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Men to Match My Mountains

by Rindis on April 15, 2025 at 12:00 pm
Posted In: Books

This is an expansive history of about sixty years, across a fair amount of space.

It’s also a fairly limited history, largely confined to what “white people” were doing. This is, in large part, man-vs-nature history, with strange people coming into a strange place and having all sorts of adventures. This is entirely about the early exploration and expansion of Anglo-American culture across four states of the US. Stone does take time to note that there’s just no written sources available from the Chinese who worked on the railroads being built through here. And that objection would also hold true for a lot of the previous inhabitants of the region. And this is a flowing narrative history, not in the least bit technical and willing to go into the weeds of population levels and other non-written evidence.

Certainly, there is a lot to cover here as it is. A good chunk of the book is dominated by the various discoveries of gold and silver that dominate the initial settlement of the region. Places where a few men found something valuable, and instantly, or so it would seem, towns sprang up. Many of the immediate places would go away again when the strikes ran out, but not all, and of course, the mineral wealth built other places as well, most notably San Francisco. The development of the Bay Area is one of several threads running through the entire book.

Later portions deal with the railroads, and the chokehold the Southern Pacific had on much of California’s economy. One of the more amusing chapters near the end deals with the Santa Fe finally gaining access to southern California, and the subsequent free-fall of passenger ticket prices from $100 to $25 (with a dip all the way down to $1).

Much of the earlier parts of course deal with problems of individual expeditions and bands of settlers trying to cross the region at all. It isn’t a coherent account of things like the Oregon Trail at all (that one especially, as Oregon is out of Stone’s scope). But there is enough to contextualize a lot of these early struggles.

Organizationally, it is interesting that Stone very much sets his book only in modern California, Nevada, Utah, and Colorado. Events that take place outside these borders are barely touched on at all. The book is not formally divided up into these four states as well, but Stone does very much keep them in mind, and certainly groups things in accordance with those borders.

└ Tags: books, history, reading, review
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Reform and Custom

by Rindis on April 11, 2025 at 12:00 pm
Posted In: Computer games

This is the fourteenth 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
Res Publica: A Tradition of the People
Art of War: Reform-Minded Patch
El Dorado: Expansion of Gold
Common Sense: Uncommon Changes
The Cossacks: Cossack Estate
Mare Nostrum: Paradox’s Sea
Rights of Man: Institutions of Man
Mandate of Heaven: Mandated Ages
Third Rome: First Moscow
Cradle of Civilization: Immersive Cradle
Rule Britannia: Europa Rule the Waves

The next major expansion for Europa Universalis IV reworked governments, and also acted as an immersion pack around India. Dharma was announced on May 19, 2018, and was released with patch 1.26 on September 6. Clean-up patch 1.27 was released on October 1st, and rebalanced a lot of items as well as adding new mission trees.

Reforms

The big feature for the patch and expansion was a rework of government types. This was one of the systems still largely the same as in EU III; there are monarchic, republic, and theocratic governments, and new, largely better, government forms within those types become available throughout the game. There’s also a set of tribal governments for more nomadic societies that can feed into the first three forms if they start settling down enough.

But EU IV’s expansions started adding “unique” government types for a lot of major countries. Generally, you can’t trade into or out of these types, so those countries ignore the entire government system of the game, and start with bonuses equivalent to a fairly late-game type, and have extra mechanics. This meant that nearly every expansion made a base long-term mechanic less important, and something needed to be done. (By my count, there were twenty-one different unique government types at this point.)

The new system boils everything back down to the main three types again (plus tribal and native—the latter only used with Conquest of Paradise), and you pass reforms during the game. These add new bonuses or abilities, and the unique government types are now just reforms only available to certain countries (and with the appropriate expansion). These are grouped into tiers (five to thirteen of them depending on the base government type), and you can only have one reform per tier, and need to go through them in order, though you can go back and change the reform of an earlier tier. Once every level of reform has been applied, you can then shift into a different government form, which is how tribal governments settle down in the new system.

Generally, a nation gets 10 reform progress points a year (modified by the average autonomy in the nation, as well as other influences), and a reform costs 60 plus 40 times the tier number (i.e., 100, 140, 180…), with changing an old one costing 50 points (or if you no longer qualify for a reform you took—say, because you changed religions—you can switch for free). Generally speaking, there are two to five different reforms available at each tier, with additional ones (mostly level 1 reforms replacing the old unique governments) tied to culture or specific countries.

At first, all this was only available with the expansion, but it was incorporated into the base game as of patch 1.30. Frankly, this was way too important to ever be an expansion-only feature. Changing the old government types cost a nasty hit in stability, which made switching something to avoid, but here it is a much more useful secondary system, and doesn’t lock you out just because you’re playing as a country an expansion has played with.

India

Outside the new governments, the focus of the patch was India. As usual, this meant splitting off more provinces (more than 100 were added), and adding new nations to the area.

The coast of southern India was split up more specifically to allow easier access to European footholds there, from more nations. In the north-east, Gurjat was broken up into a number of smaller countries (it represented a host of small tribal principalities), vassalized to Orissa, giving them access to a number of allied one-province-minor countries in its wars. The trade network was also redone so that Europe could pull value out towards the west easier.

Similarly, Burma was further detailed, getting a new inland trade node, and six new at-start countries. Two new wastelands were set up around Tibet to control access around that area.

Of course the expansion also comes with twelve different unique mission trees (introduced last time with Rule Britannia), while the generic (and free) Indian and Tibetan mission trees were reworked. The patch also included four new unique Russian mission trees for those who have Third Rome.

Policies

National policies had been introduced back in patch 1.6, but while there were some good bonuses to be had (and some not-so-good ones), they cost one monarch point per month to be active, so I imagine I was not the only one to avoid using them. Also, they were hidden away in the interface, and easy to miss.

Now they got a better display as part of the tab that decisions were moved to in the previous expansion, and the mechanics overhauled. Before, you could have any set of up to five policies active; now you can have up to three from any particular category (admin, diplomacy, military—based on what kind of points they cost), and therefore up to nine active.

However, the first policy in each category is now free, and only the second and third ones will cost points. However, Dharma includes a few options to upgrade this. With the expansion, Holy Roman traditions include +1 possible policy per type (allowing twelve total, but this does require being the HRE, and not just the emperor), four late-game government reforms each allow an extra policy, and there’s six reforms and a number of traditions that increase the number of free policies. Without Dharma, these all default to other bonuses.

This all came with an extensive rework of the bonuses given by policies, and is a nice rework of the system. Being able to get some for free makes it open for anyone, and the new interface reminds you they exist.

Charter Bus

The trade company concept from Wealth of Nations was brushed up for the expansion. First off, you can ‘charter’ a trade company, with a new diplomatic action to buy a province from another country in a trade region. Cost depends on development (so, poor areas are cheaper), and the colonial range of the purchaser compared to actual distance (this means that this gets cheaper later in the game as colonial ranges increase). Otherwise, they seem to be the same as before, with all provinces in a region that has a trade company active, but is not part of it, getting a boost to their goods production, which will give a nice increase to their income.

Additionally, trade gets a bit more dynamic with Dharma. Many provinces have bonuses to trade, giving the country that owns them more trade power in their trade node. These were reorganized into three explicit tiers or levels, with an increasing variety of other bonuses (including development and institution spread) to their owners. Without Dharma, these levels are fixed, but with it, they will drop one level (to a minimum of 1) each time they change hands, but can also be boosted by spending (a lot of) money.

The expansion also adds a new type of diplomatic insult, which costs prestige, but makes all enemies of the target like you better, in addition to worsening relations with the target. Also, the messages from the action have actual insults in them instead of a very generic notification.

An interesting expansion feature is that you can now assign colonists to existing province, in an effort to increase development there. You still have to pay the equivalent of the colonial cost, and its pure random chance (modified by all the normal development cost modifiers), but a country that gets some colonists… and then runs of of places to colonize now has something to do with them, instead of just regretting past choices (or starting over with an all-new idea set).

Poland

The patch cycle for Dharma included a second major patch to round up old and new bugs, and spend some time further detailing Poland.

This added new event chains, a new unique governments for Venice and the Mongol Empire (which was a new formable nation; it takes a lot of work to get at it), a couple new reforms for Indian governments, and four new mission trees.

The two Romanian nations (Wallachia and Moldavia) got map updates, and one of the mission trees, focused on building a coalition against the Ottomans.

Conclusion

Along with everything else, patch 1.26 moved estates from The Cossacks to the main game. They would get a more serious rework in the future (though as of this patch they no longer demand a share of the land you conquer, making them much more ignorable for a new player), but right now the main thing is Dharma included a fair number of extra estates for Indian countries.

With government reforms as part of the expansion, I’d rate this a ‘must get’, because the change was so desperately needed. Now that it is deservedly in the main game, the main general content is the bonuses to policies, which is a good feature, though still a mid- to late-game one. Similarly, using colonists for development is largely a late-game feature (but an interesting one), though if Expansion Ideas look good other than an initial colonist you won’t use, it could be handy early on. Similarly, the revised trade centers are interesting, though I don’t generally play the trade game enough to immediately notice it.

If you don’t have Wealth of Nations, this will give you charter trade companies, which is good for those seeking to see more European influence in Asia. And of course, the extra mission trees for India should be a big draw for anyone interested in playing in the area. India is actually a fairly interesting area to deal with and has its own mix of powers to navigate, and should be tried out by anyone who plays plenty of the game.

As ever, the biggest part for me is the free patch map changes, and I always appreciate the extra historicity they provide with finer detail and lots of new countries. 1.27 also tightened up institutions a bit (most notably, global trade was slowed down from some buildings having a double bonus), which was needed, as the initial version was a bit too easy to deal with.

└ Tags: EU IV, gaming, Paradox, review
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House of Many Ways

by Rindis on April 7, 2025 at 12:00 pm
Posted In: Books

The Howl’s Moving Castle series are all independent books; you can read them separately without any trouble. Howl and Sophie are secondary characters in this third and last installment, as the focus is squarely on a new character, and new locale.

Our first glimpse of Charmain is easily sympathetic, as she would much rather be buried in a book than having to deal with house-sitting for her great-uncle. A little too convenient is that Charmain serves as our proxy for being introduced to magic, as her part of the family stays well away from such stuff. Her great-uncle, on the other hand….

However, she spends a lot of the novel being grumpy and mean-spirited. She’s been tossed in over her head, which lends sympathy, but she’s also obviously making her own problems worse.

But, the writing (from her point of view) is engaging enough, and the plot moves briskly enough to keep it from turning into a real problem. And there are important things that she does tackle head-on, providing needed positive direction. Better yet, there’s plenty of sympathetic characters around, and while she is instantly fed up with the most prominent one, there are others she befriends, and since they’re at the heart of the main plot, that also shores things up.

The action itself moves in the typical, but I don’t know where we’re headed way of a DWJ novel. Also, as is common, just what the main plot is remains hidden for quite a while, though a primary motivator appears early and provides suspense while Charmain tries to figure out how to survive in a house that will provide most everything needed, but with little practical knowledge.

└ Tags: books, fantasy, reading, review
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Anime Winter 2025

by Rindis on April 3, 2025 at 12:00 pm
Posted In: Anime

Once again, a new season of Anime has started, and I’ve barely noticed, because my viewing habits are largely out of step with releases. As always, my listing is generally from best to worst, though I haven’t seen anything I haven’t thoroughly enjoyed.

Arcane — We finished this up a couple months ago, and they wrapped up the series extremely well. The entire two-season story comes around and… just about everyone gets what they wanted. Even, maybe especially the ones that die, still get something of what they want.

The First Slam Dunk — I’m not into sports, but you can have good stories around sports, and I’ve watched a few sports anime over the years. This blows them all out of the water. This is a prequel to the main Slam Dunk series as a long, excellently paced movie that operates on two parallel plot lines, and does everything very well.

Lower Decks — With everything else out of the way on Thursdays, the four of us are finally starting in on the third season of Lower Decks. The production team really blends episodic and continuing arcs effortlessly, and shows a better love for the franchise than most of the other productions (which are still good).

Carol & Tuesday — This also finished up a bit ago for us, and ended extremely well. Really well polished overall plot. I don’t really have anything to say that didn’t say before, but do see this and Shinichirō Watanabe is still worth paying attention to.

Delicious in Dungeon — This is the Thursday slot that finished up the most recently. It was just as good the second time around, and Baron and Dave really enjoyed it. I know Dave was uncertain for quite a bit, but definitely got invested.

Shouwa Genroku Rakugo Shinjuu — Smudge and I have finally gotten around to showing this to the guys, and we’re about three episodes in. We’d forgotten the first episode was extra long, but was certainly well worth it, and they’re really enjoying the show.

Shangri-La Frontier — It’s incredible that I’m listing this sixth, because the series is continuing to be very good and there’s been seasons where this would easily be the top listing for me. We’ve got an entire situation going on in-game, and we’re… taking a break for a tournament in a completely different game? And, it works. The characters are all wrapped up enough in this that this side arc is important in it’s own right, and the pacing is keeping these balls in the air successfully. But, now we’re on hiatus with a cliffhanger. Argh.

Sakimoto Days — This is the series I think a lot of people thought of when hearing the premise of Way of the Househusband. Certainly, it’s what I was thinking of. Househusband wasted it’s high concept potential, but Sakimoto does a very good job with a cast of quirky characters navigating daily life of assassins without killing anyone.

Apothecary Diaries — Also an excellent series pushed down by a lot of other great titles. I’m early in the third series, and it’s just as good as the earlier ones. These have a habit of tying more together at the end than you expect, and I’m seeing some hints of it here.

Re: Zero — So, the latest adventure starts with a whole series of save game reboots, but hasn’t touched that for a while. Not that things aren’t supremely dangerous, but the plot isn’t abusing the series special twist to get there, which is nice.

NieR Automata — Recently started the second half of this with the guys, and it is continuing to be surprisingly good. Really unsure where we’re going to end up at this point, as the plot is just getting us to hitting bottom.

Beastars — Just started this last week, so I’ve only seen the first episode of the third/final season. Continuing to get darker as the characters deal with the wreckage of the second season.

Pokemon: Horizons — I think Smudge and I have just hit the end of the first year of episodes. Still being a very strong series, with a number of good characters. We’re both going to miss Liko’s grandmother.

Solo Leveling — Okay, ‘real life with RPG mechanics’ has become it’s own genre. Personally, I don’t like a lot of details on how that’s working; notably “fixed” power levels and a near complete disregard to skill and tactics making difference (skill has started getting acknowledged). I don’t care for the ‘technology is completely useless against monsters’ trope either. At the very least, go with the MSPE quote, “A full clip from an AK-47 won’t stop a vampire, but it sure will slow one down.” Over on the actual plot side, it has been interesting and good, so writing is making up for poor setup.

Sword of the Stranger — Somewhat typical samurai adventure with occult motivations to the bad guys. In many ways, a somewhat simple story in movie format, but very well done. Don’t rush to see it, but do see it.

└ Tags: anime
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The Training Ground

by Rindis on March 30, 2025 at 12:00 pm
Posted In: Books

The main problem with study of the Mexican-American War is that it is severely overshadowed by the later Civil War. Instead of struggling against the problem, this book embraces it, tracing the careers of several prominent ACW generals through this earlier conflict. Unfortunately, there’s too little analysis here to say in just what ways their experiences were formative.

Worse, there’s a number of minor errors scattered throughout the book. My copy came from my dad, and there’s a number of penciled annotations of minor slip ups. A recurring one is Dugard’s uncertainty around artillery, seemingly confusing the various ways in which they were named. He also conflates metal percussion caps with metal cartridges (a very different animal). And there’s a couple of occasions where he seemingly confuses his own narrative and suddenly gives an unlikely location in the middle of things (talking about arrival in New Orleans… and then suddenly arriving in Saint Louis). And then there’s one huge error, where he correctly gives the transmission of yellow fever by mosquito, and then says it can become airborne after. It sounds like that may have been the theory in the 1840s, and Dugard did not read up actual transmission vectors.

Another problem is that its generally written at a popular history level, but people who don’t already know something of the principle characters of the book won’t get a whole lot out of this. So, it’s best for Civil War buffs looking to expand their horizons a bit.

Thankfully, that’s far from a rare breed, and there is a lot here. One of the best points of the book is that there are a number of good maps detailing much of the various battles covered. It is also the closest to being a military history of the three books on the war I’ve read recently.

The primary figure of the book is Grant. He was with one of the units that moved to become part of Zachary Taylor’s army at the start of the war, and was transferred to Winfield Scott’s army later, so he was present for almost all the major actions, and between his letters and and autobiography, left a fairly good record behind. Jefferson Davis is the second most prominent figure presented, then Lee, and Sherman is more of a footnote since his transfer to the Third Artillery got him to California… after everything had been settled there.

Plenty of other familiar names show up, and the introductory part is interesting for a view of the start of West Point, and filling out Grant’s early life. I’d known that he was originally named Hiram Ulysses Grant, and did not like the name. And that a ‘clerical error’ had him enrolled as Ulysses Simpson Grant, but I’d never seen anything on how that name came about, and Dugard gives the full story here.

Overall, I rather like The Training Ground better than A Country of Vast Designs and A Wicked War, despite the visible goofs causing concerns for ones I haven’t seen. It’s the only one of the three where the war itself comes in as a major focus, and describes the actions in it with far more detail than other two. But, it is again purely from the American point of view (Vast Designs does just a bit better there), and seems to get bored of the subject as it goes along, with far more detail given in the early parts and declining steadily later.

└ Tags: books, history, reading, review
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