- Oke.io: Oke.io provides you an opportunity to earn money online by shortening URLs. Oke.io is a very friendly URL Shortener Service as it enables you to earn money by shortening and sharing URLs easily.
Oke.io can pay you anywhere from $5 to $10 for your US, UK, and Canada visitors, whereas for the rest of the world the CPM will not be less than $2. You can sign up by using your email. The minimum payout is $5, and the payment is made via PayPal.- The payout for 1000 views-$7
- Minimum payout-$5
- Referral commission-20%
- Payout options-PayPal, Payza, Bitcoin and Skrill
- Payment time-daily
- Short.am: Short.am provides a big opportunity for earning money by shortening links. It is a rapidly growing URL Shortening Service. You simply need to sign up and start shrinking links. You can share the shortened links across the web, on your webpage, Twitter, Facebook, and more. Short.am provides detailed statistics and easy-to-use API.
It even provides add-ons and plugins so that you can monetize your WordPress site. The minimum payout is $5 before you will be paid. It pays users via PayPal or Payoneer. It has the best market payout rates, offering unparalleled revenue. Short.am also run a referral program wherein you can earn 20% extra commission for life. - Ouo.io: Ouo.io is one of the fastest growing URL Shortener Service. Its pretty domain name is helpful in generating more clicks than other URL Shortener Services, and so you get a good opportunity for earning more money out of your shortened link. Ouo.io comes with several advanced features as well as customization options.
With Ouo.io you can earn up to $8 per 1000 views. It also counts multiple views from same IP or person. With Ouo.io is becomes easy to earn money using its URL Shortener Service. The minimum payout is $5. Your earnings are automatically credited to your PayPal or Payoneer account on 1st or 15th of the month.- Payout for every 1000 views-$5
- Minimum payout-$5
- Referral commission-20%
- Payout time-1st and 15th date of the month
- Payout options-PayPal and Payza
- Short.pe: Short.pe is one of the most trusted sites from our top 30 highest paying URL shorteners.It pays on time.intrusting thing is that same visitor can click on your shorten link multiple times.You can earn by sign up and shorten your long URL.You just have to paste that URL to somewhere.
You can paste it into your website, blog, or social media networking sites.They offer $5 for every 1000 views.You can also earn 20% referral commission from this site.Their minimum payout amount is only $1.You can withdraw from Paypal, Payza, and Payoneer.- The payout for 1000 views-$5
- Minimum payout-$1
- Referral commission-20% for lifetime
- Payment methods-Paypal, Payza, and Payoneer
- Payment time-on daily basis
- Bc.vc: Bc.vc is another great URL Shortener Site. It provides you an opportunity to earn $4 to $10 per 1000 visits on your Shortened URL. The minimum withdrawal is $10, and the payment method used PayPal or Payoneer.
Payments are made automatically on every seven days for earnings higher than $10.00. It also runs a referral system wherein the rate of referral earning is 10%.- The payout for 1000 views-$10
- Minimum payout -$10
- Referral commission-10%
- Payment method -Paypal
- Payment time-daily
- LINK.TL: LINK.TL is one of the best and highest URL shortener website.It pays up to $16 for every 1000 views.You just have to sign up for free.You can earn by shortening your long URL into short and you can paste that URL into your website, blogs or social media networking sites, like facebook, twitter, and google plus etc.
One of the best thing about this site is its referral system.They offer 10% referral commission.You can withdraw your amount when it reaches $5.- Payout for 1000 views-$16
- Minimum payout-$5
- Referral commission-10%
- Payout methods-Paypal, Payza, and Skrill
- Payment time-daily basis
- Cut-win: Cut-win is a new URL shortener website.It is paying at the time and you can trust it.You just have to sign up for an account and then you can shorten your URL and put that URL anywhere.You can paste it into your site, blog or even social media networking sites.It pays high CPM rate.
You can earn $10 for 1000 views.You can earn 22% commission through the referral system.The most important thing is that you can withdraw your amount when it reaches $1.- The payout for 1000 views-$10
- Minimum payout-$1
- Referral commission-22%
- Payment methods-PayPal, Payza, Bitcoin, Skrill, Western Union and Moneygram etc.
- Payment time-daily
- Wi.cr: Wi.cr is also one of the 30 highest paying URL sites.You can earn through shortening links.When someone will click on your link.You will be paid.They offer $7 for 1000 views.Minimum payout is $5.
You can earn through its referral program.When someone will open the account through your link you will get 10% commission.Payment option is PayPal.- Payout for 1000 views-$7
- Minimum payout-$5
- Referral commission-10%
- Payout method-Paypal
- Payout time-daily
- BIT-URL: It is a new URL shortener website.Its CPM rate is good.You can sign up for free and shorten your URL and that shortener URL can be paste on your websites, blogs or social media networking sites.bit-url.com pays $8.10 for 1000 views.
You can withdraw your amount when it reaches $3.bit-url.com offers 20% commission for your referral link.Payment methods are PayPal, Payza, Payeer, and Flexy etc.- The payout for 1000 views-$8.10
- Minimum payout-$3
- Referral commission-20%
- Payment methods- Paypal, Payza, and Payeer
- Payment time-daily
- Clk.sh: Clk.sh is a newly launched trusted link shortener network, it is a sister site of shrinkearn.com. I like ClkSh because it accepts multiple views from same visitors. If any one searching for Top and best url shortener service then i recommend this url shortener to our users. Clk.sh accepts advertisers and publishers from all over the world. It offers an opportunity to all its publishers to earn money and advertisers will get their targeted audience for cheapest rate. While writing ClkSh was offering up to $8 per 1000 visits and its minimum cpm rate is $1.4. Like Shrinkearn, Shorte.st url shorteners Clk.sh also offers some best features to all its users, including Good customer support, multiple views counting, decent cpm rates, good referral rate, multiple tools, quick payments etc. ClkSh offers 30% referral commission to its publishers. It uses 6 payment methods to all its users.
- Payout for 1000 Views: Upto $8
- Minimum Withdrawal: $5
- Referral Commission: 30%
- Payment Methods: PayPal, Payza, Skrill etc.
- Payment Time: Daily
- Adf.ly: Adf.ly is the oldest and one of the most trusted URL Shortener Service for making money by shrinking your links. Adf.ly provides you an opportunity to earn up to $5 per 1000 views. However, the earnings depend upon the demographics of users who go on to click the shortened link by Adf.ly.
It offers a very comprehensive reporting system for tracking the performance of your each shortened URL. The minimum payout is kept low, and it is $5. It pays on 10th of every month. You can receive your earnings via PayPal, Payza, or AlertPay. Adf.ly also runs a referral program wherein you can earn a flat 20% commission for each referral for a lifetime. - Linkbucks: Linkbucks is another best and one of the most popular sites for shortening URLs and earning money. It boasts of high Google Page Rank as well as very high Alexa rankings. Linkbucks is paying $0.5 to $7 per 1000 views, and it depends on country to country.
The minimum payout is $10, and payment method is PayPal. It also provides the opportunity of referral earnings wherein you can earn 20% commission for a lifetime. Linkbucks runs advertising programs as well.- The payout for 1000 views-$3-9
- Minimum payout-$10
- Referral commission-20%
- Payment options-PayPal,Payza,and Payoneer
- Payment-on the daily basis
- CPMlink: CPMlink is one of the most legit URL shortener sites.You can sign up for free.It works like other shortener sites.You just have to shorten your link and paste that link into the internet.When someone will click on your link.
You will get some amount of that click.It pays around $5 for every 1000 views.They offer 10% commission as the referral program.You can withdraw your amount when it reaches $5.The payment is then sent to your PayPal, Payza or Skrill account daily after requesting it.- The payout for 1000 views-$5
- Minimum payout-$5
- Referral commission-10%
- Payment methods-Paypal, Payza, and Skrill
- Payment time-daily
- Shrinkearn.com: Shrinkearn.com is one of the best and most trusted sites from our 30 highest paying URL shortener list.It is also one of the old URL shortener sites.You just have to sign up in the shrinkearn.com website. Then you can shorten your URL and can put that URL to your website, blog or any other social networking sites.
Whenever any visitor will click your shortener URL link you will get some amount for that click.The payout rates from Shrinkearn.com is very high.You can earn $20 for 1000 views.Visitor has to stay only for 5 seconds on the publisher site and then can click on skip button to go to the requesting site.- The payout for 1000 views- up to $20
- Minimum payout-$1
- Referral commission-25%
- Payment methods-PayPal
- Payment date-10th day of every month
- Linkrex.net: Linkrex.net is one of the new URL shortener sites.You can trust it.It is paying and is a legit site.It offers high CPM rate.You can earn money by sing up to linkrex and shorten your URL link and paste it anywhere.You can paste it in your website or blog.You can paste it into social media networking sites like facebook, twitter or google plus etc.
You will be paid whenever anyone will click on that shorten a link.You can earn more than $15 for 1000 views.You can withdraw your amount when it reaches $5.Another way of earning from this site is to refer other people.You can earn 25% as a referral commission.- The payout for 1000 views-$14
- Minimum payout-$5
- Referral commission-25%
- Payment Options-Paypal,Bitcoin,Skrill and Paytm,etc
- Payment time-daily
Friday, March 29, 2019
15 Highest Paying URL Shortener: Best URL Shortener to Earn Money
Ekam: No Longer Restricted To Building Self, And Can Be Taught New Rules
Two big updates to Ekam this weekend! As always, the source code is at:
http://code.google.com/p/ekam/
Updates
Arbitrary Code
Ekam is no longer restricted to only building code in the "ekam" namespace. It will now build pretty much any C++ code you throw at it, so long as the code depends only on the standard C/C++ library. In fact, when I pointed Ekam at the Protocol Buffers source code, it successfully churned out protoc! (It didn't do as well compiling the tests, though.)
I ended up accomplishing this not by indexing libraries, as I had planned, but instead by changing the behavior when a dependency is not found. Now, if the link action cannot find any object files defining a particular symbol, it just goes ahead and tries to link anyway to see what happens. Only after failing does it decide to wait for the symbols to become available -- and it retries again every time a symbol for which it was waiting shows up. So, once all non-libc symbols are available, the link succeeds.
Now, this has the down side that Ekam will go through a lot of failed linker invocations. But, I look at this as an optimization problem, not a correctness problem. We can use heuristics to make Ekam avoid too many redundant link attempts. For example, we can remember what happened last time. Or, an easier approach would be to just make sure failed operations are not tried again until everything else is done.
Related to this change, Ekam will now re-run even a successful operation if dependencies that were not originally available become available. I talked about why you'd want to do this last week.
Defining new rules
You can now implement new build rules by simply writing a shell script and putting it in the source tree, as I proposed last week. You can now see what the actual code for compiling C++ looks like (linking is not yet implemented as a script). Of course, you don't have to write these as shell scripts. Any executable whose name ends in .ekam-rule will be picked up by Ekam -- even binaries that were themselves compiled by Ekam.
Refactoring
I seem to spend a lot of time refactoring. Working on C++ outside of Google is almost like learning a whole new language. I get to use whatever style I want, including whatever C++ features I want. I've been refining a very specific style, and I keep realizing ways to improve it that require going back and rewriting a bunch of stuff. Some key aspects of the style I'm using:
- Exceptions are allowed, but expected never to occur in normal usage.
- Ownership of pointers, and passing of that ownership, is explicit. I have a template class called
OwnedPtrfor this. In fact, I never usenew-- instead, I callOwnedPtr::allocate()(passing it the desired constructor parameters). It's not possible to release ownership of the pointer, except by moving it to anotherOwnedPtr. Thus, the only way for memory to become unreachable without being deleted is by creating an ownership cycle. Yet, I don't use reference counting, since it is notoriously slow in the presence of multiple cores.
- I'm using single-threaded event-driven I/O, since Ekam itself is just a dispatcher and does not need to utilize multiple cores. Events need to be cancelable. Originally, I had every asynchronous method optionally return a canceler object which could be called to cancel the operation. This got surprisingly hairy to implement, since the event effectively had to cancel the canceler when complete. Also, events owned their callbacks, which made a lot of things awkward and tended to lead to cyclic ownership (doh). What turned out to be much simpler was to simply have every asynchronous method return an object representing the ongoing operation. To cancel the operation, delete the object. With this approach, deleting a high-level object naturally causes everything it is doing to be canceled via cascading destructors, with no need to really keep track of cancellation.
Ideas
Currently, the compile action does not yet resolve header dependencies -- if you need to use special include directories you must specify CXXFLAGS manually. This is, of course, bad. But how can Ekam detect header dependencies?
One approach would be to attempt to compile and, if not successful, try to parse the error messages to determine missing includes. This is, of course, going to be pretty brittle -- it would need to understand every compiler's output, possibly for every locale.
Another approach would be to write some sort of an "include scanner" which looks for #include directives. It would not necessarily have to evaluate branches (#ifdefs and such), since it could just conservatively look for all the headers that are mentioned and take whatever it can find. However, this would still be pretty complicated to write and slow to run, and it wouldn't be able to handle things like macro-derived header names (yes, you can do that).
So here's my idea: Run the compiler, but use LD_PRELOAD to inject into it a custom implementation of open(). This implementation will basically send an RPC to Ekam (using the already-implement plugin interface) asking where to find the file, then replace the path with what Ekam sends back. The injected open() could pay attention only to paths in a certain directory which would be added to the compiler's include path. Problem solved! And better yet, this solution naturally extends to other kinds of actions and programming languages.
LAN-Party Optimized House
I live in a LAN-party-optimized house. That is, my house is specifically designed to be ideal for PC gaming parties. It's also designed for living, of course, but all houses have that.
Here, let me illustrate:
The house has twelve of these fold-out computer stations, six in each of two rooms (ideal for team vs. team games). The actual computers are not next to the monitors, but are all in a rack in a back room. The stations were built by a cabinet maker based on specs I created. The rest of the house was designed by my dad, Richard Varda, who happens to be an architect.
I also have two big TVs, one 59-inch and one 55-inch, each of which has a selection of game consoles attached. In practice we usually end up streaming pro starcraft matches to these instead of playing games on them.
For the 0.001% of you who read my blog before this post: Sorry for the long lack of posts. In March I moved into a new house. I have been working on a number of projects since then, but they have all been related to the house, and I wasn't prepared to talk publicly about it until certain security measures were in place. That is now done, so let's get started!
More details in later posts
I've written more blog posts about this with tons more details. Check out the backstory and the technical design and FAQ.
Hardware
The twelve game stations all contain identical hardware:
- CPU: Intel Core i5-2500
- GPU: MSI N560GTX (nVidia GeForce 560)
- Motherboard: MSI P67A-C43 (Intel P67 chipset)
- RAM: 8GB (2x4GB DDR3-1333)
- Monitor: ASUS VE278Q (27" 1080p)
At the time I bought the hardware (March 2011), I felt this selection provided the best trade-off between price and performance for gaming machines that need to last at least a few years.
Although I own the machines, I do not own twelve copies of every game. Instead, I ask guests to log into their own Steam / Battle.net / whatever accounts, to play their own licensed copies.
Of course, maintaining 12 PCs would be an enormous pain in the ass. Before each LAN party, I would have to go to each machine one by one, update the operating system, update the games, etc. Everything would have to be downloaded 12 times. I do not do that.
Instead, the machines boot off the network. A server machine hosts a master disk which is shared by all the game machines. Machines can boot up in two modes:
- Master mode: The machine reads from and writes to the master image directly.
- Replica mode: The machine uses its local storage (60GB SSD) as a copy-on-write overlay. So, initially, the machine sees the disk image as being exactly the same as the master, but when changes are written, they go to the local drive instead. Thus, twelve machines can operate simultaneously without interfering with each other. The local overlay can be wiped trivially at any time, returning the machine to the master image's state.
So, before each LAN party, I boot one machine in master mode and update it. Then, I boot all the machines in replica mode, wiping their local COW overlays (because they are now out-of-sync with the master).
I'll talk more about this, and the software configuration of the game stations in general, in a future post.
Security
I have several security cameras around the house. When I'm not home and motion is detected, pictures are immediately sent to my e-mail and phone. I can also log in and view a real-time video feed remotely. I wrote some custom software for this which I'll talk about in a future post.
That said, despite all the electronics, my house is probably not a very attractive target for burglary. Much of the electronics are bolted down, the custom-built computers are funny-looking and poorly-configured for most users, and there is really nothing else of value in the house (no jewelry, no artwork, etc.).
Future Projects
There are all kinds of things I hope to do in the future!
- Remote-controlled door lock. I have a magnetic lock installed on one of my doors, just need to wire it up to my server and some sort of Android app.
- Whole-house audio. I have speakers in the ceiling and walls all over the place, wired to the server room. Need to hook them up to something.
- DDR on Google TV. As you can see in one of the photos, I have some Cobalt Flux DDR pads. I'd like to see if I can port Stepmania to Google TV so that I don't have to hook up my laptop to the TV all the time.
- Solar panels. My roof is ideal for them. It's a big flat rectangle that leans south-west.
More details in later posts!
If you want to know more, check out these later posts about my house:
15 Smart Hacks to Give Your Old Junk a Second Chance

People are neverending Earth consumers. We're used to throwing items away and buying new ones as soon as they lose their neat looks or need a repair. However, there's a solution that helps us give back to the place we've taken things from.
Thursday, March 28, 2019
100 Million 4 Coins Accounts Giveaway By Pro Gamer Fazi
Welcome All
Refine your skills in the field of practice, go to the world in 1-vs-1 matches, or enter the tournament to win trophies and exclusive signs!


Tomodachi Life Is Announced. Yeah, I'm Freaking Out.
So, as some of you that have been following me for awhile know, I absolutely love my 3DS. Last year was a fantastic year for Nintendo in terms of 3DS games. I'm pretty sure my Nintendo 3DS got more of my attention than my Xbox 360 (which is something I never thought possible before I got this absolutely perfect handheld system).
And with the line up of games this year, I'm starting to think my 3DS is going to get more love than my Xbox One as well. (Although once Elder Scrolls Online comes out, I'm sure I'll be glued to my Xbox One for quite awhile.)
Tomorrow I'll be getting a game called Disney Magical World. Which, by the way, sounds completely amazing. I'll give you all the run down on that game tomorrow though (if I can tear myself away from my 3DS long enough to post about it!). So luckily, I'll have that (and Watch Dogs) to keep my busy until June 6th, which is when Tomodachi Life will be released!
"What is Tomodachi Life?" you may be asking. Well, I will tell you: It is perfection. At least, it looks like it is. It sold incredibly well in Japan, so I'm glad they decided to bring the game over to North America and Europe. For a more detailed answer to your question, check out this Nintendo Direct:
I guess if I had to try to explain it simply, it would be... A game where the Sims meets Animal Crossing. Except it's more relaxed and a lot more strange and hilarious.
You create your Mii, or import it from your Mii Maker, pick out its voice and personality, and then have it move into its new apartment. You help it on its journey through life, playing games with it, giving it advice, and watching as it goes through struggles, love, and what seems like some very strange scenarios at times.
How strange? Well, you can check out this Kotaku article titled "The Most Insane Gifs From Nintendo's Weird New 3ds Game", and judge for yourself.
Also, if the above video is a bit too long for your liking, go ahead and check out this advertisement for the game instead:
So, what do you think? Cute and crazy, or just a little too bizarre for you? Let me know in the comments below. I'll be sure to tell you guys much more about this game when I manage to get it!
Welcome To Flights Of Fantasy Books & Games!
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Wednesday, March 27, 2019
Tuesday, March 26, 2019
When Mashups Work - Smash Bandits
I downloaded Smash Cops while it was free for a short period of time. It probably showed up in one of my mobile game feeds since it normally has a $5 price tag. What a great find this was for a free game! If you haven't played it or another game by Hutch the concept is exactly how it sounds from the title. You play a cop who's chasing bandits down. You smash into them in order to apprehend them. There are different types of missions with different objectives so it keeps the game feeling fresh. All-in-all the graphics are sweet, the game is challenging and it's action packed every step of the way.
The Downside
With an intro like this you might be thinking this game is a 10 out of 10 with no issues. While the game is great some have issues with the controls. I don't, but some do so it's worth noting. However, I think everyone can agree that the camera angles/functionality could be much better. If you pull a quick 180 degree turn just try and steer your car as the camera pans back around. It's very difficult to do accurately. Hutch tries to help this by providing an arrow to show you where your vehicle is going, but it just doesn't help out enough.
The larger problem with Smash Cops was the business model. It was released as a premium game with a few IAPs. F2P was popular in late 2011/early 2012 (when the game was being built/launched), but wasn't at the same level that it's at today so I can understand why the developer chose this route. It's also easy for me to criticize after the fact. To be fair, they reached top 10 grossing spot which is something that most developers can only dream of doing (regardless of business model or being featured by Apple). Hutch likely knew the limiting IAP/Premium design might hinder revenues and that's likely why they came out with...
Smash Cops Heat
In December of 2012 Hutch released Smash Cops Heat. From what I can tell it's mostly the same game, but with a few more IAP options. However, when a game doesn't have endless monetization possibilities or an evergreen game design then the developer needs to acquire players as fast as they're churning in order to maintain or grow their business. I don't know the churn rate in the Smash Cops (or SC Heat) but normally this is virtually impossible to do organically and very costly to do through advertising. I'm not sure how Hutch does it, but they've been able to maintain chart positions with the Smash Cops franchise which is amazing in itself. However, maintaining isn't growing. I think everyone knew Hutch was going to make another game. They're clearly successful, but what do you make? Smash Cops 2? Maybe, but fans would expect it to be mission based like the previous version, and you'd run into the same endless/evergreen issues. I believe this is why Hutch created Smash Bandits.
The Endless Running Smash Cops
Like the other titles the name really sums up what the game is about. This time players control the bandit car and are trying to escape police cars and traps. They also addressed the camera issue. It's always behind your vehicle which makes this game MUCH easier to play. The main objective is to drive as long as possible while smashing into as many cars, obstacles or cops as possible to drive up your score. In true endless runner fashion the game also has side missions to give players a sense of progression while they grind their way to better vehicles. Out of the 3 games I've spent the most time and money in Smash Bandits. I like endless runners and I like racing games... but I love Smash Bandits!
Why I Love It
- Stays true to previous Hutch games! I'm a fan of the game they put out. I don't want them to shift their direction to a game that they might not be great at.
- Not just another endless runner! Everyone is making endless runners now-a-days but almost all of them involve some character physically run from something while avoiding obstacles. Here you not some character, you're a car. You're not just avoiding obstacles, you're exploding through them.
- Its action packed! Not one minute of Smash Bandits is dull. There are always barricades to smash through, cars to explode and cops to evade.
- Beautiful graphics! Graphics aren't everything but it helps that the explosions look amazing. Even with all that's happening on the screen I rarely get any slowdown. I've experienced minor slowdowns but after killing background apps it went away.
- Boat scenes! As if smashing through everything with cars wasn't enough, there are areas in the map where you smash through a boat house and you're controlling a boat. How does that logistically work? Shut up and keep running from the cops.
- Challenging missions! You might start with a few easy missions, but some of the later ones are pretty hard to do. They had me trying and trying until admitting defeat and paying $15,000 to skip it.
- Nice monetization mechanics! There are reviews of people who hate the delay (wanted level) but this is what's making me play the game for so long. Without a delay I would've played the game HARDCORE for a week and would've been done. Want to skip a mission? You can by paying soft currency. There's certainly room for improvement/growth but this is a solid foundation.
Word of Caution
Even though Smash Bandits is a great game Endless Runners generally don't typically monetize well. There are exceptions to the rule, but it takes more than pretty graphics to stand out in a sea of Endless Running games. This game works and I think it'll do well because it innovates and expands on the Endless Running genre while blending a racing theme in with it. It's not just another game where a character is running away from something and needs to avoid obstacles.
Mashing up genres/mechanics can be a risky move too. Many times when a developer takes two genres/mechanics they can turn off players from both genres and no one ends up liking it. If you're thinking about making an endless runner (or mashup) carefully study and consider great games like Smash Bandits while designing your game. Are you going to make an experience that fans of both genres will enjoy or are you just going to piss them off?
If you need help designing or fixing your F2P game you can find me here at my blog or on Twitter.
The Town Of Baderimschott
- At least one more Modern Roads Expansion. I need the crossroads and the short road pieces. I may cut some of my extra long roads down to help with that.
- A couple of packs of the cobblestone roads
- A couple of the rural roads, while I am at it. I don't have any good dirt roads for this scale
- Two more apartment buildings, maybe three
- More Cobblestone Squares, probably two sets
- The new Brick Factory
- 1 of each of the houses: Antwerp, Munich, Cherbourg, and Dieppe, especially if I can get alternate colors.
- 1 set of House Extensions
- Another Mechanic's workshop. Might paint it red to make a fire house (an idea I saw online); what's the German for firehouse?
- Another set of concrete walls. Maybe 2 of those.
- The European Farm. Again, maybe two.
- A second department store, again, especially if I can get an alternate paint scheme
- The cafe, if I can ever find one for sale now.
- More trees. I am working on some forest bases to make better area terrain.















