EPILOGUE
Hello ottos.
Yes, that was the conclusion to the conflict, in
the event announced, for the years waited, in the minutes played.
---
The War of the League ends, in the victory for the side the player-ottos decides. On the other hand, that is not exactly a guaranteed result; the cases can be broken down to two scenarios at first. The strong-league is the one with enormous number of participants for the sides. A general observation can be claimed that the catholic-side is the usual winner in such situations. For that type of religious league war, the human-player can be irrelevant, and occasionally even be bested by the code, if the chosen side is opposing the crowded-league. This happens due to the coloniser-participants.
In rare occurrences, when the ottos join, while a strong-mamluks-tag are still running, the latter can join the war, with two possibilities: Either enforce a peace, therefore auto-catholic-side, as the war is declared by the protestant-side; or by the uneven distribution of great powers between the belligerent-sides. Yes, any great power can join any other war that is fought between great powers but uneven in the numbers. Attacking the france-tag as the austria with an ally-england, provided that they are all great powers during the war, so 1 great power attacked by 2, can incur a surprise party to defend the attacked great power of the france. In that example, the tag as the fourth great power is an unpredictable chance of the pseudo-random number generator. Rivals of the attacker party austria- and england-tags will certainly have an increased weight to join the fight. However, there can be truly random participants among the great powers, with the reasons only known to the calculation of the code. As such, a relatively healthy mamluks-tag can join the league war, based on its rivalries during the conflict. A player-ming, or any other tag under the control of the human-player that has become a great power, can rush to discover the map over the europa-subcontinent, and can manage to join either side based on the availability of the options. Such a forced-attempt will not be pretty, and requires strenuous power of the patience from the human-player. In any case, all these can wildly change the outcome of the War of the League of the strong-type.
The other scenario is the weak-league. Average and below number of participants for the sides of the conflict will be observed. This generally occurs as the austria-tag loses the imperial election. The chain reaction of fallen rivalries, or the opposite effect of dead-locked rivalries prevent the code-tags to join any side. The austria-tag is not central in this role; occasionally the Burgundian Inheritance happens in the favour of the emperor, causing a horrific austria to annihilate the france-tag early in the run; or a france-tag going berserk on both the castile-spain and the england, then casually sides with the protesant-league, then takes the decision to be the defender of the catholic-faith. In the last example, despite the code-protestant-tags gain an enormous advantage in the form of the france, they become silent when it comes to declare the league war, as again the france-tag will be calculated on the defender side of the conflict. Yes, that is still the case, with the expansion of the emperor, and who knows what has changed in the iteration that came afterwards, named the leviathan.
Otherwise, in the scenario of the weak-league, as there are not enough belligerents, the war is declared as a regular procedure, and it runs its usual course.
*
In this run, the player is the ottos. The code never had a chance. Choosing the side of the protestants was not a decision of need, nor of wanting, else never been a concern. Only hope was to draw the attention of the austria-hungary, but it refrained. The muscovy-tag was lingering around, the emperor-bohemia tag was silent, the england-tag was ineffective, the denmark-tag was not seen at all; the france-tag did not bother. The tags of the holy roman empire, even if there is a turbo-strasbourg, a hyper-successful trent-tag, and a well-doing liege-tag, they did not join. Besides, since they seem to be running larger than their usual scenarios, it means they devoured other tags of the empire or their neighbourhoods. So in any case there were not many tags left to get into the conflict.
Out of the empire, there is the mega-milan, which has not made any moves since decades, let alone participating the league. There is the papal-tag of this run, alive, healthy, powerful, and it does not say a word on the situation of the war, as that tag does not join the league-business at all for most of the times, and only does so when it allies the emperor-tag during the conflict.
Then comes the situation of the coloniser iberian-tags. The portugal-tag was beaten down by the player-ottos, so its dormant status is understandable. But the castile-tag joined, yet it did nothing. It has 73k troops, yet kept them somewhere either on indonesian-islands or in mesoamericas, even if its entire realm was ravaged under siege, even if it could change the course of the war a bit, even if its potential power would be a deciding factor for most of the others, even when this was curtailed by its own choices already. None shows up, and the silence is evermore.
*
And the conclusion of the War of the League. The date shows 1566, the protestant-side has won, while ultimately losing. No realm remains as a powerful protestant-tag, in any case there has not been any before the war. Based on the incredible chances of the calculation, the first emperor to be elected is… the landshut-tag. Not the leader of the league, not even joined; the randomness of the situation is acceptable, yet its election is still incomprehensible. Probably the decision of the code depends on the relations with the pre-war electors, but that is only a claim. The amount of time spent looking at the lines of the code drives the one insane, eradicating all the patience one can have, and thus it is more than enough to say, that it is a random choice of the code. After the war, the new emperor-landshut will have many problems, as all neighbours will bite pieces off the empire, and it cannot prevent it, not with its semi-generic agendas. Even though the bavarian-tags have more specific missions than many others, none is sufficient to make the code run those tags in any efficient manner. The game is not designed for them; it is either austria, or spain, or poland, or england, or france, or ming, or… Eh.
And the other tags of the protestant-side? Poland now has a pu over lithuania with 100% liberty desire. It already lost in the victory. The denmark-tag was on the winning side of the war, and it will be devoured by either the sweden-tag or the lübeck-tag. Cool that would be, an interesting scenario but there is no patience to wait and see what happens, since you do know how it proceeds even with such scenarios. They fight each other, one prevails, then it remains silent as there are no more rivals in the vicinity. Or they will rival the ottos, the one that the human-player controls, and they will wait from the other side of the europa-subcontinent, regularly Slander Merchants, or Sow Discontent, and nothing else will they ever do. Except conquest. Just as any generic code-agenda.
*
And the side that lost the war? The castile was on the lost-side of the league, but it still has its 73k-army somewhere on the earth. It will not be attacked by the france-tag, nor it will attack back; they will continue in their path of conquest but on others owing to their bonkers-level-crazy perma-claims in all over the world. Although, as the human-player, you managed to force it to give up some of those claims on the philippines-islands, but such tags have more of those than any other in the game. They will not stop in that regard, nor they should be.
But when they fight the human-player, they will still besiege the farthest fort, the most distant province, the least valuable area for the war-goal, while waiting to be conquered, keeping their 100k troops hidden somewhere else, otherwise running around to avoid any battles. Understandable, to struggle for avoiding any loss. The problematic side is that the chase occurs on a war-theatre roughly covering an entire continent. Roughly, is not there for indicating an exaggeration; it is there to show the average experience, since it is well possible to watch the code run from other code-tags or from the human-player over not single, but multiple continents. Such wars are not fought against a greater threat, nor against a weaker realm, not even against time, nor for any gain. They are fought against the patience of the human-player.
---
The date shows 1568, and the poland-tag converts to reformed-faith. While having a pu over lithuania-tag with 100% liberty desire.
Brilliant move, code. On the other hand, an interesting story, seeing the demise of a realm. What could lie in its future, a war for independence, further defensive wars against its neighbour the bohemia-tag, or an attack on the muscovy-tag? Who knows, you do not need to care any more.
But yes, the story. That is all what remains, and the only possibility to play the game. Unfortunately the game makes every possible move to hinder itself for such stories to happen, as it still calculates that the poland-tag too powerful for the lithuania-tag to declare independence. This is also the reason for the colonies rarely declaring war against their overlord-tags. There can be a two-province-left portugal-tag, and the code-colonies over entire america-continents will wait for decades to make a move. Then, they can with very high probability still lose their independence wars. The code will always require the human-player to disrupt this design that has the heavy inertia.
Oh yes, it is 1568, and the player-ottos still has not embraced the Printing Press institution. Why, as already 13 years ahead of time in the diplo- and the mil-techs, while waiting for the admin-tech to drop under the condition of behind-the-time, in addition to behind-the-neighbours' tech, providing another 5% tech-cost. Moreover, another method to reduce the tech-costs is… the spy network on the technologically advanced tags. Yes, why do you think that Diplo-set is so important? To increase relations so the coalitions can be avoided, to have vassals instead of crazy-code-allies, again to increase relations of the enemies of the allies so the player will not be called to surprise-and-irrelevant-wars of the allies, and of course for spy networks, which give tech-cost reductions. And after all these advantages, why would anyone choose Admin-set for an opener instead of the Diplo-set? Who knows, maybe such runs also involve a story. Now that would be interesting, otherwise, never the Admin-set.
And your choice for the fourth set will be of course Maritime, and it will be unlocked once the admin-tech 14 arrives. Checking the neighbourhood. Casually declare war on the mamluks-tag. War ends around 1570, and the provinces along the Red Sea coast and the Persian Gulf coast are conquered. Leave the city of Qahira again. It does not matter at this point. In any regard, you have not touched the perma-claims on the hungary-tag since decades, in case the austria-hungary tag could rise. But now, it is pointless, as the hopes are gone.
Embrace the Printing Press by 1570 after the war, and get the admin-tech 14. Maritime-set. After that; even, yes even the Admin-set can be chosen as fifth, since none matters any more. The safe, the sane, the reasonable route would be to take the Humanist-set as the fifth, then either the Trade- or the Off-set as the sixth; therefore the choice of the sixth determines the seventh. For the last one, by then the code would be screaming, yet one can pull out the Quality, or the Eco-set, even maybe the Naval, because well beyond the over-killing limit the run is, at tech-level 29, so no idea set would matter in any significant way for any turbo-tag, let alone the otto-tag.
Despite the heavy conquest, yes, as the admin-tech costs about only 371 admin-points, about 60% reduction the player-ottos has by then: With the innovativeness at 66,6, meaning 6,6% reduction on all monarch-point actions; with the occasional Dhimmi estate when they have high loyalty and influence; with the Inno-set; added to 2% reduction on the according category each time an idea is enabled; not to mention 10% reductions by Diplo- and Aristo-sets; but ultimately owing to the turbo-monarchs, technology can be kept always ahead of time. Always keep the tech ahead of time, particularly useful for economy by the admin- and the diplo-techs, and there is never a need to unlock a tech while ahead of time if it does not provide innovativeness by being the first. The exception is the mil-tech; a sudden change in the political parameters can force one to unlock the next tech-level. Political situation is a generous label, naturally, as it is only the warfare. Just as the austria-hungary war you endured by your own mistake, it only depends on the warfare status.
Current ruler is murad the first, a 13-monarch, 5-3-5, ascended the throne during the league war, following the regency due to his predecessor dying only after four years into his reign; funny, as it should have been named as murad the third, but that is a small detail as an error by the history-files, and it does not matter after all the delirium the code vomits on the player.
Austria is no more a valid target for the ottos. How many times it has been on and off by now, you do not know.
Oh, your only ally, the oman-tag, calls you to its war on the yemen-tag. You apparently have missed to increase the relations with the yemen-tag up to 50, and have forgotten to manually set the Attitude towards the tag as Friendly. Now as the player you have to suffer the war that is declared by the code as an ally. The war lingers about three years, despite your attempts to finish it quicker. Fortunately your ally the oman-tag conquers not that many provinces; but this is enough, the vassalisation cannot wait any more. There is still too much distance preventing its vassalisation, and there are only a couple of provinces between the two of you.
Declare war on the hormuz-tag, by 1573, and make the war as fast as possible. By 1 January 1574, the provinces on the gulf-coast are conquered, now the player-ottos is neighbouring the oman-tag. Hello oman, the newest and the last vassal. Make her a march, send the officers, take any debts off.
Now having seven vassals, and in the month of February, the muscovy-tag is no more a valid target; within the end of the same month, it will be again eligible for rivalry. The cycle for the muscovy-tag has started. The other two are the france- and the ming-tags. Once the hungarian provinces are conquered, in addition to a couple of provincial-purchases from the vijayanagar- and the sindh-tags for trade companies on the india-subcontinent, they will also enter their cyclic-rivalry status. Once; when this would be done.
But you have no more hope.
The charter-company purchases will turbo-increase the trade even more; by 1577, the trade node on
the city is about 51,2 ducats of total value. It is closely followed by the Sevilla node with 48,6 ducats, its rate of increase is far greater than the player-ottos’ node; the Channel node seems to be failing, only at 41,6 ducats. However, with the trade directed from the india-subcontinent, and when the otto-specific mission on the Crimea node is enacted once the time is right, it is highly possible to spawn the Global Trade by having the richest node on one of the provinces around it.
Yet there is no more need.
The army shows 144k troops, and the net income is about 55 ducats. You can disband the entire army and re-recruit, since the manpower potential can meet the demand; you can mercenary-spam even with 20 consecutive debts, and the economy is at the level of self-recovery from that loss. No tag can oppose, so the coalitions remain as the only option, and that is an artificial method to trigger a challenge. Yet, the economy shows at least three coalitions can be managed, and that is an optimistic estimate, since the code can never manage to declare even a single Punitive War on the player under these circumstances. The human-player has to self-sabotage the run at this stage, which is a pointless exercise.
For you have no more patience.
It would have been interesting, yes. Had the possibilities within the distribution functions made it, had the random-events on the code aligned on a different angle, had the code used its predetermined-events more efficiently, were the dice rolled differently, it could be different. The name of your hope was if only it could be.
But now, the date shows 1578, and it ticks, the never-vector, ever-confusing scalar with single direction, the time, it runs, its sound clings, resonating in the depths of the mind.
The tags are silent.
The run reached the saturation level.
The code collapsed.
Goodbye, ottos.
Of course the sun rises as it should be. But the light is blocked while the clouds thicken as ever can be. And comes the rain, cleaning the pain away, but it is only blurring the vision, for it is the blissful serenity you are lost into.
It is the linguistic assumption due to the earth-bound perspective, and the obvious is assumed by the knowledge consistently observed by multiple independent sources through the time.
You do know the reason for why you are playing this game, as the blood hastens in its flow out of the wound. But the chase after the reason was intriguing, you admit to yourself, for it was not required to test it, yet it had to be determined, out of the complex mess in the simplest abyss you have been to.
System Warning – Back-up systems activated
The arcade-absurdities, for however horrendous they are, inherent to the design, unchangeable at this point, follow the path of the vile hatred in the frustration of yours. Identifying the most terrifying surreal aspect, the only that is, in the simulation it obliterates the reality, with a smooth touch of the gentle wind in the summer. As much incorporated into the lines of the loops within the conditionals by the equations the code runs through, the inescapable desperation hits with the awareness that how hard it is to distinguish over the others. You were not prepared, you did not know, you would not have an idea what it could bring once you have reached it.
Yes, it has been difficult to reach the conclusion, for all the elements of the code you accused fought back in their vigorous battle for existence.
System Warning – The Sentry is unresponsive
Yes, the simulation, however it is dominated by the events of the random and scripted types; it is the simulation that survives, because the events are there for the simulation to thrive, and not specifically for the human-player. The string functions coloured by the stylish graphical outputs are there for the story to enrich the imagination, yet the advantages and the disadvantages are there for the code, to disrupt its own equilibrium point. Obvious that is, as the code cannot calculate to defeat itself. Yet with its own lines, the equilibrium point of itself is unbalanced, and then it proceeds with another part of its own lines. Thus the illusion is formed, and the tags fight each other. For the player, though, that is the genesis of the challenge. The fight against the heavily advantageous code, or the survival against the incidents triggered by random or pulse-events.
System Warning – Routing available resources to Medic-System
Yes, even they can be accepted.
The code being a simulation; that is accepted by you, since it was the furious reaction of yours to accuse the code for being an arcade-game. Then the infinite-loop starts all over again. But lucid-streaming in the infinite-loops revealed the key. The army or navy units going to one province from another; the commands moving the units to one vertex from another. That is the knot, the key of the accusation, the code floats between the two worlds, being a simulation while growling as an arcade.
Yet it is not the hatred towards the design of the code you have. You do love the maps. You do love the choices you have to make. You do love the actions you have to take. You do love the music you hear. Mind-jumping is unavoidable under the impact of the music.
System Warning – Invalid commands
Yes, the music.
The silence is announced by the deepest violins. A single percussion gongs the beginning. The cellos join, painting the history of this game together with her predecessors, as it all started with humble goals. The second of the title was the one remembered most, yet all of them had the same ambition: A grand strategy by their strong simulation elements. The flute enters, ushering in the new age, as the fourth iteration arrives. The harp supports all the tone, carrying the entire structure, showing that the fourth is the one to create the generational impact. They harmonise together, the drums roll, the brass makes its way, repeating the grandiose birth of the game. The woodwind takes over, telling the flow of the beauty, the direction of the art, the name of the game. Violins rise, cellos brood, yet they agree upon the lead, and the harmonisation repeats three times. At 2’27’’, it soars. The journey of the beauty, the way of the art, the name is roared as the percussion explodes, along the way the faint choir backs it. It truly is the voyage.
System Warning – Invalid commands
Yes, you do love the voyage you incessantly undertake in this game, a grand strategy, by her strong simulation elements.
But this game? Do you…? You…? You are not able to exit the infinite-loop, but enter another mind-jump.
---
You do know it, despite its incredible problems, unprecedented flaws, innumerable errors, not within the illusion, but beyond the disillusionment you see them, the pillars of the art, the essence of the code for this game rise in the mind, stand strong, defend its existence.
The
casus belli. No code before this series of games, along with her cousins, managed to bring the concept into an acceptable form. The first step for the players to make an understandable interaction with the code. The curse of all games, being in the wetlands of warfare, designed for conquering other entities, yet this game along with her cousins made the revolution. The
casus belli, so the player and the code can communicate with each other, beyond a careless, a mindless, a relentless onslaught against each other, provided the concept of generating the pretext for the warfare of each other in its run.
The
truce, the
length of war, the
call for peace. All three changed the perception of the games for the players, as it has become possible to make any reasonable interaction with the code by these elements. With the
truce concept, it became a definite period for what is going to happen after a war. The player is allowed to break it, yet the code is limited in its choice, to allow the player to resume the illusion of the interaction. Yes, otherwise additional reasoning has to be disclosed to the player in order to distinguish what the code may do: Does it behave as a sequential procedure to eliminate, or does it imitate a hesitating entity, are the questions answered with the
truce time. Whether the code will be allowed to break by its own decision matrices or not in its design, the concept crushed the barriers of the games they are limited to. Instead of constant war-status, with the
truce concept the players, both code and human, are expected to abide the treaty. The
length of war; that is the defining factor for controlling the power of the code; the unlimited might of its infinite-patience, as no human can oppose it. Despite its flaws, it is the necessary aspect of the design; then comes the
call for peace. Otherwise the code can resume forever against the human.
The
numbers and
their breakdown. With the fourth iteration it has reached its peak so far; without the
listed numbers, the
ledger information, the
breakdown of the reasons, one cannot comprehend the actions of the code, otherwise there would be no illusion for an effective contact between the code and the human-player to start with, the simulation would not even exist. In the before times the old-school had to crawl through the never-disclosed commands of the game-codes, and they were all generic, aimed to eliminate the others. It is therefore an instinctive-habit of old-school players to consider that any code is determined to eliminate the opponent, the human. It was truly the dark ages of the simulations, however they were actually so or not. But with the
numbers that are
displayed in lists, showing the reasons of the choices made by the code; this changed every aspect of the games forever. In the times of this new-age, now the players can take further steps to comprehend the code in its actions, to consider their options against it, based on the observations they can make, as given by the design of the number-breakdowns.
And the last pillar, the most important, the core essence of the game.
Pause.
Yes, the
pause.
No, any objection against the concept of
pause is baseless, untenable, and unthinkable. The usual counter-argument is that
the life does not have a pause, as the time flow is continuous, so the simulation should be too, etc. No. In the case of the entropy increase, yes, the universe does not stop, and disregarding the singularities as black holes for the sake of the argument. The carbon-based life as a simplified definition, and narrowed down to the life of a human-being, the biological clock is always ticking too. There is no pause in either case, yes, but the metabolisms take their break. In fact, the life of the human being, an organism of carbon-based cycle, strives for the moments of rest, and that is not a behaviour exclusive to homo sapiens. You do take your time to rest and to control your own life, and it is the pause you can ever approach. So the baseless counter-argument can be overcome only by such basic defence, yet return to the case of the game.
The
pause feature of the pseudo-real time flow in this game is the element that makes it unique, it is what makes this game and her cousins, the game. Turn-based strategies do not have such concerns; the insanity called real-time strategies do not have any remorse nor shame, as none is an actual strategy, but just highly sophisticated arcade-games of click-hysteria. Thus enter the realms of the
Go and the
Chess. They are the true strategies, and they are more than games, without any need of graphical nor string functions to enrich their outputs. They are the purest forms of the conceptual design of simulating the life and the strategy, even if being of turn-based nature.
But this game is none of them, as it has the pseudo-real time flow, with controllable flowspeed, and providing the function of a
pause. This game cannot be itself, it cannot be anything, it will cease to exist when its
pause feature is discarded. Take it out of the design, and this game will remain as dead as a generic reaction-tester, just as any
-allegedly- strategy game with real-time flow. A test of human-reaction speed against the hundreds of the code-tags with its near-infinite processing speed it would become. Besides the futility of such a miserable design, it is, yes, doable to beat the speed of a processor, as millions are already trained themselves to do it, yet the amount of time spent on such games is a waste, as the opportunity is lost in that case, for what otherwise can be invested for a
Basketball match, an infinitely superior type of game as opposed to
-supposedly- strategy of the digital type with real-time flow.
---
And yes, despite all its admirable beauty, remarkable style, and extraordinary concepts of its four pillars, the arcade-absurdities are over there.
System Warning – Alert – The Mainframe is breached
Not the flaws due to assumptions, simplifications, abstractions, but the arcade-elements of the code, forcing the player to chase down the code-units, for the warfare the name of the game is, falls on top of the grand strategy, by her strong simulation elements, with a mighty crash.
Even though you are ready, you are willing, you are able to accept, grudgingly or reasonably, all the arguments for its assumptions, simplifications, abstractions for the various aspects of its design, the arcade-absurdity of the code creates the stain, and you are not able to clean it once observed. Even though the supply system and the military access and the absurd decision matrices of the code are ultimately agreeable judging by the available resources, the inherent design devours all the light by creating its own event horizon.
System Warning – Critical Alert – Unauthorised access to bay doors is detected
The simulation of the populations over the map through a certain period of time. Every concept of this can be explained, and that was your voyage, but one out of them; that does not exist.
Yes, that is your voyage. To catch the moment of the decision of the code at the critical time that it makes against the variation of any input. Sometimes it fails, yet rarely, if not sometimes, it does roll the dice, makes its calculation, determines its goal, follows its ambition, struggles against the challenge. At least it tries, as it is determined to reach the equilibrium-solutions of its functions.
That is why you are playing this game, and you do know it, and you are chasing that probability in the system of functions limited by the conditionals in the loops of the lines.
System Warning – Critical Alert – Unauthorised exit – Initiating system fail-safe
But that concept remains in the dark. The one that does not even exist, beyond being a failure. The simulation of the history of the populations over the map through a certain period of time, and you search for the interaction with the code in this endeavour. Your voyage is doomed to fail if you consider it, as there is no human being in the simulation of the game.
System Warning – Critical Alert – Sequence Failure
The cousin of this game,
crusader kings, is many steps far beyond it, despite her own limits, as it jumps into the level of its characters, instead of running over obscure lines of borders as entities called realms. Not sufficient as considering the populations by only the ruler class, but still far beyond this game. And this game has no character in it, the role of the player is an abstraction of a colour within a black border-line, it is depicted on a vague map. The events of random or scripted nature ultimately collapse under this analysis, as they are completely detached even from the story of the only characters given in the game, called the monarchs, and even they do not exist.
There is only one human being in the game.
It is you, the only one in this game.
That is how you saw it through the illusion, as it implodes into the darkening singularity of the void, with its astronomical scale gravitational field, attracting the mass so severely that the light is entrapped, never to escape, ever to scream in silence.
It would be you. But you are not.
System Error – Critical Alert
Your eyes blink, your wound is bleeding, your breathing races with your heartbeats. It would be you playing the game, whether knowing why this game else unaware, but you are not even there.
As the sorrowing fear began, you did tell yourself the reasons before. Careful, the
why is the linguistic tool of the weaker kind, only applicable to explain your behaviour to you, not the tool of the stronger kind, the
how. You do not remember it how you have arrived here, but that is entirely exclusive to your predicament. Your real, to answer the
why, not for this game, but for you, for what you do now.
In fact, you were able to dive into the mind-jumps through the lucid-streamings of infinite-loops, and you did so willingly. It is unfinished, and the need you have ever had you do know it, yet the pain is there, and this is the diversion. The vectors of the space are to be discovered, as you closed your eyes from the reality, while the time is running in its direction, yet the scalar it is.
Return to your visible question of why this game, and it is now known by you, as you do your voyage through its run-time. Yet that question is born out of the contradiction you become aware of, as there is no population in this simulation of the history of populations over the map through a certain period of time. There is only you.
Unfortunately you are mistaken in your perception, but it is not about the game.
System Error – Critical Alert
The problem you ignored. The game is still played, before even hitting the play. Even if a life is left devoid of it, the play will resume in the mind. Do not worry, but they are called dreams, the art exclusive to the person they belong to.
System Error – Critical Alert
And do not worry, as this is not a dream. The reality of you in the surreal voyage of yours is dismissed by you, that was the error in your senses. Do not worry, you are the real, yet you dismissed the perception in exchange of the illusion of the simulation.
Wait. But you said, you acknowledged, you knew that the illusion was broken. It is broken, and you look at the real now, as you have to tend the wound of yours. Mind-jumps certainly helped, lucid-streaming obscured the process, in the infinite-loops you lost the concept of the time. Now you see the real with your eyes.
But.
System Error – System Error –
You asked all the questions possible, while knowing the remaining others in the void. The critical one, though, you completely disregarded it.
System Error – System Error – System Error – System Error – System Error – System Error – System Error – System Error – System Error – System Error – System Error – System Error – System Error – System Error – System Error – System Error – System Error – System Error – System Error – System Error – System Error –
How?
What year is this?
Who are you???
-THIS IS WHERE IT ENDS-
[*] The Voyage, composed by Andreas Waldetoft, performed by Brandenburgisches Staatsorchester, conducted by Bernd Ruf (2013)
[**] Shape of My Heart of the album Ten Summoner's Tales by Sting (1993). Minor appropriation on the lyrics.
Edit 07.07.2023: Corrected formatting, grammatical, factual mistakes. Corrected images.