Clash of Galicia

Posted June 17, 2013 By Rindis

Mark came over on Saturday, and we played through most of the Galicia scenario in Clash of Giants II. Mark and Jason have played the game (both scenarios) a few times, but this was my first time with it.

Mark felt the Russians had an overall advantage in the scenario, and gave them to me. Which left me to set up first, and try to figure out what I was doing. Not too hard, other than wondering what to do with the masses of cavalry that have limited utility, and with both sides setting up far behind the borders, there was time to sort things out.

Quite a bit of time from my perspective, as it happened. An interesting feature of the game is that it uses a chit draw to activate each army (four on each side for this one), and then roll to see how active it is (how far units can move, and in the early game, if they can attack at all). I never rolled over a 2 during the first two turns (with 6 being best), and so crawled towards the border. The Austrian SE flank also performed poorly, and the lines didn’t even come in contact until about turn 3.

Meanwhile, Mark hit first, and hard in the NW near Kielce on the 4th Army front. Both sides get a pair of offensive chits that improve the odds one column for all combats in a single phase. The Austrians get theirs early, and Mark used the first one  on turn 2 and what was left of the 4th Army was sent reeling back. By the time the second offensive was done on turn 4, there were very few units left in the 4th Army at all, and the line eventually was anchored on Radom. Mark managed to surround it around turn 5 and attacked. In a miracle, both of my units rolled ’1′s to survive, and the majority of Mark’s units flipped. I managed to re-establish supply the next turn, and held out until turn 8, where Mark turned the flank and was cutting off the position again and approaching Ivangorod.

On the other end of the line, things were different. The initial offensives hurt the center, but not as much, and Mark wasn’t able to do anything about the 8th Army. Around the time the game shifts to the better movement tables, my die luck got better, but I still had problems, rolling four ’1′s for movement on turn 5, and the first Russian activation of turn 6. Then I rolled three ’6′s for the rest of the turn. Thankfully, the attack restrictions go away after the first few turns, and despite some very slow movement, there often wasn’t far to go (though it hurt the reinforcements) and I could still attack.

After a short shoving match, I started seriously hurting the east flank, and entered Austrian territory for the first time. The ‘bend’ near Tarnopol took a lot of damage during my first offensive chit, and I pushed him back to Stanislav over the next couple turns. Fighting through all the rivers in that area was difficult, but he couldn’t keep a defense together. Meanwhile, I had some early success on the extreme flank, but got slowed down by losses, and regretted sending as many reinforcements as I did to the other flank (where he probably couldn’t make things any worse than they were).

The Austrians start gaining VPs for places held on turn 4, and got 6 VPs then. He got another 4 to hit his max of 9 VPs on the next turn. I was already pushing him out of his victory locations by then, but it was too little, too late to avoid him hitting his ceiling. The Russians only get VPs for what they hold at the end of the game, and since we couldn’t quite finish, it’s hard to say just what the final score would have been. However, my two offensives never actually broke the line, even after doing a lot of damage to the Austrians. So I don’t think I was going to get a chance to get to the further Russian VPs of taking the passes across the Carpathians, and probably wouldn’t have gotten a chance to try to take Premsyl, so I’m guessing I would have only managed 5 VPs.

Despite some recurring bad luck with the movement dice, I certainly enjoyed the game. It’s a very clever system that takes most of the familiar ground of hex-and-counter systems, and then adds a few twists to get the right feel. Combat is a matter of checking unit quality to see if the involved units lose a step. Higher odds mostly just improve the chances, but the checks are still made. This makes combat become a contest of attrition, with even solid victories resulting in flipped units. However, there’s still a fairly solid feel of maneuver, and the combination of maneuver and attrition is not one often seen.

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Pursuit of Gallipoli

Posted June 2, 2013 By Rindis

Jason came over Saturday, and we played Pursuit of Glory. He was only available for a short day, so we knew that we wouldn’t get anywhere near to finishing, but it had been a while since either of us had played it, and Jason didn’t want to get too stale with it. Neither of us had any real preference, so I took the Allied Powers on a random roll.

I stuck to a conventional opening, playing Russo-British Assault, and destroying Fars, while the Russians picked off a cav division, and reduced the Turkish IX Corps. Jason lead off with Pan-Turkism, and started arranging the defenses.

Jason admitted to taking a somewhat reactionary approach to several things in the game. He certainly wanted to not worry about the Russians too much, but I managed to force the issue. I also moved the two Indian divisions in Baluchistan up to Southern Persia, and then played Secret Treaty to advance them into Isfahan. Right afterwards I moved them up to take Tehran, Hamadan and Qum. Combined with a spectacularly successful bombardment from Churchill Prevails, VPs got down to about three on the fourth turn.

Jason decided he really needed to do something about that about the time I was looking at Armenian Uprising, and wondering where I could get another VP from (since the card is worth one, and the Armenian unit would be able to take another).

My cards were being somewhat ‘lumpy’ during the game, with all the Mobilization combat cards showing up on turn one, and most of the ‘must play’ events showing up on turn two. I had been forced to a somewhat limited invasion policy, since I had to discard Egyptian Coup for Ops twice. However, I did end up using Kitchener’s Invasion to come ashore at Suvla Bay, and then got ashore before he reacted. Frustratingly, the next turn’s MO was “No BR”. I did spread out and cover the bulk of the European side of the Dardanelles, which caused some confusion and head scratching, as I don’t think I’ve looked at the straights rules since the first time I read through the rulebook. We got it mostly sorted out, but there was the question of if taking Maidos put Seddul Bahr out of supply. (Since it’s a lower numbered straight, it can’t be used for movement by the CP anymore, which would imply OOS, but the rules are a little vague on that point, since it just mentions ‘tracing a line of supply’, and is less than clear on the full mechanics, especially as there is still a technical route there.)

I never managed to get much put into Mesopotamia, so that front was stymied for the bulk of the game. However, we both assembled decent lines on the Suez Canal, and at the end of the day, I attacked across the southern flank, and on the second try cracked the line, and crossed into Sinai with a couple ANZAC divisions.

At the end of the day, it was turn 5, I had just played Lawrence, and so could see that both Bulgaria and Parvus to Berlin were about to come up. While sorting the cards back out, I noted that it looked like I’d be drawing Romania next turn. I was planning on holding Russian Winter Offensive to hit Erzerum at the beginning of the next turn, and try to bleed the Turks some more.

Pursuit of Gallipoli
At the end of the day.

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The Pacific Ocean

Posted May 26, 2013 By Rindis

I picked up The Pacific Ocean a while ago at a library sale. It’s a history of the exploration of the Pacific Ocean written in 1940. It was the first of the “Oceans of the World” series, all written by different authors, and searching around shows that the other ‘forthcoming’ books were indeed released. This one was written by Felix Riesenberg, who, according to Wikipedia, wrote quite a number of books on nautical subjects (including one which served as a standard textbook); he also took part in two failed expeditions to the North Pole via airship, and had a Liberty Ship named after him.

It’s really meant as a young-adult level book, which makes sense given that it was published by a division of the McGraw-Hill company. It’s more in the lines of ‘true sea stories’ dealing with Magellan, Drake, Cook and the like, and not a thorough study of the subject.

Being seventy-three years old, it does come from another time. This is most obvious in the first chapter, which discusses the possible origins of the Pacific, and you are reminded of the fact that Continental Drift theory was known, but not yet accepted. “It is an interesting theory, over which geographers still dispute. Wegener lost his life in Greenland trying to substantiate it, and the observations taken there over a long period of time seem to indicate that Greenland is still moving west, as he predicted it must be.”

An even more telling part, is the second-to-last chapter, which deals with the opening of Japan by Commodore Perry, as this was written in 1940, when tensions were extremely high, but war had not actually started. The chapter is nicely sympathetic to the Japanese point of view, and recognizes past grievances. “The same difficulties that Perry met with in 1853 and 1854 exist today, and anyone who studies his attempts to cultivate the Japanese will find an astonishing Parallel between his negotiations and those that have made relations difficult in recent years between the United States and Japan. The Nipponese mentality and psychology have not changed, and neither have those of the United States.”

In the end, it’s a decent enough book, and might be worth picking up if you happen across it. But it isn’t worth seeking out.

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Playing at the World

Posted May 19, 2013 By Rindis

When I was growing up, my dad had a small business in the wargaming industry, acting as a wholesaler for other companies, selling games retail by mail, and publishing a magazine. So, I grew up amidst a collection disparate products from Avalon Hill, SPI, and an insane number of tiny publishers in the wargaming and burgeoning RPG market.

Much of Jon Peterson’s Playing at the World therefore is familiar ground. Familiar, but not extensively known, since I was never all that directly plugged into the events he talks about. However, I have contemplated trying to produce such a book myself. While this isn’t the book I’d write, it is close, and it shows just how insane an undertaking it would be to do my half-formed thoughts right. Jon is obviously a fellow fan, and his viewpoint is shown on the cover, which features a hand-drawn dungeon map on graph paper, a couple of hand-made wargame counters, and a well-worn old-style d10, and on the title page, which is done to look like a copy of an old fanzine cover, complete with staple in the corner, and a rust mark from an old paperclip. In his acknowledgements, he mentions “In keeping with the tradition of self-publishing exemplified by gaming fandom, this work was written, edited, typeset, illustrated and published by the author with the help of some friends.” The lack of professional editing shows on occasion, but given the nature of the project, it’s very well done. It also points up a criminal lack of academic interest in subjects that have had a profound influence on popular culture, and therefore modern culture as a whole; one of the author’s assertions is that early RPGs pioneered systems that can be seen in the vast bulk of current video games, and he later points out that the only histories of the SF&F genre are similarly self-generated without any real scholarly interest.

The bibliography of this massive work is twenty-five pages long, most of it dedicated to various tiny-run fanzines of the period. Jon Peterson went to an amazing amount of effort scouring eBay, and getting access to private collections to be able to reference ‘zines that often had a run of less than a hundred copies per issue. All of this is in pursuit tracking down what people said at the time, rather than relying on what they said about it later. The scope and breadth of his research shows both in the main text, and in copious footnotes that give asides, point out connections, develop an argument further, etc.

There’s two themes in this book. The first, and heavily dominant one, is the history of the birth of Dungeons & Dragons. The first chapter (of five, they’re all massive chapters) covers from the birth of commercial wargaming in the late fifties to the publication of the original box set at the beginning of 1974. The next three chapters are massive essays on just what history and concepts fed into that, before the last chapter picks up the main story again, and covers the next few years, effectively leaving off with the publication of the AD&D Player’s Handbook, by which time the concept of the ‘role-playing game’ had taken root, and other competing systems were coming out at an increasingly furious pace. So furious, in fact, that even Playing at the World‘s normally exhaustive coverage starts breaking down, such as when the company Wee Warriors gets mentioned in a footnote with no explanation of who they were, or what they had been doing, other than picking up the publishing of the product that was the subject of the footnote.

The middle three chapters are deep dives into what Jon Peterson feels are related subjects. The second chapter looks at the origin and history of the fantasy genre, to show how the genre was understood at the time of D&D. He also points out the recurring theme of the ‘visitation story’, where a person from the real world is transported to a fantastic land, and then returns to the real world at the end, which he posits played a part in why the first RPG was a fantasy RPG. The third chapter takes a look at the history trying to simulate events in games, effectively a history of wargaming from early chess variants into dedicated kriegspiel systems, then through more civilian efforts, the rise of miniatures wargamers inside of toy soldier collectors, and thence into commercial wargaming explored at the beginning. This part comes with extra warnings from the author that it really is for the more dedicated reader, though I found it all fascinating. The fourth chapter looks at the idea of ‘role playing’, and notes several powerful instances of shared collaboration in a fictional world. This one is rougher, and doesn’t flow as well, but there’s some interesting groping towards the shape of an instinctual type of ‘group think’ that can have a very powerful impact on people.

The second theme of the book is just how far the concepts pioneered in D&D have carried outside of traditional RPGs. It doesn’t get a lot of space in the book, being mostly confined to the introduction and epilogue, but again, he has some interesting things to say.

It’s a truly massive book (no, really, I was very surprised by the weight of my Christmas present when it showed up), and the result of an undertaking no less massive. But it reads very well, I had problems putting it down every time I picked it up. I can quibble about a few facts, but they’d be at most clarifications of points he raises, can doubt some of his assertions, but they are massively snowed under by the amount of other arguments that are rock-solid. It’s a great, enjoyable book, about a small, critical happening, and why it happened when and how it did, and anyone with an interest in gaming really needs to pick this up.

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Two Rounds of Leptis

Posted May 14, 2013 By Rindis

Being in between ASL games again, Patch and I played the final game from Truceless War tonight, the Battle of Leptis.

It’s certainly weighted against the rebels, with 4 cards to 6, and starting very near the base line. However, they’ve got a good line, and have the tools to make it work, if they can avoid being overwhelmed by the three Carthaginian elephant units. Also, new unit time for us, the rebels have a heavy chariot, which should be a good elephant hunter since they ignore the first sword hit, and on the offense will manage four dice to three.

I had the Carthaginians first, and drew what I called the ‘Summer Blockbuster Hand’. All special effects, not much plot. I only had a single ‘order’ card all game (Order Two Units Center), and no Leadership cards. With a Command of six, I decided to lead off with I Am Spartacus and see what it got me (one Hvy, two Med, two Light), and sent in the elephants against the HCH, while advancing an Aux, LC, and hitting a trapped Light with my two MC. The chariots evaded, while we traded one block each on the right, and I got a banner hit on an isolated light to cause a block loss. Patch managed to get one hit on each of my elephant units with archery, so I used Mounted Charge before he could get lucky again. I killed the HCH, a LC and a Light, mostly through banner hits, and also reduced an Aux to one block and a second to two, in return for losing an elephant while another retreated a hex.

Patch reshuffled his left flank and couldn’t do more than a single banner to my elephants, while I Ordered Heavy to move up my two heavies and the remaining elephants. I knocked out the weak Aux, and then forced a Heavy off the line, and forced a LS way out in front to retreat to the base line and lose a block on two banners. Patch put his center in motion and picked off one of the elephants, and I Ordered Light, and put together a left-side line of LC and Light, and Aux, with one of my Heavies anchoring the end. Patch Double Timed his good troops into contact, and killed off the Aux for the price of one block. I Ordered Medium to put my line together in the center, and the MC hit his flank again, but they only managed one hit, while a two banner result sent the fresh unit all the way back to my baseline.

Patch moved his right flank, but failed to pick off my elephants, and I played I Am Spartacus again. I only got two units in action (LC and the remaining elephants on a leader wildcard), and picked off a Aux and Light to end the game. 6-3

Definitely one of the oddest games I’ve had with a lot of meaningful banner results shoving troops around, and causing a lot more block losses than I’ve seen before.

Leptis 1

For the second go-round, I was relieved to see more normal cards. I did not want to try to juggle a four-card hand full of various specialty cards. Patch started off on the right, knocking out a Light first thing, and reducing two other units by two blocks for no losses, and then went on the left and caused a couple losses (one to a blocked retreat on a banner…). I killed an elephant unit, and drove off some of his MC, but was still coming to grips with him when Patch played Mounted Charge.

He sent on MC to the extreme right, to kill my LC and weaken an Aux (who then killed the MC), while the other MC and an elephant took on Mathos+Med, who killed both units after taking three losses, and ignoring three banner results (across two attacks, of course). The remaining elephant wiped out the Heavy next to the other leader, and then knocked the leader’s Heavy to two blocks and forced a retreat. His LC cut off my LC and forced a kill on it.

I tried a Coordinated Assault, but he First Striked my attempt to get his elephants, and forced my Aux to retreat. Patch Counter Attacked to drive off my HCH with a loss and kill off my Heavies, forcing the leader to evade off the board.

Being down to mostly light units, I was trying to find ways to develop some concentration of force again, while picking off the elephants still in my line. Patch ended with an Order Mounted to envelop my left flank, and kill the HCH for the win. 6-4

Leptis 2

The battle is definitely more even than it looks, though the Rebels are certainly vulnerable to being caught with a junk hand. However, both sides are a bit more scattered than usual, which accentuates the importance of banner results. I think if there were no elephants, the Carthaginians would really have their work cut out for them.

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No Question of Attack

Posted May 12, 2013 By Rindis

Mark came over today, and we tried out No Question of Surrender, which I’ve had for more than a year now, and Mark just received in a recent MMP sale. I originally preordered it to try out the new Grand Tactical System that was getting lots of praise from The Devil’s Cauldron. With the long time to publishing, I had kind of gone cold on it, and I didn’t even get around to punching it until recently.

Anyway, it is a fairly interesting, if somewhat fiddly, system. We started out with the first scenario, which finished up in time for lunch, and then sorted out the counters to begin a go at the second scenario. The first scenario is tiny, going two turns, with only three Italian units (plus a leader) involved in the historical attack on on Bir Hakeim.

I decided to take the Italians, so Mark set up his defense once he arrived, and we had at it. Approaching a fortification with light tanks when there’s anti-tank guns around is very dangerous, and this was quickly demonstrated, as I tried to keep advancing once the AT position was revealed (to get into my own range) and lost the first unit on an ‘E’ result. The other two lasted through the turn, but took another hit. The second turn didn’t go well either, loosing a second unit outright, with the last survivor ending the game stuck at the gates with infantry barring his way, and two cohesion hits.

The opportunity fire rules can be quite nasty, as everything in range can fire on a moving unit, and the +3 bonus from moving from an in-range hex to another in-range hex makes the longer-range fire zones especially dangerous to be in, especially here, where there’s no obstacles to LOS. In this case Mark’s dice made things worse, and the AT unit made most of its firing opportunities, and he tended to roll the highest possible result that would hit, causing the high losses (an interesting wrinkle of the system—you want to roll the highest number that will hit).

After lunch, we got going on the second scenario, which is the hypothetical set up of if the entire Ariete division had attacked the position in a coordinated attack (which is what Rommel had intended when he ordered the attack), instead of just sending in one battalion. We only got partway through the second turn (of six), but quite a bit happened.

I had the Italians again, and this time had the choice of coming in from three different directions (from NE, E, or SE), and looking at Mark’s set up, decided that the SE looked vulnerable, with two potential AT gun positions, some distance away from each other, and the only route into the fort that was not mined. So I came in from that direction, leaving four independent units to come in later, so that he had to continue covering most of the perimeter, or let them just drive right in.

I was originally thinking of moving the Bersaglieri force in first, advancing on the initial divisional activation, and then moving up further on the free formation activation, while the armor hung back out of AT range. However, I ended up using my Command points to get in touch with my artillery and bring fire on the two AT positions, which blinded them with Heavy Barrages (and getting a hit on a unit that was in the same hex as one of them). This allowed me to race the armor forward, and actually seize the entry hex into the fort, and start fighting the nearest infantry units guarding the area.

His activations came at the end of the turn (in fact, his Direct Command chit was the last in the cup), and his artillery started causing trouble. Thankfully, they’re 4 firepower, one-step units, so they can only lay down Light Barrages (the dice have been much better for me this game, letting me pass some fairly low troop quality checks). We left the day with the Corazzato’s formation activation partly done. I’ve managed to get an armor unit adjacent to his AT position, locking it down (the other turned out to be a Dummy), and we ended the day with a pair of fresh units driving through the light bombardment to assault his nearest infantry unit, which had already taken two cohesion hits. One company ended up taking two cohesion hits itself, but the defender was wiped out in two rounds (and some low rolls).

We’re hoping we might get a chance to continue the fight, so I put our final position into the Vassal module:
NQoS-2 Mark-1

While transferring it to Vassal, I discovered an important thing we had gotten wrong amongst all the modifiers. I got the idea that Bir Hakiem was a -1 defensive modifier (like all the other bonuses it gives), instead of a -2. My rolls have been such that it probably doesn’t change too much, but it’s still very important, since there’s just no good odds attacks for the Italians. The annoying thing is that Mark has rolled a ’0′ for his Dispatch points both times, getting 4 in two turns, and allowing a potentially very active defense (he took the artillery unit for this turn, and has already gotten the chit out).

The system is a little fiddly, with three different types of activation chits, points to keep track of, a number of modifiers to a host of different values, but it’s well put together. It’s fun, and feels like it’s got combat at this scale fairly well handled. I think I’d like to see a game bigger than this, but still smaller than the Market-Garden pair though.

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OA24 Buying Time

Posted May 9, 2013 By Rindis

Patch and I have been wanting to do more with the French lately, and still want to see more of the good ol’ American 666, so we decided upon trying OA24 “Buying Time” from Out of the Attic 2, which we’d both gotten relatively recently. Patch took the defending Americans and had a hard time working out a setup.

It’s Morocco in late ’42, and the Americans are trying to keep the French from getting at the beaches where troops are still off-loading with six squads (mix of 666 and 546), two BAZ, a MTR and a MMG. The French enter in the middle of board 19 with ten squads, all in trucks or on motorcycles and three AMD 50 AM armored cars, and have to get 12 EVP off the middle of board 19 (just under one full board length total) in 6.5 turns (and the three ACs could win it themselves). There’s two overlays to get rid of a couple buildings on the already fairly open board 19.

The Americans can set up on three quarters of the available area, but Patch’s line was fairly far back, with only one stack actually on board 17 at all. After fixing a goof where I forgot about the ACs being radioless during setup, they, and a chunk of motorcycle infantry entered on the east edge, where the main continuous road is, and the rest entered near the center, with the plan of possibly deploying in the grain, and/or continuing towards the east, hopping over to the other road.

My second move blundered right into the MMG’s boresighted hex (19I1), which killed a motorcycle squad on a 1MC break and ’12′ Bail Out roll, while setting up a FL. The AC platoon went down the edge-road, towards the outpost in E3, while Patch panicked (You’re usually not this aggressive!), and I hoped the BAZ was not part of the stack. But, I figured it could only kill one of the three before the other two, and approaching infantry support got him where he couldn’t rout. If he was real…. Sadly, there’s no off-board road on the edge by the rules, and with Platoon Movement, it was all I could do to stop in his hex with the lead AC.

The east motorcycle force detoured around the FL by taking a route through a gap in the tree-line and offloaded, in the hopes of getting the MMG up and in action. I also unloaded one squad in the grain, where it would remain concealed and could advance to the hedgeline and try to keep an eye out for American movements. (Note, all the French trucks are Recalled as soon as they’re no longer carrying infantry).

As it turned out, 19I1 was Dummies, which was a relief… and a disappointment. The line ahead of me was just as solid as it looked, and there was a HIP squad out there somewhere.

OA24 1F
Situation, French Turn 1. North is to the left, the American setup area started at 19H, and the eventual goal is to exit off of 17R; Orchards are Olive Groves.
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Space Jutland

Posted May 5, 2013 By Rindis

Had the gang over yesterday for a second go a Space Empires 4X. Jason couldn’t make it, so it was me, Mark, Dave and Patch. The latter two hadn’t played before, so there was some explanations, rules reading, and tiny bits of advice to share from me and Mark.

The four-player game is notably different from the three-player version, because of the reduction in deep space encounters, which leads to a reduction in exploration losses. The game went pretty fast; there wasn’t lots of action, and no truly large fleet actions, but everyone was fairly well developed and trying to feel their way to expand without overreaching.

Dave concentrated on building a large fleet and turtleing early (he figured that was safest while he learned the game), which looked very impressive, and certainly kept me from wanting to mess with him, but it ended up technologically outmoded, and chewing up much of his economy in maintenance. It probably would not have been hard to take him apart, once this was realized.

Mark got adventurous first, and paid the price with constant border squabbles with me and Patch for the rest of the game. This kept him confined to his original ‘safe’ area, and he had troubles keeping that developed.

I ended up pursuing my quality fleet path again, mass producing DDs with Attack and Defense +1 (one of those I got from a Space Wreck), and not having much of a navy until that point. I managed to make do with those until I could get +2/+2 CAs out the door, which served me fairly well, though of course I never had enough. I ended up being the only one to get Movement 2, which helped more than I had thought. I managed to get most of my systems colonized early (and took terraforming early, because my home area barren world was adjacent to my homeworld), and got a couple barrens on my borders colonized and going fairly early. This lead to me having an economic advantage until the end, when Mark got one of my systems and Patch got two others just before we broke up for the day.

Patch had a decent start, but was the main victim of Mark’s first raiding foray. He recovered from that, and actually had quietly colonized three worlds in the center by the end. I only came to that realization late, and did not have anything within one turn’s travel of his worlds (five hexes…). So he ended with the strongest economy as of the ninth economic turn.

Patch had gotten out one BC at the end (used against Dave), while I had built three to try and stop the raiding on my Mark-side border. They caught both Mark and Patch’s forces, and all promptly died to a string of ’1′s and ’2′s. (There’s something wrong with our bloody ships today!)

Anyway, everyone enjoyed the game, and had a good time with it. There were some comments on the difficulty of keeping all the hidden information straight, which is a definite problem, but it seems the game is fun enough that everyone is willing to put up with it as the price of entry.

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Nineteenth Century Essay

Posted May 4, 2013 By Rindis

This is the third in a series of reviews of Paradox’s empire management games. See the earlier reviews here:
Europa Universalis II: A Tale of Two Europas
Hearts of Iron: Europa of Iron

After Hearts of Iron, Paradox turned its attention to the nineteenth century, releasing the empire management game Victoria in 2003. It was not nearly the success that the previous games had been for Paradox, and beyond their usual long-term patch support, there seemed to be little future for the game.

However, in 2006 Paradox announced an expansion that would be primarily available through their new online game store, GamersGate. Victoria: Revolutions took fans by surprise, and revised many parts of the original game, and proved to be a surprise hit for GamersGate, and doubtless helped ensure the future of titles other than Europa Universalis and Hearts of Iron at Paradox. I’ve played both versions, and while the review will mostly talk about the revised version of Revolutions, it will also mention where some changes were made.

As with Hearts of Iron, Victoria is largely the same kind of game as Paradox’s other titles. It is a grand-strategy empire management game with an area-based map of the world, and done in a pausable real-time format. In this case, the focus is largely on internal politics and infrastructure development, with the original game covering from 1836 to 1920, while Revolutions adds 15 years to cover 1920-35, and introduces a number of changes to the basic system.

One important change was an addition to the UI. A number of different notification symbols would appear in the upper left-hand corner of the screen. These alerts warn of budget deficits, production problems, remind you when no research is going on, and so forth. This system was introduced in Revolutions, but became a standard part of the UI in all further Paradox games.

With Great Prestige Comes…

The nations in Victoria are divided into three categories: Great Powers, Independent Nations, and Uncivilized. The former get various benefits, including extra diplomatic ability, while the latter are easily picked on, since their territories are considered ‘colonies’ by civilized powers, and are easier to take by conquest.

Victoria is a little more goal-oriented than previous Paradox games, as there is a score calculated off of a country’s military power, industrial capacity, and prestige. The leading eight countries are the Great Powers, and there is plenty of room for changeover during the game. Prestige is something of a currency in the game, it is gained for events, discoveries, and successful prosecution of a war. Declaring war costs prestige, as well as dishonoring an alliance, and other such activities. Finally, prestige helps the chances of diplomatic deals being accepted.

Uncivilized nations can become civilized by simultaneously hitting benchmarks in military and industrial power, and prestige. Japan can, and often will (aided by events), transition from an uncivilized nation to a Great Power by the end of the game.

Technology

Technological progress is important in Victoria, and is detailed much as it was in HoI. However, this time the entire system is very regularized: There are five basic technological fields (Army, Navy, Commerce, Culture, and Industry), each of which has five sub-fields, and then there are five levels of advances in each of those (with a sixth level added in Revolutions). Only one technology can be researched at a time, and it generally takes a year to get each one.

However, there are three different types of effects that can come from each technology. First, some technologies require other ones be researched first, so research makes those available. Second, there are immediate effects, which can be an increase in army organization, or allowing a new level of province infrastructure to be built. Third, some effects come as events, which will fire at a random time after getting the technology (most events have a time around which they should fire, so if you get a technology late, you may get a bunch of events almost immediately, but if you manage to get it ‘early’, the events will dribble out over a longer period of time).

A little math will show that it is impossible to get all the techs without getting some from other countries (one/year; 5x5x5 = 125 in an 85-year game, or 150 in 100 years for Revolutions…). However, research takes both time and research points to accomplish. If you trade for new technology with a foreign nation, you get it immediately, but still need to spend the research points (to properly integrate it with your infrastructure/culture). If you don’t have the extra research points, your current research halts until the deficit is taken care of.

Research points are generated by your funding, modified by the country’s literacy rate. As funding research also causes the literacy rate to climb, research points slowly go from being insufficient to supply your own needs to generating an excess to use in trading with other nations. In addition, all these points are generated by the population, depending on what type they are. Since one of the primary population types for research is also used in factories (clerks), as your industrialization expands, your research generation will speed up.

Economy

Victoria features a new system of interrelated goods and products as the foundation of the game’s economy. In a sense, this is close to the trade system of EU II, where every province had a product for trade. However, here all such products are raw materials, and then there are factories that turn them into finished (or at least intermediate) products. These products can be traded internationally, like in HoI, though instead of constant offers of trade in kind, countries buy and sell what they want and produce in a singular world market with a cash economy.

In fact, it is much like the trade and production system in Imperialism, and I would like to know if it was inspired by that game, or is just convergent evolution. However, while Imperialism had 18 commodities, Victoria has 47, and they do not all break down into a few separate areas, the way Imperialism‘s did. Moreover, the world market is just a big pool of available items, and there is no option for trade embargoes, preferred trading partners, or the like. On the other hand, the money does not go straight to the treasury (as, after all, the state is not producing or selling the items), but goes to the population, who is then taxed by the government.

Twenty of the 47 goods come straight from the provinces (though oil only becomes available later in the game), and the rest become available by processing suitable materials in factories (one commodity, dye, can come from the provinces, or a factory). Many of these goods are needed for other purposes, like building military units, factories, railroads, and keeping your population satisfied. Unused goods go into a kind of national storehouse, where you can set buy and sell orders (‘buy if I don’t have enough’, ‘sell if I have too much’) at the world market, which acts as a general strategic reserve policy.

Industrialization

A new map concept in Victoria is the state, which is a collection of provinces. There is an easy listing of all the states within your country, and you generally get state information first when clicking on the map (and then province information after clicking again), but the UI for this level is not very good, as it can be hard to perceive the shading of the group of provinces in a state in several map views; also, you cannot easily see which foreign provinces would be part of states that already exist in your country, if the same country owned them.

Factories are of course the primary sign of industrialization in Victoria, and are managed at the state level, instead of the province level. Infrastructure is the other component, and its bonuses for a factory are determined by the average of the level of infrastructure across the state. Also, factories make use of population from all the provinces in the state, unlike the resources, which merely use the population of the local province.

The early sticking point of industrialization is machine parts, which are needed to build all factories, but the only source at the beginning of the game is a single machine part factory in England, so competition for the parts is fierce. However, several industrial technologies give ‘free’ machine parts as well (answering the question of where the first factory came from…). As the middle game starts, more machine parts factories start opening, and industrialization starts taking off.

The other component of industrialization is railroads. Railroads are the primary infrastructure of the province, and improving them will improve the efficiency of resource production and factories, and speed up military movement. Constructing them also (at least in Revolutions) consumes machine parts.

Revolutions takes the unusual step of removing a fair amount of player control from this part of the game. Governments do not generally go about meddling in production and companies directly, so most of the time, you do not get to build factories (state-run economies in socialist or fascist states are an exception). Instead, there is a class of capitalists in each country who save up money (depending on the tax and tariff policies), and when they have enough they build factories and railroads themselves.

The problem with that is you are letting the AI run the supply-side of the economy, and there will be mis-steps along the way. But the AI does judge what is ‘in demand’ (at least partially going off your market orders), and in the long run it ends up doing a pretty good job generating what is needed. Quite possibly, it is no worse than real-life ventures. The other side-effect of this is that the largest money sink in the player’s budget (new factories) is gone, leaving room for the more traditional state-funded province improvements of fortifications and naval bases.

Population

EU II gave the population of each province as part of its taxation model (with wars lowering the population, and peaceful times making it expand faster), while HoI largely ignored population in its production model, other than a manpower pool for recruiting new units. Victoria goes much deeper into the internal demographics of 19th century countries, breaking the populations down by ethnicity, politics, religion and social status, with each block of these called a “POP”. These POPs then have a job (for the working class ones), cash reserves, ‘issues’ (their political agenda), consciousness, and militancy.

At the government level, there is also plurality, which is a measure how much demand there is for democratic and social reforms. There are technologies that cause events that will boost plurality, setting the ball in motion, and a very few that will lower it again. Plurality generally drives up the consciousness rating of POPs, which is a feedback loop, as high consciousness drives up plurality.

Consciousness is a measure of how aware a POP is of politics. A POP with zero consciousness may have a political agenda (issues) at odds with the current power structure, but it doesn’t care. As consciousness rises, it will start wanting the government to address its issues, and will vote (if allowed) in accordance its desires, whereas it will generally vote for the current government at low consciousness.

Depending on the type of government in power, plurality and consciousness have an effect on militancy. Militancy is an expression of ‘unhappiness’ with the POP’s current situation. Militant POPs will either revolt, or emigrate to somewhere better (the game is set up so that POPs will generally want to immigrate from Europe to America).

Politics

Again, Victoria goes into detail not seen in previous games. EU II had policy sliders that made different countries act differently, but the method of government stayed the same. HoI has ideologies that determine what alliance countries end up aligning with. Victoria has a number of governmental forms, and political reforms, along with a political system to determine who is in power.

Government types range from Monarchies and Dictatorships to Democracy. Each country has a number of political parties, with their own agendas on things like citizenship and economic policies (originally, just the historical parties were included, but Revolutions introduced parties for all ideologies in every country). The more autocratic governments can install the party they want, but militancy rises across the country every time it is done. More commonly, an election is held every few years, and during the election season (nine months), there will be a stream of events that will sway opinions of the population of a state towards various political ideals.

There are three main ideologies in Victoria: Conservative, Liberal and Socialist. In the beginning, most countries are deeply conservative, but as consciousness rises, many classes will embrace liberalism. Partway through the game, socialism becomes available, and craftsmen, laborers and soldiers will start converting to it instead. POPs who find their needs are not being met may convert to the extreme version of their ideology: Reactionary, Anarcho-Liberal, and Communist. Revolutions adds a fourth extreme ideology, Fascism, and soldiers who have gone Communist will tend to convert over to it after 1905.

The steady creep of consciousness and plurality can be a ticking time bomb that tears a country apart in a cascade of high-militancy revolts between competing factions. This is a common fate for beginning players, as the beginning symptoms are hard to see (this, too, seems somewhat true to life…).

Military Theory

One of the first things that should happen to most powers in the game is an event caused by the army technology “Post-Napoleonic Thought”. This asks you to choose between following Jomini or Clausewitz for military theory. Many following events will be different depending on the choice made, with Jomini causing advances to emphasize morale and Clausewitz emphasizing organization.

Antoine-Henri Jomini and Carl von Clausewitz were the two most influential writers on military theory in the 19th century, are used here as a somewhat simplified representation of some of the themes of 19th century warfare. Many militaries, including the French, believed that what was needed to win a war was superior élan (ardor or verve), which would hold the army together under the stress of combat until the enemy formation fell apart and broke. Other militaries paid more attention to the details of organization and logistics, though I don’t know if there were any quick summing up of their theory (and equating it to Clausewitzian theory is certainly over-simplifying).

In-game, morale (which stands in for élan) will cause a unit to retreat when it runs out. Organization equates to ‘efficiency’, so that it helps a unit (along with a host of other modifiers) do damage in combat, and it controls the speed at which morale is recovered, and how fast a unit ‘digs in’ while it is standing in a province. In the early going, armies are vulnerable to being forced to retreat from morale loss (especially against cavalry, whose shock attack values can quickly collapse morale), but even Clausewitzian armies will pick up some morale boosts, and as the firepower of infantry increases during the game, defensive bonuses from fortifications and digging in become more and more important, and morale is not enough to win a war. (Personally, while I’ve seen forum complaints about not being constantly forced to retreat as a Clausewitzian army, I’ve never seen it be a problem, even in the very early game.)

On War

Apart from the different tracks that armies can follow, and the separation of morale and organization into two different values, military units work much as they did in HoI. There are three main types of land units, that are recruited as separate divisions: infantry, cavalry, and dragoons (mounted infantry), each of which can have a specialist brigade attached that boosts the statistics and maximum strength.

Most army inventions will improve one or more statistics of a few different types of units, and in all such cases will increase the supply cost for those unit types, so as army units become more capable, they also become more expensive to maintain, and keeping a strong military can become ruinously expensive.

One of the POP types are soldiers, and army units are drawn from these POPs. This also limits how many units can be recruited, as there must be sufficient soldier POPs to support new units. And yes, casualties reduce the size of these POPs, directly impacting the population of the country.

An extra concept to go along with this is mobilization. You can establish a mobilization pool (of four infantry divisions each time it is increased), and when a major war breaks out you can mobilize, which will give you a force of fresh divisions three months later, by converting a number of clerk, craftsmen, laborer and farmer POPs into soldier POPs until you demobilize. This can, of course, severely disrupt an economy as resources and factories go empty to support the war effort (not to mention that these POPs will probably be smaller after the war…).

Like in HoI, these units can be grouped together into armies, and leaders assigned. However, in Victoria there is not one big list of historical leaders, but rather they must be created by using leadership points (which are also needed for some unit recruitment). Leaders will have two different traits, which will determine their actual bonuses for combat. Many leaders will have mostly negative bonuses, but since the ‘default’ leader has penalties in all areas, some leader is almost always better than no leader at all.

Naval units work mostly the same as land units, except that they represent individual capital ships (starting with frigates and men-of-war and working up to cruisers and dreadnoughts and carriers) that can have smaller ships attached to them for stat bonuses. They can be lead by admirals, but do not need to be supported by individual POPs because of the comparatively low manpower requirements.

Finally, occupying a province takes time, instead of being instant as in HoI. It does not use a drawn-out, random siege mechanic, complete with assaults seen in EU II either. Instead, there is just a steady progress of occupying the province which is dependent on the number of occupying troops.

Colonization

The nineteenth century was the last great period of imperial expansionism, and Victoria has a system that ties into the state system, and works very differently from EU IIs. Instead of sending settlers to a colony until the settlement promotes to a city, and turns into a regular province, you stake claims. These are in the form of different colonial buildings that can be built with slightly different effects. Once you have one of each type of building in a state, or all the provinces in a state have one of your buildings, you can claim the colony, and make it an official part of your empire, which grants a high amount of prestige.

It is of course possible to have multiple nations claiming parts of the same state, which can lead to deadlock if no one can claim it through building types. Parts of US territory that were still in dispute are nicely represented by this system at the beginning of the game. However, the diplomatic model allows the buying and selling of territory, so it can be worked out, though the AI is subject to being ‘gamed’ without too much effort.

Revolutions refined the system in several aspects, introducing naval bases to limit where colonies can be founded (as there must be a base in range), and restricting colonization by the habitability index of the province (with various technologies lowering the minimum rating needed to colonize).

History

The event system from previous games is present in Victoria as well, and serves to keep several things on track during the game. It comes across as heavy-handed in a few places where it forces wars that may not agree with the in-game politics.

Worse, while Victoria models much of Europe fairly well, it has many more problems with the United States. Texas is as war with Mexico as the game begins, and almost always loses. The Mexican-American war tends to be out of the scope of the warfare model, so there is an event to enforce the actual treaty borders (in the event that there is such a war and the US wins…). The Civil War is also treated somewhat ham-handedly, with the historical Confederacy generally appearing all at once, and no real treatment of the border states. Similarly, there’s no option for a single war to allow the complete conquest of any but the smallest of nations, so that must be forced as well (and the AI has trouble with this).

The world market is a handy abstraction, but doesn’t account for wars, trade embargoes, or similar things, so much of nineteenth century economic policy is abstracted down to the tariffs in the budget. This makes the trade system much simpler than Imperialism‘s, despite being an otherwise complicated game.

But, many aspects of the game engine seems to do fairly well with the politics of the time, especially in Europe, where the main focus is. The system of event tie-ins to technological progress allow for a number of small essays on the creators of 19th century economic and political thought, helping the usual electronic time-machine feel (though susceptible to the usual ‘click-through-the-flavor-text’ syndrome). More importantly, the map of Europe tends to be fairly stable in Victoria, as in the nineteenth century, though wars are generally more common.

Conclusion

Victoria would be a climax in the development of Paradox’s games, being noticeably more complex than the preceding titles. In turn, it is also a thesis on the forces that drove the 19th century, and has some very interesting things so say. Despite overall poor sales and the release of Victoria II, Victoria still has some die-hard players today, and I think the exceptional ‘historical thesis’ nature of the game is part of what keeps people at it. Sadly, the general fan community has generally died off, leaving the VikiWiki unfinished, and in need of updates for Revolutions, and the main community-developed mod, the Victoria Improvement Project (VIP) was never completely updated for Revolutions either (though I understand it will generally work with it).

I consider it a title I’m very happy that Paradox produced. It has plenty of problems, entire systems that aren’t needed (like the corruption system that I haven’t mentioned because it does so little), and it isn’t necessarily very good at what it tries to model. However, the attempt to show the internal stresses on a government is worthwhile for being so rare, and despite the missteps, and complications, it still makes for a good game that I enjoy.

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Europa Universalis IV Shilling

Posted April 30, 2013 By Rindis

Okay, I normally don’t do this, but it’s just too tempting:

As you may have noticed, I really like Paradox’s grand strategy titles. I mean, I’ve even started writing a series of reviews of them, that I hope will manage to note just where certain ideas crop up, and trace them through later games. (The Victoria review should be up in just a few days.)

Late last year, Paradox announced the latest game in the series that launched it all: Europa Universalis IV. Right now, they’re launching a ‘spread the word’ campaign, where you get bonuses for getting people to sign up to their newsletter, where they announce upcoming games, and have occasional special deals (I’ve gotten a couple free games through it, though that has dropped off.) Since I’m a sucker for special forum icons, I’ve decided to take part.

So, if you’re one of the 0.375 people who actually read this blog, and have any interest in computer strategy games, go here, and sign up for their monthly newsletter.

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