I've finally been working at my current job for long enough that I have more than a month of paid time off. This affords me more time to be able to take extended holidays throughout the year without having to worry about saving time for sick days or to take time off around Thanksgiving or Christmas. After a few years of not taking any major vacations (other than short weekend road trips) due to having a baby at home, my partner and I finally decided that the toddler was old enough to be able to stay with his grandparents for more than just a weekend. So we finally treated ourselves (and our daughter) to a real vacation with another trip to Europe.
I spent a week on vacation in France
with my lovely partner and our daughter.
This time, we decided to go to France!
My partner actually spent almost 3 weeks abroad with our daughter. They went to the U.K. as well. I did not go with them to London, since I have already been there multiple times, and I didn't want both of us to be away from the toddler for too long. I decided to stay home while they were in the U.K.. My partner already had the experience of being a single mother and not being able to do things like travel because of having a baby, so I volunteered to stay behind so that she would have the opportunity to do the things that she wanted to do. Instead, I flew out to Paris to meet them during the 2nd week of their trip.
I'm going to write about the plane flight and my feelings about modern air travel in a separate post, since I want to reflect on the pleasant parts of the trip first.
2 Days in Paris
The first part of the trip (for me) was 2 nights in Paris. Overall, Paris reminded me a lot of San Francisco. The nice parts of the city are beautiful and a joy to walk around. The other parts are filthy, and full of homeless people. And these neighborhoods can literally be separated by a single block. It can be emotional whiplash going from the awe-inspiring sights like Notre Dame to the heartbreak of having to walk past block after block of homeless beggars (including children!) -- many of whom have given up on even trying to panhandle for cash.
Since they live in Europe, hopefully they at least still have access to health care. Right? Surely one of the benefits of having socialized healthcare is that people like this can at least have access to physical and mental health care. I hope that is the case. Regardless, there's not much that I can do about it, especially since I don't live in France and cannot vote in their elections. All I can do is vote in American elections, and to advocate for more public policies that promote the humane and dignified treatment of homeless people and those in poverty. Plenty of my tax dollars go towards bombing black and brown people in other countries, much to my disgust and frustration. If I'm going to be paying those taxes, then I'd much rather that they go towards services like shelters, food banks, healthcare, addiction treatment, and job training for the poor and homeless, many of whom are victims of circumstance and exploitation, and do not deserve to be in the situations they are in.
My partner likes medieval tapestries, and the Lady and the Unicorn is one of her favorites.
My partner and daughter did pretty much all of the usual Paris sight-seeing. They visited the Eiffel Tower and Palace of Versailles, which are both things that I would have liked to do, but which were lower on my priority list. Together, we went to the Musée de Cluny to see the Lady and the Unicorn tapestries. This is one of my partner's favorite medieval artworks, and we have a copy of one of the tapestries hanging in our living room. We also spent a full afternoon at the Musée de l'Armée, which is loaded with medieval armor, swords, rifles, canons, uniforms, and weapons from medieval history, all the way through Napoleonic Wars, and both world wars -- not to mention Napoleon's Tomb. They even have Napoleon's horse, stuffed and preserved in a glass box.
I also learned from this museum that, apparently, "gun-swords" were a real thing. You win this round, Final Fantasy VIII...
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afb659b9-d31e-476b-950a-e13a3e2d45cb|1|5.0
Tags:travel, vacation, France, Paris, Rouen, Jeanne d'Arc', Bayeux, Normandy, Omaha Beach, D-Day, World War II, Mont St. Michel, Notre Dame, Bayeux tapestry, chateau, Eiffel Tower, Seine River, castle, medieval, history, museum, Le Mans, Gran Turismo, racing, Sid Meier's Civilization, wonder, escargot, Arc de Triomphe

Civilization VII is a considerably different game compared to Civ V and Civ VI. I'm starting with civilization guides while I figure out how I want to tackle the problem of creating guides for leaders that can change civs 3 times in a single game. Unfortunately, the lack of Hot Seat multiplayer severely limits my ability to do specific testing of things like the damage dealt by unique units in different circumstances, certain diplomatic actions, pillage effects, and other things. Hopefully, Hot Seat will be added soon. As always, I welcome feedback. I will probably need a lot of feedback as I learn the new game and experiment with the format of these guides. Of course, you can also support the creation of this content by becoming a Patron.
As has been my tradition with these guides, I plan to start by focusing my attention on civilizations and leaders who have never been playable in Civilization games before. So this guide will highlight the rookie civilization of Askum.
The Persian prophet Mani considered Aksum to be one of the four great powers of the 3rd century C.E., alongside Persia, Rome, and China. It's strategic position straddling the Bab-el-Mandeb Strait, separating the Red Sea from the Indian Ocean, gave Aksum a de facto monopoly on trade between the Mediterranean and Indian Ocean, and they were among the first African polities to mint their own coins. They also built impressive stele monuments throughout the kingdom, as well as complex agricultural infrastructure, such as irrigation, dams, and terraces.
The Aksumites in Civilization VII are a naval trade-oriented civilization who also indirectly favor cultural development and wonder construction.
DISCLAIMER:
Civilization VII is a "live service" game, which means it will be periodically updated with new content, new features, and balance changes. I may update this guide if Firaxis updates the game such that it considerably impacts this civilization, or if new strategies are discovered by the community. This guide is up to date as of the 1.2.0 patch on 29 April 2025.
I welcome any feedback or suggestions that readers wish to offer. Feel free to post on the linked forums, or by posting a comment at the bottom of the page.

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9fd86e0c-01e5-4bd0-ab37-16dce00f71be|0|.0
Tags:Sid Meier's Civilization, Civilization VII, Aksum, kingdom of natural wealth, hawilt, dhow, tankwa, Periplus of the Erythraea Sea, Monumentum Adulitanum, Book of the Himyarites, Great Sele, Amina, Augustus Caesar, Xerxes, Hatshepsut, trade, gold, resource, navy, wonder

Obviously, I love the Sid Meier's Civilization game franchise. I've been playing it since Civ III, and even own the Fantasy Flight board game (which I also really like). This game series has kept me up, one-more-turning, into the wee hours of the morning on many occasions. Despite my love for the games, this series can also really grind my gears sometimes.
One of my persistent frustrations with the Civilization series of games is the way that it handles difficulty levels. Granted, this seems to be a common issue in all strategy games, so Civ is certainly not unique in this frustration. Basically, the higher difficulties don't make the A.I.s play better; rather, it just gives them free stuff at the beginning of the game, and buffs their production, research, and so on. The free stuff includes (depending on the difficulty level selected): extra settlers, extra military units, free workers/builders, free technologies, extra gold, extra population in its starting city, and so forth.
There's three key problems with this design paradigm:
- It front-loads the challenge in a game that is supposed to have very long play-sessions
- It limits player options
- It rushes the pace of the game
The front-loading of frustration
Giving the A.I.s extra stuff at the beginning of the game only makes the game harder by giving the A.I.s a handicap - a head start. It doesn't make the A.I.s better - or the game harder - in the long run. The A.I.s still chose crappy locations for those extra settlers to plant their cities - often putting them in un-productive locations, or (in the case of Civ VI) putting them so close together that they can't fit enough districts in. The A.I. doesn't plan ahead regarding where its districts will be, and it often places those districts in sub-optimal locations. "Sub-optimal" being an understatement.
The A.I. starting with extra settlers on high difficulties doesn't make the game harder in the long run.
Those free extra units aren't used more effectively either. Even with a few extra warriors, the A.I. still can't plan or execute a city siege, as it's generally inept at handling the one-unit-per-tile, hex-based combat, and they rarely bother to escort their civilian units. The developers can't be completely blamed for this, as A.I. for tactical combat is a very difficult problem to solve. Most games that have A.I.-driven tactical combat either don't have any grand strategy at all (as in Panzer General), or the grand strategy is separated into a completely different layer of gameplay (as in Total War).
Once the human player can get his or her cities up and running, get a sizable military built, and start conquering the A.I., all these free starting units become moot. These extra units can even backfire. A.I. cities can usually easily be captured by the human player. Since the A.I. gets buffs towards population growth, production, and other yields, those cities tend to grow faster than the player's cities anyway. So if they're conquered, then the human player gets better cities than they could have founded on their own, and gets them sooner than if they had spent the time to build their own settlers.
It's not hard to capture A.I. cities, which are often larger and more developed
than any city the player could have founded within the same amount of time.
These early hurdles aren't that difficult to overcome, and once the A.I.'s starting advantages have been neutralized, they don't pose much of an increased threat long-term... [More]
a8515e12-0c08-4e01-a801-df49acf76d91|5|5.0
Tags:Sid Meier's Civilization, Civilization V, Civilization VI, Firaxis, strategy, grand strategy, difficulty, tactics, artificial intelligence, hex, handicap, wonder, eras, technology
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