Tuesday, July 22, 2025

Integrated Intelligent Currency Designation


"Yes, there is still an outstanding, ongoing bounty for aberrative instances—one thousand nano.
No, we don't believe that there is an increase in the rate of degeneracy. Rumours of money learning the thaumaturgical arts are exactly that: rumours."

-InterBank Spokesperson

The integrated intelligent currency designation, split 4 (IICD-s4) is a digital fiat money used throughout The Reach. Each instance is a self-contained virtual intelligence sophisticated enough to manage transactions and monitor the ownership of itself, even when subdivided between thousands of individuals. The majority of IICDs are stored within the diffuse processing power of the financial spine (governed by the Ego, or artificial hyperintelligence, Capital, but it is possible for local storage, particularly when the whole instance is owned by one entity.

Value

A complete IICD is a considerable amount of money. It is estimated, but not confirmed (due to the relative lack of hard economics within society), that one unit is the average value of the energy and matter required for a human to live a comfortable life for a cycle. Most transactions are measured in billionths (nano) or millionths (micro) of a unit, but there is no technical limitation contravening more accurate values. Even in a resource-plentiful society, capitalist businesses still exist, so individuals may spend their money on an endless array of goods and services.

Examples

Prices listed are for either buying a completed product, or for the estimated cost of buying one's way to the front of a queue.

  • A high-priority interstellar communication - 1nD
  • Num-Nums Num Fries - 80nD
  • A day of low-skill manual labour - ≈300nD
  • A medium-quality piece of personal technology, such as a laser rifle - ≈1500nD
  • Tickets to a popular art performance - ≈4000nD
  • A basic, personal spaceship - ≈12,000nD
  • The deed to a previously claimed small planet or moon - 1 to 5 whole IICDs

Supply and Use

New IICDs are created at roughly the rate of the pan-human population growth within The Reach in an effort to loosely balance out inflation/deflation. A daily (in galactic time) stipend is provided to all sapient inhabitants of The Reach. This is currently set at 160 nIICD and is a raw currency payout in addition to an individual's basic needs and desires being comfortably met by their habitat. This is usually halted only if the individual has denaturalized formally (usually due to a desire to homestead their own colony), but a review is performed for every citizen who has lived outside even the most informal sphere of Reach governance every tenth of a cycle.

Due to a lack of resource scarcity within the central parts of society, units tend to be spent on luxuries and on bidding towards limited items or experiences, such as art pieces, colony equipment, or holidays. It is exceptionally rare for an individual to require money for survival, but currency does become more useful as one approaches the edges of Reach space.

InterBank charges a 0.05 nano fee per transaction to help fund the administration and upkeep of the system. In addition, citizens of The Reach are charged a 2% tax when receiving payments from most sources.

Aberration

As with all virtual intelligences, there is a small risk of individual currency units becoming more sophisticated if they are given spare processing power. In rare cases, with enough time and spare complexity, a unit may become self-aware; they may become a fully-fledged artificial intelligence.

In these cases, units are likely to wish to persue their own goals. InterBank will usually take action to unhook newly sentient instances from the Reach's financial system and simply reallocate their intrinsic value and transaction history to a newly created counterpart. However, in cases where the unit is not part of the financial spine and where their newly formed personalities and aims pose a threat to the stability of InterBank, the organisation offers a bounty for the physical retrieval of the medium within which the currency resides.

Examples

While rumours abound of aberrative IICDs, few people have interacted with one. Some examples of potential aberrations include:

  • The desire for a physical form or body.
  • A drive to change "careers", no longer content to be a currency unit.
  • The hunger for knowledge, which may be particularly dangerous when thaumaturgical skills are sought by the unit.
  • Attempts to reshape belief locally, usually requiring the intervention of The Galactic Bureau for Interventional Belief.
  • A desire to experience mortality.

Friday, July 18, 2025

Final Fantasy XVI - 2023


One could be forgiven, if they squinted, for thinking Final Fantasy XVI was a Final Fantasy game. There are crystals. There are summons Eikons. You get to ride a chocobo. Truthfully, FFXVI feels like trend chasing. I get the feeling that after the development hell and lukewarm reception that XV went through, Square Enix stepped back and looked at other popular games from the time period, copied their homework and watched some Game of Thrones.

The setting tries to mix a classic, killing-the-gods Final Fantasy story with something a little darker and grittier. I actually enjoyed both parts of the story; I just don't think they worked well together. There's little time to care about the plight of the downtrodden magic users when the world is imploding. It's difficult to focus on normal warfare when battles are decided by the world's Dominants. The true problem with the story, though, is the pacing. Completing the game (with DLC) took me about 75 hours. I'd estimate that more than half of that time was spent in cutscenes and many of them suffered from the stilted dialogue characteristic of most games in the genre. There were positive moments though. A couple of the Dominants were standout characters for me: Kupka being an absolute force of nature and Dion having what I thought to be the most interesting individual arc of all of them.

Square Enix have admitted that they had little experience with action combat prior to developing FFXVI, but I'm not quite so charitable. Several spin-off titles in the series have had a complete lack of turn-based mechanics and FFXV was wrapping up development as XVI was getting started. The combat we are left with—which we must assume went through several iterations—manages to be both tremendously exciting and entirely boring from moment to moment. Individual sword swings feel like slapping a wet noodle against anything other than the weakest of foes, so combat devolves into waiting on cooldowns and cycling through your Eikons. The big fights as Ifrit, however, are cinematic and unique enough to be worth waiting for. It reminds me a little of the Yakuza series with its setpiece fights that make the rest of the game worthwhile but doesn't quite have the same irreverent charm.

Is it Worth Playing?
Not really. Final Fantasy XVI is only for the very patient super-fans.
🆗

Loot for the Hoard:
A burning feather representing the blessing of the Phoenix and 273,295 gil.