Daily Archives: October 5, 2021

Cloud Advertising Market worth $6.7 billion by 2026 – Exclusive Report by MarketsandMarkets – PRNewswire

Posted: October 5, 2021 at 4:43 am

CHICAGO, Oct. 4, 2021 /PRNewswire/ -- According to a new market research report "Cloud Advertising Market with COVID-19 Impact, by Component, Application (Customer Management, Campaign Management), Organization Size, Deployment Model, Vertical (Retail & Consumer Goods, Travel & Hospitality), and Region - Global Forecast to 2026", published by MarketsandMarkets, the global cloud advertising size is expected to grow at a Compound Annual Growth Rate (CAGR) of 19.6% during the forecast period, to reach USD 6.7 billion by 2026 from USD 2.7 billion in 2021.

Cloud-based advertising services that assist at various stages of an advertisement, from selecting an advertisement to determining the price when the advertisement is about to reach the end user, can be referred to as cloud advertising. Cloud advertising facilitates cloud-based advertising for different regions during different stages of online advertising. It provides different tools and services pertaining to different segments, such as business-to-business and business-to-consumer. The Cloud Advertising Market offers integrated solutions and services for digital advertising. The increasing awareness and adoption of the cloud and the rapid increase in the number of internet users fuel the demand for cloud advertising.

Browse in-depth TOC on "Cloud Advertising Market"

229 Tables56 Figures245 Pages

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The Cloud Advertising Market is booming, and cloud advertising solutions are being adopted by various end users for numerous applications. These solutions are witnessing massive adoption trends among large enterprises and SMEs. The Cloud Advertising Market has been segmented, by organization size, into large enterprises and SMEs. The organization size section has been segmented based on the total number of employees in an organization. Both large enterprises and SMEs are adopting cloud-based data warehouse solutions across the world, owing to the growth of big data across all industries.

The Cloud Advertising Market is highly competitive due to the presence of many market players, including a majority of top-tier and mid-tier companies. The rising need for managing the customer journey and autonomously optimizing marketing campaigns has played a major role in the adoption of cloud advertising and services across verticals, such as retail and e-commerce, IT and telecom, travel and hospitality, education, and BFSI. Moreover, the increasing adoption of cloud advertising by SMEs has led to a growth in demand for content management, customer data management, and analytics. The Cloud Advertising Market has been segmented into platforms and services. The services segment has been sub-segmented into professional services and managed services. The professional services segment has been further sub-segmented into consulting, system integration and deployment, and support and maintenance.

In recent years, cloud advertising has found a potential place in various industrial applications, such as dynamic advertisement insertion, targeted marketing, and faster data-to-decision time. Cloud advertising has various applications such as campaign management, customer management, real-time engagement, analytics and insights, and experience management. The applications of cloud advertising solutions are expected to grow as enterprises are planning to leverage data and gain a competitive advantage and improve operational excellence. The campaign management application is expected to hold the largest market share in 2021, while the market for real-time engagement is projected to grow at the highest rate during the forecast period.

The market is expected to be driven by increasing adoption of cloud services

With the onset of the COVID-19 pandemic, lockdowns were imposed in different regions of the world, and people were forced to stay at home. This led to an increase in demand for cloud services as people were working from home. This scenario also acted as a catalyst for the growth of cloud advertising as the industry faced new changes in terms of digital advertising. Digital advertising has gained a lot of traction in the past few years as the demand for digital media surged constantly. This surge in digital media consumption created new opportunities for end users to generate more revenue via cloud advertising. This advancement in the digital advertising space creates new opportunities for cloud advertising.

Better Return on Investment (RoI) and cost optimization

Cloud advertising vendors provide products and services that can help SMEs and large enterprises to target the most suitable audience according to their tastes and preferences. By targeting the most suitable audience, end users can improve their RoI compared to traditional advertising and can optimize their costs in the same budget. Targeting the exact audience looking for their products and services can also help SMEs to increase their revenue as there would be better chances of conversion. Cloud advertising products and services are gaining more traction from SMEs as they help generate more revenue with a better return on investment. This is further expected to drive the demand for cloud advertising.

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North America to dominate the global Cloud Advertising Market in 2021

North America is expected to hold the largest market size, as cloud marketing technology has already penetrated in the region. It constitutes developed economies: the US and Canada. The early adoption of digital marketing, the presence of top players, and globalization of cloud services in North America are expected to drive the Cloud Advertising Market. Enterprises in the region are investing heavily in digital marketing initiatives and improving customer experience. In North America, the percentage of social media users, smartphone users, and ad spending is exceptionally high compared to other regions. The penetration of mobile devices in the US is more than 90%, followed by Canada. It provides marketers with a strong channel to target potential customers. Verticals, including consumer goods and retail, and media and entertainment, are expected to invest in cloud marketing technology. The growing demand for personalized content and experience would further drive the adoption in North America.

The rising adoption of big data-related technologies and private cloud adoption is said to have historically driven the overall growth of the Cloud Advertising Market in this region. Factors such as the emergence of AI technology and ML, the rapid adoption of cloud-based solutions, and the increasing number of business applications further fuel the growth of the Cloud Advertising Market in North America. The US and Canada are the major countries that contribute to the growth of the Cloud Advertising Market in North America. The US has witnessed rapid adoption of digitalization technologies and high levels of consumer usage compared to other developed regions.

Key Players:

The Cloud Advertising Market is dominated by companies such as Adobe (US), Oracle (US), Salesforce (US), Google (US), IBM (US), SAP (Germany), Acquia (US), Demandbase (US), Experian (US), Kubient (US), FICO (US), HubSpot (US), Imagine Communications (US), InMobi (India), Marin Software (US), Sitecore (US), MediaMath (US), Nielsen (US), PEGA (US), and Sailthru (US). These vendors have a large customer base and strong geographic footprint along with organized distribution channels, which helps them to increase revenues.

Browse Adjacent Markets: Cloud Computing Market ResearchReports& Consulting

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Mobile MarketingMarket by Component (Platform and Services), Channel, Organization Size (SMES and Large Enterprises), Vertical (Retail and Ecommerce, Travel and Logistics, Automotive, and Telecom and IT), and Region - Global Forecast to 2024

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Cloud Advertising Market worth $6.7 billion by 2026 - Exclusive Report by MarketsandMarkets - PRNewswire

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Better connectivity, cloud skills could fast-track SA smart city development, according to AWS – ITWeb

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Connectivity, public policy and cloud skills are among the key challenges facing South African municipalities as they move to become smart cities, says Clive Charlton, Head of Solution Architecture for Sub-Saharan Africa at Amazon Web Services (AWS), who was speaking ahead of an Amazon Web Services (AWS) webinar centred on building citizen-focused smart cities of the future.

While smart city solutions could address many serviced delivery problems currently facing municipalities across Africa, there are certain challenges hampering the adoption of these solutions. Connectivity is the number one challenge, he says. Smart cities rely very heavily on connectivity smart water meters, smart electricity meters and smart public transport all use smart devices to send data to the cloud. This relies on connectivity, so infrastructure and coverage are a challenge in many areas. The cost of data also comes into it.

With more devices in the field sending data into the cloud, it does come at a cost. There are providers now looking at technologies such as LoRa (long range) low-power wide-area networks for lower cost access, but connectivity remains a challenge in many parts of Africa.

Charlton says other factors that could drive or hinder smart city development were public policy and cloud skills. Public policy should play a role in enabling government entities to make use of public cloud. In addition, to really take advantage of the cloud and services available, skills development is important. We need to channel cloud skills, so we have programmes like AWS Educate to help with skills development, as well as free online training through AWS Training.

Amazon is working to help 29 million people across the globe grow their technical skills with free cloud computing skills training through AWS-designed programmes. These programmes have also come to South Africa and Africa in recent years.

This webinar is part of a series hosted by AWS, in collaboration with ITWeb for public sector decision-makers. The webinar will be held on 7 October 2021 and aims to discuss the ways in which AWS is working with the public sector to redesign how public services function in the new normal. It will also delve into how to develop, deploy and promote sustainable practices to address the digital transformation journey, how to meet digital citizens service delivery expectations and needs, and how to employ digital technologies to aid the public sector in building smart urban centres for the future. To register for this event, go to http://ad.itweb.co.za/adclick.php?bannerid=49394&zoneid=0&source=&dest=https://www.itweb.co.za/webinar/cloud-technology-as-a-driver-for-growth-and-innovation-2021-webinar-series/

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Better connectivity, cloud skills could fast-track SA smart city development, according to AWS - ITWeb

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The Complete Surviving Mars Guide | Paradox Interactive Forums

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Note: This guide is meant for players which have bought not only the base game but also all the expansions (which you should, it's a really good game). It therefore refers to some buildings that are available only in the expansions. If you have just the base / Space Race version of the game you can check my original guide here:

https://forum.paradoxplaza.com/foru...-primer-redux-updated-for-space-race.1133562/

This guide is also divided into a basic introduction section for first-time players, and an addendum filled with notes for advanced players. For Terraforming, head to the very last addendum of the guide.

=======

Beginner's Guide to Surviving Mars

Introduction & Key Concepts

Surviving Mars, despite the name, is NOT a "survival" game. Indeed most "survival" games are misleading because they are not really about survival - instead you simply collect more and more resources to build bigger and bigger things.

Surviving Mars is instead a management simulation - more specifically an engine-building game. You start with a pile of resources, which you convert into investments (e.g. power plants, mines, colonists) which produce more resources. Newly produced resources are then converted into more investments which expand the engine. Done consistently, this leads to a "virtuous cycle" wherein your produce more and more resources to the point you enter the state of permanent surplus. At this point, the sky is the limit with regards to what you can build and achieve (and thanks to the Green Planet expansion, this end objective should be to fully Terraform Mars into Earth-like conditions).

However, engine-building games are suceptible to something called "systems collapse". This can occur if your consumption of resources - particularly the maintenance of buildings - exceeds your production. If you are unprofitable for too long then a situation can occur called a "deadlock" - wherein you can no longer acquire/produce specific key resources to keep your system running, causing everything else to stop running and fall apart.

This is why - contrary to the advice of most Youtube Streamers - beginners should NOT aim for self-sufficiency to begin with. There are multiple types of resource and a shortage of any single type can lead to deadlock.

Instead, beginners should focus on the one resource in Surviving Mars which can fix any deadlock situation - namely money. Players keep forgetting that you can import additional resources from Earth - using either a supply pod or your rocket - in order to make up for any shortfall. With money you can buy food to feed your starving colonists, or arrange for a shipment of polymers to fix your broken battery. You don't have to worry about building a farm or polymer factory just as your colony is beginning to fall apart.

In short, success in Surviving Mars can be summed up with these two lines:

Do not aim to be self-sufficient.

Aim instead to be profitable.

Self-sufficiency may allow your colony to survive indefinitely, but without profit your colony cannot deal with emergencies or expand its operations.

====

Creating Your First Profitable Colony

With "profitability" always in mind, it's important to realize that Surviving Mars has three distinct phases:

1) Early game exploration - which is defined by the period BEFORE you land your first colonist, and your main priority is finding a good rare metal deposit.

2) Establishment of your first Dome - which is defined by creating your first "profitable" manned settlement as a proof-of-concept that produces a profit.

3) Expansion - which is basically replicating your early successes and / or exploring new ones.

This section will discuss these phases for first-time players, assuming relatively easy game settings (no special rules and few disasters). Note also that we will NOT discuss Terraforming yet. While you can start Terraforming immediately, it is not recommended until you have a more extensive industrial base.

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Exploration:

One of the unique mechanics of Surviving Mars is the fact that you are NOT forced to start sending colonists immediately. You instead start off with an unmanned mission - consisting of various rovers and drones - who are supposed to explore the area and build your initial infrastructure. You can theoretically Terraform Mars or build up enormous stockpiles of basic goods before landing a single colonist.

That being said, the most consistently profitable "business" in the early game is selling rare metals to Earth. Some sponsor combinations may generate money in other ways that allow for more flexibility - Europe being a particular standout as they earn money from research - but all colonies can turn a profit via rare metal mining. Hence, your primary goal in the early exploration phase is to find a good rare metal source - preferably of "average" quality or better (as this affects how fast you can mine it).

In this regard, it is important to remember these key principles:

1) You are NOT required to build on the first "revealed" sector. You do not even have to land there. If the resource mix on the initial scanned site is poor (or it's isolated by mountains), you can land somewhere else. That said, it is highly recommended for first-time players to pick the "Astrogeologist" Commander Profile as it guarantees a rare metal deposit in your initial scanned sector. This allows you to start building immediately while you continuing your exploration (as you want to reveal more resources!).

2) You don't have to bring orbital scanners to find "better" spots. It is generally cheaper (and better long-term) to land and build Sensor Towers. Your initial rocket should bring in some electronics and build a sensor tower (plus a small solar panel to power it) on your initial landing spot to scan the surrounding area.

3) Your rocket, after landing, needs to be refueled. Otherwise it will stay on Mars and be unable to export rare metal for you. Fortunately, setting up a refueling system is really easy using prefabricated buildings - just remember to bring a Moisture Farm and a Fuel Refinery on your first trip. Build them beside your rocket, then build some solar panels, and your rocket will be refueled in a few days. You should setup this refueling system right from the outset since it's independent from any on-site resources beside metal for Solar panels.

Note: Solar panels only work in the daytime, so you should also build a Concrete Extractor (requiring machine parts) and bring in some Polymers so you can add a battery that will allow the whole system to work both day and night. You need about 7 Solar Power panels and 1 battery for your three initial buildings (with some power to spare). See the "Planning for Power" section for more details. You also want to start stockpiling concrete anyway to build Domes, and to build a rocket pad that makes everything tidier.

4) Though the "exploration" phase will typically be over after a few Sols, you should continue building sensor towers as outlined in Step 2 until you have fully scanned the map; as your primary source of metal in the early game are surface deposits (revealed by scanning) which are collected by your Transport Rover. They also allow you to plan better for the expansion phase - e.g. by discovering where there are more rare metal or water deposits. Scanning the map also reveals anomalies - which can be scanned using an Explorer Rover for research bonuses and more technology.

Given this, my ideal initial rocket cargo setup would be the following:

1. Moisture Farm Prefab - for Refueling the Rocket2. Fuel Refinery Refab - for Refueling the Rocket4. Transport Rover - to collect Metal for Solar Panels and other buildings5. RC Rover - to control drones and build sensor towers in other sectors6. Exploration Rover - to scan anomalies7. 5 Machine Parts - to build a Concrete Extractor8. 5 Electronics - to build sensor towers9. 5 Polymers - to build a battery

Except for SpaceY all sponsors should be able to fit this in their initial rocket; but if you forget anything don't worry - just send a resupply pod with whatever you are missing. Also any additional space in your initial rocket should be filled up using drones - as more drones helps reduce their workload and speeds up construction.

Your First Dome:

First, the math: A small deposit of just 300 rare metal, selling at $20M (the minimum), would generate $6000M once fully consumed. This exceeds the initial funding of all the "hard" difficulty sponsors, thus giving you enough cash to build even more Domes while reusing most of your initial investments (e.g. fueling depots, and no-maintenance drones + rovers).

It is in fact "okay" to import stuff like machine parts and polymers early on to fulfill your maintenance needs, and food is so cheap that having hydrophonics is really unnecessary. Just make sure your supply of parts or food will not dry up before the arrival of the next resupply rocket, and make sure you don't over-order. In an emergency, use resupply pods as they ignore disasters and reach Mars faster than the rocket.

In terms of actually building the Domes, it pays to remember that most Domes require cement, metal, and polymers to build - plus generally more cement and other stuff to build the structures inside of it. Hence from a cash perspective Domes are actually "cheap" - as only the Polymers and the machine parts for the concrete extractor are bought in from Earth. Therefore as a general principle players should always think in terms of building more Domes whenever they feel that they've run out of living space (See Housing Myths for more advanced details).

Finally, your initial Dome should be a MicroDome - as it does not require Polymers while giving you a very efficient initial setup. Some players may complain and feel that a MicroDome is too limiting in terms of space, but note the following:

- You can power your MicroDome and all of its work buildings by just adding six more Solar Panels and another battery (import more poylmers as necessary).- You can very easily supply the MicroDome with Oxygen from a single Moxie. Indeed it is highly recommended that you build an Oxygen tank and only run the Moxie during the daytime - relying on tanked Oxygen at night.- You can supply your MicroDome with water using your original Moisture Farm as you only need 0.5 water/hour. Simply turn off the Fuel Refinery for the afternoon and evening shift, and add a water tank to store up water during this time. Note though that this will considerably slow down your refueling progress - but this is a temporary problem because an early research upgrade can increase the Moisture Farm to 1.5 water production which allows you to resume full-scale fuel production.

Note: Buildings must be upgraded individually, and upgrades usually cost some resources. In this case you need to pay a few polymers to increase your water production to 1.5 after research. It is NOT applied automatically.

In short, the MicroDome can be supported with a very minimal amount of additional infrastructure, which in turn means very low maintenance cost for more profit. While it is certainly possible to start big, I recommend against this for first-time players so that they learn to be efficient and discplined. Don't build more than you actually need, because all those extra buildings simply eat up more maintenance and lower your profits.

The MicroDome in fact is exactly big enough to let you operate one mine and one research lab - giving you not only money but a significant research boost. Just note the following:

1) You should initially build ONE basic living quarters to fill a big triangle, and a bunch of services to fill out a second big triangle. This is because you are not allowed to send more colonists until 10 days after the initial settlers unless a child is born in your colony before then. Having only residences + services increases the chance of a birth occuring. Make sure to open all shifts of your service buildings to maximize comfort at this stage. Also, obviously, most of your initial colonists should be Geologists, Scientists, or Medics - but do not stress yourself if you lack the right number of specialists. An unspecialized workforce is better than none at all (see Labor Myths for details)

2) Your service triangle should consist of three medium and one small building. The three medium buildings should be an Infirmary, a Diner, and a Grocer. The small building should be a park of some sort. This "service slice" will be replicated throughout your colony - with an average of one service slice for 30-60 residents and only some minor variation (generally this means replacing the Grocer with a better store).

3) When the birth happens you can then "fill out" the colony and build a second living quarter on the other big slice. In addition you can then build the rare metal extractor on the deposit and a lab on your remaining medium slot.

4) With 28 living spaces and a fully populated colony you should theoretically be able to man all the buildings in your colony for the two day time shifts, plus a few more to hold children. You thus have a nice, reasonably happy colony that regularly produces money (from rare metal exports) and research!

Expansion:

Now that you are making money, you have the freedom to expand and diversify your colony. Just remember to remain within the virtuous cycle of ever-increasing profit, and not fall into the trap of deficits which can result in deadlock or even collapse. Here are some final ideas to guide your expansion.

1) Specialize your domes - each should only have one or two different kinds of primary worker. Your original Geologist/Scientist combo is fine. A pure agricultural Dome full of only Boatanists is even better. Managing specialized Domes is easy if you simply make a Dome "prefer" a specific set of specialists. For instance your first mining colony should be made to prefer Geologists and Scientists. That said specialized Domes should NOT reject other specialists - because you might not have enough specialists of the right type to fill out all your slots. See Labor Myths for more details.

2) Agriculture Domes are best delayed until you have farms, as Hydrophonics and Fungus tend to eat up power and other valuable resources in addition to being less productive than farms. Agri Domes also need quite a bit of water, so they should be built near a water source. That said, a single basic Agri Dome with just 3 farms (plus 2 living quarters and a service slice) can easily feed a hundred colonists, and with improved crops of various types it may push closer to 200. Later in the game, the water consumption issue all but vanishes with the addition of a water reclamation spire; at which point they stop really needing the water source and can rely on Moisture Farms again. For reference, it takes 0.2 food to feed a colonist each day.

3) A science-focused Dome will generally produce more research than your starting sponsor rate, but labs requires electronics for maintenance which are the most expensive type of import. On the other hand, you can simply spend money outright to get research through Outsource. Long-term Science Domes are generally desirable and should be built, just make sure you can support them and do consider just Outsourcing in the meantime. Unfortunately a previously available "business model" - wherein money is generated by researching patents - has been nerfed so building a lot of science Domes to make money is less viable, but it's still possible.

4) Manufacturing Domes can produce multiple types of advanced resources - because they're all reliant on Engineer specialists. That said, electronics factories tend to require much more manpower than machine parts or polymers, so it may be better to leave them in a separate Dome due to manpower concerns.

Indeed, I suspect a lot of the manpower issues lies with how people try to cram all three types of factory in a single Dome - resulting in too much labor demand and not enough workers. Likewise, small factories tend to be much less efficient than big ones - so wait until you have big factories before starting production. Obviously, your supply of raw materials should also exceed your manufacturing capability - there's no point in being able to produce 10 machine parts per day if your metals production is only 3!

Finally, there are no spires which enhance industrial production, so you should consider Domes without spires but extra space to house industry. The Barrel Dome in particular is a great pick for an industrial center.

5) Have a specialized Dome for training specialists once you unlock the university. Make sure the university always works all shifts. Set it to prefer non-specialized adults and REJECT any specialists. That way non-specialists go into the university Dome and are kicked out as soon as they get skills. Name it after some famous real-world university town like say Heidelberg. That's part of the fun of the game.

6) Eventually your Domes will become "clogged" by Seniors and children, who do not contribute to the work force but prevent vital factories from being manned. At this point, a "retirement" Dome and a "children's" Dome might be in order.

However, unlike "specialized" Domes which prefer certain specialists, you must do the reverse: To create a Senior's Dome, you must select all other Domes and have them REJECT Seniors. The retirement Dome then prefers Seniors but does not disallow other age groups (except maybe children).

This is because seniors will not automatically migrate to the "retirement" dome unless their parent dome rejects them. Meanwhile, you still want the retirement dome to have a few working-age people (to man the services).

Apply the same logic to create a children's Dome, albeit the children's Dome should be full of nurseries and include schools and playgrounds to educate the next generation of Martians; similar to the university Dome.

7) Rely more on single-resource depot than universal ones, as this allows you to more easily set transfer routes between Domes using your RC Transports. If you do use universal depots then make sure to disable resources that are not needed in that Dome (e.g. fuel in a spot where the rocket never lands). Shuttle technology is also something to beeline for if you're having difficult micromanaging everything, though RC Transports remain the best and most efficient method of bulk transport.

Anyway, that's all for the beginner's guide. Good luck, commanders!

===

Addendum for Advanced Players

Addendum 1: General FAQ and Notes on some Game Features

1) Landscaping

Definitely use landscaping to flatten the ground and give yourself more building space, and use landscaping to build ramps across cliffs instead of building tunnels. Landscaping mostly takes time, whereas a structure like a tunnel requires resources. Tunnels also cause some pathfinding issues for your rovers.

2) Sponsor / Commander Notes and Advice

IMM - I actually don't recommend this for beginners, because you start with such an embarassment of riches that you can end up over-spending without becoming profitable. I would instead pick IMM for experienced players who want a very fast start - e.g. one where they setup multiple domes on the first few sols, or those who want to start terraforming immediately.

America - the better first choice for beginners, as you get periodic income which can bail you out of a deadlock if you've spent yourself down to zero money. Malls are a mediocre service building however - they fulfill a lot of needs, but require a lot of staff and their comfort rating is not that high.

Blue Sun - a great choice for new players who are familiar with setting up mining Domes, as this sponsor earns more from rare metal mining and can spend this cash to resolve labour shortages. The Corporate Office should be avoided early - it just doesn't generate enough money for the manpower required. It is instead a lategame building that opens up a Dystopian Corporate future where you can rake in unlimited cash from your workers via endless paperwork.

China - the population bonus fades once you have enough people on Mars to produce a surplus of children, but they do have an excellent Rover (arguably the best in the game) which produces 30 power! You won't need to build Solar Panels for the most part - simply buy another RC Rover which you needed anyway for drone control. The Tai-Chi park is also underrated as it has a significant comfort boost.

India - people greatly underestimate the amount of resources you can save with India's bonus, not to mention the faster build time (since most of the "build time" is largely taken up by transporting resources to the site).

SpaceY - having a lot of rockets is honestly not that great, albeit that combined with half-priced Earth imports can allow you to setup a lot of infrastructure quickly; albeit you have a small applicant pool and thus can't really fully utilize a lot of infrastructure. My advice would be to focus on tourism - your rockets are faster and can carry as many tourists - plus tourists help make babies to fill up your infrastructure.

Europe - a research powerhouse, whose first MicroDome should be a pure research center that combines an internal Research Lab and an external Low-G Lab. Lack of early mining money isn't an issue because you gain money from research. My personal favorite.

Russia - I'll be blunt - challenge sponsors aren't really that challenging, they just make the game slower than it normally is. The rare metal drill even side-steps the early money problems, letting you drill as much rare metal as you want given enough time without the need for any colonist or maintenance.

Paradox - a really slow start due to the refueling penalty and low applicants, and only a potentially stronger end due to more breakthroughs. It is also supposedly the most difficult sponsor, but see my note on Russia. Play Paradox if you really care about difficulty percentage numbers (which will really impress no one at this point) or if you want a lot of breakthroughs.

Last Ark - a more interesting challenge sponsor. After you get past the early problems - no research, low funding, and only a single rocket - you get a doubled birthrate bonus which really lets your colony grow rapidly without having to rely on Earth. A great pick for various self-imposed challenges, like say an isolationist colony which refuses to sell rare metals to Earth.

Brazil - the passage penalty isn't really a big deal to make it a central mechanic for a sponsor, but the extra money for colonists does make Brazil the most profitable tourist sponsor.

Japan - the real challenge for Japan is the tiny applicant pool, which is so low that it becomes a different experience compared to other sponsors. Once you get past it though it's a fairly ordinary game.

Commanders:

Astrogeologist - recommended for first-time players to guarantee a rare metal deposit, a poor overall choice otherwise. It doesn't bring enough to the table.

City Mayor - another good beginner choice for extra money and a discount to buildings.

Inventor - a quality of life pick. Drone Hubs are very convenient but cost too much power and maintenance normally. This lets you rely on Drone Hubs without paying power or maintenace costs.

Oligarch - a very poor pick that is unfortunately overvalued because a lot of beginners keep trying to fit everything in their existing domes instead of building more. Arcologies are in fact a poor building - they cost almost as much as a whole new dome both in terms of construction and maintenance!

Hydroengineer - a thematic pick that has less value than Astrogeologist because water is easy to get using Moisture Farms.

Doctor - a good pick for increasing population and making your workforce more productive as a whole, but there are better picks.

Psychologist - a worse Doctor. Sanity really isn't a big issue.

Politician - the additional money isn't really worth giving up on some other, better picks.

Futurist - for difficulty percentage chasers only. The bonus is minimal and the technology is very easy to research.

Ecologist - the better Doctor. Hanging Gardens are the best way to boost comfort and thus birthrate, and getting these early is a significant boost. That said you have to build and maintain Hanging Gardens, so the Doctor is still a valid option as his tech is no-maintenance.

Rocket Scientist - another quality of life pick. If you plan to have a lot of spread out colonies early, then you want the Shuttle Hub tech unlocked early.

3) Mysteries

Mysteries are fun in that they give a bit of a narrative twist to each game, so I won't spoil them.

That said - If you're stuck in a mystery, click on one of the Mystery's unique objects on the map. They often let you do things to it (see your options screen) which allows you to progress.

Alternatively, just wait. Mysteries sometimes just require a few days of wait time before progressing.

4) Connections

You don't really need them and I highly suggest to ignore them in your initial playthrough. The game was originally designed without connections and it can still be played without them as long as you are disciplined with regards to specializing your Domes. Use them once you've mastered specializing Domes, not before.

As a background: They were included because players kept clamouring for a big interconnected colony, and because many players misunderstood how Comfort works (see Comfort Myths for details). In reality interconnected colonies were not very efficient with or without connections, and having access to the Casino in the adjacent colony did not make colonists noticeably less miserable.

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‘Star Trek’ actor William Shatner will allegedly go to space with Jeff Bezos – Screen Shot

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Elon Musk has historically been in favour of colonising Mars; in fact, hes never shied away from it. Among other proposed methods to make the planet habitable for humans is the possibility to nuke it, which Musk seems hell-bent on, cheekily teasing the idea once again. What he actually means by nuking it is to terraform Marsa deliberate modification of the planets environment to make it fit for humans.

The teasing of this method came after @stats_feed tweeted yesterday, While Mars temperatures at the equator can reach as high as a balmy 35 degrees Celsius (95 degrees Fahrenheit) in the summer at midday, the average temperature on the surface is -63 degrees Celsius (-82 degrees Fahrenheit), and can reach as low as -143 degrees Celsius (-226 degrees Fahrenheit) during winter in the polar regions. Musk cheekily replied to the tweet saying, Needs a little warming up.

This is not the first time the billionaire has teased the idea; in fact, there is a well documented timeline of his comments on the matter. His theory was first made known back in 2015 after Musk appeared on The Late Show With Stephen Colbert and described that the fixer-upper planet could be warmed up the fast way by drop[ping] thermo-nuclear weapons over the poles, to which Colbert responded calling him a supervillain. Later on 16 August 2019, Musk famously tweeted, Nuke Mars! later adding T-shirt soon. As promised, t-shirts did indeed come soon after.

The real life Tony Stark later clarified his comments made on the talk show at an event held that same year for SolarCityone of the largest solar energy companies in the US owned by Musk. Hes not looking to actually nuke the surface of the planet, just the sky over the poles every few seconds, he clarified. Im not sure thats any better, Musk The idea behind this proposed method would be to form two tiny pulsing suns over these poles. A lot of people dont appreciate that our Sun is a large fusion explosion, he explained.

Following his 2019 comments, the Tesla founder did his best to respond to scientific queries on this plan, making me think he is probably prepared to go to any lengths necessary to expand and explore this method. A 2020 Russian news agency TASS articlewhereby SpaceXs terraforming Mars strategy was questioned by a Russian space officialwas shared with Musk via Twitter. The official stated, For a thermonuclear explosion on Mars pole, one of the plans of SpaceX, to have tangible results, more than 10,000 launches of missiles that can carry the largest payloads and are being developed now are needed.

To which Musk replied, No problem.

Just shy of a year later, that previously mentioned t-shirt made a criticised appearance. In an image posted and shared by Saturday Night Live (SNL) in May 2021, to promote the SpaceX CEOs controversial hosting gig, Musk was seen sporting a T-shirt that read Nuke Mars. The picture only swelled the complaints against the show and Lorne Michaelsthe shows executive producerfor selecting Musk for the job.

So Musks been in favour of it and his latest tweet seems to showcase that he still is (so much so that its become a meme at this point) but what exactly is the science behind his strategy? The tiny suns that the dropping of thermonuclear weapons would formaccording to Muskwould proceed to warm the planet and transform any frozen carbon dioxide into gas. Essentially, the problem that we have on Earth, with CO2 warming up our planet, is what would happen in the case of Mars. The more CO2 present in the atmosphere of the planet, the hotter its surface would become.

Such a mission is incredibly complicated, not scientifically certain and likely impossible to come to fruition but Musks blas response to call it a little warming up is another in a long list of his supervillain tendencies.

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Russia will launch a film crew to the International Space Station Tuesday and you can watch it live – Space.com

Posted: at 4:41 am

A cosmonaut, a film director and an actor will launch on a mission Tuesday (Oct. 5) in part to film a movie on the International Space Station (ISS), and you can watch it live.

A Russian Soyuz spacecraft carrying the three crewmembers will blast off from the Baikonur Cosmodrome in Kazakhstan at 4:55 a.m. EDT (0855 GMT or 6:55 p.m. local time). You can watch the coverage live on NASA Television, NASA social media, the NASA website or here and on the Space.com homepage. NASA's webcast will begin at 4:15 a.m. EDT (0815 GMT).

On board will be cosmonaut Anton Shkaplerov a veteran of three long-duration spaceflights who will spend another multi-month stay on the space station along with film director Klim Shipenko and actor Yulia Peresild. Shipenko and Peresild are expected to spend 12 days in orbit.

Related: Russian film crew passes medical checks for October launch

The short-duration flyers will film a fictional movie called "The Challenge," which follows a doctor who flies to the ISS on short notice to give life-saving care to a cosmonaut. Russia is seeking to make the first movie in space, and shifted its flight schedule to get ahead of NASA's and SpaceX's plans to support the launch of a Tom Cruise action movie in orbit, according to the New York Times. The Cruise film, first announced in 2020, does not have a launch date disclosed yet.

At a prelaunch news conference, Peresild said that she and Shipenko received basic emergency training for the spaceflight and that they have made accommodations to do their work without the usual film crews, the New York Times noted. For example, Peresild will do her own makeup, and the director will figure out other aspects of the shoot such as lighting and sound.

Neither of the two short-duration flyers have professional spaceflight experience beyond their basic training at Roscosmos. Peresild is well-known in Russia for her work in the country's movies, art films, television series and appearances at the Malaya Bronnaya theater in Moscow, the Times said.

The official Roscosmos website for "The Challenge" says the film is part of a joint scientific and educational project with Channel One, Roscosmos and a studio called Yellow, Black and White. Roscosmos has described the movie as a project meant to show the increasing availability of spaceflight to people who aren't professional astronauts employed by national agencies.

The mission, formally dubbed Soyuz MS-19, is the latest in a series of non-professional spaceflyer launches occurring during the second half of this year across different space vehicles.

Blue Origin and Virgin Galactic each ran brief suborbital missions in July, bringing mostly non-professional crews into space including the billionaire founders of the two companies. Then in September, the privately funded Inspiration4 crew spent three days in Earth orbit in a SpaceX Crew Dragon to raise money and awareness for St. Jude Children's Research Hospital.

And the excitement isn't over. Blue Origin will fly another four-person crew, including "Star Trek" actor William Shatner, on Oct. 12. In December, Japanese billionaire Yusaku Maezawa and an assistant will make another 12-day flight aboard a Soyuz capsule and the International Space Station through U.S. company Space Adventures.

Follow Elizabeth Howell on Twitter @howellspace. Follow us on Twitter @Spacedotcom and on Facebook.

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Cosmonaut shares new perspective of International Space Station Spaceflight Now – Spaceflight Now

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A view of the International Space Station captured Sept. 28 by a cosmonaut on the Soyuz MS-18 spacecraft. Credit: Roscosmos

Photos taken by a Russian cosmonaut Tuesday from a Soyuz spacecraft show new exterior views of the International Space Station, with two SpaceX Dragon spaceships, a Northrop Grumman Cygnus supply craft, and the labs new roll-out solar arrays visible.

Russian cosmonaut Oleg Novitskiy, commander of the Soyuz MS-18 spacecraft, tweeted the photos this week. Novitskiy, cosmonaut Pyotr Dubrov, and NASA astronaut Mark Vande Hei boarded the Russian spaceship, undocked from the station, and relocated the Soyuz to a new docking port Tuesday.

Novitskiy manually piloted the Soyuz MS-18 spacecraft during the 43-minute relocation maneuver. He flew the spacecraft in an arc along the length of the space station, allowing Dubrov to float into the Soyuz orbital module to snap pictures of the complex.

All according to plan! Novitskiy tweeted after the relocation. We managed to take unique images of the ISSin the new configuration.

The space station turned to a special orientation, or attitude, for the Soyuz relocation Tuesday. In these photos, the forward end of the outpost is facing up, away from Earth.

A SpaceX Cargo Dragon capsule is seen docked to the forward port of the Harmony module. The Cargo Dragon undocked from the station Thursday and returned to Earth with 2.3 tons of equipment and experiment specimens.

A Crew Dragon spacecraft is also docked to the Harmony module, but is not clearly visible in these photos.

The circular, fan-shaped solar arrays of Northrop Grummans Cygnus supply ship are also visible, along with the newly-arrived Russian Nauka lab module, near the bottom of the station in these images.

Two new roll-out solar array wings are also pictured on the right side of the space stations truss backbone. The roll-out arrays were installed in June during spacewalks after delivery to the space station by a previous SpaceX cargo mission.

The new solar wings, produced by Redwire, are designed to augment the space stations electrical generation capability. Two more pairs of solar arrays will be installed on the space station in the next couple of years.

The roll-out arrays unspool like a floor mat, rather than unfolding like an accordion. The arrays are canted at an angle from the space stations original solar panels.

The Soyuz relocation cleared a path for the docking of a new Soyuz spacecraft at the Russian Rassvet module Oct. 5, three hours after launch from the Baikonur Cosmodrome in Kazakhstan.

CommanderAnton Shkaplerov, a veteran cosmonaut, will lead the Soyuz MS-19 crew for the flight to the space station. Klim Shipenko and Yulia Peresild, a Russian film director and actress, will join Shkaplerov.

Shipenko and Peresild will spend 11 days on the space station to film a Russian feature length movie titled The Challenge. The two-person film crew will leave the station and return to Earth on Oct. 16 aboard the Soyuz MS-18 spacecraft with Novitskiy.

Shkaplerov will remain at the station for more than five months. Dubrov and Vande Hei, who launched in April, will also stay behind at the space station. Their stays in space were extended to make room for the short-duration mission byShipenko and Peresild.

Dubrov and Vande Hei will now remain in space for nearly one year before returning to Earth with Shkaplerov in March on Soyuz MS-19.

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Students of Prescott Unified Schools Getting Ready to Make Contact with the International Space Station – Signals AZ

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By Staff | on October 04, 2021

On, Tuesday, October 5th, students from the Prescott Unified School District will be making contact with the International Space Station (ISS).

Eleven students in PUSD will speak with astronaut Mark T. Vande Hei and ask questions using amateur radio. Join the students of PUSD and watch this contact event on YouTube youtu.be/hESAlh7Wkg4. This event will be on Tuesday, October 5th starting at 10:50 am, and will run for about 30 minutes.

Congratulations to the students of PUSD for the honor of being selected by NASA to participate in this event!

Is your business listed in the official Prescott Valley Recreation Guide?! 60,000 copies are being printed annually! How can you add your business? Call 928-257-4177 or email info@talkingglass.media or fill out the form atwww.signalsaz.com.

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Watch Russia launch a film crew to the space station on Tuesday – Business Insider

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Russia is about to win a race against NASA to film the first full-length movie in space.

The Russian space agency, Roscosmos, plans to launch a two-person film crew to the International Space Station (ISS) aboard a Soyuz rocket on Tuesday. Actress Yulia Peresild and director Klim Shipenko are set to climb aboard the spacecraft with cosmonaut Anton Shkaplerov, lifting off from Kazakhstan at 4:55 a.m. ET.

NASA TV will broadcast the launch live in the video embedded below. The livestream will also include the spaceship docking to the ISS at 8:12 a.m. ET, then show the film star, director, and cosmonaut floating into the station at about 10 a.m.

Shkaplerov will tally his fourth spaceflight as he pilots the spaceship. On the space station, Peresild and Shipenko are scheduled to spend 10 days filming on Russia's side, with the help of cosmonauts. In the movie, called "Challenge," Peresild plays a doctor who launches to the ISS to save a cosmonaut, according to The New York Times.

"I am not afraid," Peresild said in a recent news conference, according to the Times. Still, she added, "fear is normal."

As part of her training, Peresild went on a parabolic airplane flight, which flies arcs up and down to simulate the microgravity of the ISS for about 30 seconds at a time.

"For the first two seconds it's scary," Peresild said, according to the Times. "After that, it's beautiful."

She's poised to beat Tom Cruise to become the first actor to film in space. NASA announced last year that it was in talks with Cruise about filming a movie on the ISS, but no timeline was ever publicized.

Roscosmos announced its own space-movie mission a few months later, sending out a casting call for actresses to star in it. The agency ultimately tapped Peresild and reshuffled its spaceflight schedule to make an October launch possible.

Peresild and Shipenko are set to return to Earth on another Soyuz spaceship on October 16, landing in Kazakhstan just after midnight ET the next day. Shkaplerov will stay aboard the station to carry out a six-month shift, while cosmonaut Oleg Novitskiy will finish his shift and return home with the film crew.

NASA astronaut Mark Vande Hei and cosmonaut Petr Dubrov, who flew up to the ISS with Novitskiy, are giving up their return seats for the actress and director. The two men will instead return to Earth in March after spending nearly a year in space. By then, Vande Hei's mission will be the longest spaceflight ever completed by an American, breaking the previous record held by astronaut Scott Kelly.

"I don't think it's really my record I think it would be the whole team's," Vande Hei told Insider in August. "It's just another step forward for humanity. I also don't expect that to be a record that would last very long, because we're doing bigger and better things all the time."

One year in space would be "a drop in the bucket compared to a Mars flight," he added.

Peresild and Shipenko are joining a new cohort of space tourists and amateur astronauts.

In July, billionaire Richard Branson flew to the edge of space, experiencing microgravity as he lingered there for a few minutes aboard a space plane built by his company, Virgin Galactic. Then just nine days later, Jeff Bezos skimmed the edge of space aboard the New Shepard spacecraft developed by Blue Origin, the company he founded in 2000.

In September, SpaceX launched its first tourist crew into orbit. Billionaire Jared Isaacman chartered the company's Crew Dragon spaceship for a three-day flight. The mission, called Inspiration4, included Isaacman and three other people as its crew, none of whom are professional astronauts. The team did, however, complete nearly six months of training to operate the spaceship.

More amateur spaceflights are still to come. In December, Japanese billionaire Yusaku Maezawa is scheduled to take a Soyuz spacecraft on his own joy ride to the ISS.

Then in February, SpaceX plans to launch three paying customers and one former astronaut to the space station for the company Axiom Space.

This story has been updated. It was originally published on September 30, 2021.

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Space Archaeology study: life & culture on the International Space Station – Newswise

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Newswise In an out of this world study, space archaeologists are reconstructing life on the International Space Station (ISS) over the past two decades, to better understand space culture and get an inside look at how astronauts interact with their tools and colleagues when above Earth.

The ability to understand the microsociety of crews onboard the ISS will offer a window into how life in space functions, as humans consider interplanetary exploration. So how is this gravity defying research made possible?

Internationally recognised space archaeologist, Associate Professor Alice Gorman at Flinders University, says ISS researchers wont be able to travel to the space stationthemselves, instead opting to use millions of photographs taken onboard over nearly two decades, to document developments and changes within the station's lifestyle and cultural makeup.

Fortunately for us, the first occupation of the ISS coincided with the emergence of digital photography, says Associate Professor Gorman.

The images include metadata recording the time and date, which become an excavation, linking the contents of images to moments in time. Given that the crew takes approximately 400 photographs per day, images depicting the station interior now number in the millions.

Well eventually use crowdsourcing to help tag and catalogue that huge cache of photos, with the project likely to take several years.

However, the researchers will also be able to get onboard with the help of astronauts conducting archaeological surveys of the ISS interior, to document aspects of life that cant be derived from image analysis alone.

One potential survey is surface sampling for the build-up of dust, hair, skin cells, oil, dirt, food, broken fragments of equipment and other materials, says Associate Professor Justin Walsh of Chapman University in California, a co-investigator on the project.

An aerosol sampling experiment, which collects air and particulates on the station, provides valuable baseline data.

Other techniques include audio recording to identify levels of ambient sound and documentation of specific public spaces, such as eating areas, and, if possible, private spaces such as crew berths.

Understanding how individuals and groups use material culture in space stations, from discrete objects to contextual relationships, promises to reveal intersections of identity, nationality and community.

Research methods will focus on:

Associate Professor Gorman says an often overlooked but important component of operations on the ISS is the return of items to Earth.

The return of items from the ISS can be interpreted archaeologically as a form of discard process. Preliminary analysis of our interview transcripts indicates the complexity of the process whereby items enter the inventory and are subsequently dispersed.

If items associated with the ISS have been discarded on Earth in soil matrices, traditional archaeological excavation techniques could be used to retrieve and analyse them.

Funding statement

This work was supported by funding from Wilkinson College of the Arts, Humanities, and Social Sciences at Chapman University. The International Space Station Archaeological Project is funded by the Australian Research Council for 20192021 (#DP190102747).

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SNL spoofs Jeff Bezos, Blue Origin and space billionaires with ‘Star Trek’ skit – Space.com

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The billionaire space race landed on late-night TV Saturday (Oct. 2), featuring a spoof on Blue Origin founder Jeff Bezos, Virgin Galactic and "Star Trek," with a guest appearance from a fake Elon Musk of SpaceX.

Owen Wilson stars in the raunchy "Saturday Night Life" skit as a cowboy-hatted Bezos, a nod to the Blue Origin founder's fashion decision before blasting off on his company's first crewed suborbital flight July 20. There are plenty of Amazon jokes, too, in reference to the company where Bezos made his billionaire riches. (Families with young kids will probably want to screen this skit first, due to its content.)

Called "Star Trek: Ego Quest," the skit features a triple-headed battle between the space billionaires vying for public attention this summer Bezos, Richard Branson (from Virgin Galactic, who flew to suborbital space himself July 11) and Musk (whose company sent the privately funded Inspiration4 all-civilian crew to orbit for three days in September, bankrolled by yet another billionaire: Jared Isaacman.)

In photos: Blue Origin's 1st New Shepard passenger launch with Jeff Bezos

"Space is freaking awesome!" the spoof Bezos yells, and the trailer introduces the "crew of random weirdoes" accompanying him on the U.S.S. New Shepard: a "rich kid from the Netherlands" (in real life, Oliver Daemen, son of a hedge fund manager), "Jeff Bezos' brother" (in real life, Mark Bezos) and Wally Funk, who is correctly identified as an 82-year-old astronaut. (Funk had tried to join NASA's Mercury program in the 1960s, but was disqualified in large part due to being female. Bezos invited Funk to join his crew and, we presume, paid for her seat.)

The "midlife crisis of epic proportions," as the skit puts it, includes a race in space between Branson and Bezos during which the billionaires accidentally smash into a space station; "Oops, don't care," the faux Branson says. Later in the trailer, a fake Elon Musk shows up, vowing to beat Bezos at his own game. Also watch for the obligatory jokes about how Amazon treats its employees, and the shape of the New Shepard rocket.

While the SNL skit pokes a lot of fun at the competition between billionaires, and questions why rich people get to fly in space, valuable context comes from knowing that in recent weeks, both Blue Origin and Virgin Galactic have faced criticism for their safety practices.

Virgin Galactic was grounded pending a Federal Aviation Administration review for deviating from the flight plan during Branson's flight. The FAA reinstated Virgin Galactic's flight status last week after six weeks of work. The FAA is considering turning its attention to Blue Origin next, after scathing allegations emerged concerning its company culture and safety work.

None of the people or companies named in the SNL skit have made comments yet on their various Twitter feeds. This even includes Musk, who made a guest appearance on the famed comedy show earlier this year spoofing himself in skits discussing the dogecoin cryptocurrency he backs, his Mars settlement hopes and even the Nintendo supervillain Wario.

Blue Origin's next crewed New Shepard launch is set for Oct. 12 and will carry William Shatner, who portrayed Captain James T. Kirk on the original "Star Trek" TV series and films, along with three other passengers.

Follow Elizabeth Howell on Twitter @howellspace. Follow us on Twitter @Spacedotcom and on Facebook.

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