Rindis.com

All my hobbies, all the time
  • Home
  • My Blog
  • Games
  • History

Categories

  • Books (504)
  • Comics (10)
  • Gaming (918)
    • Boardgaming (674)
      • ASL (155)
      • CC:Ancients (83)
      • F&E (78)
        • BvR – The Wind (26)
        • Four Vassal War (9)
        • Konya wa Hurricane (17)
        • Second Wind (5)
      • SFB (78)
    • Computer games (162)
      • MMO (77)
    • Design and Effect (6)
    • RPGs (66)
      • D&D (25)
        • O2 Blade of Vengeance (3)
      • GURPS (32)
  • History (10)
  • Life (82)
    • Conventions (9)
  • News (29)
  • Technology (6)
  • Video (50)
    • Anime (48)
  • Writing (1)

Patreon

Support Rindis.com on Patreon!
Become a patron at Patreon!

Other blogs:

RSS Inside GMT

RSS Playing at the World

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

RSS Dyson’s Dodecahedron

  • Shrine of the Diseased One July 17, 2026

RSS Quest for Fun!

  • The Expense Post May 24, 2026

RSS Bruce Heard and New Stories

  • Pain, Exhaustion, and Morale in D&D BECMI June 7, 2026

RSS Chicago Wargamer

  • The 2 Half-Squads - Episode 310: Cruising Through Crucible of Steel January 27, 2023

RSS CRRPG Addict

  • The Search for Freedom: Won! July 18, 2026
SF&F blogs:

RSS Fantasy Cafe

  • The Leaning Pile of Books July 5, 2026

RSS Lynn’s Book Blog

  • Friday Face Off: The Raven and the Reindeer by T Kingfisher July 17, 2026
ASL blogs:

RSS Sitrep

  • Cardinal ASL Sins March 18, 2026

RSS Hong Kong Wargamer

  • FT114 Yellow Extract After Action Report (AAR) Advanced Squad Leader scenario April 16, 2025

RSS Hex and Violence

  • This still exists? March 25, 2025

RSS Grumble Jones

  • Grumble Jones July Scenario GJ162 You Will Engage the Enemy July 1, 2026

RSS Desperation Morale

  • How to Learn ASL March 16, 2025

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

  • Felltower - Monsters Fleeing between Sessions vs. PCs replenishing June 28, 2026

RSS Gaming Ballistic

  • B-Scale Detail and Examples July 16, 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 #7: “Invitation to the future.. of the 1970’s” July 5, 2026

RSS Orbs and Balrogs

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

Dealing With Dragons

by Rindis on September 1, 2018 at 12:00 pm
Posted In: Books

Patricia Wrede’s novel is basically a farce of fairy tales; this is something that’s been popular to do over the last few decades. There’s kingdoms in a land with magic, and fairy godmothers and curses and the like are part of daily life.

Jessica Day George mentions that this series was an inspiration for her, and I was thinking while reading that it reminded me much of Dragon Slippers, which was a book I enjoyed a lot. So, it was a great inspiration, and is indeed a lot of fun and very witty.

When she couldn’t stand [etiquette lessons] any longer, she would go down to the castle armory and bully the armsmaster into giving her a fencing lesson.

Wrede effortlessly makes sure you know just what the main character is like on the second page of the book. Cimorene is a great main character, and the rest of the cast are just as delightful. I have a few overall problems with the book, but they come of not being able to just take it for the simple farce it is, and trying to look around the corners. Taken on its own terms, it’s great all the way through.

└ Tags: books, fantasy, reading, review
 Comment 

Konya wa Hurricane Coalition Turn 17

by Rindis on August 28, 2018 at 12:00 pm
Posted In: Konya wa Hurricane

The overall Coalition economy continues to contract, with the Lyrans picking up a little bit of ground, which didn’t make up for either Klingon or Romulan losses, which happened in spite of both of them surveying a new province. Adjusted income was 309.75 EP.

Builds:
Klingon: D7C, D7, D6J, D5W, 7xD5, AD5, F6, 6xF5, D6V->D6U
Romulan: CON, FHF, 3xSP, SPC, SPM, 2xSK, SKE, SEH, WE, SNB, WE->KE, SP->SPM
Lyran: BC, STT, NCA, CW, CWE, CWS, 2xDW, DWE, 2xFF, FCR

The Romulans worked through most of their cripples from last turn’s SB assault, but the Klingons are still dealing with a large number of cripples, and are currently cancelling some of the smaller ships to deal with it. They did convert the last D6V to a D6U, as I had planned, which eliminates that class of odd 5-point carriers. B10-2 rolled well, and is all but guaranteed to come out next turn. B10-3 only rolled a ‘2’; by average rolls, it should come out on 21, but there’s an outside chance that both could show up on 19, which might be a problem.

The Klingons put a repaired D5 back in the Raid Pool, and added an existing FD7 to start filling out the expanded pool. The Lyrans raided a Kzinti province, and killed a Federation FF that was holding a Klingon province, and preventing supply to BG Harbinger. The Klingons raided three Federation provinces, and the C5 was sent to try and crack the wall of ships built around the Orion Enclave, but all the raids were run off, with one D5 being crippled. The Romulans raided two Federation provinces, and one Gorn, and made another attempt to kill the supply LTT in 4007 (partially to draw out a ship from 4006, which was a likely target during the turn). Both Federation provinces were disrupted, but the LTT was merely forced to retreat, and a Gorn POL ran off a FFH to keep that province from being disrupted.

A primary problem was dealing with the solid wall of ships Byron had erected around the Orion Enclave to keep me from keeping supply to it, which would enable me to keep it neutral. There were a number of strong fleets nearby to complicate matters. The biggest problem was the fact that the Third Fleet had shifted forward to 1910 and stayed there, putting it in range of way too many important targets in Klingon space

But that meant the garrison on the 3rd Fleet SB was much reduced (consisting of the 4th Fleet, no longer needed near Kzinti space). So I started concentrating on tying down the reserves as best I could, and making one last try at it before the Federation started destroying everything I had left near it over the next few turns.

The Romulans had a heck of a time working their way out of the knot of Federation fleets near their border, but managed a good force to reclaim the NZ planet. To the north, they struck at the last Gorn border BATS, and had a decent fleet to take one of the Gorn-Fed border BATS while pinning a reserve there.

The Lyrans kept their activity light, going for 1504 in Kzinti space while backing up the Klingons elsewhere and keeping ships available.


Limited goals.


Limited goals.


The big push (again).


Trying to pull back more than a stump.


More BATS destruction.

The small Hydran reserves split between reinforcing 0416, and the small fight in 0916, while both Kzinti reserves went to 1504 (the only fight in range). The Federation 1st R (the only one completely unpinned) went to 3210, and two of the 4th R ships freed up there went to 3111, and the end of the wall around the Orions. The 3rd R in 2610 still had five ships free, and they went to 2509, which allowed the 2nd R there to send five ships to SB 2211. One Gorn reserve was stuck in 2610 with the bulk of the Federation reserve, and the other was stuck in 4006.

Battles:
3511: SSC: Federation: crip FF
3111: SSC: Romulan: dest WE
3412: SSC: Federation retreat
3413: Federation: crip FF; Romulan: crip SN
0416: Hydran: dest TR; Lyran: dest CWG, 2xDW, crip CW, DW
0916: Hydran: crip CU; Lyran: DW
0717: Hydran: dest LNH; Klingon: dest E4
1504: Kzinti: dest FKE; Lyran: dest DWE
2012: SSC: Federation: dest POL
2211: Federation: dest SB, CA, 2xDE, crip BT, CA, 9xNCL, DE, 5xFF, FCR; Klingon: dest 2xD6, D6D, D6S, AD5, D5S, F5L, crip D7, 3xD6, AD5, D5G, MD5, D5S, 2xF5, F5E, wound PT; Lyran: dest DW, crip DW
2509: Retreat after declined approach
2610: Federation: crip CA, NCL; Gorn: dest BDE, crip LTB; Klingon: dest F5W, crip 3xD5, 3xF5
3210: Federation: crip NCA, NCL; Romulan: crip SP, SK
3415: Federation: crip 2xNCL; Romulan: crip 2xSP, 2xSK
3315: Romulan: dest SNB
4408: Gorn: dest BATS
4006: Gorn: dest BATS, crip COM, DD; Romulan: dest SKF, K4, crip SPF, WE

Given an initial 53-point difference in ComPot, I wasn’t sure that I actually could take the 3rd Fleet SB, but it was the best shot I had to limit Byron’s ability to strike into Klingon space. One weakness he had was a limited number of CR10 ships, so I destroyed escorts to drive the CVA off-line, and Byron did some of my work by self-crippling a battle tug. Sure, it’s really efficient to repair, but my first goal was to get his line density down. By round 3, the difference was 17 ComPot, and I had the ships and fighters to take that, and some good rolls was helping. If he’d been willing to self-kill ships (and the Feds build enough), he might have squeezed another round out of it, but it probably wouldn’t have been worth it.

Byron naturally accepted approach in front of 2610, where the Gorns are setting up a MB. Two ‘6’s from the Alliance in a row kept me from getting at the base, and I didn’t have what it took to go four rounds and have any sort of fleet left, so that job was left undone. Maybe I can get there again, but it’s getting more and more unlikely….

The Federation rolled much better than the Romulans over 3415, but ran out all their fighters in the first round, and then gave up the NZ planet. But they gave better than they got, and overran a two-ship garrison next door on the way out.


I had just about given up all hope of killing the 3rd Fleet SB, and as the Federation offensive starts reaching into Klingon space, its presence was something I really couldn’t afford. So killing it is a big win for me, and I got it for relatively cheap. It did leave me a bit out of position, and the cost of taking it out may still turn out to be excessive. But in the long run putting much of the south-center out of reach will pay off. I just have to survive the short term while reorganizing.

Meanwhile, the Romulans have finished off the Gorn border BATS, and hampered their reach that way. Federation pressure is mounting, but the Romulans can… mostly put up a stubborn defense. The Federation has a lot of strength near the rim of the galaxy now, and I expect a fair amount of havoc near Tholian space. This means I’m probably not reestablishing contact between the Klingons and Romulans, and the KR spare parts are winding down….

└ Tags: bgg blog, F&E, gaming, KwH
 Comment 

City of Fortune

by Rindis on August 24, 2018 at 12:00 pm
Posted In: Books

Crowley’s book on Venice is about the Stato da Mar, and as such, is exactly one of the things I’ve been on the lookout for.

The first section starts with Venice’s mercantile rise, and then goes into the story of the Fourth Crusade. He’s fairly neutral on everyone’s participation later on, but it’s interesting to see a version that’s sympathetic to Venice for the beginning of it all. He doesn’t quite out-and-out blame Villehardouin for it either, but his over-inflated request for transport to the Middle East is the beginning of it all. Crowley points out that Venice effectively stopped all trade for a year to gather and build sufficient transport for the promised crusading army, which put them in a profit-or-perish position when the bill came due.

The second part talks about the small empire Venice picked up from this… and the long series of wars with Genoa, including a fairly lengthy description of the War of Chioggia. This is even more the centerpiece of the book than the Fourth Crusade’s taking of Constantinople, and almost felt like it got a little drawn out, though I’m sure that’s nothing compared to how the Venetians felt. At any rate, the entire subject is one I wish I could find more on in English.

The last part of the book is on Venice’s thankless war against the Ottomans, and is every bit as interesting as the rest of the book. As ever, there are interesting missed opportunities, but here the entire conflict is one I don’t know much of. Certainly, the loss of Negroponte and the Battle of Zonchio aren’t anything I recall hearing of before. At any rate, Crowley concentrates on this part, and finishes in 1503, before things like the loss of Crete, and finishes with some prescient quotes from a couple of Venetians on what the Portuguese discovery of a route to India was going to do to trade.

As ever, this is a very engaging narrative history, and is full of anecdotes and quotes to help it all come alive. This time his subject is one that gets less attention in English, which makes even better.

└ Tags: books, history, reading, review
 Comment 

Winds of Change

by Rindis on August 20, 2018 at 12:00 pm
Posted In: Computer games

This is the eleventh in a series of reviews of Paradox’s empire management games. See the earlier reviews here:
Europa Universalis II: A Tale of Two Europas
Hearts of Iron: Europa of Iron
Victoria: Nineteenth Century Essay
Crusader Kings: A Dynastic Adventure
Hearts of Iron II: Return Engagement
Europa Universalis III: A Whole New World
Europa Universalis: Rome: Make a Desert and Call it a Game
Hearts of Iron III: One Plus Two Equals Three
EU III: Heir to the Throne: Not Done Yet
Victoria II: Same But Different

A year after Heir to the Throne, another poll from Paradox returned more EU III as still the leading desire among fans. This time the proposal was to concentrate on ‘the rest of the world’ (than Europe) though all the attention went into the Orient.

What would become the last expansion (and the second past what Paradox had originally expected to do) for EU III came out for PC in December 2010, and a new bundle, EU III: Chronicles, with all the expansions was released the following March, along with the Mac version of the expansion. This review is just of Divine Wind, so you may want to read/review my EU III and HttT reviews listed above for basic details before reading this.

The World

The most readily apparent thing about the new expansion was that the graphics had gotten a major overhaul. This caught EU III up with the other Clausewitz games graphically, and did away with the overly-muted colors it had been using. The jagged-looking province borders are still there, but they’re better smoothed in some of the larger zoom levels.

The result was still a bit flat, especially compared to how their games would look very soon, but comparatively, it was quite good. There are some other important improvements, including the ability to zoom out much further than before.

Additionally, the number of different map modes generally available about doubled, with views of relative tech levels, number of buildings in a province, and so on being added. In addition, there was a new map mode linked to the peace process. As you go through the list, selecting provinces to change hands, they light up; the area of new nation to be released as a vassal changes color etc. In addition, there’s shading to show what’s currently possible to take in a peace, and the map will shift areas when a selected province is far away, also making it handy for wide-ranging wars.

Japan

In EU III, Japan is a minor power, stuck, like the rest of the east, with a poor technology group and troop types. But, it has the population and riches to be able to do quite a bit in its arena. Left to itself, the AI usually muddles around, winning and losing wars. But given a lucky break or two, it is not uncommon for a Europe-based player to get to the east, and find that Japan is carving up a mighty empire for itself.

In Divine Wind, a lot of detail was added to Japan. First, the map of Japan itself was expanded from 18 provinces to about 40. Second, it was split up into four factions (daimyos) all under one emperor. The rest of the world deals with Japan as a whole through the emperor, for alliances, wars, and the like.

Internally, the daimyos treat with each other as normal, but have no diplomatic options to deal with nations outside of Japan. Typically, one daimyo will be shogun (at the start of any game, the Minamoto will be shogun), and the strength of his rule is shown in a panel that gives the shogun’s influence. This represents his ability to keep control of what the other nominally independent daimyos are up to. At lower levels of influence, the other daimyos can declare war or ally with each other; at moderately high levels, the shogun can declare wars on the other daimyos; and at very high levels, he can declare wars on other countries on behalf of all Japan.

Influence changes on a monthly basis according to the shogun’s current prestige and his relations with the other daimyos. He has a couple of decisions that can be made as shogun, but there’s no series of reforms like in the HRE, so the actions he can take are all limited. At low influence, the daimyos may declare war, and if one can gain enough power, may be made shogun instead. Additionally, if the other daimyos can be eliminated, then the shogun can take full power and become the full Japanese nation, instead of just a clan under the emperor.

Underneath it all, the daimyos are still normal feudal monarchy governments, and can change forms at will. It is instead some hard-coded relationships that make up the differences. It is also possible for an external country to conquer ‘Japan’ (take the one-province nation of the emperor), and cut the daimyos loose that way.

This is still obviously fairly abstracted from the actual situation, which Paradox felt does not fit into EU III’s large-scale model with dozens of clans and fairly rapid shifts of power, but it certainly is closer than just a single unified nation.

China

China (or more properly at the start of the game, the Ming Dynasty) is a large nation that did not do a whole lot during the period of Europa Universalis. As such, it always presents a problem for the developers, as it’s hard to keep such a large and populous country chained to an inward-looking set of goals. (In fact, there was an early AAR on the forums that came to the conclusion that Ming was the easiest country to do a world conquest game with.)

Typically, EUIII hands Ming a number of large problems, such as being in one of the slowest-developing tech groups (Chinese, 40% of the normal rate, with a further limitation on anything past level 7), and a lot of rebellion events to keep attention off of the outside. This often works with the AI (but not always…), but a determined player can still do quite a bit.

Divine Wind gives Ming China a new government form, Celestial Empire, which comes with three factions. The abilities of the current monarch, and the current domestic policy sliders determine the month-to-month support of each faction. There are also events and cultural decisions that can directly influence the current support (which will then slowly slide back into balance according to the monthly support). The factions truly are about a third of a government apiece, as at any time you can only do the third of the functions allowed by that faction.

The Eunuch Faction is supported by Diplomatic ability, Free Trade and Naval policy, and allows the placing of merchants, exploration, the placing of colonies, and building new naval units.

The Temple Faction is supported by Military ability, narrow minded and large army policies, and allows the declaration of wars and the placement of missionaries.

The Bureaucrat Faction is supported by Administrative ability, aristocracy and serfdom, and allows the construction of buildings and army units past the current support limit (which, being China, is already quite large).

It would seem the faction influences were not written into the timeline, as a game will always begin with the Eunuch Faction at 100%, but the policy sliders will make sure it is soon overtaken by the Bureaucrats (with the Temple getting second place). The Celestial Empire is otherwise a fairly simple government with no special bonuses, and a time to domestic policy changes that is fairly good for the beginning government types. But it does come with an extra bonus: the Mandate of Heaven national modifier that reduces revolt risk, stability cost, and gives a monthly bonus contribution to stability progress. (However, going below 0 stability or 60 legitimacy gives the Mandate of Heaven Lost modifier that makes stability much harder to get, along with other nasty effects and events.)

All of this makes the Ming Dynasty ship of state one that is hard to steer, and certainly does its job of keeping it constrained. But while there is some interest in the idea of working the factions against each other, it is more an exercise in frustration for anyone not prepared to be very patient.

However, the factions only exist (and limit the Ming) if there’s no major changes. Westernizing the Ming at all will get rid of the factions (and the Mandate of Heaven, which only applies while you have factions), while fully Westernizing the country allows the government form to be changed. Also, in 1644 or later, the Ming can possibly take the decision Form Chinese Nation (meant to represent the Qing Dynasty) if the Manchu are no longer around, and this changes the formal nation tag, and shifts the government to a Despotic Monarchy (which also gets rid of the factions and Mandate of Heaven).

The Steppe

Lastly, the fluid tribal governments of central Asia got a very interesting rework in Divine Wind. They’re considered to automatically be at war with all their non-steppe horde neighbors all the time. They can be defeated, and a peace imposed, but as soon as the 10-year truce is over, the war starts again.

Not only that, but there is no way to trade territory in a treaty. If a horde occupies a province long enough it automatically goes over to it. Conversely, a ‘settled’ country can colonize any province that they hold from a horde. Like with a normal colony, if it gets to 1000 people, it becomes a regular province of the country. However, these ‘colonies’ develop much faster than normal, taking about 4 years to settle the province if nothing further is done instead of the roughly 18 years of a fast-developing normal colony.

The only ways for the horde to escape from this is to reform the government away from a tribal structure (which is difficult), or to form the Mugal Empire, either of which will turn it into a despotic monarchy.

The good news is that this really does lend central Asia an appropriately fluid feel, and the nearby settled countries must always be wary of what’s going on beyond their border. But since a war with a horde country doesn’t count as a ‘normal’ war for war exhaustion, degrading cultural tradition, etc, the first time they have a problem (such as the usual succession crisis of all tribal governments), it isn’t hard to just occupy everything, put down any rebellions, keep them from ever generating a new army, and just colonize the entire country. An occupied province will have an ever-mounting revolt risk, but as long as there’s troops to keep a lid on while colonization proceeds, not a huge problem. This isn’t too far off of the sudden collapse of these societies in history, but it can happen much earlier than it should by being a bit gamey.

Building Out

One of the interesting ideas introduced in HttT was that of an extended set of provincial decisions, which in conjunction with national focus and magistrates turned into a separate way to improve provinces.

DW did away with much of that system and the province improvement buildings that had been around since the original game. Instead, there are now six categories of buildings (Government, Army, Navy, Production, Trade, Fort), each with six levels. Naturally, at the beginning of the game, very little of this is available, and the levels of buildings unlock as technology progresses through the game. The magistrates from HttT were retained, and now each building costs money and a magistrate, which at least keeps a large country from just saving money and spamming every province with a new building as soon as it becomes available.

An extra wrinkle is that in the late game you must choose to specialize your provinces. No province may have more than one building of level five or higher. (Note that this also means powerful fortifications now come at the cost of other things.) Short of this, it’s still a lot like the older system, but with a lot more steps along the way (6×4+2 = 26 buildings, compared to the 17—including 6 fort levels—of the old system).

Manufactories still exist as a one-off expensive buildings that improve local resource production, and give a bonus to technology investment as before. But there is now also a set of eight ‘Unique Buildings’, which each can be built once in the country. These aren’t as expensive as Manufactories, but overall tend to have higher tech level requirements, making many of them late-game improvements.

Conclusion

Every expansion for EU III saw new features introduced to the main feature set originally presented. Most would find their way into EU IV, but the main exceptions are in Divine Wind. They’re generally all good ideas, but the hard-coded relationships in Japan, the separate government type and factions of China, and the more fluid tribal nations did not work well in practice, and were dropped.

But the interface improvements were a big help, and was something that Paradox continued to work on through further games. The overall look of EU III was still slightly behind the times with DW, but it was a big step forward for the game, and doubtlessly helped it continue to do well as Paradox’s attention was occupied elsewhere for the next couple of years.

For a new player of EU III, going straight to the Chronicles version is fairly easy to recommend. Unlike HttT, which was a mixed recommendation due to all the extra complexity it introduced, most of the new features are in places where a new player probably won’t see them until they are well acquainted with the main parts of the game. The rest of the new features are definite improvements, and will help, rather than hurt, a new player.

└ Tags: Europa Universalis, gaming, Paradox, review
5 Comments

All Quiet on the Western Front

by Rindis on August 16, 2018 at 12:00 pm
Posted In: Books

This is less a novel, and more a fictional memoir. There’s no real plot, and a barebones structure. The entire story is told first person by a young German soldier in WWI who describes the horrors of the Western Front in detail.

It picks up with Paul, the viewpoint character, having already spent time at the front, and feeling alienated from his previous life. The novel then goes through a number of different things to present the full experience of a typical lower-rank soldier. Bombardments, attacks, rotations between the trenches and the reserve, leave, being wounded and spending time in a hospital. Remarque only spent a limited time at the front, but obviously absorbed much from his fellow soldiers as years of experience are recounted in here with a great sense being all too real.

The writing is direct, and extremely effective even in translation at conveying the tone and mood intended. It’s not (and is not meant to be) glowing prose, but to beats at you in the combat beats at Paul. Any sort of more elaborate writing would only dilute the message.

└ Tags: books, historical, reading, review
 Comment 
  • Page 147 of 315
  • « First
  • «
  • 145
  • 146
  • 147
  • 148
  • 149
  • »
  • Last »

©2005-2026 Rindis.com | Powered by WordPress with ComicPress | Hosted on Rindis Hobby Den | Subscribe: RSS | Back to Top ↑