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Georgiana: Duchess of Devonshire

by Rindis on April 25, 2020 at 12:00 pm
Posted In: Books

Another book bought because of non-selective Kindle sale buying. And a worthwhile one as it turns out.

This is a fairly interesting look at the highest level of British society at the end of the 18th Century. As a biography, everything stays centered around Georgiana herself, and it stays strictly focused on her life. However, along the way, this brings in the Regency crisis, Whig politics, the French Revolution (at somewhat of a distance, but she was in France for some of the opening parts), and high fashion.

Naturally, the bulk of the book is still the more expected soap-opera of unhappy marriages, lovers, gambling—and some astonishingly large gambling debts—friends, rivals, and and the stresses of producing and raising children. Georgiana is treated very sympathetically, and Foreman has a great liking for her. This is fine, and frankly despite some problems, she is a person who it is easy to sympathize with, being generally a progressive person for her era, with her faults more lying in the realm of lack of self-control, than any actual desire to cause problems.

So, it’s a fairly engaging, but fairly long, look at an important period in history, from someone who is a bit more central than might be immediately supposed. I recommend it if you already have some interest and knowledge of the period. It adds a nice personal touch.

└ Tags: biography, books, history, reading, review
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AP18 Village of the Damned

by Rindis on April 22, 2020 at 12:00 pm
Posted In: ASL

Patch and I finally got around to revisiting Action Pack #3 recently, which has a number of inventive scenarios around the collapse of the Italian 8th Army in Russia. “Village of the Damned” has seven Italian squads and two and a half German squads left behind by the main retreat determined to sell their lives dearly as the Russians approach the village they’re sheltering in.

The action is on board 48, with the Axis needing to have at least one unbroken MMC at the end of 4.5 turns. Most of the squads are (secretly) declared Walking Wounded (an idea from Pegasus Bridge, where IPC is reduced, MF is limited to 3, and they have a penalty in CC). Leadership isn’t bad, and there’s some markers for Dummies, and a single Italian LMG for SW. The Russians have ten squads and two half-squads and a T-60, which enter from the east, north, and/or west on turn one with a MMG and two LMG.

Extra wrinkles: There is ground snow, two buildings are randomly set ablaze before things begin, there is a Mild Breeze blowing smoke from those buildings across the board. The Russians get to declare HtH CC once during the scenario.

Thanks to the extra distance, and short time frame, I’m sure the Russians don’t usually do much with the east and west, and my defense was generally oriented toward the north. The Germans all went on the west end, with their Dummy stack in K7, and the squads backing up the Italians. The German HS was in the gully, where he could potentially interfere with the Russian advance, or even try to stay out of LOS for most of the game, and then pop into the victory area at the last moment. My two forward Italians were a Dummy and a conscript squad (not WW, as I hoped he’d get a chance to run).

Patch forgot the setup instructions for a moment, and his first setup was to attack from the south…. Which said nice things about how mine was working. His revised entry stretched over a good portion of the north edge, but didn’t use the other edges at all, and the T-60 was in the middle of things to provide cover across the initial approach. I had forgotten the breeze during setup, and my LMG position was promptly smoked-in by the fire in R3, which was less of a problem than it might have been.

Patch’s first entry was straight into the gully, which was going to be more than a HS could handle, but there was still some hope of keeping him cautious. The T-60 came on with one squad doing Armored Assault, and he stopped once the LMG set up a fire lane across his advance. A HS searched U2 to find my conscripts there, who then pinned them on DF that cowered, and then broke a squad with FPF. A second squad moved up, and further FPF was a ‘2’! Which… being conscripts, cowered down to 0FP. Worse, that was HOB, and they decided they were out of ammo, and had done their part, and surrendered to the Russians. Flames spread to R2.


Situation, Russian Turn 1. The red lines are the victory area.
↓ Read the rest of this entry…

└ Tags: Action Pack 3, ASL, gaming
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The Honorable Barbarian

by Rindis on April 18, 2020 at 12:00 pm
Posted In: Books

The problem with shopping in used book stores is finding only the middle parts of series. However, it turned out that the fifth and final volume of de Camp’s Novarian books is a good place to start, because it picks up with a brand new main character. There’s a good number of references to the earlier books (often as stories told), but it’s by no means dependent on them.

Kerin, our new main character, gets into trouble with one of the looser respectable ladies of the area, and needs to take an extended trip. This powers the action of the rest of the novel, as he sets out for the east on an industrial espionage tour (he’s trying to find the secret of a better clock escapement).

And… this eventually comes up, near the end of the novel, and in a slightly unrelated note, the rest of the plot collapses into a conclusion shortly thereafter. The bulk of it is really more wandering travelogue, with somewhat episodic adventures, and a fair amount of humor. And also a fair amount of archaic speech. One of de Camp’s passions was history, and I think he does it to get more into the feel of the time and culture that his world is based around, but it does take quite a bit of getting used to.

It’s probably the closest I’ve read to a Myth Adventures book in some time. It’s certainly not the same (the brand of humor is different), but it’s aimed at the same light-hearted adventure on the road feel. It has also reminded me that I need to read more of de Camp’s books, and that there’s a number I’ve meant to get to. Overall, the tone is good, though certainly with a bit of male wish-fulfillment, and and the archaicisms are the toughest part to get into.

└ Tags: books, fantasy, reading, review
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Two Rounds of Indus

by Rindis on April 14, 2020 at 12:00 pm
Posted In: CC:Ancients

After finishing off yet another epic ASL struggle in Budapest, Patch and I did our usual two rounds in Commands & Colors: Ancients in the first half of March This time is a somewhat speculative battle (more so than normal, as there’s no records of particular battles for this campaign), pitting Seleucus against the Mauryans, from Expansion #1. The Seleucids have a nice solid body of Heavy Infantry in the center, and other forces scattered about, including cavalry and elephants behind a forest. The Mauryans have a more compact army with elephants and Heavy Chariots, and three units of Auxilia that have the three-hex range of Light Bows on their left, behind the Indus.

Patch started with the Indians/Mauryans, who go first, and Ordered Three Right to move up a LC, and drove my left Aux off the hills. I moved up various units (with ranged shots that did nothing), while Patch got his center in motion. Order Lights let me drive his LC off the hills, and did a banner and a block to his elephants, who then did a block to his Heavy as it retreated, and then I did a block to his HCH.

Patch followed with Mounted Charge, which slammed his main line into mine, forcing a Heavy back, doing two blocks to another, three blocks to Seleucus’ Heavy, and three blocks to an Aux. In return, he lost both HCH, the Elephants, and a MC. I brought up my better units, and Patch hit again with Order Three Center, destroying my damaged Aux and both damaged Heavies, but I drove off a LC, and did a block to another. I Ordered Four Center for everything that was left there (including Seleucus, who’d lost his unit), with both of our Heavies taking two losses. Patch Ordered Three Center, forcing a LB to evade, and knocking out my weakened one (they stood on a 2-die attack hoping for battle back… nope), and doing a block to another LB who did a block to his LC in return.

I Ordered Two Left to regain the hills and drive off his MC, then Patch hit with Clash of Shields. His Heavy did three blocks to an evading LB, but a LC missed my other evading LB. Leadership Any Section allowed me to bring in the cavalry, who finished off one of his LC. Patch moved the surviving leader off to his right, and I Ordered Lights for a round of archery that knocked out his Heavy. 6-4

I started the second game with Order Three Left to get my Bow Auxilia into the Indus, and Patch used Move-Fire-Move to bring his LB up, forming a solid line from his left to his center. Order Lights moved the Bow Auxilia up again, and I did two blocks to a Light, and drove off a LB. Line Command got Patch’s center closer, and drove off a LB and damaged a Light. Out Flanked put the LB back, and I knocked out a Light (it had taken all its hits from banners while trapped at the edge of the board), and drove off a LB.

Order Three Center put Patch into contact with my Bow Auxes; both sides retreated an Aux, and I traded an Aux block for a Heavy block. Order Two Left reformed my Aux line, but did nothing, while Patch’s Coordinated Attack brought his Elephants and LB up, while the forward Heavy did two blocks to my weak Bow Aux, who chased him off with a banner. Move-Fire-Move let me get a couple LC up, drive off a LB, and then move my weak Bow Aux back.

Patch then used Mounted Charge; thankfully, the Elephants were the only thing in range, and they traded blocks with a Bow Aux. Order Three Left finished off his Elephants after a Rampage that thankfully did no damage, and I did a block to his MC. Patch Ordered Three Right to bring up the cavalry (and a LB), and did another block to a Bow Aux in return for a block to his MC. I Ordered Four Left (though I only had the three Bow Aux there), and drove off his LC while finishing off the MC. Patch shifted his right flank a little, and Inspired Center Leadership let me finally deploy into a line there. Patch Ordered Two Right, which did a hit to my Heavy, and wiped out a LC when it was forced to retreat. Order Lights drove off three units with missile fire, and did a hit to a LB. Order Two Center moved two of those up again, and did a block to a Bow Aux.

Order Mounted let me get to his line with most of my heavier units; Patch used First Strike on my Elephants, doing one block, before they did two blocks to him, and they retreated a hex. The Elephants used Momentum to get at the next Heavy in line, which took three blocks and retreated. I also knocked out the already-damaged Heavy and forced an Aux back, but lost a HCH in the process. Patch Ordered Three Center to finish off the Elephants and wipe out a MC, but he lost a Heavy in return. I’d lost the MC by not evading because the average was (barely) in my favor, and I wanted them there for Clash of Shields, which only ordered my remaining HCH. I did three hits and a banner to an Aux, and then finished them off with Momentum. 6-4

Afterword

The second round went a lot longer than the first, as I made use of all the left-section cards I was drawing, but both finished in a hurry once the centers got into the fight. Seleucus only has three heavy units to five Indian ones, but other than a single Heavy Infantry, the Mauryan units are a lot more fragile. The Bow Aux were very handy (especially with all the cards I had for them), and helped weaken things just enough that I could use my center with some confidence.

The terrain is a lot more jumbled than you usually get in these battles, and army compositions and deployment are also unusual. Definitely a fun battle even (especially?) if it’s going to turn into a demolition derby right before it ends.

└ Tags: C&C Ancients, gaming
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A Tradition of the People

by Rindis on April 10, 2020 at 12:00 pm
Posted In: Computer games

This is the third in a series of reviews looking at the evolution of Europa Universalis IV. See the previous reviews here:
Europa Universalis IV: A Fantastic Point of View
Wealth of Nations: National Trade

During development of Wealth of Nations, PDS had mentioned merchant republics as being too small and vulnerable, even though they tended to be fairly small and long-lived in history. So the next project was considered a ‘mini-expansion’ and focused on republics in general. Res Publica was released on July 16th, 2014, alongside patch 1.7 for a minimal $5 (most expansions are $15, and ‘small’ ones are $10).

Getting Ahead in the World

One important patch change was a reverse in direction. Like in previous games, being behind your neighbors (or just other members of your tech group) in technology grants a bonus to your progress. Whereas before it had been a bonus to budgetary investment per country and tech, in EU IV it is a reduction in power cost from the most advanced neighbor you have.

This was initially a 5% (30 power) decrease in cost per level, but in patch 1.6 this was decreased to 2.5%. In patch 1.7, it was changed back to 5%, the maximum possible bonus was increased (though it’s really hard to get past the old limit), and the worst tech group penalties were removed. Various Far Eastern and African groups actually had penalties to power generation, effectively lowering their base 3 power per group, and these were removed to give everyone the same overall power generation, though non-Western countries still pay more for technology.

The idea had been to discourage lagging behind in technology for the cost bonus by reducing that, but now, they rewarded staying on top of technology. Any time the next Administrative or Diplomatic technology would be ‘ahead of time’ (each level has a target year, and it is more expensive before that point), you get a +20% to production or trade efficiency, giving a nice boost to income for keeping up with your studies.

An extra addition to the patch were three new idea groups (one per category). This also meant adding new policies for all the new combinations, and brought the number of choices up to seven per category.

Focus, Pinkie, Focus

The most useful expansion feature isn’t republic related: With the expansion, you gain the ability to set a national focus. This is done from the main Monarch Power display on the government tab. Activating one gives you two extra power points per month in the chosen field, while you gain one less in the other two.

It’s a nice bit of flexibility, and kind of a shame that it’s not in the base game, as there are times when one area is starved for points (especially Administration), while the others are doing well. The cost is that it can only be done every 20 years, but some countries will start focused, and are ready to change or remove focus from the start.

Factions

The idea of the faction system for Ming China from EU III: Divine Wind had been retained, but the principles changed a bunch. There were still three factions, and now they were tied directly to the three power types of the government. However, factions no longer prevented you from being able to do things. Instead, they each give two bonuses and one penalty.

Unlike before, faction influence isn’t subject to large shifts due to ruler ability and domestic policies (which no longer exist), but the military faction gains influence from army tradition, and the diplomatic faction gains influence from navy tradition, while the administrative faction gains influence from stability. In addition, you can spend monarch power to give influence to a particular faction.

Patch 1.7 reworked this so that factions are associated with particular government types (for modding purposes), and added factions to merchant republics. These are of course different from China’s factions, granting bonuses around goods, and trade instead of extra advisors and diplomatic reputation.

Republics

As briefly mentioned in the main review, republics have republican tradition. This is a measure of confidence in the government, and replaces legitimacy for monarchies. It is a more limited mechanic, with fewer things affecting it (though there are a number of events that directly touch it), and only a couple things that it affects.

The primary effect is that not being at full legitimacy increases stability cost. High tradition also reduces overall revolt risk, with the same maximum of legitimacy (-2%), but at minimum tradition, there is only an elimination of that bonus, instead of it swinging all the way to the +2% penalty that a monarchy has to deal with.

Republics generally elect (player choice) a new president every four years, with the base stats being one point each in two categories, and four in the one that he focuses in. Re-electing the previous president boosts him by +1 in each category (e.g., becomes 5/2/2 depending on his initial focus), but reduces tradition by 10. Tradition generally increases by +1 per year, so constantly increasing the stats of one president leads to an erosion of six points per election.…

There are, of course, events that give a choice between tradition, and losing money and the like, so the path of a stable democracy can be rocky. On the other hand, there can be stability-boosting events at a cost of tradition, and that’s a pretty good deal if you can afford it.

If tradition gets and stays very low, a republic can turn into a Despotic Monarchy. With the Res Publica expansion, this will instead be the unique Republican Dictatorship government, which will last until the current dictator dies. At that point, it’ll either go over to Despotic Monarchy, or if tradition is back up (probably through events, as it doesn’t raise on its own at this point) it goes back to the previous republic form.

Merchant Republics

An extra bonus for Merchant Republics in the expansion is that they can now create trade posts. These generate a bonus to trade power and naval force limits, with a limit of one per trade node, but must be ‘built’ in an owned province that isn’t in the country’s main node. However, despite what it seems, it’s not considered a building, and only costs Administration power (no money) to build, and is buried away in the trade section of the main province interface (though the existence of one does show up in the trade map mode with all the other modifiers).

This gives merchant republics a reason to develop a network of far-flung territories. Better yet, they continue working if the governmental form changes, but of course, there can’t be any new ones at that point.

Dutch Republic

As something of a follow up to the previous expansion, the Netherlands got more customization with this one. They can now choose (through event) to take the unique Dutch republic government form.

This gives them a slider, showing the relative power of the Statists and the Orangists. This shifts with every election (and, of course, events), and with the Orangists in power, the ruler rules for life, but doesn’t cause the republic to fall (though it will cause tradition to stop growing), and there is another election on his death (and events might kick them out of power). Statists act like a normal republic, though the Netherlands can always have royal marriages with other countries no matter who is in charge.

The primary government bonuses are to trade and heavy ships, the Statists will boost naval capacity and trade power, while the Orangists boost army capacity and stability.

As with most of the unique governments, it’s a fairly flexible form, and the bonuses are certainly good compared to early-game governments, and competitive with later ones.

Elective Monarchy

In 1444, Poland is leaderless, with a 0/0/0 interregnum, that can be solved in a few ways. The easy (and historical) one is to form a personal union with Lithuania, becoming the leading partner with Lithuania’s Kasimierez Jagiellon as the head of the monarchy. With the expansion, this will then fire an event to change the government type to the unique elective monarchy.

On the surface, this is a fairly good government, with bonuses to manpower, revolt risk, and vassals (which Poland starts with two of, plus Lithuania). On the other hand, the succession gets… complicated.

As the nobles vote for who succeeds to the throne, they are vulnerable to outside influences. Other countries can use a diplomat to canvas for a successor from their dynasty. Each month the diplomat is kept on the job there is a small chance of picking up a vote for that country’s candidate. You can spend legitimacy to gain votes for the Polish candidate, which should make it fairly easy to guarantee a native king given the scale of the voting, but there are events that seem to fire fairly often that will reduce his votes.

As a country that successfully supports its candidate, you get prestige, very good relations with Poland (a temporary +100 boost, as well as the normal +25 ‘same dynasty’ modifier), and a good amount of monarch power in all three categories. And once this happens to Poland they lose one diplomat (that hurts) and have a higher than normal cost to reduce inflation or war exhaustion until it can find a way out of the elective monarchy.

Finally, there’s a number of historical events that will fire related to this government, that tend to curtail power. Poland is given lots of possibilities with the setup of Poland-Lithuania, but there’s a lot of challenges too.

Conclusion

It’s hard not to recommend anything this cheap (and 50% off sales are fairly frequent), but… there may not be a lot here. National focus is the big ‘useful to everyone’ feature, and generally worth the money by itself… but it is also available through the later Common Sense expansion, so if you go for that big one, there’s no point getting this just for the focus.

On the other hand, if you want to play as any of the merchant republics, the trade posts are handy, and the extra mechanics for the Dutch are nice, and the electoral monarchy is also interesting, so there lots of good small reasons to buy this small expansion.

└ Tags: EU IV, Europa Universalis, Paradox, review
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