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Anime Fall 2024

by Rindis on February 6, 2025 at 12:00 pm
Posted In: Anime

This post is running well behind again with the new season solidly started. Of course, much of my viewing doesn’t notice anime air times, and I get to them when I can. As ever, the listing is from general best to worst, though it’s been a good three months with a very crowded top-end of the list.

Arcane — We’re currently 2/3rds of the way through the second season, and it is living up, and more, to the first season. Frankly, I don’t know that I can take another two or three episodes of this. My understanding is this will be it for the series, and I can believe it, we do seem to have a lot of personal character arcs headed for a conclusion.

Pluto — We finished this off shortly after the last post, and there were still some really big twists and developments to come. This is another top entry for ‘remakes done right’. This is action-drama with all the emphasis on the drama. There’s a lot going on, but the series takes its time with it all, and develops it all out.

Carol & Tuesday — We’ve been meaning to get this into the Thursday rotation for a while, and are now most of the way through. Like Cowboy Bebop (same creator), it pays a lot of attention to the music; I only know maybe a third of the references in episode titles. The first half kind of comes under ‘why Mars?’, with there being no real reason plot-wise other than general setting, and cutting loose from Earth institutions. The second half though makes it very important, and is surprisingly prescient and relevant on several current subjects.

Delicious in Dungeon — Smudge and I started showing the guys this a bit ago, and we’re a good part of the way through the second half. Dave has been unsure, but has warmed up to it over

Scott Pilgrim — The four of us are just about done with this. And it is a very wild ride. Not the same as the graphic novels or movie, and being very purposeful about it, and meta, and actually celebrating the movie at the same time. If you’ve seen the others, see this. If you haven’t, still see this, it is very good, and while… kind of a sequel, doesn’t require knowing anything about the originals at all.

Shangri-La Frontier — This is continuing to be good, and Smudge and I are basically caught up. I was a little annoyed by the diversion Nephilim Hollow, but it actually did not outstay its welcome (what I was afraid of), and made for a nice side arc. Meanwhile, we’ve had a real fight against Lycagon which was well done, and the latest episode developed Katzo, which I also appreciated.

Ranma 1/2 — Not a top entry for remakes done right, but at least a solid effort. Now, I know the start of Ranma pretty well, and there were a lot of disappointments. The main trouble is that in a lot of places Mappa seemed to be doing a shot-for-shot recreation of the manga, instead of translating it to TV. Frankly, the original anime series did a very good job of that in places (“Eternal Lost Boy” managed to be much funnier than the manga), and Mappa did not pick up on them and follow the lead of any ‘that was better’ moments (so much so, that I wonder if there’s a rights issue behind the problems). The English translation then loses a lot of good lines by ignoring the original Gerard Jones translation (“See, they’re like a couple already.” “He’s a couple by himself!”). The dub is fairly good, but has problems like Kuno sounding about a decade older than his actual 17. (Smudge is right though; while I’m not a great fan of male Ranma’s voice, his voice acting is spot on.) In some ways, the best thing about the new series is that it’s in HD, and the original shall be forever stuck in SD. But, while it doesn’t do as much with the story as it could of, it’s still a solid story at this part, and I hope there’s another season (especially as the production seemed like it was loosening up as it went).

Fairy Tail 100 Year Quest — So, the gang’s back together for one more really big job. In a way, there is a bit of sequelitis going on. So, the same characters doing largely the same things. On the other hand, it’s a good cast, it’s always been somewhat episodic (story-arcdic?) in format, and there were some decided dangling overall character threads left hanging. The central plot does not deal with them, but they are actually progressing along with the story, so it’s actually working out quite well. Smudge and I are early in the moon dragon arc, and we just got to se Aquarius summon herself. Because of course she did.

Pokemon: Horizons — Smudge and I are nearing the end of the first half of the series, and it is continuing to be very good. Roy (and Fuecoco) can be a bit annoying for me, and I was worried by Liko’s hesitant nature, but she especially has been growing past that nicely. The action is good, the characters are good, and I like that there’s a number of adults around as part of the main cast who both help and respect the kids.

Delico’s Nursery — This was an interesting one. I was really unsure when Smudge first tried it out, but it has a solid story. Unlike the next entry, it spends time and effort explaining much of how the world works naturally inside the plot, and keeps things moving. It’s a complete story in one season, and doesn’t feel at all rushed or padded. The production is certainly on the cheap end, but they spent their money well.

Bye Bye, Earth — The one show of the list I don’t recommend. It wasn’t bad, but it’s definitely on the cheaper side as a production, and you can tell that this is from a pair of novels (possibly squeezing too much into one season). The premise is not bad, but there’s practically more hints as to the background in the opening credits than in the story so far. But… well…. The real problem here is everything happens because the plot says so. A lot of actions and character bits come off feeling extremely forced, and not really rising out of the characters. Visually, I think the series also suffers a bit from the fact that they took Amano designs and worked them down into a somewhat stiff conventional style.

└ Tags: anime
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The Incredible Tide

by Rindis on February 2, 2025 at 12:00 pm
Posted In: Books

Alexander Key definitely has a ‘type’, and this book is straight in his favored genre. Boy’s adventure with a super-powered (generally psionic) protagonist.

Here we have a post-apocalyptic setting, where destructive weapons have reshaped the earth, drowning almost all the land, and causing new, dangerous, weather patterns. All that’s left are a handful of islands; former mountain tops….

Only a small population of humanity is left, and simple survival is the first order of business. This is an action novel, so we don’t get a lot of time with that, but lots of incidental bits are brought up in the course of other things, which is very good for structure and pacing.

Instead, we get an action-focused novel with the New Order threatening the entire cast of characters with a totalitarian regime. Key goes for a very stark and unkind representation here, no pulled punches on the cost of unfeeling conformity and the urge to make everything fit into your boxes without room for freedom of expression. Even so, in the middle of the book Briac does point out the necessity of much of what they did, making sure a partial manufacturing center (part of it, too, is under the waves) stays operating to feed a decent population.

So… it’s often a bit heavy handed, for instance the West being a stand in for, well… and The Peace Union for the communist bloc. There’s lots of, effectively, psionics on the good side of the cast. But, its a good YA adventure novel, and while not Key’s best, it did inspire Hayao Miyazaki, which is great right there.

└ Tags: books, reading, review, science fiction
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J223 Latecomers

by Rindis on January 29, 2025 at 12:00 pm
Posted In: ASL

After fleeing in an F5C, Patch and I returned to ASL, with a scenario from Journal #14. It’s part of the Italian offensive into France in 1940. It didn’t get far, but it did generate this scenario.

I had the defending French, who have nine and a half squads, two LMGs, and a 37mm popgun (its an INF so small, it’s counted as a support weapon). On turn two they get another two squads with 8-0 and LMG, and… a car. It is mounted with a LMG, but a 2FP AAMG mounted on a very small vehicle with no armor seems to be asking for trouble.

The Italians have eleven squads (and two HS), two LMG, a HMG, and two light MTR. They also get a 9-2 and four radioless tankettes (two with MA and two with CMG). They need 16 VP, and get three each for taking buildings on board 32. The road there is a fairly natural barrier, and taking everything south of that would get them 15 VP. They need to either get across the road, or exit units off of 32A6 (1 or 2 VP each, depending).

Italian setup is on a diagonal line that runs south the further east it goes; they can also just enter the west side of board 32 on turn 1. There’s enough orchards and other cover to make the obvious approach a good one, but coming along the board 32 woods/road shouldn’t be ruled out, and I set up a LMG to stall that as well as see an approach in the middle of board 38. The main defense was just south of the main road, with a trio of HS just west of there, and the INF in F4. Patch set up in a dense line on the east half of the board.

With orchards in the way, there wasn’t a lot I could do, but a lucky 1MC was followed by a 12 to reduce and ELR a LMG squad. Patch revealed and pinned a HS in AFPh.


Situation, Italian turn 1, showing the full board.
↓ Read the rest of this entry…

└ Tags: ASL, gaming, Journal 14
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Imbalance

by Rindis on January 25, 2025 at 12:00 pm
Posted In: Books

The C plot of an early TNG episode has Picard practicing a formal greeting for the Jarada. They’re very touchy about protocol, very insular, and this is the first chance in a while for the Federation to try negotiating with them. Of course, the main plot of the episode intervenes, and there are shenanigans getting Picard back to the bridge to do his ceremonial duty. It’s disconnected enough from the rest of the episode that while I could remember that, I couldn’t place what episode it belongs to (“The Big Goodbye”, one of the better first season episodes).

This novel is set in late fourth season, and revisits the Jarada. They had been entirely a throwaway plot device, so I’m happy to see someone doing something with them. Setup is good; the Jarada ask to open negotiations, and ask for the Enterprise specifically. This is actually at one of their colony planets, and they seem… happy, eager, to discuss a treaty with the Federation. There are suspicions, but you don’t just walk away when someone is making overtures like this when all you know is ‘this is strange’.

After a reception, an away team is invited on individual tours of the colony, reflecting various specialties and hobbies. In fact, the Jarada seem to know an awful lot about the crew. (This is a plot point, which is used to explain some of the original episode; nice touch.) So we then get five chapters, all dealing with one of the crew being shown around and ending with things going south. Okay, actually a good structure, and from there you can build upon the various threads, and interweave them, and as they come together again build your climax.

Now, for problems. Let’s start with one that’s not the author’s fault: The top front-cover blurb reads, “A mysterious alien race holds a secret that could destroy the U.S.S. Enterprise.” Wow, you could put that on any TOS or TNG novel and it would be no more or less accurate, nor less attention-getting. Ugh.

The first problem between the covers is that one of the five away team stranded on the planet (yes, they get stranded, and no the communicators aren’t working; but it is nicely explained—if only that explanation worked its way back to the central plot) is Keiko O’Brian (being married to Miles for about half a season at this point), and we have a side-plot of marital troubles stemming from a cultural clash. As a concept, not a bad idea, as done here, a horrible one. Of course, both characters get filled out a lot in the future of this novel, so we get a very different take here, and frankly not very good ones. Both are filled out with fairly 20th-century stereotypes, and Miles especially comes out the worse for it.

The bigger problem is that the plot never regains the cohesion it needs after the split up of characters. Of the six threads (five on the planet, and on board the Enterprise), you only get minimal on-screen crossover and collaboration. Given some of what goes on in the novel, really hitting up the theme of collaboration, and everyone sharing their piece of the puzzle would help the climax a lot. But instead, that only happens piecemeal, and a lot is off-screen. The ending works, but needed a good rewrite. Overall, it’s still better than the very early (season 1) TNG novels, but still not on the recommend list.

└ Tags: books, reading, review, science fiction, Star Trek
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Europa Rule the Waves

by Rindis on January 21, 2025 at 12:00 pm
Posted In: Computer games

This is the thirteenth 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

The next expansion for Europa Universalis IV after dealing with the Near East was another immersion pack, this time focusing on the British Isles and surrounds—an area that had already gotten attention, such as the special British government type, in Common Sense. This drew some, deserved, ire from fans who had been hoping for something else, though Paradox certainly found things to do here. Rule Britannia was announced on February 6, 2018 released alongside patch 1.25 on March 20, 2018.

Missions

Missions had originally shown up in EU III, where they were a fairly limited system to give players an immediate goal they could work towards. In IV this had been improved by giving a choice of three missions instead of just randomly assigning one. As of this patch, this was scrapped for a new system.

Missions moved to a new separate tab in the country interface. This graphically shows the various missions available, and how they relate to one another. These relationships generally existed in the old system, but were hidden away, so the player could not see if there were more missions that might open up from accomplishing something, and what the conditions for them were. Decisions now had a tab to themselves, though in 1.26 the tab would also get an interface for policies (which had been introduced in patch 1.6, and were underserved at this point).

There’s a set of three chains of five missions each that a country will get if it doesn’t qualify for anything else, and of course a lot of missions based on particular countries, as well as regional missions, unlocked by the position of a nation’s capital.

Most of the expansions after this point have added further specific missions, but some earlier expansions got them too. Coptic nations get five missions with Rights of Man, and the smaller Russian nations (i.e., not Muskovy and Novgorod, which get their own sets) get ten unique missions with Third Rome. Rule Britannia itself of course has missions for England/Britain, as well as Scotland, and the various Irish countries, with the former two still having some unique missions without the expansion.

This resembles the focus trees from Hearts of Iron IV, though there’s still plenty of differences. The focus trees are generally something you’re always working with, whereas the missions may have to wait a while before you can get to some. For instance, one of England’s first missions is “The War of the Roses”, which requires either completing that disaster, or getting to the Age of Reformation. Which brings up the greatest weakness of the system. While multiple missions might depend on completing an earlier one, there’s no place where completing one locks out an alternate choice, nor is there any way to fail a mission (which might lead to other choices going in a different direction).

New Lands

The main focus of the patch was of course a rework of Northern Europe. Namely, Ireland was expanded to thirteen provinces, each of which start as a one-province minor (except for the English Pale, which is a province). Scotland was reworked a bit, and the Kingdom of the Isles split off. The Low Countries were also reworked into a larger number of provinces, with good development levels to showcase what was one of the richest areas of Europe at the time.

Naval Doctrine

https://boardgamegeek.com/image/8642652/europa-universalis-iv-rule-britanniaThe big ‘general purpose’ addition of the expansion is the ability to set a naval doctrine for a permanent bonus. Any country whose naval force limit is above a minimal level (20), can do this.

Surprisingly, this takes money, not diplomatic power, to do, and is not cheap. It’s far from expensive, and as mentioned is permanent, though you can spend money again to change the bonus.

There are four common doctrines, which boost naval maintenance, galleys, trade power, or the chance of capturing ships in combat. There is also a selection of twenty-six optional ones (plus a Mamluk set which can replace the main four) which will take up the fifth slot. It seems like anyone will probably qualify for one of them, though there’s no “default”, so it may be possible to only qualify for the main four.

It’s a neat idea, but seems a little static. It won’t be hard to afford a bonus once and then ignore it for the rest of the game, which I imagine happens fairly often.

Anglicanism

The expansion includes a new Christian religion: Anglican. This is historically the English church as it evolved under Elizabeth I, but it is available to any country in the British culture group.

The religion grants discounts to development and technology, making it handy right there. It also uses the church power mechanic seen in other Christian religions, which is then used to buy a number of instant bonuses (instead of permanent aspects and the like). This includes the ability (with Rights of Man) to divorce the current consort for a bonus in monarch points, and to gain a consort, with a large boost to the odds of getting an heir.

The more “regular” bonuses are quite varied and can help international relations (…with other non-Catholic Christians) as well as various domestic stats. These all generally cost the standard 100 points, but there’s a good military bonus for 200, and a 200-point purchase to boost stability.

There are two problems: The event to convert to Anglicanism happens once, and even after that, you generally can’t convert to it manually. So if it passes you by for one of the other countries in the area, you’re probably stuck. The event does have an option to create a Center of Reformation for Angicanism, but that’s not the historical option, so it is unlikely from an AI player. The other trouble is that this isn’t in the timeline at all, so the only way to get it is through the event in play; you can never start with it.

Innovations

A surprising new feature with the patch is an innovation rating. Like many new features, it’s 0-100 track, but it is more complicated and nuanced than many more recent ones.

Getting a technology either first, or just after anyone else, grants a +4 bonus, and +2 for an idea (which is possibly a bit easier, as there’s a larger number of idea groups to pick from). However, the main shifts will be a +0.01/month from being ahead of time in at least one technology (as long as your ruler isn’t hopeless in all three, that can be done), or -0.03/month from being behind your neighbors.

So, most of the time, most nations should be able to get the slow increase from being ahead on something. The benefit is a reduction to all monarch power costs. There’s also a secondary benefit of a reduction to army and naval tradition decay. These cap at a fairly modest 10% and -1%, but over the course of the game, that can certainly add up.

To a certain extent, this is a ‘rich get richer’ effect, as the better-positioned nations will have a much easier time gaining some innovation than others (especially the great powers from Rights of Man, who are more likely to get the bonus monarch power from high power projection). Nations disadvantaged by the institutions will have a rough time, meaning this is an extra hindrance on them. I’d complain, but I already suspected that institutions are overall not as rough on many nations as they should be.

Industrialism

A surprising addition for the expansion is a new trade good: coal. Certain provinces can change from their normal goods to coal late in the game. These provinces are predetermined, with four of them (out of about 50) in England (plus one in Scotland). This means England is likely to get the trade bonus for the commodity, which is a bonus to goods production.

Coal has a very good trade value, and instead of building a manufactory in its province, it can get a furnace. You would expect that to just be another form of manufactory (+1 unit of trade good produced), but instead grants a global +5% goods production.

None of this happens without the Enlightenment institution, so it is restricted to post-1700. It’s meant to be on the same order of value as gold provinces, but for the late game. It’s a clever idea, and Britain certainly was going over to coal use during the later Eighteenth Century, but it seems a bit out of place, and there’s not a lot of need for more money in the late game.

Conclusion

I can see why people would complain about an expansion not having anything of general interest in it. But I disagree. The entire point of these expansions, and what makes them work, is that they are optional. They don’t have to have something for everyone.

And the effort to have general interest here falls a bit flat. I think having a naval mechanic like the army professionalism introduced in Cradle of Civilization would be a neat idea, but the single-bonus system here isn’t as interesting. Of course, naval matters are often limited enough to probably not deserve a more wide-ranging mechanic, but I still feel this is a missed opportunity. Innovation and Industrialism are better (especially the former), but it is layering on yet another complicated mechanic, and only recommended for someone fairly deep in the game.… who are also the people complaining, so, good audience targeting.

And I’m a bit mixed on missions. In general, I like idea, but would like to see even more flexibility than we have. Maybe a true rework of the concept in EU V would be worthwhile. At any rate, they are now the primary “draw” for any regional expansions, and will help make them worthwhile. And without that, there’s still enough different mission trees in the base game to make it work.

As for this expansion. Well, if you’re interested in playing in the British Isles, get it, naturally. Otherwise, I think the innovativeness rating is interesting, but not enough for a purchase, and the other features are good, but not worth a purchase either.

└ Tags: EU IV, gaming, Paradox, review
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