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Other blogs:

RSS Inside GMT

  • Meet The Han: A Civilization of GMT’s Ancient Civilizations of East Asia  March 20, 2026

RSS Playing at the World

  • Playing at the World 2E V2 Arrives May 5, 2025

RSS Dyson’s Dodecahedron

  • Cyberstyle 8.0 March 21, 2026

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RSS Bruce Heard and New Stories

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SF&F blogs:

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ASL blogs:

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RSS Banzai!!

  • October North Texas Gameday October 21, 2019

RSS A Room Without a LOS

  • [Crossing the Moro CG] T=0902 -- Rough start July 18, 2015
GURPS blogs:

RSS Dungeon Fantastic

  • What color is paut? Sigh. March 3, 2026

RSS Gaming Ballistic

  • Pigskin project (by Chris Eisert) February 28, 2026

RSS Ravens N’ Pennies

RSS Let’s GURPS

  • Review: GURPS Realm Management March 29, 2021

RSS No School Grognard

  • It came from the GURPS forums: Low-Tech armor and fire damage January 29, 2018

RSS The Collaborative Gamer

  • Thoughts on a Town Adventures System January 18, 2022

RSS Don’t Forget Your Boots

  • GURPS Supers Newport Academy #3: “Season Of The Witch” February 8, 2026

RSS Orbs and Balrogs

  • Bretwalda - Daggers of Oxenaforda pt.4 - Fallen King May 27, 2017

The Roman Empire and the Silk Routes

by Rindis on April 17, 2019 at 12:00 pm
Posted In: Books

This basically a follow-on to McLaughlin’s study of trade across the Indian Ocean. Despite being almost the same size, it feels like an appendix to it.

Whereas his former book spent a lot of time giving specifics of particular trade goods and where Romans were going to get them and trying to get an idea of the overall Roman budget, this is more of a jumbled history of some of the land area between Rome and China. He starts off with a discussion of what Rome had to get from China, which is interesting.

The obvious part is silk, and he goes into the difference between ‘domesticated’ silk, and ‘wild’ silk, where the latter uses threads from cocoons where the larvae ate it’s way out, cutting the strands. Chinese ‘domesticated’ silk is so good because it has extremely long single strands to work with. At any rate, the lesser version was produced in many places, including the Greek island of Cos. More surprising is the assertion that Chinese steel was superior to what Rome could produce, so high-quality steel was an import. I’d like to see some sort of study of the history of metallurgy to check that. The most surprising part is indications that Rome was exporting silk to China. It wouldn’t have been much, but the Roman world had access to some brilliant dyes that China did not, so dyed silks left the Empire again.

Most of the rest of the book takes a look at various areas and regimes along the northern trade routes that made up the Silk Road(s). He starts with China’s troubles with the Xiongnu (Huns!), which started China exploring to the south of their territory looking for potential allies against them. This eventually gets them to Bactria… but just as the post-Alexandrian nation there is dissolving into fragmented city-states.

There is some look at the Chinese economy, but it’s not nearly as well developed, and most of the book he seems to try to avoid discussing their currency. (“Han revenues: 12,300 million cash”, without saying cash what.) At one point near the end he does define the wushu, which seems to be the currency base for his calculations. He spends some time discussing the differences between revenue collection between the two, which could probably stand to be more in depth, though I’d have to spend a fair amount of time thinking about it to make sense of everything he does have there.

All that is basically the ends of the book. In between, there’s a discussion of various regions in between, their contacts with other areas, trade routes through, but mostly little on the actual trade itself. It makes for a good history of central Asia from ~200 BC to ~100 AD, also with some helpful notes on the geography involved, but it doesn’t integrate them with each other very much except for a time line given in the front. So, it’s nowhere near as useful as The Roman Empire in the Indian Ocean, though it is interesting, and good books on this region are rare.

└ Tags: books, history, reading, review, Rome
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A Final Polish

by Rindis on April 14, 2019 at 12:00 pm
Posted In: Computer games

This is the second in a series of reviews looking at the evolution of Hearts of Iron III. See the previous review here:
Hearts of Iron III: One Plus Two Equals Three

A year after the previous expansion, Paradox announced a third expansion for their WWII grand-strategy game, HoI III. As usual, it targeted a few particular subjects, and Their Finest Hour came out in September 2012 for PC, with a Mac release following two months later. Since the Collection was for the previous release, and there no further expansions, it was never included in a collection of its own.

Doing it Your Way

While HoI III starts in 1936, the main event usually doesn’t get going for at least three years. There are options to begin at that point, but one reason for the 1936 start is to work on production, politics, and research how you want them, rather than what happened historically. So Paradox added the ‘Custom Game Mode’ which allows some reworking of all of that, starting with a particular scenario as a base.

It’s an interesting idea, if not one that I’ve done much with, though I’ve seen it noted that its especially handy for a multi-player game, so you can start with the action about to get underway, and still have things set up as you want, as if you’ve played from 1936.

Combined Arms

Generally speaking, at any point in history, armies have been aided by having different elements which synergize with each other. This especially true in WWII, and was well recognized at the time, as well as in a variety of different games on the subject, all the way down to Panzer General’s rock-paper-scissors model of combat that made it such an effective game in a very simple format.

HoI III tried modeling that by each type of brigade have being ‘hard’ or ‘soft’ depending on its type, and then granting a bonus to a division that had a mid-range ‘softness’ rating, even if the elements of that division didn’t add up to anything special.

With TFH, they’ve gotten rid of this arbitrary rating, and now look for a combination of infantry and the other arms. Everything’s color-coded on the production screen, and there is a bonus to a division that contains armor, artillery, ‘direct fire’ (AT and AA assets), and engineers. This much more like how some operational-level wargames look at the problem, and an easier to understand answer to the problem.

Landing Craft

Amphibious invasions came in for a round of extra detail. Now, invading forces must disembark from their transport craft, and in addition to the normal amphibious invasion penalties, they suffer a reduction to damage dealt and taken while they unload (granting extra time for a naval battle to disrupt everything). Unloading progresses through several hours until the troops are fully unloaded and operating normally (as normally as possible during an invasion combat).

In addition to this, two new unit types were added to the game. You can still invade using normal transports, but can now research landing craft, which are much more effective, and also lead to research to reduce the amount of time a landing takes, and the defensiveness of all transport-type units.

The landing craft are really transports with associated landing craft, as they can do everything the transports can, including shift units across an ocean. They’re better than the base transports in every way, including speed, defense and carrying capacity. Researching the improvements to invasions mentioned above then allows research of assault ships, which act the same as landing craft, but with better defense, and some bonuses for armor unloading from them.

This is one of the more visible changes to the game (as long as you’re not playing a fairly land-locked game like Russia). And it is a nice bit of extra detail that helps make amphibious operations flow a bit better.

Special Units

The main seven nations also came in for special treatment by getting new unique units. These are all slightly better versions of regular units, and can only be built in fairly limited quantities (no more than 4% of all infantry brigades). Three of them are better mountain brigades than normal (though the British Gurkhas can also airdrop), two are improved infantry, and US Rangers are a paratroop brigade, and the German SS units are improved motorized infantry (which, despite the reputation, is not appropriate for SS units as a whole… the number of well-equipped and trained SS units is about right for the number that you can build).

They’re a neat idea, and well into the ‘why not?’, range of things. Though there might be something to be said for being able to just spend a bit more on a unit to make it better trained/competent in general. Though that is pretty much what the division composition, and the flags for ‘prioritize upgrades and reinforcements’ already does.

Conclusion

TFH would be the last expansion for HoI III, and certainly the game had come far from it’s initial extremely buggy release. It’s a fairly decent package of changes, and seems to have sold well, and certainly gets recommendations from fans of the game.

Certainly, if you like HoI III, it’s worth getting, as everything it does is an improvement, and there are no backward steps. Furthermore, if you’re just getting the game (or rather the Collection, which has the previous two expansions), and you can get this in a package deal, get it. It does not make the game any more complicated or harder for a new player; it just reworks a few things that needed it. At the same time, it’s not going to change your mind about it either; it took a while for me to start noticing what had changed at all.

└ Tags: gaming, Hearts of Iron, Paradox, review
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Francis I

by Rindis on April 11, 2019 at 12:00 pm
Posted In: Books

Frieda’s biography of Francis I is certainly on the popular history end, and is well written and accessible. Moreover, not only did I find it accessible, but it gave me some desire to get back to Here I Stand, which covers the period, and includes much of what she goes into.

However, she does not deliver on her promises in the subtitle or the introduction. Freida mentions she first got interested in Francis by seeing his symbol (a flame-wreathed salamander) everywhere in buildings while doing research. This shows the impact and involvement he had on France at the time, all the projects he had some sort of hand in. And not much of this really shows in the main part of the book. Similarly, she does not really show how he determined the course of France in the Renaissance, which would earn him the title of ‘maker of modern France’.

Coverage of the period in general also suffers, with very little attention paid to the rising religious tensions in France. (In fact, if not for the Affair of the Placards, you might not realize the Reformation is happening at all.)

She is much more successful in showing Francis as a person, and some of the court around him. She also shows how much of his reign was defined by his continual rivalry with Emperor Charles V, and how it affected the future Henri II. Francis I is largely known as a poor king and person for some very good reasons, but Frieda does a very good job of rounding out his personality and accomplishments, and while this book isn’t a great look at the early 16th Century in France, it is a good look at Francis himself, and is recommended as a deeper look into the person.

└ Tags: books, history, reading, review
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162 Armored Car Savikurki

by Rindis on April 7, 2019 at 12:00 pm
Posted In: ASL

Patch and I decided to go back to the Finns for our next ASL game, which led to us selecting 162 “Armored Car Savikurki” from Hakkaa Päälle. During the Winter War, a small group of Finnish troops (4 squads), aided by a single armored car, is trying to break out to their own lines, blocked by seven squads of Russians. The Finns have winter camouflage (though ranges are a bit short for it to matter), and the Russians suffer from Early War Doctrine, which only means that conscripts suffer a automatic -1 to CC attacks against them.

The Russians are mixed 1st Line and Conscripts, with a Commissar and a 7-0, LMG and HMG. The Finnish 648s enter on the first turn, with the AC following on turn two with a 9-1 AL. They have seven turns to get across half of board 42 and exit 5 EVP (other than the AC or its crew), which isn’t much, and yet is over half their force. I had the defending Russians, and set up a loose line to try and delay the Finns as much as possible. I mostly covered the more open southern route which wouldn’t hamper the AC as much. The north is all woods with a clearing and a single road, and got two conscript squads to hold things up until I might redeploy to cover it. Also, the HMG was in the back as a second line, and placed to fire straight down the road deep into woods. I nearly put the boresight in T9, but decided I was more worried about him avoiding that obvious shot, and put it in V4.

Patch came in on the north route, and his third move put him into T9. The HMG fired down the road (Patch: ‘Did not even think about that. :P’), for a NMC which he passed. His last move gave me an un-Hindered shot from U8, which revealed to do a 1MC which he failed.


Situation, Finnish Turn 1.
↓ Read the rest of this entry…

└ Tags: ASL, gaming, Hakkaa Päälle
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Off Armageddon Reef

by Rindis on April 3, 2019 at 12:00 pm
Posted In: Books

David Weber is a good author with a few glaring weaknesses. Sadly, all of that is readily apparent in this novel.

The basic setup is that humanity gets to the stars, runs into an alien race apparently intent on wiping out everything other than itself, and after a tough war, looses. Earth, and all of the colonies, are destroyed, leaving one fleet with a last-ditch plan to start a new colony somewhere out of the way, avoid technology, and tell-tale high-energy emissions that will give the new colony away.

The prologue for all of this is excellently done, but is big and detailed enough that you’d think the point of the series is the buildup of Safehold to where it can try for a round two against the aliens.

Apparently not, it’s all set up for a long series of novels with lots of Age of Sail-style action. Not necessarily a bad thing, and let’s be honest, it’s Weber’s first love. But after all the initial high-tech setup, and the fact that that is the supposed end goal, I was hoping for a thick novel that deals with, shall we say, an inflection point in Safehold’s history, and then the next one could be a couple generations later, and so on, back to actually revisiting that prologue.

Inside of what we do have here, we Merlin, who’s basically Superman. As a high-tech android with the personality of a dead Earth naval officer, he’s got everything you can ask for: super strength, lightning reflexes, a library full of banned scientific knowledge… and a lack of allies. Actually, he does find those, and of course, war and action result.

The world building that surrounds this is excellent. That’s always been one of Weber’s strengths, and it is on display here, and is one of the primary reasons to read this. The plot is fairly strong as well, though it’s not really an 800-page plot; the book doesn’t need as much trimming as some other reviews say, but it does need some overall tightening up. If you want some lower-tech space opera, definitely read this, and I certainly plan on going on with the series eventually, but I can’t give it much more than a weak recommendation for particular audiences.

└ Tags: books, reading, review, science fiction
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