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That Old-Time Religion

by Rindis on August 18, 2019 at 12:00 pm
Posted In: Computer games

This is the second in a series of reviews looking at the evolution of Crusader Kings II. See the original review here:
Crusader Kings II: The Second Crusade

With the release of The Republic, Paradox’s CK team mentioned that they had finally exhausted all the ideas they’d had for the game during development. So it isn’t so surprising that the fifth expansion for Crusader Kings II started a new round of expansions by expanding the scope of the game.

The Old Gods was released on May 28th, 2013, along with patch 1.10. My main review of CK II covered the state of the game as of the last free patch before the expansion after this (1.111; more properly ‘1.11.1’), so this review will concentrate on the features of the expansion itself.

A New Start

The major feature of the expansion was a new starting date of AD 867, 199 years before the previous starting date of the game. Pretty much everything else about the expansion is related to this feature. Sadly, it does not conform to the usual ‘timeline’ practice of Paradox’s games, so there is no way to start in between 867 and 1066.

This is a very different environment than the comparatively settled 11th Century, with Charlemagne’s empire broken up into five parts, and not yet in anything resembling their modern forms, while England is fractured between different minor or ‘petty’ kings, and in the middle of dealing with Viking invasions.

Raiding

The map was re-worked so some major rivers became akin to sea areas: They were now navigable for ships, so sea-borne forces can work inland before coming ashore again, potentially going around or through all sorts of defenses.

Pagan rulers can raise an army, set it to ‘raiding’ mode, and attack neighboring and overseas provinces for loot… without being at war (though much the same mechanics apply to any army that is at war). Anyone raided becomes hostile and can attack the raiders and the origin country for a short while, and can start an actual war. But especially with raiders made mobile with ships, it can be very difficult for a ruler to protect his own lands.

The point of this activity is that each province has a pool of money that in turn produces taxes. Fortification values of the holdings protect some of this value (until the holding is taken in a siege; for looters this won’t ‘take’ the holding, but they will get a massive cash bonus), and the rest is vulnerable to looting. When the pool is drained, taxes are reduced or eliminated until it can replenish. But the money doesn’t disappear; when raiding a neighboring province, the looted money goes straight to the raider’s treasury, along with a prestige boost. Overseas raids send money to the fleet, and the money is transferred to the owner’s treasury when it comes back home.

I generally like the idea (actually, I rather like any time Paradox plays around with war/peace mechanics), and it’s amazingly thematic, but there is a problem. A raiding army generates a bit of loot every four days out of a limited pool. Keeping an eye on when a province is exhausted, and it is time to move on becomes micro-management. If you’re raiding by sea, then you need to move back to the fleet, which halts movement, and then give the order to land in the next province. If you have a small realm with not much to do, this might not be too bad, but if you have a large realm, it’s a problem, as there’s no automation for, ‘loot this, move on’, or ‘warn me if a hostile army shows up.’

Religion

Along with the earlier start, the expansion makes Zoroastrians and the pagan religions playable (this includes the Aztecs if playing with Sunset Invasion). By the time of the normal start, all of these are fairly limited in utility, with small areas and few rulers still following those faiths (though a large chunk of Eastern Europe is still Tengri), but it would not end the game if you converted to one of them (to make your new Aztec overlords happy, for instance), but the 867 start has wide possibilities for the standard set of them.

And finally, the patch featured an enhancement for all religions. Each one has five holy sites, and control of them is the main basis for current authority for that religion (see the original review). This helped out that system immensely, and helps with the demise of the pagan religions mid-game as their holy sites get taken over by encroaching Christians and Muslims.

Pagans

All of the pagans together are considered one religion group, but there are two different styles of mechanics for them, offensive and defensive. All of them have access to various casus belli that make expansion easy, but are locked to gavelkind inheritance, which splits the realm amongst all the heirs, leading to a great deal of instability. Also, there is a steep penalty to non-pagan supply in pagan territories, so that large armies cannot easily go in and suppress the pagans.

That penalty goes away at organization technology 4 (all of a sudden, instead of graduated), while gavelkind keeps large pagan empires from lasting long, and they have a hard time converting provinces to their religion, while pagan leaders tend to be vulnerable to converting to Christianity or Islam from outside influence. This means the various brands of pagans are very powerful early on, especially as they’re hard to invade, but will fade as the game goes on.

Offensive pagans (Germanic, Tengri, and Aztec) have a bonus to their muster sizes, and pay no money or opinion penalty for mustering troops, so they can easily field large armies, especially considering their lower technology levels which inhibit holding development.

Defensive pagans (Romuva, Slavic, Suomenusko, and West African) have a bonus to garrison sizes, and have a +80% to defense when fighting on territory (any territory, including someone else’s) of their religion. This combines to make offensive operations against tribes of these faiths exceptionally punishing.

Additionally, Germanic leaders may take an ambition to gain a particular king-level title (say, of Scotland or of England). This allows them to declare a prepared invasion, where a large number of warriors will gather in special event-created armies in the expectation of loot and plunder. The actual war must happen within two years, or the character will lose a lot of prestige, but it grants him an even bigger and more powerful army to conquer large realms with.

Finally, there is the option to reform a pagan religion. The idea is to organize the religion with formal scripture and hierarchy, so that it can try to compete with the world religions of Christianity and Islam. I’m not exactly sold on this idea, as ‘competing’ with a religion like this isn’t part of the mind set of the era. But, it is at least as likely as any other method for those religions to survive. At any rate, it requires control of that religion’s holy sites to accomplish, which certainly makes it a challenge for any of them, as some of these tend to be in the area of powerful Christian or Muslim states.

Reforming the religion disables the standard advantages it provides, but reduces the main problems as well (conversion rate, and increased ‘short reign’ penalties). When it happens, everyone else of that religion gets a decision of whether to reform along with the person who did it, or keep to the old ways, which then becomes a heresy of the new reformed faith.

Zoroastrians

The other enabled religion is a much smaller deal. Zoroastrianism is an older religion, and is considered an organized one in game, though there is no high priesthood (it having been eliminated by the Muslims…).

There’s only one duke-level Zoroastrian ruler as of 867, out by the Caspian Sea, and the holy sites are scattered across the ex-Persian Empire, making play of the Zoroastrians very challenging, as there’s no friends, and religious authority is low, making conversion difficult, and the three heresies likely to pop up often. As of 1066 there are no playable Zoroastrians, though there are still courtiers and provinces of that religion. Even better, doing well as a Zoroastrian puts you right in the path of the Seljuks.

Paradox still gave the religion the full suite of mechanics: A Zoroastrian ruler of the Persian Empire (one of the ‘de jure’ empires not normally in existence) can restore the high priesthood, giving the religion a head that can operate like the head of the Orthodox church, and be declared Saoshyant, a messiah-figure.

Conclusion

At first glance, a single bookmark doesn’t seem like much of an expansion, but Paradox really went all-out to expand CK II to the new era. My initial worry was that the game just couldn’t handle the feel of the period. But in the main it works very well. There are events to help a few ‘transitions’ between the periods such as the split up of Norse culture into various sub-cultures, and the Magyar transition from a tribe to the settled nation of Hungary, though I’m not yet convinced that it really does post-Charlemangian western Europe very well (I haven’t played enough to really tell).

If you don’t feel like playing as pagan, it’s not as valuable, but still a good expansion if you want to deal with the challenges of a Christian Europe that is much less secure than in 1066. The cross-over with Sunset Invasion is a nice touch, though not a reason in itself to get it.

└ Tags: Crusader Kings, gaming, Paradox
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Three Medieval Battles

by Rindis on August 15, 2019 at 12:00 pm
Posted In: Boardgaming

Mark came over back on July 6th for one of our two-player days. It had been my ‘pick’, and I went for trying out my just-stickered copy of of Commands & Colors: Medieval. I’d gone through the rules, and had been following things on BGG, so I was aware of many of the changes from Ancients. However, a detailed review of the unit reference card with Mark revealed more there than I’d thought.

We started with the first scenario in the game: Utis River, a large scenario (9 banners!) with the Byzantines vs the Huns. I had the Byzantines, and got to a very strong start on my left, taking three banners for a cost of three blocks. However, the Huns struck back, and while it took a bit (and two more banners for me), he demolished my heavier units, broke up my center, and nearly eliminated my right. As I tried to get at the various weakened Hun units scattered in the back, the tension ratcheted up as the score climbed, until it was 8-8. I eventually managed to get a last unit on my left for the win.

That had taken quite a while to go through, and certainly didn’t match the extremely fast playing time that I’d seen some report. This was a long, drag-out, bitter fight. After that, we switched to Thannuris and did a two-set of that. It’s an interesting battle, with a Sassanian line with infantry on some hills on their right, and the rest of their line being cavalry. The Byzantines have two compact wedges of MC and HC, with a mixed line on the right nearly back at the baseline. All cavalry is bow-equipped (which took us a bit to get used to), and the Sassanians have two Cataphracts, while the Byzantines have one on their right baseline.

I had the Byzantines again for the first fight, and went down pretty hard 3-6. My losses were the two cavalry wedges; I had a good early opportunity to engage with them at the start, and took it, but it completely backfired. The fighting ended up getting in range of the rest of the line, which is what largely let me get three banners at all, but I could not recover from that start at all.

The second round went worse for the Byzantines (Mark; 6-1 I think). He tried a similar opening, and did a bit better, but still ended up losing his left and middle. He wasn’t able to get his Heavies into action like I did, and my units migrated left into my center as I broke down his center, and started looking for opportunities against the defensive line on my left.

I’m still getting a feel for the set. It is different than CC:A, but it’s still hard to say how different. Certainly, heavy infantry isn’t as scary as it was, and we could see how the smaller battles can resolve very quickly with lots of heavy cavalry moving around, and various ways of getting them an extra die, but it did not happen with us. Also most of our inspired actions went to the minor uses, as actually having a useful leadership card is a bit rare.

It is definitely another good entry in the system (the third one I’ve tried), and am looking forward to more time on the table for it.

└ Tags: C&C Medieval, gaming
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Anime Spring 2019

by Rindis on August 12, 2019 at 12:00 pm
Posted In: Anime

Again, running late with a post here. Still on a comparatively minimal schedule (two nights a week) to support the MMO habit.

Rise of the Red Comet — This is the current one to watch with the guys, and the best of the season. Sunrise is celebrating the 40th anniversary of Gundam with a set of prequels/re-tellings of the original material, and this one covers a lot of history more-or-less following Char Aznable around, showing a lot of the later developed backstory in sequence. It’s not as good as Yamato 2199, but that’s a really high bar to hit, and this does come close. Really recommended.

Rising of the Shield Hero — I started this around the beginning of the season, and have now caught up on both seasons. I was a little doubtful of it as the ‘big push’ anime, but it has done a fairly good job with its big idea. I do find Naofumi overly grating on occasion, but overall he’s a good character, and the plot has been good.

Fairy Tail — …which is still in its ending sequence. One big fight. Well, not quite, and the mini-arcs in it are quite good; its maintaining a pretty solid pace for me.

Violet Evergarden — This is a slightly older series that we’re watching with the guys (Smudge has seen it before and recommended it). I’m not quite enamored with it. I like it, I like what it’s doing, but I do find it drags out past its welcome a little. Well, we’re still in the middle of it, so we’ll see how it ends.

Pokemon Sun & Moon Ultra Legends — Continuing to be solid fun. There was a after-show bit for a few weeks… that turned out to be entirely showing how an Eevee got to Alola for one of the characters to catch. The last bit I’ve seen has been the fourth island trial, which was pretty well done.

Dark Clover — It keeps going, and it keeps not padding itself into oblivion (the underwater temple did go an episode or two long, but that’s nothing compared to some…). There’s still a fair number of things to complain about, but am happy to keep watching as the plot lines have been getting more solid as they go along.

Pokemon Ranger and the Temple of the Sea — Caught this movie just a couple weeks ago. It’s kind of a crossover between the then-current Pokemon Ranger game and Ash’s adventures, but in the end it is Ash as the central character. Not one of the best movies, but certainly far from the worst too, and it was nice that there was a particular thing being worked with, and not a save-the-world scenario.

└ Tags: anime
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Legend in Moonlight

by Rindis on August 9, 2019 at 12:00 pm
Posted In: MMO

Well, Smudge and I have beaten my estimated FF XIV schedule. Kind of. I figured we’d finish off post-Stormblood content about a month after Shadowbringers came out. We actually beat that by a couple of weeks, finishing off in mid-July. However, we have yet to dive into the new expansion, as I’m trying to get Paladin up to 70 first. Apparently, they’ve largely skipped class quest chains this time (too many to do), and instead have chains by role (tank, healer, physical DPS, magic DPS), and I actually have a class ready in each, except for tank, which I was already leveling. So, we’ll dive in once that’s done. I have a feeling we’ll be pausing a few times in main questing for me to get four different classes up to speed….

As far as what we’ve actually been doing for the last couple months, the STB+ story was once again well done, though there’s still an annoying dangling thread or two. The first two parts concentrated on the fates of the two villains that were central to the two tracks of Stormblood: Fordola for Ala Mhigo and Yotsuyu for Doma. Fordola gets attention first, but after some good development, she just gets dropped from the plot, and never shows up again (though there is a short story giving what is next for her).

Yotsuyu gets a lot more attention; I always get the idea she was a favorite of the developers. Her arc is longer, and more developed, though Fordola’s probably asked harder questions. Yotsuyu also, in the best traditions of Japan loving Shakespeare, gets to be in a tragedy.


↓ Read the rest of this entry…

└ Tags: FFXIV, gaming, MMO
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My Enemy, My Ally

by Rindis on August 6, 2019 at 12:00 pm
Posted In: Books

The professional fan fiction of Star Trek novels are useful for finding new authors, and the biggest find I’ve ever had from them is Diane Duane, who had written many very good books outside that universe. This is where I first discovered her, and it is also one of the best Star Trek novels I’ve read. Thirty years after I last read it, several scenes still stand out in my memory.

There are, perhaps, a few too many MacGuffins floating around. There’s artificial ion storms, 4D chess (with a mini-transporter to ‘time’ pieces in and out), and the big problem of the book, a Romulan project to enhance psionic potential. But all of them relate to the plot fairly strongly.

Part of the main point of the book is to take a closer look at the Romulans. About half the book is from the viewpoint of Ael t’Rlailiiu, a Romulan starship commander who feels that the Empire’s latest project will only lead to ruin, and so makes common cause with one of her gravest enemies. An interesting touch is that Romulan dialog is given untranslated, with only a character’s reactions and internal thoughts providing a sense of what is being said. Thankfully, it isn’t done much as it would get wearying, but it is an interesting device for what we do get.

There’s plenty of action, and it’s all well done, but there’s plenty of build-up and planning before that. Duane introduces a number of new characters here, including Ensign Nahraht (the only Horta in Star Fleet), which have been fan favorites since. The characters are smart, and generally act like it (there’s an amount of ‘but of course I planned for this’ that borders on the excessive), and of course there’s the wonder of early Star Trek unburdened by special effects budgets. Recommended for all TOS fans, and action-adventure fans.

└ Tags: books, reading, review, science fiction, Star Trek
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