't fallen into a sort of steady state and a dominant strategy hasn't been discovered is a testament to what an incredible game it is. Anyway, enough fanboying on my part.

Many commentators and pro players have done their power rankings of the best units in the game, so I figured I would take a crack at it myself. I'm going to do it like this. I will go through each of the three races in a separate post, ranking each unit on a scale from one to five. Think of it like a star system:

***** = Legendary Unit, incredible utility throughout the game with minimal downside

**** = Excellent Unit, it's not perfect, may have some drawbacks or substantial counters but finds multiple uses in the game

*** = Decent Unit, either it only has specific use cases or if it is a generalist it has major drawbacks

** = Subpar Unit, has substantial drawbacks and isn't useful in most situations

*= Hot Garbage

I am only going to rank units that can attack or cast spells. I'm also not going to include workers. Sorry Probes, SCVs, Drones, Observers, Overlords, Dropships, Shuttles. It kind of muddies the waters because you need workers, always, and if you want to drop units you build something that can ferry them and if you need detection you build a detector. Down the line maybe I'll do some work on comparing these utility units.

Once I've ranked every unit, I will compare all the five star units to determine the GOAT.

So, to start- Zerg.


Zergling *****

The smallest and cheapest unit in the game is one of the best. Zerglings only have 35 hitpoints and only deal five damage. How can this be a five star unit? For one, it only requires half a control point. No other unit in the game has that. Zerg could theoretically field 400 zerglings. Second, it only costs 25 minerals. The next cheapest unit is workers or marines that cost 50 minerals. This means you can throw them away with reckless abandon. A single mineral patch usually contains 1500 minerals, which translates to 60 zerglings or five full control groups. Bonkers.

But really, the best part about the zergling is how it scales throughout the game. Each damage upgrade increases its damage output by 20%, since it goes from 5-6-7-8 damage. Adrenal upgrade increases attack rate by 33%, meaning DPS can be increased by over 113%. No other unit comes close. You can also upgrade movement speed. This means zerglings are dangerous throughout the game. They have a small footprint, so that means they can swarm a building or enemy unit and deal incredibly fast damage. A fully upgraded zergling has comparable DPS to a fully upgraded Battlecruiser, depsite the latter costing x28 as much. One could argue they become more dangerous, not less, as the game progresses.

Lastly, even the things that counter zerglings don't really counter them because of how cheap they are. Firebats? Sure they cost 3 times as much and aren't very good otherwise. Vultures? Get surrounded and dead. Reavers? Devestate zerglings but a full reaver is so expensive its worth burning a full dozen zerglings to kill it. Archons? great you killed some zerglings at the cost of 300 gas. Lurkers? Just go around them. And with their insane DPS, the fact they can't attack up isn't really an issue. They can just chew through your base before the air units can kill them all. So yeah, easy five star.

Hydralisk ****

Exceptional unit. 80 hitpoints, 10 explosive damage (which isn't the best against smaller units) and only 1 control point for 75 minerals and 25 gas. Nice attack rate and small footprint so they can really lay on the DPS. Solid at tackling air and ground. Can really fuck up Protoss, crushing them before storm is available, erasing archons and they are cheap enough where if you lose a bunch eating storms, so what? Spawn more. The reason they aren't a five star unit is they have a lot of counters. Siege tanks, spider mines, lurkers, high templar, reavers, zealots (if not in large numbers). Also a zergling is ¼ the cost of a hydra.

Lurker ****

Insane splash damage. If not detected, can shred a large Terran infantry army with ease. When paired with zerglings and defilers, creates one of the most powerful late game synergies in the game. Awesom defensively or offensively to trap an opponent in their base. The Zerg equivalent of a siege tank. Why not five stars? Two reasons. One, 125 gas and 125 minerals is pricey, 4 lurkers could buy you five Mutalisks. Second, they are vulnerable when moving, can't attack and are squishy. Still, a lot of people would probably give me a hard time for not giving this guy five stars.

Ultralisk ***

This may be controversial, but I think Ultralisks are decent but not great. When upgraded they have incredible durability, deal a lot of damage and can absolutely overwhelm opponents. I mark them down becaues of opportunity cost. at 200 minerals, 200 gas and 4 control, an Ultralisk could be two mutalisks. It could be a deflier and 6 zerglings with 50 gas left over. And they have a big footprint so they can be jammed up. Juicy targets for queens in zvz. Against Terran they do decently but mech + science vessels can stop them, as can a powerful marine medic ball if upgraded enough. Against Protoss they take full damage from dragoons which is no bueno. It's not a bad unit, I just think the money could be better spent elsewhere in the late game. You can't get them until you have hive and build an ultralisk cavern, and even then they aren't great until you upgrade them a bunch. it's a commitment, and at that point lurker/ling/deflier is just better.

Mutalisk *****

Best flier in the game. So overpowered that when Brood War came out the literally created 3 new units to counter it: The Valkyrie, Corsair and Devourer. They can stack, attack in unison, their attack hits up to 3 targets, and you can get them relatively early in the game. Their speed and versatility makes them a nightmare to deal with. If a Terran isn't solid in their macro and micro, early game muta harass snowballs and they just lose. I'm not sure I can overstate the versatility of this unit. It can be used to end a game, harass an enemy to weaken their economy, force countermeasures while you pivot to a different composition, pick off spell casters, delete workers... the list goes on. After Zerg plagues a group of science vessels, a single mutalisk can destroy the entire group. They are cheap- 100 gas and 100 minerals. So 1 gas geyser and 3 and change mineral patches = 50 mutalisks. And you can always pivot back to them later, so the enemy may think you are done with air and slouch on their anti air, and next thing they know 20 mutalisks are shredding their base.

So why isn't this just it, Mutalisks are the best unit? They can attack air and ground and fly and do all the aforementioned. Well, they have some serious counters. A group of Corsairs shreds them. Maelstrom + Storm can delete 11 of them. Valkyries splash damage can devastate a group. Marine + medic or goliath can old its own. Irradiate is a pain. A rival Zerg with Scourge and Devourers in the mix can be trouble. So, that's the rub. Still, Mutas fucking rock.

Queen ****

Many people would probably give queens a ***, but I think to this day they are one of the most underutilized units in Brood War. Let's look at their spells. Parasite- 75 energy, lets you see through another units eyes. It's not the best, but great for map vision and you can force an enemy (except Terran with medics) to make awkward choice of sacking a unit or feeding you intel. Ensare- 75 energy. This is the underutilized spell I was thinking of. It reduces movement speed and attack rate of an entire group of units. Devastating to clumped units, especially fliers or units with a small footprint like marines. And then Spawn Broodling (150 energy). It's a lot of energy, but it is an instant kill on anything biological and then deals some damage after the fact. A queen costs the same as a siege tank, so one spawn broodling and its paid for itself. 2 and its awesome. Plus siege tanks are a nightmare so its even worth paying more to get rid of them. Popping one Ultralisk more than pays for the queen.

So to summarize- cheap way to melt clumped fliers. Counter to siege tanks and ultralisks. Heck, you can even use them against High Templar. I think the Queen deserves more love.

Scourge- ****

They have terrible vision, low HP, and die when they attack. Why 4 stars? It's all economics. 2 scourge cost 75 gas and 25 minerals. 5 can take down a fully loaded carrier, which would cost 550 minerals and 250 gas. They delete air units, period. That's what they do and they are really good at it. A cheap way to get rid of Science Vessels, Battlecruisers, Carriers, and effective but not quite as OP against Wraiths, Mutalisks, Corsairs, etc. They struggle against grouped Corsairs and usually aren't worth it against Overlords, but otherwise they are the answer to air. They do eat up larva though and you generally have to build a lot of them, so there is an early game opportunity cost. 2 scourge could be a drone ore mutalisk. Also I just realized I keep alternating between capitalizing or not capitalizing units. Sorry this is a late night rant. Actually, not sorry.

Guardian- **

Very long range, can outrange anti air turrets. High damage output. Tanky. Why only 2 stars? Well, they are expensive. 200 gas and 150 minerals. Second, they require a greater spire, so late game tech. Third, they can't shoot other air units, which is a huge problem. Four, they are slow as hell. Five, by the time you an afford them, there are simply better options. The gas cost is more than a defiler and much more than a lurker. It just has limited uses. Maybe surprise attacks on Terran.

Devourer- **

Incredibly high durability flier. BUT, it can only attack air, you can only get it late game, and its really expensive. 250 minerals and 150 gas. In 9/10 cases I'd rather have 2 mutalisks. It has a really low rate of attack to. But there is one case where it is useful— when your opponent has a group of smaller fliers. A large group of mutalisks, wraiths, scouts (not sure why this would ever happen unless you are getting trolled) or corsairs. In this case, a devourer makes sense. Its attack has splash damage, and the splash damage adds acid spores. Acid spores increase damage it takes from other attacks. Mutalisk attacks hit three times. So each devourer attack adds 3 damage to each mutalisk attack. So its a massive force mutliplier for mutalisks against large groups of air units. But that's pretty damn specific.

Defiler- *****

Most OP unit in the game. Doesn't mean its the best. So, its a caster. But it can eat units to regain energy, so it essentially has infinite mana since zerglings are so cheap. Plague is an amazing ability, Large AOE, constant damage over time. Can make it so an army melts to a few mutas, hydras or zerglings. But Dark Swarm is the real broken spell. Large AOE, nothing can take damage except from splash or melee under it. And Zerg has zerglings (melee), ultralisks (melee) and lurkers (splash). It's an absurd spell that shouldn't exist. One defiler and one lurker can destroy a terran base and there isn't much they can do to stop it. Firebats are the only real counter, and they kind of suck. Siege tanks can deal splash damage, but that doesn't work on one lurker. So suddenly you have a spell that for 37.8 seconds, locks a space down. And they can just eat zerglings and keep casting it to move forward. I could never be a professional Terran. Dark Swarm would break me. I just lack the spiritual constitution to deal with that kind of humiliation. Protoss can fair a little better with zealots, reavers and storm, but it is still tough.

So lets get this straight. Unlimited energy, crazy AOE damage spell, spell that makes units basically invincible. How is this post not over, Defiler is the best unit in the game? Well, a few things. For one, it costs 150 gas and 50 minerals, that's a decent chunk of gas. Zerg is usually flush with minerals and starved for gas. Second, you need to make spawning pool, then a lair, then a queens nest, then a hive, then a defiler mound, then research consume, and then plague. It takes a long time to get one out, and you are vulnerable the entire time if you dedicate too many resources to it. So its a late game unit, and I can't stress how meaningful that is. If players know you are going for it, they will try to kill you before you get there. If it wasn't for that, Defliers would be completely and utterly busted. Maybe they still are.

Infested Terran- *

You have to damage an enemy command center severely without killing it, then get a queen to it to infest it, then spend as much as you'd spend on a goliath. Then you get a unit that is like ground scourge, and if it makes it to the opponent deals a stupid amount of damage. As a troll move, A tier. IRL... basically useless.

So yes, if we are trying to determine the best unit in Brood War, zerglings, mutalisks and defilers are all in contention.

Also I didn't include defensive structures but I'll just say spore colonies and sunken colonies are fine but pretty expensive. You burn a drone, which means a larva and lost mining time. And for that, its 175 minerals for one defensive structure. If you need them you need them. Otherwise, just build more zerglings.

Terran next!

 
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from Rafe’s Blog

On Mastodon, I’m running a poll-based role-playing game but it’s quickly becoming difficult to keep track of the posts, so I’m going to start putting the posts here, in order, with links.

Post 1: Pick your ancestry.

❌ 14% — Dwarf ❌ 14% — Elf ❌ 29% — Halfling ✅ 43% — Human

Post 2: A banging on your passenger cabin door jars you from restless slumber. “If y’aint dead, git up an’ off my ship!” a gruff voice shouts, their voice muffled through the thick wood. “If ye are, I got dibs on yer shite.” As his heavy footsteps recede, you sit up and light the small oil lamp next to your bunk. More than ready to say goodbye to the dingy, smelly, cramped quarters that have been your home for the past two weeks, you reach for your gear, which includes… (Pick your class.)

✅ 50% — Robes and a spellbook. (Mage) ❌ 0% — Fine garb and a lute. (Minstrel) ✅ 50% — Leather armor and a bow. (Scout) ❌ 0% — Chainmail and a sword. (Warrior)

Post 3: Making your way up to the deck, you spend a moment at the top of the gangplank to take in your surroundings. Inhaling the cool, salty air, you watch as bustling dock workers unload the ship’s cargo while the town of Gilport awaits you, its weathered stone buildings seeming to stand in defiance of time and the elements. Beyond the town and rocky shore is the dense Titanswood and rugged Mirian Mountains, their towering peaks hidden by the gray clouds overhead. Why are you here?

❌ 24% — I needed a new start, far away. ❌ 18% — My cousin sent a letter asking for help. ✅ 53% — (Mage) Searching for a lost artifact. ❌ 6% — (Scout) I’m hunting a dangerous creature.

Post 4: A short time later, after settling in to your rustic room at the Dropped Anchor, securing your chest of personal effects and research materials from the ship, and – having lived off little more than hardtack and water for a week – indulging yourself in a hearty mid-morning meal, you decide to…?

❌ 33% — Ask the proprietor, Len, about the town. ✅ 50% — Find the nearest bathhouse for a long-overdue bath ❌ 0% — (Mage) Review your notes on the artifact. ❌ 17% — (Scout) Set out and explore the town.

 
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from SmarterArticles

The selfie arrived before the match did. Weeks before a fan reached a turnstile at Gillette Stadium outside Boston, or Hard Rock Stadium in Miami Gardens, or Mercedes-Benz Stadium in downtown Atlanta, a small ritual of enrolment had already taken place: open the ticketing app, hold the phone at arm's length, look into the lens, submit. The image became a template, a mathematical abstraction of the geometry of a face — the distances between eyes, the contours of cheekbones, the proportions that distinguish one human countenance from another. When that fan finally approached the gate, a camera read their face again, in real time, and the system asked a single question with an answer measured in fractions of a second: does the live face match the stored one? If yes, the gate opened. The face had become the ticket. The body had become the credential. This was the experience organisers described as frictionless, and it is now possible to say precisely how many people passed through it. FIFA's final figures put attendance at 6,810,966 across 104 matches at sixteen stadiums in the United States, Canada, and Mexico — an average of 99.7 per cent of available seats filled, the highest-attended World Cup ever staged, and a total that beat the record set by the 1994 finals in the United States by roughly 90 per cent. WIRED confirmed in June 2026 that biometric readers were already active at multiple US venues, and Mexican authorities announced that World Cup matches in their country would be, in their phrasing, “100 per cent digitised” through biometric turnstile access. Analysts called it the largest deployment of facial recognition technology in the history of professional sport. They were almost certainly right, and the more important point is that almost nobody who walked through those gates between the opening match on 11 June and the final on 19 July meaningfully decided to be part of it.

The Anatomy of Frictionless

It is worth being precise about what the technology actually does, because the marketing language — “frictionless,” “seamless,” “your face is your ticket” — is engineered to obscure the mechanism. The “Go-Ahead Entry” model, a version of which had already spread through American professional sport from Major League Baseball stadiums housing the Phillies, the Astros, and the Nationals into the World Cup venues themselves, depends on a two-stage process. First, enrolment: the fan supplies a reference photograph, the selfie, which the system converts into a biometric template. Second, verification: at the point of entry, a camera captures a live image and a matching algorithm compares it against the enrolled template, or in some configurations against a gallery of templates belonging to everyone expected at the venue that day. The first is a one-to-one comparison, which is the easier and more accurate task. The second, when the system is identifying a face against a crowd rather than confirming a single claimed identity, is one-to-many, and one-to-many is where the trouble historically begins.

The convenience is genuine. Anyone who has stood in a snaking queue outside a stadium understands the appeal of walking through an access corridor while a camera resolves your identity in under a second, the bottleneck dissolved, the bag-check accelerated, the turnstile reduced to a formality. Vendors describe dynamic recognition systems that identify and validate attendees as they walk, cutting entry times to seconds per person. This is not a fantasy; it works, often well, and it is precisely because it works that the deeper questions got waved through alongside the crowds. The promise of speed did an enormous amount of political labour. It converted a profound change in the relationship between a person and the institutions that watch them into a customer-experience upgrade, a line item in the same category as cashless concessions and mobile parking. The frame was consumer convenience. The reality was biometric enrolment at civilisational scale.

Cardiff, and the Mathematics of Large Crowds

To understand why the scale matters, return to the precedent that digital rights advocates kept invoking: the 2017 UEFA Champions League final in Cardiff, where Real Madrid played Juventus before roughly 170,000 people gathered in and around the Principality Stadium and the city's central railway station. South Wales Police deployed automated facial recognition to scan those crowds against a watchlist of custody images. The system generated 2,470 alerts identifying individuals as potential matches against the police database. Of those, according to figures the force later published on its own website, just 173 were genuine matches. The remaining 2,297 — fully 92 per cent of all the people the system flagged as possible criminals — were false positives. Innocent spectators, attending a football match, algorithmically marked as suspects.

South Wales Police defended the deployment, noting reasonably enough that no system is one hundred per cent accurate, that the false alerts led to no wrongful arrests, and that the technology had contributed to hundreds of arrests across its wider use. The force blamed the Cardiff failure rate partly on poor-quality watchlist images supplied by agencies including UEFA and Interpol, and partly on the fact that this was an early, immature deployment. All of that may be true. None of it dissolves the underlying lesson, which is mathematical rather than anecdotal. When you apply a classifier with even a small false-positive rate to an enormous population, the absolute number of false positives becomes large, and because the genuine targets are rare, the false positives can swamp the true ones entirely. This is the base-rate problem, and it does not go away when the engineering improves. It is a property of running probabilistic matching across crowds of tens or hundreds of thousands. A system can perform exactly within its specified error tolerances and still misidentify thousands of people, simply because thousands is what a small percentage of a vast crowd looks like.

The arithmetic deserves to be made concrete, because it is the single most misunderstood feature of crowd-scale biometrics, and the misunderstanding is what allows reassurances about accuracy to land. Imagine a system advertised as 99.9 per cent accurate — a figure that sounds, to a lay ear, like near-perfection, the kind of number that is supposed to end an argument rather than begin one. Now run it against a stadium crowd of one hundred thousand people, of whom, say, a hundred genuinely appear on a watchlist. A false-positive rate of even one in a thousand, the inverse of that gleaming accuracy claim, produces a hundred false alerts from the ninety-nine thousand nine hundred innocent attendees — a hundred ordinary spectators flagged as suspects, roughly matching the number of genuine hits, every one demanding a human decision about whether to intervene. Push the crowd higher, or the watchlist accuracy lower, and the false alerts overwhelm the real ones entirely, which is exactly what Cardiff demonstrated in the field rather than on a whiteboard. The point is not that the technology is broken. The point is that the technology working as specified is itself the problem, because “working as specified” at the scale of a World Cup means thousands of innocent people miscategorised as a matter of routine, and each miscategorisation is a moment in which a human operator, or an automated escalation, decides what to do with a person the machine has wrongly accused. Convenience, again, conceals the stakes: the fan who sails through the gate never sees the fan two corridors over being drawn aside because an algorithm produced a number above a threshold.

The Cardiff case did not end with the published statistics. It became the basis for the first successful legal challenge to police facial recognition anywhere in the world. Edward Bridges, a civil liberties campaigner from Cardiff who had been scanned by the technology, brought a judicial review supported by the human rights organisation Liberty. In August 2020, the Court of Appeal of England and Wales ruled in R (Bridges) v Chief Constable of South Wales Police that the force's use of the technology had been unlawful. The court found that the deployment was not “in accordance with the law” under Article 8 of the European Convention on Human Rights, because existing legislation and the force's own policies left too much unconstrained discretion over who could be placed on a watchlist and where the technology could be deployed. It found the force's data protection impact assessment deficient. And, crucially for what follows, it found that South Wales Police had failed to discharge their public sector equality duty by neglecting to investigate whether the software exhibited bias on grounds of race or sex. The judgment did not ban the technology. It said, in effect, that deploying it without an adequate legal framework, a serious assessment of risk, and a genuine reckoning with demographic bias was not lawful. Hold that tripartite requirement — legal framework, risk assessment, bias reckoning — because it maps almost perfectly onto everything that was missing from the World Cup deployment.

The Bias Built Into the Lens

The Court of Appeal's concern about racial and gender bias was not speculative hand-wringing. It rested on a body of empirical research that has only hardened since. In December 2019, the United States' own National Institute of Standards and Technology — a federal agency, not an advocacy group — published the most comprehensive study of demographic differentials in facial recognition then attempted, evaluating 189 algorithms from 99 developers against more than eighteen million images of more than eight million people. The findings were unambiguous. For one-to-one matching, the algorithms produced false positives for Asian and African American faces at rates ranging from ten to one hundred times higher than for white faces, depending on the algorithm. For one-to-many matching — the crowd-scanning configuration — the highest false-positive rates fell on African American women, a group that sat at the intersection of the two axes along which the systems failed most badly.

NIST was careful to note that the best-performing algorithms showed undetectable demographic differentials, and the security industry has seized on that caveat to argue that bias is an engineering problem already being solved. There is something to this; the technology has improved, and the gap between the best and worst systems is enormous. But it was precisely the wrong lesson to draw in the context of a multi-venue, multi-vendor, multi-national tournament. The reassurance applies only if every venue, in three countries, under no common procurement standard, happened to deploy a top-tier algorithm, tuned correctly, on well-lit and well-positioned cameras, validated against the actual demographic composition of a global football crowd. No public evidence was produced that this condition held. There was, in fact, no public evidence about which algorithms were running at which gates at all, and the tournament has now ended without that evidence appearing. The demographic stakes were not abstract: a World Cup draws one of the most racially and nationally diverse crowds on earth, precisely the population on which the worst systems fail hardest, and the consequence of a false match at a stadium gate in 2026 was not merely an awkward delay. With Department of Homeland Security personnel and US Immigration and Customs Enforcement agents present at venues, a misidentification carried the potential to escalate from inconvenience into detention.

The escalation is not hypothetical, and the people who have documented it most carefully are not technophobes. The ACLU, through senior policy analyst Jay Stanley, has spent years cataloguing what happens when probabilistic facial matches collide with the machinery of law enforcement, and the organisation has tracked multiple cases of Americans wrongfully arrested on the strength of a bad facial recognition match — a disproportionate number of them Black, which is exactly what the NIST differentials predict. Stanley's argument, sharpened across a decade of writing on the subject, is that the danger is not the technology in isolation but its fusion with state power and the human tendency to over-trust a machine's output: an operator presented with a name and a confidence score is psychologically primed to treat the flagged person as guilty until the person proves otherwise, inverting the burden a free society is supposed to place on the accuser. Now transpose that dynamic to a stadium concourse during a World Cup, with armed officers, immigration agents, the adrenaline of a crowd, a foreign visitor who may not speak the local language and may not understand why they have been pulled aside, and an algorithm that the venue cannot or will not name. The false positive that Cardiff produced 2,297 times in a single evening stops being a statistic and becomes a person, frightened and detained, on the wrong side of a threshold they never knew they had crossed.

The enforcement half of that fusion did not remain theoretical either. Human Rights Watch had already set out the danger in December 2025, documenting the case of an asylum seeker detained by ICE near MetLife Stadium during the Club World Cup final that July, after local police questioned him about a small drone he had used to photograph his family and then asked about his immigration status; he spent three months in detention and was deported. In the same report, Human Rights Watch calculated that between January and October 2025, ICE had arrested at least 92,392 people in cities due to host 2026 World Cup matches, 65.1 per cent of whom had no criminal convictions. During the tournament itself, local advocacy groups in Kansas City reported that at least thirty residents were arrested by ICE while the city was hosting matches, with the sharpest concentration between 15 June and 3 July, and comparable patterns were reported across other host cities. Members of Congress had tried to head this off: Representatives Nellie Pou, Eric Swalwell, and LaMonica McIver introduced three bills — the Save the World Cup Act, the Safe Passage to the World Cup Act, and the Protect World Cup Attendees Act — variously prohibiting civil immigration enforcement near match sites and fan festivals, banning it on public transit in host cities during the tournament, and barring homeland security grant funds from being used for enforcement at game sites. None reached the statute book before the opening match. No documented case links any of these arrests to a facial recognition misidentification, and it would be dishonest to claim otherwise. The honest point is narrower and quite bad enough: the enforcement apparatus that critics warned would sit beside the biometric apparatus did in fact operate, at scale, in the host cities, throughout the weeks the cameras were running.

Three Countries, Three Regimes, No Floor

The legal architecture surrounding all of this is best described as a patchwork that failed at exactly the seams where the tournament crossed borders. Consider the three host nations in turn, because the differences are not pedantic — they determined whether a fan had any rights at all over the data extracted from their face.

The United States has no federal biometric privacy law. None. The protection a fan enjoyed depended entirely on which state they happened to be standing in. Illinois, through its 2008 Biometric Information Privacy Act, offers the strongest regime in the country: private entities must obtain written, informed consent before capturing a biometric identifier, must publish a retention-and-destruction schedule, are forbidden from selling biometric data, and — uniquely — individuals harmed by violations can sue directly, recovering statutory damages of one thousand or five thousand dollars per violation. That private right of action is what gave BIPA teeth, and it is why the most consequential biometric privacy litigation in America, including the case that ended with Clearview AI surrendering a 23 per cent equity stake valued at roughly fifty-two million dollars to a class of plaintiffs, was litigated in Illinois. Texas, through its Capture or Use of Biometric Identifier Act, also requires informed consent and limits retention, but enforcement rests solely with the state attorney general; there is no private right of action, only civil penalties of up to twenty-five thousand dollars per violation pursued at official discretion. And the great majority of US states — including most that hosted World Cup matches — have no specific biometric statute at all. A fan at a match in a state without such a law enjoyed essentially no statutory protection over the biometric template generated from their face.

Canada operates under the federal Personal Information Protection and Electronic Documents Act, which governs the commercial handling of personal information but, as the Office of the Privacy Commissioner and outside counsel have both noted, does not explicitly classify biometric data as sensitive nor mandate privacy impact assessments before a facial recognition system is switched on. The Privacy Commissioner issued fresh guidance on biometrics in 2025 attempting to raise the bar within PIPEDA's existing language, but it remains guidance layered atop a statute not designed for the problem. Quebec is the conspicuous exception across the entire continent: under Law 25, the reform also known by its origin as Bill 64, organisations must conduct privacy impact assessments for biometric systems, obtain explicit opt-in consent, and — strikingly — notify the provincial regulator before creating a biometric database at all. It is the closest thing in North America to the European model.

Mexico regulates through the Federal Law on the Protection of Personal Data Held by Private Parties, the LFPDPPP, which requires consent for the collection of personal data and grants individuals rights of access, rectification, cancellation, and objection. Yet Mexico is also the country whose authorities declared World Cup access “100 per cent digitised” through biometric turnstiles, having already normalised stadium biometric registration across its domestic leagues since the 2022-23 season. The gap between a statute that grants cancellation rights on paper and a tournament that made biometric submission a precondition of entry is the gap in which this entire story lives.

The result was a single tournament — a single ticketing system, a single fan experience marketed under a single brand — running across three irreconcilable legal regimes. A fan's rights over their own face changed the instant they crossed a border to follow their team. In Quebec, a regulator had to be told before their biometric data was pooled. In a non-BIPA US state, no one need be told anything. This is not harmonisation with rough edges. It is the absence of a floor.

What a floor looks like was visible the whole time, on another continent. Since 2 February 2025, the EU's AI Act has prohibited real-time remote biometric identification of people in publicly accessible spaces for law enforcement purposes, subject only to narrowly drawn exceptions requiring enabling national legislation, a fundamental rights impact assessment, registration in an EU database, and a bar on any adverse decision taken solely on the system's output. Remote biometric identification is, moreover, the first item in the Act's Annex III catalogue of high-risk systems. Two weeks after the World Cup final, on 2 August 2026, the Act's transparency obligations became applicable across the Union, including a duty on deployers of biometric categorisation and emotion recognition systems to inform the people exposed to them — the bare disclosure no fan at a North American turnstile could obtain. The comparison carries a sobering wrinkle. On 27 July 2026, eight days after the final, the EU's digital omnibus reform entered into force and postponed the full high-risk regime for Annex III systems, remote biometric identification included, to 2 December 2027. The only jurisdiction with a binding, comprehensive floor for this technology spent the summer of the largest facial recognition deployment in sporting history deciding to defer part of it. That is not an argument against the European model but an argument about the pressure a floor comes under even where one exists — and a reminder that in North America there was nothing to defer, because there was nothing there.

What the French Compliance Institute Found, and What It Means

Into this gap arrived the finding that ought to have stopped the deployment in its tracks. Reviewing the deployment at 2026 World Cup venues, the French Compliance Institute concluded that no clear policy governed when biometric data collected during the tournament would be deleted, and that a fan using facial recognition to enter or pay at a venue had no viable means of discovering how long their facial data would be retained, where it would be stored, who would have access to it, or what would become of it once the tournament was over. It set out six core compliance risks running through the deployment: biometric collection without a clear legal basis, failures of transparency, excessive and undefined retention, cross-border data transfers, exposure through third-party vendors, and algorithmic bias producing false positives. Read that plainly: a system extracting biometric templates from the faces of millions of people, and the most basic governance question — how long is my face kept, and when is it destroyed — had no answer a fan could actually reach.

The distinction between an absent policy and an unreachable one matters less than it might appear, because from the position of the person at the turnstile they are the same object. Retention is not a technicality. It is the entire game. A biometric template that exists only for the few seconds required to open a gate, and is then irreversibly deleted, is a fundamentally different object from one that persists in a database for days, months, or indefinitely. The first is a transient convenience. The second is a permanent record of where a person was, when, and in whose company — a record that can be queried, breached, subpoenaed, sold, or repurposed long after the final whistle. The difference between these two architectures was invisible to the fan at the turnstile; the gate opened identically in both cases. The fan could not tell, by looking, whether their face was held for a heartbeat or enrolled forever, and could not find out by asking either. That asymmetry — the user experiencing only the frictionless moment while the consequential decision happens out of sight and without disclosure — is the precise mechanism by which consent is hollowed out. You cannot meaningfully consent to a retention policy you are not permitted to read.

This is also where the EFF's framing becomes essential. Matthew Guariglia, the senior policy analyst at the Electronic Frontier Foundation who studies surveillance and policing and who holds a doctorate in the history of policing in New York, has described stadium surveillance as “infrastructure” that “will outlast the current World Cup.” The cameras, the readers, the matching pipelines, the relationships between venue operators and law enforcement — these are capital investments, and capital investments are not dismantled when the tournament leaves town. They become the new baseline. The World Cup was the justification, the budget line, the public-safety rationale that made the build-out politically possible. The infrastructure is the thing that remains.

The scale of that capital investment is now a matter of public record, and it is the argument made concrete: the United States government allocated more than one billion dollars to World Cup security infrastructure and equipment upgrades, a sum that flowed largely into private hands through government-industry partnerships and bought hardware with a service life measured in decades rather than weeks. The receipts are already visible. Camera-equipped robot dogs patrolled venues in Dallas, East Rutherford in New Jersey, and Monterrey in Mexico. Multiple states, New York conspicuously among them, used federal tournament money to expand the number, capability, and deployment of police drones — aircraft capable of city-wide observation that will still be airworthy long after the trophy has been handed over. And in the single sharpest illustration of the whole phenomenon, the mayor of Seattle reactivated a major closed-circuit television network that the city had previously switched off precisely because of biometric privacy concerns. Read that sequence again, because it is function creep in its purest form: a system a democratic process had switched off for stated privacy reasons was switched back on under a tournament rationale, and no equivalent process is scheduled to switch it off again. Reporting after the final, notably in Foreign Policy on 17 July 2026, framed the tournament exactly this way — as an occasion on which the United States tested new surveillance technology at scale, with ICE's own fiscal year 2026 congressional budget justification drawing the link between the World Cup and federal law enforcement explicitly, and with a Department of Homeland Security definition under which a stadium the public can freely enter counts as a public place, so the surveillance network inside it requires no warrant at all. Function creep is not a risk to be guarded against; it is the predictable, observable life cycle of every surveillance system that has ever been installed for an event and then quietly kept.

Defenders of the deployment reached, inevitably, for consent. The fan downloaded the app. The fan submitted the selfie. The fan agreed to the terms. Nobody held a gun to anyone's head. This argument deserves to be taken seriously and then dismantled, because it is the load-bearing wall of the entire enterprise, and it does not hold weight.

European data protection law, which has thought about this longer and harder than any American regime, sets the bar that exposes the problem. Under the GDPR, biometric data processed to uniquely identify a person is “special category” data, subject to heightened protection, and consent to process it must be — in the regulation's words — freely given, specific, informed, and unambiguous, with a genuine ability to withdraw. The operative phrase is “freely given.” European regulators have repeatedly found that consent extracted under a power imbalance is not free. The most instructive example comes from Sweden, where the data protection authority fined a school that had used facial recognition to track student attendance. The school had obtained parental consent. The regulator ruled that consent invalid anyway, because the imbalance of power between an institution and the families dependent on it meant the agreement was effectively coerced. The principle that follows is that biometric processing may not be a precondition of accessing a service unless it is strictly necessary to that service — and a retail customer, or a football fan, must be offered a genuine alternative that does not involve surrendering their biometrics.

Apply that principle to a World Cup gate. Was facial recognition strictly necessary to admit a ticket-holder to a football match? Plainly not; the turnstile predates the algorithm by a century. Was there a power imbalance between a fan who had spent a small fortune on tickets, travel, and accommodation and the tournament that controlled the only door? Plainly there was. Was a fan, having arrived at the stadium on the day of the match, in any practical position to refuse the biometric pathway and demand a non-biometric one? Only if such an alternative was offered, clearly, without penalty or delay or relegation to a slower queue — and the burden of proving that alternative existed, and worked, and was genuinely equivalent, fell on the organisers, who did not demonstrate it before the tournament and have not demonstrated it since. Consent that you cannot refuse without forfeiting something you have already paid for is not consent. It is a tollbooth wearing the costume of a choice. The selfie submitted weeks in advance, bundled into the act of buying a ticket, was consent in the most degraded sense the word can bear: technically obtained, practically compelled, and informed about everything except the things that mattered — retention, sharing, the identity of the algorithm, the presence of immigration enforcement at the other end of the match. It is worth noting that more than 120 civil society organisations, the ACLU and Amnesty International among them, thought the risks serious enough to issue a joint travel advisory before the tournament, warning prospective visitors of invasive social media screening, searches of electronic devices, racial profiling, arrest, detention, and deportation. That is an extraordinary document to have to publish about a football tournament, and it tells you what informed consent would actually have had to disclose.

The Players, Who Cannot See Their Own Data Either

If the fans are the broad base of this pyramid, the players sit at its sharp and surveilled apex, and their predicament reveals how little the convenience narrative explains. When FIFPRO, the international federation of professional footballers, surveyed players through ten national player unions spanning its four divisions — Africa, the Americas, Asia and Oceania, and Europe — eighty per cent said they wanted access to their own performance data in order to improve how they perform on the pitch. The same players reported that they were concerned about how that data is collected and used, that they were often unsure of their rights and how to protect them, and that clear, practical, enforceable information about those rights was lacking. What mattered to them was not merely access but control over who else reached it. These are not anonymous fans swept up incidentally in a crowd. They are the most scrutinised athletes on the planet, the direct subjects of an entire industrial complex of performance data, and even they struggle to see, retrieve, or comprehend the record being made of their bodies.

That survey is why the union launched its Charter of Player Data Rights in September 2022, ahead of the Qatar World Cup and after two years of development alongside FIFA: it foresaw that new technologies — performance monitoring, in-game tracking, health and biometric measurement, fan-engagement systems — were generating intimate data about players that the players themselves did not control and often could not access. FIFPRO's subsequent published work on volumetric and biometric player data documents the same governance gap from the other end, arguing that the processing of special categories of data, including personal health and biometric information, requires the direct agreement of the player concerned together with collective safeguards, and that the industry still lacks agreed standards governing how such data is collected, protected, and used. The pace of technological development, on the union's own account, continues to outrun the protections meant to constrain it. If the people with the most resources, the most representation, a dedicated global union, and a published charter negotiated with the game's governing body still find themselves arguing for access to and control over the data generated from their own bodies, the proposition that an ordinary fan gave meaningful, informed consent at a turnstile collapses entirely. The players are the canary. Their struggle to reach their own data tells you, with brutal clarity, what the ordinary spectator's rights were actually worth: the system was not built to be legible to the people it measures.

Madison Square Garden, or What the Database Is For

The final piece of the argument is a question of imagination, and the honest answer is that we do not need to imagine. We can look at what venue operators have already done with facial recognition when no World Cup, no terrorism threat, and no security rationale was anywhere in sight.

In late 2022, Madison Square Garden Entertainment used facial recognition to identify and eject lawyers from its venues — not for any crime, not for any threat, but because the lawyers worked at firms engaged in litigation against the company. The most widely reported case involved Kelly Conlon, an attorney who was removed from Radio City Music Hall while attending a Rockettes show with her daughter's Girl Scout troop. Conlon was not personally working on the case against an MSG-owned business; her firm's involvement was enough. The company had built an “attorney exclusion list,” fed it into its facial recognition system, and used the technology to enforce a corporate grudge against members of the public who had bought tickets. Courts subsequently allowed the practice to continue.

This is the demonstration that dissolves every reassurance about purpose limitation. A biometric system installed and justified as a tool for security and convenience was repurposed, by a private entity, to settle scores — to exclude people from public entertainment on the basis of their professional associations. No new law was broken, because in New York no specific law forbade it. The capability, once built, found new uses that its architects never advertised, because that is what capabilities do. Now scale that logic across sixteen World Cup stadiums, three countries, 6.8 million faces, no federal floor in the host nation, no retention policy a fan could locate at any venue, immigration enforcement agents on site and arresting people in the host cities throughout, and a documented history of law enforcement data-sharing that the ACLU warned foreign fans about explicitly. The question was never whether the database could be misused. The question is what plausible mechanism now exists to stop it, and the answer, across most of this tournament's footprint, is none.

What Is Owed, and By Whom

The closing question — what obligations organisers, governments, and technology providers bear to the people whose bodies have been converted into data — does not admit a both-sides shrug, because the asymmetries here are too stark to balance. Nearly seven million people were enrolled into a cross-border biometric system whose retention policy no fan could locate; whose error characteristics fall hardest on the racial and gender groups most heavily represented in a global football crowd; whose architecture sat beside an immigration enforcement operation that arrested people in host cities while the matches were being played; and whose consent mechanism was a selfie bundled into a ticket purchase that could not be refused without forfeiting an expensive, often once-in-a-lifetime journey. Against this, the affirmative case is speed at the turnstile. That is not a balance. It is a category error dressed as a trade-off.

The obligations, then, are specific and heavy, and the tournament's ending makes them more urgent rather than less, because the templates still exist and the cameras are still mounted. Technology providers owe transparency about which algorithms ran where, validated against the actual demographic composition of the crowds they scanned, with published, independently audited false-match rates — the bias reckoning that the Bridges court demanded and that NIST showed is non-negotiable. They owe data minimisation by design: templates that exist for the seconds required to open a gate and are then irreversibly destroyed, with deletion that can be verified rather than merely promised, and they owe an account, now, of whether the templates taken this summer have in fact been destroyed. Organisers — FIFA and the host venues — owed a genuine, frictionless, non-penalised non-biometric pathway at every gate, because consent that cannot be refused is not consent, and they owed a single, published, comprehensible retention-and-deletion policy that a fan could read before arriving, rather than one that a compliance review could not locate afterwards. They owe the players the access and control FIFPRO's members have been asking for and have not been given, because a system that cannot show its most scrutinised subjects their own data has no business scanning the rest. And governments owe the floor that still does not exist: the United States, conspicuously, owes a federal biometric standard, because a constitutional democracy that leaves the protection of its visitors' faces to the accident of which state line they stand behind has abdicated rather than legislated. Where a continental tournament crosses three regimes, the obligation runs to the strictest of them — Quebec's prior notification, the GDPR's freely-given consent, the AI Act's prohibition on scanning publicly accessible spaces without authority — not the weakest, because rights cannot be allowed to evaporate at a border the fan crosses to follow a match.

There is a deeper obligation underneath all of these, and it is the one the convenience narrative was designed to make us forget. A face is not a barcode. It cannot be reissued when it leaks, revoked when it is abused, or changed when it ends up in a database its owner never knew existed. A password compromised in a breach can be reset by lunchtime; a credit card cancelled and reissued within a week; even a stolen passport replaced through a tedious but finite bureaucratic ordeal. A facial template, once extracted and exfiltrated, is the person, permanently, in every future system that learns to read it. When attending a public event becomes a mechanism for enrolment into a permanent, cross-national biometric record — invisible, unconsented in any meaningful sense, and ungoverned at the points that matter most — the people running that event have not sold a ticket. They have taken something that cannot be given back, and offered a faster queue in exchange. The least they owed, before 6,810,966 people walked through those gates, was to say so out loud, in language a fan could understand, before the selfie was taken rather than after the data was gone. They preferred the language of frictionlessness, which is the language of a transaction in which only one party knows what is being traded. The tournament is finished; the trophy has been lifted and the temporary seating taken down. The cameras, the templates, the drones, the reactivated CCTV network in Seattle and the robot dogs in Dallas are still here, and nobody has been asked whether they should be.

References

  1. Yahoo News / Gadget Review, “World Cup 2026 Security Normalizes Mass Surveillance,” 2026. https://www.yahoo.com/news/us/articles/world-cup-2026-security-normalizes-175711290.html
  2. teleSUR English, “Crystal Stadiums: The World Cup of Surveillance,” 12 June 2026. https://www.telesurenglish.net/crystal-stadiums-world-cup-surveillance/
  3. FIFA, “From packed stadiums to record digital reach: FIFA World Cup 2026 numbers tell story of unprecedented scale,” 2026. https://inside.fifa.com/organisation/media-releases/packed-stadiums-record-digital-reach-world-cup-2026-numbers-unprecedented-scale
  4. Fortune, “Police Tested Facial Recognition at a Major Sporting Event. The Results Were Disastrous,” 7 May 2018. https://fortune.com/2018/05/07/wales-police-champions-league-facial-recognition/
  5. InForrm / Hugh Tomlinson QC, “Case Law: R (Bridges) v Chief Constable of South Wales, police use of automatic facial recognition technology unlawful,” 17 August 2020. https://inforrm.org/2020/08/17/case-law-r-on-the-application-of-bridges-v-chief-constable-of-south-wales-police-use-of-automatic-facial-recognition-technology-unlawful-hugh-tomlinson-qc/
  6. NIST, “NIST Study Evaluates Effects of Race, Age, Sex on Face Recognition Software,” December 2019. https://www.nist.gov/news-events/news/2019/12/nist-study-evaluates-effects-race-age-sex-face-recognition-software
  7. ACLU, Jay Stanley bio and writing on facial recognition. https://www.aclu.org/bios/jay-stanley
  8. Human Rights Watch, “US: ICE Arrest at FIFA Event Spotlights Dangers for World Cup,” 3 December 2025. https://www.hrw.org/news/2025/12/03/us-ice-arrest-at-fifa-event-spotlights-dangers-for-world-cup
  9. KCUR, “ICE arrested at least 30 Kansas City residents during the World Cup in deportation push,” 13 July 2026. https://www.kcur.org/politics-elections-and-government/2026-07-13/ice-arrested-at-least-30-kansas-city-residents-during-the-world-cup-in-deportation-push
  10. US House of Representatives, Office of Rep. LaMonica McIver, “McIver, Pou, Swalwell Introduce Bills to Block ICE Mass Deportation Sweeps at World Cup.” https://mciver.house.gov/media/press-releases/mciver-pou-swalwell-introduce-bills-to-block-ice-mass-deportation-sweeps-at-world-cup
  11. ACLU, “Over 120 Civil Society Groups Issue Travel Advisory for U.S. Ahead of FIFA World Cup,” 23 April 2026. https://www.aclu.org/press-releases/over-120-civil-society-groups-issue-travel-advisory-for-u-s-ahead-of-fifa-world-cup
  12. ACLU of Illinois, “Biometric Information Privacy Act (BIPA).” https://www.aclu-il.org/campaigns-initiatives/biometric-information-privacy-act-bipa/
  13. Texas Business and Commerce Code, “Section 503.001: Capture or Use of Biometric Identifier.” https://texas.public.law/statutes/tex._bus._and_com._code_section_503.001
  14. Pace International Law Review, “Who Owns Your Face? Biometric Privacy Under U.S. Federal Silence and the USMCA,” 25 October 2025. https://pilr.blogs.pace.edu/2025/10/25/who-owns-your-face-biometric-privacy-under-u-s-federal-silence-and-the-usmca/
  15. DLA Piper, “Navigating biometrics under PIPEDA: OPC's new guidance raises the bar,” September 2025. https://www.dlapiper.com/en-us/insights/publications/2025/09/navigating-biometrics-under-pipeda
  16. Osler, Hoskin & Harcourt LLP, “Québec privacy commissioner continues to set high bar for biometric data processing.” https://www.osler.com/en/insights/updates/high-bar-for-biometric-data-processing/
  17. University of Miami Law Review, “Take It at Face Value: Court Approves Equity-Based Settlement in Clearview AI Facial Recognition Class Action.” https://lawreview.law.miami.edu/take-it-at-face-value-court-approves-equity-based-settlement-in-clearview-ai-facial-recognition-class-action/
  18. EU Artificial Intelligence Act, “Article 5: Prohibited AI Practices.” https://artificialintelligenceact.eu/article/5/
  19. European Commission, “AI Act — Regulatory framework for AI,” Shaping Europe's Digital Future. https://digital-strategy.ec.europa.eu/en/policies/regulatory-framework-ai
  20. French Compliance Institute, “AI Surveillance in Sports Events: Compliance Risks at FIFA World Cup Scale (2026).” https://frenchcomplianceinstitute.com/blogs/news/ai-surveillance-in-sports-events
  21. The Conversation, Anne Toomey McKenna (Penn State), “World Cup propels surveillance to new heights,” 2026. https://theconversation.com/world-cup-propels-surveillance-to-new-heights-284712
  22. Foreign Policy, “U.S. Used the World Cup to Test New Surveillance Tech,” 17 July 2026. https://foreignpolicy.com/2026/07/17/world-cup-us-surveillance-ice-trump-infantino/
  23. FIFPRO, “Charter of Player Data Rights launched for professional footballers,” September 2022. https://fifpro.org/en/supporting-players/competitions-innovation-and-growth/player-performance-data/charter-of-player-data-rights-launched-for-professional-footballers/
  24. FIFPRO, “Use of volumetric and biometric player data in professional football.” https://fifpro.org/en/supporting-players/competitions-innovation-and-growth/player-performance-data/use-of-volumetric-and-biometric-player-data-in-professional-football
  25. The Register, “Lawyer mom barred from Rockettes by facial recognition tech,” 21 December 2022. https://www.theregister.com/2022/12/21/rockettes_facial_recognition_msg/

Tim Green

Tim Green UK-based Systems Theorist & Independent Technology Writer

Tim explores the intersections of artificial intelligence, decentralised cognition, and posthuman ethics. His work, published at smarterarticles.co.uk, challenges dominant narratives of technological progress while proposing interdisciplinary frameworks for collective intelligence and digital stewardship.

His writing has been featured on Ground News and shared by independent researchers across both academic and technological communities.

ORCID: 0009-0002-0156-9795 Email: tim@smarterarticles.co.uk

Listen to the free weekly SmarterArticles Podcast

 
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from Nightjar

Dogs are present, non-moralizing creatures. They tend to imply “oh we're doing this now,” — but in tones. Most of their dreams are of running

soft long whimpers in tall wheat

The world is waking, and a dog is already barking — greeting sounds and smells. It does not wear shoes, but goes barefoot on the lawn.

 
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from The Unbroken Ink Memoir

CHAPTER FOUR: SCATTERED

“A family doesn’t break all at once. It breaks in distances.”

I text them every morning. I’m proud of you. I love you more than anything.

Sometimes they reply with hearts. Sometimes with Love you too. And sometimes, there is nothing at all.

I don’t blame them. I blame myself.

For not having a place. For not being able to hold them close. For not being enough to keep everything from falling apart.

But deep down I know the truth. I didn’t leave them. I’m fighting for them.

Every borrowed couch. Every sleepless night. Every tear I hide behind a smile. It’s all for them.

I write their names on a sticky note and place it beside my pillow.

Finn. Harlow.

A small reminder. A reason not to give up.

The phone buzzes close to midnight. It’s Finn.

“Hey, Mom.”

His voice is low and steady. The kind of voice that tries not to carry its weight.

“Hey, son. Is everything okay?” “Yeah,” he says. “Just checking in.”

I picture him sitting at Grandma’s kitchen table, hunched over his phone. Half embarrassed to call. Half afraid not to.

“I know this is hard,” I whisper.

There’s a pause on the other end of the line. “I’ll take care of Harlow,” he says.

No hesitation. No room for me to argue.

My throat tightens. I want to tell him it isn’t his job. That he should get to be twenty-one.

Reckless. Free.

Not standing guard over the pieces of a broken family. But instead, I say the only thing I can manage.

“Thank you.”

When we hang up, I stare at the ceiling. The room is quiet again. And I wonder how my son learned to carry burdens I never meant to pass down.

 
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from The Unbroken Ink Memoir

CHAPTER THREE: GHOSTED

“Silence doesn’t just arrive. It replaces you.”

I used to count on his voice. The way it wrapped around me like a promise.

Shared mornings, inside jokes, whispered dreams. I truly believed we were building something sacred.

And then, he vanished.

No fight. No final words. No dramatic rupture. Just... emptiness.

At first, panic filled the void. I convinced myself something terrible must have happened.

I texted. I left voicemails, my voice tight with fear:

“Are you okay?”

“Please, just talk to me.”

Nothing.

It was as if I had been erased from the narrative overnight. Ghosting isn’t just silence; it is active deletion.

It is a quiet revision of your story without your permission. One day you are the co-author; the next, you are entirely edited out of the book.

When the truth finally reached me, it didn’t come from him. It arrived in whispers, sideways glances, and the awkward, heavy conversations people have when they assume you already know.

He had met another woman. He had moved on, moved out, and walked away from every single thing we had spent two decades building.

A sickening heat of shame burned through me. Not just because he left, but because he didn't even grant me the dignity of an explanation. I wasn’t worth a goodbye.

In the quiet, I replayed every moment, every kiss, every fight, every act of forgiveness.

Was I too much?

Was I not enough?

My thoughts circled like a trapped bird. Slamming violently against invisible glass.

Most nights, I sat in the dark staring at my phone, praying for it to light up with his name. It never did.

So, when his absence grew too heavy for my chest to carry. I started writing.

I wrote the words he refused to say. I wrote letters I would never send.

My hand cramped and tears smudged the paper. But I kept writing.

Because the page never ghosted me. The page never turned its back.

Slowly, through the fog of betrayal, a small realization began to form: Maybe this story wasn’t about his absence after all.

Maybe it was about my voice. The one I had lost piece by piece. And the one I was finally forcing myself to reclaim.

But his silence didn’t stay contained between the two of us. It bled outward, spilling into my children’s lives, into their bedrooms, and into the spaces where laughter used to live.

The family I had protected under one roof was splintered now. Scattered across borrowed homes and borrowed time.

And I was left standing in the wreckage Carrying the weight of every single mile between us.

 
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from Douglas Vandergraph | Quiet Christian Reflection

Chapter 1: The Memory That Still Knows Your Name

There are nights when you remember the version of yourself you hoped nobody else remembered. The room is quiet, the phone is face down, and nothing dramatic is happening, but your mind goes back to one decision. Maybe you quit too soon. Maybe you disappointed someone. Maybe you were afraid and made a choice that still bothers you. That kind of memory can feel strangely alive long after the moment itself has passed.

That is one reason I keep coming back to Mark. The companion about Mark, his life, and the Gospel connected to his name gives one way into the subject, while the complete 500,000-word Who Was Mark? master guide opens the larger study. But underneath all the history is something deeply personal: Mark was not introduced to us as a flawless man. His story includes a point where he left a mission journey, and that choice mattered enough to become part of a later dispute between Paul and Barnabas.

I do not know what Mark felt when he left, and Scripture does not tell us enough to pretend that we do. I only know what it is like to look back at something and wish I had handled it differently. Most people do. Sometimes we carry an old moment so long that we stop saying, “I failed there,” and start saying, “That is who I am.”

Mark’s story does not allow that sentence to stand.

Later, Paul speaks of him very differently. Mark appears among trusted workers. In 2 Timothy 4:11, Paul asks for Mark because he is useful to him in ministry. The Bible does not give us the full conversation between those two points. There is no scene where every misunderstanding is explained. We simply see that time passed, service continued, and Mark’s usefulness became greater than the memory of his earlier departure.

That feels important to me because most restoration happens quietly. It happens when nobody is clapping. It happens when you answer the call, keep the promise, return the message, show up for the person who needs you, or stay steady in a place where an older version of you might have walked away.

Picture someone sitting at a kitchen table after making a difficult phone call to repair a damaged relationship. Nothing is fixed all at once. There is no dramatic breakthrough. There is only a small beginning and the decision to keep being honest tomorrow. That is often what change looks like.

When I read Mark with that in mind, I do not just see an ancient writer attached to a familiar Gospel. I see someone whose life reminds me that God does not need a spotless past in order to build faithfulness in the present. Mark still had history, but history did not get the final word.

Chapter 2: Learning to Stay When Leaving Would Be Easier

A man stands in the hallway outside a hospital room, holding a paper cup of bad coffee and trying to decide whether he can handle one more conversation. He is tired, scared, and already thinking about everything waiting for him tomorrow. Part of him wants to go home, turn off the phone, and let somebody else carry the weight. There are moments when staying feels harder than leaving.

That is where Mark’s story becomes more than an old lesson about failure. His earlier departure from Paul and Barnabas matters, but so does the life that came after it. Somewhere between the man who left and the man Paul later called useful, Mark learned how to remain present.

We are not told every step. Scripture does not give us a diary of his growth. That absence can actually make the story more relatable. Most of our own change happens without a record too. Nobody writes down the morning you decide to stop avoiding responsibility. Nobody preserves the text message where you finally apologize without defending yourself. Nobody sees every ordinary day when you choose to keep going.

But those days matter.

There is a kind of faithfulness that is built quietly through repetition. You show up again. You keep your word. You become someone others can depend on. You do not erase your past by doing this. You simply stop letting your past make every decision for you.

That is one reason Mark’s Gospel feels different when we know something about the man behind it. Jesus repeatedly calls people to follow Him through uncertainty. The disciples are often confused, but the road keeps moving. They do not get every answer before the next step. Faith is not presented as perfect understanding. It is often presented as staying close enough to keep learning.

That can be hard when life has made you tired. Maybe you are caring for someone who needs more from you than you think you have. Maybe you are trying to rebuild trust in your marriage. Maybe work has become heavy and you are tempted to detach from everyone around you. Sometimes the next faithful step is not dramatic. It is simply refusing to disappear.

Mark’s later usefulness suggests that this kind of change is possible. A person can become steadier than they used to be. They can grow into responsibilities they once avoided. They can learn to remain where love, service, and obedience require them to stay.

And sometimes that is what grace looks like from the inside: not forgetting who you were, but discovering that you are no longer required to live as that person.

Chapter 3: When Your Life Stops Needing to Defend Itself

A woman sits alone in her parked car after church, hands still on the steering wheel, thinking about someone she used to be. She has spent years trying to prove she has changed. She notices how tiring that is. Every conversation feels like a chance to explain herself. Every old memory feels like evidence she has to answer. At some point, a person has to decide whether they will spend the rest of life defending the past or living faithfully in the present.

Mark’s story gives us permission to choose the present.

The New Testament does not show Mark arguing his way back into respect. It shows him becoming useful. That is a quieter kind of victory. He did not need history rewritten. He needed a life that kept moving toward faithfulness.

That is also where his Gospel points us. Mark keeps bringing the reader back to Jesus instead of to human image management. The disciples misunderstand Him. They become afraid. They fail. Yet Jesus remains the center. He is the One moving toward the cross, serving people, confronting darkness, and calling imperfect people to follow.

There is relief in that. You do not have to make your life impressive enough to cancel every old mistake. You do not have to keep presenting evidence that you are different now. If God has changed you, then live from that change. Let the apology be real. Let the new choices be real. Let the years of steadiness speak in their own time.

Maybe you are still waiting for someone to see you differently. Maybe they never will. Mark reminds us that usefulness does not depend on unanimous approval. A life can become faithful even while some people remember an older version of it.

That may be one of the most beautiful things about Mark. His story does not end with him explaining himself. It ends with his life pointing away from himself and toward Jesus.

And maybe that is enough for us too.

Your friend, Douglas Vandergraph

Explore the complete Douglas Vandergraph Master Index: https://douglasvandergraph.com/douglas-vandergraph-master-index/

Watch Douglas Vandergraph’s faith-based videos on YouTube: https://www.youtube.com/@douglasvandergraph

 
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from Roscoe's Story

In Summary: * Finally! The last little bit of the day's (the week's) laundry is folded and put away. That particular chore is over until next Monday.

Spent an hour this afternoon doing yard work, cutting branches in the back yard and stuffing the big green organics bin for Thurday moning's collection.

Opening pitch for tonight's Rangers game is less than half an hour away. It's good to have the boys back in Texas. Last week when they were on an extended road trip to the left coast, all their games were scheduled too late for me to follow. Now that they're playing at home, I'm confident I'll be able to stay awake for at least the first half of every game. Heck, I may be able to last the full nine innings.

Prayers, etc.: * I have a daily prayer regimen I try to follow throughout the day from early morning, as soon as I roll out of bed, until head hits pillow at night.

Health Metrics: * bw= 228.51 lbs. * bp= 139/79 (73)

Exercise: * morning stretches, balance exercises, kegel pelvic floor exercises, half squats, calf raises, wall push-ups, BP breathing exercises, pilates

Diet: * 04:24 – 1 banana * 05:15 – 1 peanut butter sandwich * 10:00 – steak with mushroom gravy * 12:00 – 3 yeast donuts * 17:47 – dish of ice cream

Activities, Chores, etc.: * 03:20 – wake * 04:00 – bank accounts activity monitored. * 04:15 – read, write, pray, follow news reports from various sources, surf the socials, nap * 09:25 – start a load of laundry * 10:00 – listen to Oldies, Hits from 1965 * 12:15 to 14:15 – watch old game shows and eat lunch at home with Slvia * 14:30 to 15:30 – yard work, cutting branches in back yard, stuffing the green organics bin * 18:15 – listening to 105.3 The Fan, DFW's #1 Sports Station, while folding laundry and waiting for tonight's MLB game to start.

Chess: * 18:10 – moved in all pending CC games

 
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from Dallineation

Last week Twitch announced that it had automatically opted all of its user accounts into using all content for training Amazon's generative “AI” models. They didn't send their users an email or notify us within Twitch. They posted about it on X, a platform I don't use, acting like they were doing us a favor by allowing us to opt out. Furthermore, they made it opt-out knowing most of us are skeptical about “AI” and would never opt in – and they clearly don't care. This is a gross violation of privacy and betrayal of trust. Therefore, because they clearly do not respect their users, I am quitting Twitch both as a streamer and viewer.

I have been streaming on Twitch for three years, but have been considering quitting as early as March 2025 when I drafted – but never published – a blog post about my reasons for leaving. I have come close to publishing that post and quitting several time since then. But always managed to stop myself and feel like the good the bad when it came to Twitch. But this incident has tipped the scales unfavorably.

The Bad

Here are some of the other reasons I am leaving Twitch.

Ads are only getting worse.

I block ads almost everywhere else on the web, but I chose to not block them on Twitch to support streamers I don't subscribe to in some small way.

Some months ago, related to the point about toxic content, I was repeatedly shown an ad on Twitch for a lingerie brand that was pornography by most definitions of the word. I do not want to view pornography. I do not seek it out. I strive to avoid it.

There was no way to skip this ad. I had to minimize my browser or look away. There was no way to block it aside from using ad-blocker browser extensions or paying for a subscription to Twitch Turbo, which removes ads across all streams. I found a way to provide feedback, and I did so. But there is no guarantee I wouldn't be shown such ads in the future.

I've also noticed I have to watch an increasing number of pre-roll ads, sometimes 7, 8, 9 pre-roll ads at a time, before I can even tune into some streams. This is at least partially due to the streamer's own ad schedule settings. But it seems like Twitch is ratcheting up ads, in general.

Ads are getting out of control everywhere, not just on Twitch. But now every time I stream, it's not just increasingly more ads my non-subscribed viewers have to watch, but now I'm potentially exposing them to pornography and other questionable content. Even if I block ads for myself, there's no way I can personally justify streaming on Twitch or continue to use it as a viewer knowing that other viewers who can't afford to pay are drowning in ads and potentially blindsided by inappropriate ones.

And as I mentioned earlier, subscribing to Twitch Turbo to get rid of ads site-wide is an option (if you can afford it), but that would be funneling even more money to Amazon and Jeff Bezos. And, as I will explain in the next section, I don't want to do that any more than I have to.

It's part of the Amazon machinery.

Amazon is the parent company of Twitch. Reasons not to support Amazon would be a blog post unto itself. But there already many articles and blog posts out there explaining reasons to avoid or actively boycott Amazon. The “Criticism of Amazon” article on Wikipedia is a good place to start.

Here's a quick bullet list of some of the most common, well-documented problems with Amazon:

  • Tax avoidance
  • Crushing small businesses
  • Profiting off surveillance data
  • Poor environmental record
  • Terrible treatment of employees

Suffice it to say, the less money I make for Amazon and Bezos, the better I'll feel.

And now we can add:

At some point, we have to not only speak out and declare that this kind of behavior is unacceptable, we have to take action. And one of the best actions we can take against companies with terrible business practices is to boycott them.

I'm done being taken for granted by Twitch and Big Tech. Done being tracked, manipulated, exploited, and monetized. Done being opted into all of this without my consent.

The Good

Despite the bad, my experience streaming as a music selector (DJ) and interacting with good people on Twitch has been a mostly positive one and I will miss it dearly.

My love of music has been reignited.

I have always loved music and have enjoyed listening to it in some form or fashion. But I had forgotten how wonderful and enjoyable it was for me to sit and intentionally listen to music – particularly entire albums – rather than just have it playing in the background while I did other things.

I had also forgotten how fun it is to collect and listen to music on physical media. The experience of going to record stores and losing all sense of time as I discovered musical treasures. Getting lost in the stacks. Taking those LPs, CDs, and/or cassettes home, listening to them for the first time. It's an intentional experience that brings me a tremendous amount of joy.

Sharing music in this way is also a joyful experience, one I will always cherish. It breathes new life and fresh perspective into music I've loved for a long time because it's like I'm hearing it for the first time when I introduce it to others.

And being able to discover brilliant music that I couldn't have discovered any other way has been one of the reasons I found the Twitch experience so compelling in the first place. I will have to work hard to find other ways to discover human-curated music outside of algorithms and playlists.

I have met some amazing people.

It's been wonderful meeting and getting to know people from different parts of the world and diverse backgrounds, nerding out over music together. I have met kindred spirits and made good online friends through a shared love of music. I've even met one of them in-person and I was delighted to discover that he is as authentically himself online as he is in real life.

It brought a little joy into people's lives.

I have always tried to make people feel better for having tuned into my stream. Whenever a viewer said something like “I really needed this today” or “you've helped me through a bad day” or “I'm glad I found this stream”, it made it all worth it. This is what gave me the greatest sense of fulfillment as a streamer, and I will miss those points of connection and bright spots the most.

I've learned a lot.

I have learned how to create fun and interactive live streams and how to configure and use the technology to make it all happen.

And I've learned what really matters to me, what is most important. I've been reminded that, although it can bring some momentary pleasure, money really cannot buy enduring happiness. And joy that comes from material possessions is shallow and fleeting.

Relationships and shared experiences provide much deeper, richer, and more enduring happiness. Real relationships with fellow human beings, and especially, with God.

If I went deaf tomorrow, my music collection would no longer be a source of entertainment or joy. But my relationships with loved ones and with God would continue to provide joy, comfort, strength, and meaning.

Changing the Channel

Until last week, I felt like the good outweighed the bad when it came to Twitch.

In my own small way, I hoped that I could do with Twitch what Fred Rogers did with television. He lamented the mindless, crude content on TV, yet he saw the great potential of the medium to be a tool not only for education, but for spreading goodness, truth, and beauty throughout the world. And he made it happen.

But given the present controversy and legitimate concerns about “AI” as it stands today, I don't believe Fred Rogers would have allowed any company to use his program to train generative “AI” models, either, especially without his consent.

And I also realize now that Twitch is really not like television as a whole, it is merely one “channel” among many. And when my stream is live on Twitch, it is just one “program” on that channel buried amongst hundreds of thousands.

So it's time for me to change the channel.

I will have to use other live streaming platforms besides Twitch if I wish to continue to refine and share the social and musical experience I have so enjoyed. Platforms that treat users like human beings are not nearly as popular as Twitch (yet), but they exist.

I have already done a few streams on a platform called PeerTube, a decentralized, federated video hosting/streaming platform with no ads, no algorithms, and no mega-corp baggage.

I am also testing my own Owncast instance, which I think will be a closer experience to Twitch.

It's possible, though, that this might be the end of my live-streaming adventures. It might be time for me to pursue a different hobby and other ways of connecting with others over shared interests.

#100DaysToOffload (No. 164) #Twitch #tech #AI

 
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from Blog of Sand

Starcraft Co. 11- Zerg Farm

The next target looked insignificant on the charts. Canaan had once supported a small Terran colony built around mineral prospecting and deep geological research, but the economics had never worked. The planet was mostly desert cut apart by enormous canyon systems, and virtually all accessible surface water had disappeared billions of years earlier. Water existed deep underground, trapped within vast deposits of ringwoodite, but extracting enough of it to support a permanent population cost more than anything the colonists could produce. Subsidies kept Canaan alive for several decades before the UIC finally stopped paying. The population was evacuated, valuable equipment was removed, and the settlement was abandoned to the desert. For almost twenty years, nobody had a reason to return. Then classified reconnaissance detected power signatures from the old colony. The renegades had brought Canaan back to life, but the colony itself was only infrastructure. The real operation lay inside the surrounding canyons. Long-range imagery showed creep spreading across enormous sections of the canyon floors, biological structures growing against the walls and concentrations of Zerg numbering in the thousands. Delos had been an experiment in infestation. The clandestine laboratory before it had been a breeding program. Canaan was something several orders of magnitude larger. The commander looked through the reconnaissance photographs and finally found the right word for it. They were farming Zerg.

Despite the scale of the facility, StarCraft Co. deployed surprisingly little. One company of experienced marines accompanied by several squads of medics landed outside the canyon system. No siege tanks. No Goliaths. No ghosts. The UIC liaison questioned the decision when he saw the deployment plan. The commander explained that Canaan appeared to have almost no meaningful Terran military presence, no significant anti-air network and no evidence that the Zerg were being organized for combat. Most were contained in separate breeding areas. Heavy equipment would slow the operation down. The liaison looked at the estimated number of Zerg on the planet and asked whether one company of infantry was enough. The commander looked at the personnel roster. Many of them had fought at Kestral or Delos. Others had cleared the breeding facility or hunted ultralisks on Ardea. “Yes.” They landed near the original colony shortly before dawn. The buildings were still there, but barely. Anything easily removed had disappeared. Structural beams had been cut from warehouses. Entire sections of prefabricated walls were missing. Vehicles had been stripped down to frames. Pipes, machinery, wiring, storage containers and even sections of the colony's landing pads had been dismantled. At first the commander assumed the renegades had cannibalized the settlement to rebuild their own facilities. Then the marines found piles of metal fragments beside tracks leading toward the canyons. The commander remembered the feeding stores beneath the first clandestine laboratory. Scrap metal had been provided directly to Zerg organisms capable of metabolizing minerals. Canaan's abandoned colony hadn't been salvaged for construction. It had been turned into feed.

The first canyon confirmed the scale of the operation. The company reached the rim and looked down onto something that barely resembled a Terran world anymore. Creep covered almost the entire canyon floor, stretching for kilometers as a continuous layer of living tissue. Spawning pools rose from it in clusters. Hundreds of zerglings moved between them. Some were fully grown. Others were newly developed organisms clustered around the pools. There were no fortifications, no defensive formations and almost no evidence that the creatures understood they were under threat until the first marine squads descended into the canyon. StarCraft Co. cleared it systematically. Squads formed a broad firing line and advanced along the canyon floor while others occupied elevated positions along the walls. Zerglings charged whenever the marines approached closely enough to trigger them, but they did so as animals rather than soldiers. Hundreds could have overwhelmed the company if they attacked simultaneously. They never did. Groups of twenty or thirty rushed forward and disappeared beneath concentrated Gauss fire. Marines rotated magazines while adjacent squads fired, creating an almost continuous wall of ammunition. Medics remained several meters behind the line and treated the handful of soldiers injured when individual zerglings managed to close the distance. Within three hours the canyon was quiet. Demolition teams moved behind the infantry, destroying spawning pools and burning sections of creep as they advanced.

The Terran personnel offered little resistance. Most were scientists, technicians, animal handlers and logistics workers. A few carried weapons. Some tried escaping into the desert. Others barricaded themselves inside prefabricated laboratories scattered between the breeding areas. StarCraft Co. had already learned what the UIC expected at facilities associated with the conspiracy. Research personnel directly involved in the Zerg program were eliminated. Data systems were seized. Communications equipment was destroyed before anyone could warn whatever organization controlled the other sites. The entire Terran security force on Canaan amounted to fewer people than StarCraft Co. had lost during the final hours at Kestral. The second canyon demanded more respect. It was narrower, forcing the company to divide into smaller formations, and the walls themselves had become part of the Zerg habitat. Creep climbed the sandstone until enormous sections of rock were barely visible beneath pulsating biological material. Hydralisk dens had been embedded directly into cavities along both sides of the canyon. The first squad entering the passage took spine fire from above before anyone realized the creatures were there. One marine died immediately. Two others went down wounded. The company pulled back rather than forcing the advance.

The second attempt looked nothing like the first. Marines moved along both rims while squads advanced below, forcing the hydralisks to divide their attention between targets at different elevations. Grenades were dropped into dens from above. Rifle teams on the canyon floor deliberately exposed themselves just long enough to draw fire while marksmen on the rim identified the source and concentrated on it. When hydralisks emerged to pursue retreating marines, entire squads were waiting for them. Progress slowed to a crawl, but casualties stopped accumulating. StarCraft Co. cleared one den, advanced fifty meters, cleared another and repeated the process until the canyon belonged to them. The next breeding field was almost disappointing. Zerglings and hydralisks occupied it together, but most were immature. Whelps scattered across the creep when the marines entered. Juvenile hydralisks fired weak spines that sometimes failed to penetrate combat armor. The soldiers exterminated them methodically. Nobody treated the smaller organisms as harmless. Everyone on Canaan had seen what a mature hydralisk could do, and several had fought the Hunter Killers at Kestral. Whatever sympathy might once have accompanied killing immature creatures had disappeared several contracts ago.

Then they found the livestock canyon. The smell reached them first. Thousands of imported animals occupied fenced sections extending along the canyon floor. Some were ordinary Terran livestock. Others were creatures the marines couldn't identify, apparently imported from multiple colony worlds. Huge herbivores stood beside pens containing smaller animals bred rapidly enough to provide a constant supply of biomass. Automated feeding and watering systems kept them alive until they were needed. At the far end of the canyon, conveyor systems led toward processing machinery and enormous storage vats. The implication was obvious. The renegades weren't hoping their Zerg population survived. They had built an agricultural supply chain to sustain it. The commander ordered the containment systems opened and marked the canyon as a noncombat zone. Thousands of terrified animals scattered into the surrounding desert. Most probably wouldn't survive Canaan for long. That wasn't StarCraft Co.'s problem. Feeding them to Zerg wasn't going to be their fate either.

The fifth canyon descended much deeper into the planet. Its walls twisted tightly enough that orbital observation had revealed almost nothing about the interior. The first indication of what lived there came when a marine looked upward and saw something moving between the cliffs. Mutalisks. The company immediately withdrew to the entrance. Infantry could kill Zerg fliers, but fighting them inside a winding canyon where they could attack from above and disappear behind rock formations would be unnecessarily expensive. The commander studied the terrain and decided to use the canyon against them. Marine squads divided into small groups and occupied defensible positions along the canyon entrance while others climbed onto the surrounding heights. A few soldiers advanced just far enough to provoke the inhabitants. Mutalisks emerged first, pursuing the retreating marines toward the entrance. They flew directly into concentrated fire from both rims. The narrow canyon prevented them from spreading out, and dozens died within seconds. More followed. Then scourge appeared. The marines withdrew completely and allowed the creatures to continue toward what looked like exposed infantry positions. Instead they encountered remote-controlled demolition charges placed along the cliff walls. The explosions filled the canyon mouth with rock and fragmentation, destroying much of the swarm before rifle fire finished the survivors.

The deeper nests required more patience. StarCraft Co. advanced in stages, provoking groups of fliers and drawing them toward prepared firing zones. Guardians were particularly vulnerable. Their enormous bodies could maneuver through open space but struggled inside the narrow canyon turns. Marines fired from positions the creatures couldn't easily approach, then relocated whenever the guardians found an angle. Devourers absorbed astonishing amounts of ammunition, but without smaller organisms screening them they became enormous isolated targets. Overlords simply tried to flee. StarCraft Co. allowed none to escape. By nightfall the canyon floor was littered with pieces of Zerg fliers. The final breeding ground occupied the largest canyon on Canaan. Reconnaissance had identified enormous cavern entrances along the walls, but nobody understood what they contained until the company approached and the ground began trembling. Ultralisks emerged one after another. Ten. Fifteen. More movement remained inside the caverns. There were dozens. The commander ordered the company back. Nobody wanted another Ardea. StarCraft Co. had proven that infantry could kill ultralisks, but it had paid for the lesson in blood. Fighting several dozen simultaneously would accomplish nothing except providing the farm with fresh biomass. The commander studied the canyon instead. It was enormous, but the exits weren't. The ultralisks had been bred inside caverns opening onto the canyon floor through passages barely wider than the creatures themselves.

StarCraft Co. turned the entrances into killing zones. The first team approached one cavern and fired several rounds into the nearest ultralisk. It charged. The marines ran. Only one creature could fit through the narrowest section of the passage at a time. Outside, nearly a hundred rifles were waiting. Armor-piercing ammunition concentrated on the legs and underside as the ultralisk emerged. It survived long enough to cross perhaps thirty meters before collapsing. The next creature came through behind it and encountered the same fire. It stumbled over the first corpse, exposing its underside as it tried climbing across. The marines killed it even faster. The bodies became part of the defense. Dead ultralisks partially blocked the cavern mouth, forcing living ones to climb over them. Every creature that emerged had to expose its softer underside while dozens of marines fired upward. When the pile became too large, StarCraft Co. stopped provoking that cavern and moved to another. The process was repeated along the canyon wall. One ultralisk at a time. One hundred rifles at a time.

Not every cavern cooperated. At the fourth entrance, three ultralisks forced themselves through almost simultaneously and scattered before the company could concentrate fire. The commander ordered the formation apart rather than allowing the creatures to charge a massed target. Squads moved in different directions across the canyon floor while firing into the nearest animal. The ultralisks tried pursuing separate groups, spreading themselves farther apart. Once isolated, each became the target of several squads while the others kept moving. Two went down without reaching anyone. The third caught a marine squad against the canyon wall and killed five soldiers before concentrated fire shattered one of its legs. The last cavern was the largest and contained more than a dozen remaining animals. By then the commander had no interest in fighting them individually. Demolition teams climbed the canyon walls while rifle squads kept the ultralisks agitated inside. Charges were placed along a fractured section of rock hundreds of meters above the cavern entrance. The infantry withdrew. One squad fired into the opening and ran. Several ultralisks emerged. The commander detonated the charges. A section of Canaan's canyon wall came down. Thousands of tons of sandstone buried the cavern entrance beneath an avalanche of rock. Two ultralisks were crushed outright. Another disappeared beneath the collapse with only one kaiser blade remaining visible. The rest were trapped inside. Seismic sensors detected movement beneath the rubble for several minutes. The commander marked the location for orbital monitoring and moved on.

Thirty-four hours after the first marine landed on Canaan, the operation was effectively finished. Every known spawning pool had been destroyed. The hydralisk dens were empty. The rookery had been exterminated. The Terran research personnel were dead or captured. The feeding infrastructure was dismantled. Fires burned across kilometers of creep while demolition charges collapsed the remaining laboratories. The numbers were almost absurd. StarCraft Co. had eliminated thousands of Zerg organisms in less than a day and a half with one company of infantry. Casualties existed, particularly from the hydralisk canyon and the ultralisk breach, but they were a fraction of what the same operation would have cost the company months earlier. There had been no desperate last stand. No miraculous breakthrough. No elaborate new weapon. They were simply getting very good at this. The commander watched helmet footage from the first breeding canyon while transports collected the surviving troops. The marines moved through hundreds of zerglings with an efficiency that would once have been unthinkable. Squads rotated automatically. Fire concentrated without orders. Medics repositioned before casualties occurred. Veterans recognized Zerg behavior quickly enough that younger soldiers simply followed them. Canaan had been an industrial-scale Zerg breeding facility. StarCraft Co. had treated it like pest control.

That should have been reassuring. It wasn't. Someone had gone to extraordinary expense to build the farm in the first place. They had transported animals across interstellar distances for food, extracted water from ringwoodite deposits, stripped an abandoned colony for minerals and maintained enough infrastructure to breed Zerg by the thousands. Nobody invested that much money to produce something they didn't intend to use. The intelligence recovered from Canaan made the situation worse. Analysts initially assumed a facility capable of producing thousands of Zerg had to represent one of the conspiracy's central operations. Within days, recovered shipping manifests, financial records and encrypted communications demonstrated otherwise. Canaan was important, but it wasn't the center of anything. It was one production site in a network whose true scale the UIC still could not determine. Several references pointed toward facilities substantially larger than Canaan, supported by supply chains stretching across multiple sectors. The Zerg farm StarCraft Co. had just destroyed—an operation that had consumed an entire abandoned colony and filled canyons with thousands of organisms—was apparently a smaller component of something much larger.

For the first time, however, the conspiracy was not the only side preparing for what came next. Data from every engagement had been accumulating in StarCraft Co.'s research division: Ardea, Cressida, Kestral, Delos, Canaan. Engineers had thousands of hours of combat telemetry showing exactly how Zerg organisms attacked, moved, survived and died. Armor recovered from Hunter Killers was being studied alongside tissue from ordinary hydralisks. Weapons teams were testing new ammunition. Defensive systems were being redesigned around lessons learned from scourge and infested Terrans. The custom research programs funded after Cressida had grown considerably under the UIC retainer, and prototypes were beginning to leave the laboratories. Whoever was behind the conspiracy had spent years breeding better Zerg. StarCraft Co. was hard at work developing better ways to kill them.

 
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from Blog of Sand

Starcraft Co. 10- Siege

The target list the UIC handed StarCraft Co. after Kestral contained plenty of bad options. One stood apart. A colonial city on the fringe world of Delos had stopped responding to government communications three weeks earlier. The first reconnaissance team sent to investigate never returned. The second remained far enough away to transmit images before disappearing. Those images changed the nature of the operation completely. Delos hadn't simply been overrun by Zerg. Someone had fortified it with them. The city had once housed nearly eighty thousand people, built around a mineral-processing industry that had gradually declined as richer deposits were discovered elsewhere. Now creep covered entire districts. Sunken colonies protruded from streets and plazas, their subterranean tendrils extending beneath structures that had once housed shops and apartments. Spore colonies surrounded the city in such density that aerial reconnaissance could barely approach. Mutalisks and scourge nested among the taller buildings while hydralisks patrolled streets alongside armed Terrans. The latter answered the most important question raised by the reconnaissance photographs. This was not another Kestral. The Zerg hadn't conquered Delos alone. Renegade Terran forces were working with them.

UIC intelligence connected several of the humans visible in the reconnaissance footage to the clandestine research network StarCraft Co. had already encountered. Scientists moved openly between Zerg-controlled facilities. Armed guards occupied buildings beside hydralisk nests. Communications intercepts suggested that the city had become an enormous experimental complex, with its surviving population serving as raw material. The researchers were attempting something the commander had only seen mentioned in recovered files: deliberately incorporating Zerg genetic material into human subjects. Most died. Some didn't. The ones that survived were no longer entirely human. The briefing included footage of one captured by a reconnaissance drone. It still wore the remains of civilian clothing. Its body had swollen grotesquely beneath patches of Zerg tissue, and sacs filled with volatile chemicals bulged beneath its skin. When several other infected prisoners tried escaping from the building, the creature ran toward them and detonated. The explosion killed everyone within several meters. The commander watched the recording twice before closing it. An infantry assault into Delos would be suicide. Marines could handle zerglings and hydralisks, but not if any civilian-shaped figure emerging from an alley could turn itself into a bomb.

Air power was equally useless. Spore colonies saturated the entire city with overlapping anti-air coverage, and swarms of scourge nested beneath that protective umbrella. Battlecruisers attempting bombardment would have to remain high enough that accuracy became unacceptable. Wraiths and Valkyries would be throwing themselves into a defensive network specifically evolved to kill them. Orbital bombardment could erase Delos completely, but the UIC wanted the research destroyed and whatever data remained recovered. There might also still be uninfected civilians somewhere inside. StarCraft Co. needed something capable of fighting through a fortified city without getting close enough for the city to fight back. The commander chose artillery. StarCraft Co. had been expanding aggressively under its new UIC retainer, and Delos became the first major deployment of its armored ground forces. Siege tanks formed the center of the operation, supported by Goliaths, marine detachments, medics and a large contingent of SCVs. The tanks would kill anything stationary from beyond its effective range. Marines would protect them from creatures that managed to close the distance. Goliaths would provide mobile fire support and, more importantly, keep the sky clear. SCVs would repair everything that survived long enough to be repaired. It wasn't elegant. After Kestral, the commander had developed an appreciation for plans that didn't need to be.

The armored column landed almost thirty kilometers outside Delos and advanced until reconnaissance identified the first defensive line. Zerg growth covered an abandoned industrial suburb ahead, with sunken colonies embedded between ruined warehouses and hydralisks occupying the approaches. Several spore colonies rose behind them. The tanks stopped. Stabilizers descended. Siege assemblies extended. The first salvo landed seconds later. Delos shook. The sunken colonies never came within range of anything they could kill. Siege shells fell among them one after another, tearing enormous craters through creep and pulverizing the biological structures beneath it. Hydralisks charged after the first bombardment and discovered the second layer of the strategy. Marines waiting ahead of the artillery line opened fire while the tanks continued shooting over them. Zerglings emerged from ruined buildings and maintenance tunnels, only to run into overlapping rifle fire. When mutalisks appeared above the skyline, the Goliaths acquired them before they reached the tanks. Missiles climbed into the sky. The survivors turned back toward Delos. Then the tanks advanced several hundred meters and did it again. That became the siege. StarCraft Co. did not storm Delos. It dismantled it.

Every defensive position received the same treatment. Reconnaissance located Zerg structures. Tanks deployed beyond their effective range and bombarded them until nothing remained. Infantry moved forward and cleared whatever survived. Goliaths watched the sky. SCVs followed behind the formation, repairing armor, recovering damaged vehicles and maintaining the supply route stretching back toward the landing zone. The advance was measured in blocks rather than kilometers. It was slow, repetitive and brutally effective. The renegade Terrans attempted to stop it. Their scientists had soldiers of their own, although most appeared to be security personnel rather than experienced military forces. They established firing positions inside buildings and used Zerg organisms as living defensive screens. The commander responded by refusing to play their game. If a structure contained armed resistance, the tanks shelled it. If a laboratory was judged valuable enough to preserve, ghosts or marines approached only after every surrounding defensive position had been destroyed. Several researchers were killed attempting to flee between facilities. Others fought alongside their guards and died with them. The deeper StarCraft Co. moved into Delos, the more evidence it found that the entire city had been converted into a laboratory.

They found surgical facilities filled with restraints large enough to hold struggling adults. They found containment rooms coated in blood and creep. They found human bodies with Zerg tissue growing through their rib cages, some dead and others still alive. One laboratory contained dozens of incubation chambers, only three of which held recognizable human forms. Another had been studying whether infestation could be accelerated by introducing specific Zerg tissues directly into the bloodstream. The scientists' records were meticulous. Survival rates, aggression levels, metabolic changes, neurological degradation. The commander ordered every intact data system seized before the buildings were destroyed. The infested Terrans appeared more frequently as the siege moved inward. At first they were easy to handle. They charged openly across streets, grotesquely swollen bodies making them obvious targets. Marines learned to shoot them at long range. Tanks destroyed concentrations before they could move. Nobody allowed one anywhere near the formation. Then StarCraft Co. discovered that the creatures could burrow.

The first ambush happened on the second day. The armored column had cleared a broad avenue leading toward the city's industrial district. Reconnaissance showed no movement. Tanks came out of siege mode and began advancing while two marine squads moved beside them. The ground beneath the third tank erupted. Three infested Terrans surfaced almost simultaneously. There was no warning. The first detonated beneath the tank's tracks. The second emerged among the marines and exploded before anyone could fire. The third reached another tank before the Goliath behind it managed to shoot. The street disappeared inside overlapping explosions. When the smoke cleared, two siege tanks were wreckage. A third had been thrown partially onto its side. Most of the marines escorting them were dead. The surviving SCVs moved forward to recover whatever could be saved while the rest of the column stopped immediately. The commander reviewed the recordings. Nobody had made a mistake. There had simply been nothing to see.

The next advance began with a Comsat sweep. Orbital scanners saturated the route ahead with active sensor pulses. Buried biological signatures appeared beneath streets, inside courtyards and even beneath buildings StarCraft Co. had already cleared. Some had apparently remained underground for hours waiting for the armored column to pass. The commander marked every contact. The siege tanks fired. Entire sections of roadway erupted. Infested Terrans surfaced into artillery fire or died underground. Marines followed carefully, shooting anything the bombardment exposed. From that point forward, no armored movement occurred without a scanner sweep preceding it. Comsat coverage became as important as ammunition. Whenever the scanners were unavailable, the column stopped. The adaptation infuriated the defenders. StarCraft Co. could tell because their tactics became increasingly desperate. Infested Terrans were buried farther ahead of the defensive lines. Hydralisks tried approaching through sewer systems. Zerglings were released in enormous waves whenever the tanks deployed. On the third day, several dozen scourge descended almost vertically through the city's anti-air umbrella in an attempt to strike the artillery column. Goliaths filled the sky with missiles while marines scattered beneath them. Most of the scourge died. Three reached the ground. One destroyed a Goliath. Another detonated against an already damaged siege tank and killed the SCV crew repairing it. The third missed everything and exploded against an empty building. The tanks kept firing.

By the fourth day, ammunition had become the limiting factor. StarCraft Co. had brought enough ordinance for what planners considered a prolonged engagement. Delos consumed it at a rate nobody had anticipated. The siege tanks had fired thousands of rounds. Some barrels required replacement from continuous use. Entire ammunition carriers returned to the landing zone empty only hours after arriving at the front. The commander requested orbital resupply. Cargo transports began descending around the clock. Shells came down by the thousands. Replacement barrels. Goliath missiles. Gauss ammunition. Spare armor. Reactor components. Medical supplies. Fuel. SCVs unloaded the transports and immediately sent the supplies forward. The logistics operation became almost as large as the battle itself. At any given moment, some tanks were firing, others were moving, others were being repaired and still others were waiting for ammunition. The siege rolled onward. Block by block, Delos disappeared behind them.

The outer Zerg defenses were destroyed first. Then the industrial districts. Then the residential sectors that had been transformed into breeding and experimentation facilities. Every few hundred meters the tanks deployed again. Stabilizers slammed into pavement. Targeting systems calculated trajectories. Barrages landed beyond visual range. Sunken colonies vanished beneath explosions. Spore colonies collapsed into burning masses of tissue. Renegade firing positions disappeared along with the buildings containing them. StarCraft Co. learned to recognize the moment a defensive sector was breaking. Zerglings stopped charging in coordinated waves and began appearing individually. Hydralisk fire became sporadic. Mutalisks abandoned the area rather than contest the Goliaths. The Terran defenders usually ran first. The mercenaries rarely pursued them. There was nowhere left to go except deeper into Delos.

On the fifth day, the column reached the central research district. It was the most heavily fortified section of the city. Creep covered almost everything. Sunken colonies existed in layers. Spore colonies filled rooftops and plazas. Reconnaissance identified hundreds of Zerg organisms moving among fortified laboratory buildings. The commander counted the available artillery and ordered another resupply before beginning. They waited six hours. Then every functioning siege tank deployed simultaneously. The bombardment lasted nearly three hours. There was no subtlety left. Shells fell continuously across the defensive network. The first line of sunken colonies disappeared. Then the second. Renegade troops attempted to move between buildings and were caught in the barrage. Zerglings charged through the explosions and reached the marine screen in scattered groups. Hydralisks fired blindly through smoke. Goliaths destroyed mutalisks attempting to approach above the rooftops. The artillery kept firing. SCVs moved between tanks while the bombardment was still underway, conducting emergency repairs beneath the thunder of outgoing rounds. Ammunition vehicles arrived from the rear and unloaded directly beside the guns. Empty racks were filled and emptied again. Eventually the defensive fire stopped. StarCraft Co. advanced.

The remaining resistance was vicious but fragmented. Marines cleared laboratories while Goliaths moved through streets behind them. Comsat sweeps exposed buried infested Terrans before they could repeat the disaster of the second day. Several emerged anyway and detonated under fire, killing soldiers unfortunate enough to be nearby. One destroyed a damaged tank before its crew could evacuate. Another killed an entire marine squad when it surfaced inside a building the soldiers were clearing. But there weren't enough of them anymore. The central laboratory fell shortly before sunset. StarCraft Co. found the scientists attempting to destroy their research. They had already wiped several servers. They did not finish the rest. The mercenaries seized the surviving data systems and killed the personnel defending them. The commander ordered specialists to copy everything before demolition teams began working through the facility. What they recovered confirmed that Delos had been one of the network's primary human-infestation sites. Thousands of civilians had been used as experimental subjects. The records also showed that the work had been improving. Early subjects almost always died. Later subjects survived longer. Some retained enough intelligence to follow commands. The commander thought about the creatures buried beneath the streets waiting for tanks to pass over them. Then he ordered the laboratory destroyed.

The siege ended on the sixth day. StarCraft Co. had fired more artillery ammunition during those six days than in every previous ground operation combined. Several siege tanks had been destroyed. Others required complete overhauls. Multiple Goliaths were gone. Entire marine squads had been lost, most of them to infested Terrans that had managed to emerge close enough to detonate. But Delos was clear. The Zerg structures were dead. The renegade research teams were destroyed. The spore network was gone. UIC aircraft finally entered the city's airspace without being attacked for the first time in weeks. The commander stood beside one of the surviving siege tanks while transports descended over the ruined skyline. Its barrel was blackened from thousands of rounds. Armor plates had been replaced so many times that almost none of the exterior matched anymore. SCVs were already working on it.

A UIC officer approached and looked across the city. “You know how much ammunition you used?” The commander glanced at him. “You said whatever it costs.” The officer stared for a moment. Then he laughed. The invoice was extraordinary. The UIC paid it. More important was what StarCraft Co. recovered from Delos. The conspiracy wasn't simply breeding Zerg anymore. It was merging them with humans, developing organisms capable of infiltration and deliberate self-destruction, and learning how to control the results. The Hunter Killers at Kestral had already demonstrated that ordinary Zerg could be improved. Delos demonstrated that humans could be changed too. The commander added the recovered research to the growing intelligence archive. Then he opened the next target file.

 
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