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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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Rome and Attila

by Rindis on January 17, 2025 at 12:00 pm
Posted In: Books

The third of Nick Holmes’ books on the end of the Roman Empire covers from the sacking of Rome in 410 through the death of Attila in 453, and then the end of Western Roman administration in 476.

The good news is that the transition between The Fall of Rome and this book isn’t as repetitious as between the first two, and I don’t know of any books essential to the period that he’s missed out on this time.

The bad news is the transition does still have a lot of copy-and-pasted material that someone reading straight through will want to skip, and there’s no roadsigns to it. But it’s not as extensive, and seems broken up a little by new or rewritten material.

I am gratified to see Ian Hughes’ books (most notably Patricians and Emperors) show up in the notes. I have some problems with his books, but they are invaluable reconstructions of what was going on politically in the western Empire in this period. For anyone wanting more on the climatic battle between (effectively) Western Europe and Atilla, I recommend Osprey Publishing’s Catalaunian Fields AD 451 (Campaign #286). This is a detailed look at the campaign, and might have informed this book some, but is at a lower level than the bulk of the narrative.

On the other hand, Holmes has definitely fallen in love with one of his sources, Priscus’ History of Byzantium; or at least those pieces that survive. The actual work is lost to us, but it extensively quoted in other places, and he presents a translation of parts of those quotes put together at the end of his book. I admit I haven’t really read that part, but I certainly commend him for its inclusion.

Holmes does have his own thoughts on the importance of Atilla, and the tribute the eastern Empire was paying during this period. Even better, he has some thoughts on a military recovery in this period. I’d have to see something a little more finely argued, and some counter arguments to come to a real opinion, but he does make an interesting case. Overall, its a good addition to the series, and while I still say don’t read it immediately after the previous book, it’s still a great starting place on this bit of history.

└ Tags: books, history, reading, review, Rome
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SH127 My Brother, My Enemy

by Rindis on January 13, 2025 at 12:00 pm
Posted In: SFB

With other opportunities having passed it by, I decided to try soloing “My Brother, My Enemy” for SFB from Module S2 during the holidays.

It’s an interesting situation that had caught my eye when I first went through S2. Mind-controlling “plants” are discovered on a planet by the Gorns (or should I say they discover the Gorns), and are brought back to a base, which they promptly take over. The Gorn navy sends a couple ships to investigate, which arrive just before all the ships at the base are ready to depart to spread the plants further. If plant-controlled boarding parties get loose on a Gorn ship, they start taking over the crew, but the Gorns can use scientific research to find a cure. Even better, disengagement is limited to via separation (which means 50 hexes), so the plant-controlled ships have to scatter and get away from the navy.

However, the first thing I found while setting up is that the given setup is illegal. C13.7 is quite clear that each tractor beam on a normal base is one docking position, that can take one ship, with the tractor used to hold it in place. The Gorn BS has three tractor beams, and there are six ships docked to it. Deciding that each position was a ‘dual’ dock, with the single tractor beam able to do the close range manipulation of two ships at once wasn’t hard, but it was something to be aware of first. (I imagine this is a place changed/clarified from Commander’s Edition, and they didn’t catch the wrinkle when putting together the “new” book.)

After sorting out that wrinkle, next up is determining the schedule of departures. The one military ship there (a FF) can leave whenever, but the other five ships roll a d6, and that is the turn on which they can undock. The plants got lucky with two small freighters and the free trader ready to go on turn 1. The final two small freighters had to wait for turns 4 and 5. Since they’re docked, they’re under normal acceleration restrictions, while the Gorns are coming in at whatever speed they want, and at WS-III. The Gorn ships decided to split up, with the CA (speed 24) circling around clockwise to catch anything going that way, and the DD (speed 27) going counterclockwise, and hopefully meeting up on the far side. Natrally, the four plant ships all undocked and made best speed; the FF at 15, FT at 13 and the freighters at 9.

Also, there’s no specific headings related to being docked, but I set up the docked ships with “fixed” orientations, and as they had been at 0, they have an unsatisfied turn mode upon undocking at the start of the turn. At lower speeds, it took a bit to get turned around, but the plants all turned to direction E, away from the Gorn’s entry, and sheltering behind the base and its phaser-4s.

By impulse 9, the DD had hit range 17 from the base, which fired a pair of ph-4s, with bad rolls keeping damage down to 3 damage on the #1 shield. The FF decided to distract the CA, and continued running in front of it, and the CA launched a plasma torpedo on impulse 19. The FF turned off, and the DD tried to work around the base with disastrous results. The DD had slowly been getting closer to the BS, and on impulse 24 hit range 14. The base waited until 27 and fired 2xph-4s with good rolls doing eight damage to the #6 shield, following up with the final pair on 29 for five more damage, causing three internals, two of which were warp hits.


Turn 1, Impulses 1-18. One big happy fleet.

The DD hadn’t gotten close enough for any research, but the CA was five hexes from the FF and generated 8 points of information. Down two power, the DD only went 23 while repairing a shield box. The CA sped up to 29, while the FF went 24, the FT 23 and the freighters got up to 10. The BS had been loaning EW to the FF and a freighter, but had to shut down the special sensors to recharge phasers.

The plasma torpedo hit on impulse 1, tearing through the FF’s #5 shield for four internals, taking out a warp and two phasers. The DD turned a fresh shield to the base, which fired another pair of phaser-4s to exactly knock down the #4. A second shot with another pair did seven internals, mostly getting hull, but also a warp, a phaser and the bridge.

On impulse 9, the CA got to range 3 of the FF and tractored it (the FF’s batteries were spent against the plasma). The 1/2 MC FF only slowed the CA down to 21, while the FF had a pseudo speed of 6. The CA then turned to parallel the two freighters (and FT) and start overtaking them (and nearly keep up with the FT). The CA then fired the other torpedo at the FF. This hit eight impulses later to do 10 internals to the FF through its #4 shield, taking out the remaining phaser, torpedo, and three power. The CA then spent the next few impulses pounding the FF with phasers, reducing it to three power, and not much else. A probe bought an easy 20 points of information, while the CA’s range 3 from the FF got another 20, giving a total of 48 out of the 100 needed for a cure.

Afterword

I generally ran out of steam at the start of turn 3 after a look at the victory conditions, and the relative speeds for that turn. Importantly, the CA had to slow down to 25 while rearming the plasma torpedoes, start rearming the phasers, and recharging the batteries (two being expended on that distant tractor). The FT worked up to speed 23, implying a very long chase after it (current range = 31) that would also see the two freighters left behind.

The DD was down to speed 19, and needed to stay a very healthy distance away from the BS, as its shields just couldn’t take the kinds of abuse ph-4 fire could deliver. The FF turned off everything to go speed 9, but a beginning of the turn phaser shot reduced it to 0 power (until a warp box could be repaired in a few turns).

With the other two freighters still at the base, the best call seemed to be for the DD to turn around and try to keep them in range if they bolted in the opposite direction (this would also turn the untouched right flank shields to the base). The CA could catch one of the loose freighters and still catch the other, carefully knocking down shields and beaming over once the cure was found in about another three turns.

This would give the plants 9 VPs for the FT getting away, 4 VPs for the FF being crippled, and then 1 point for each freighter that takes internals in the process of getting shields down. (This is a scenario where the Gorns could consider non-violent targeting, though I don’t know that it’d work out.) So 13 VPs, possibly going up to 17 if things go well. If one of the last freighters actually gets away, that’s another 3 VP. The plants win with 17 or greater. Very careful surgery with the freighters should just avoid that. (Possibly a succession of ph-3 shots at range 3 or 4.)

The Gorns had two problems here. The first is their own fault, with the DD getting close enough for a ph-4 barrage to take down multiple shields that are 7-10 boxes each (only the #1 is better at 14). I think the DD is going to have to keep distant and try to just keep whatever is furthest from the CA in sensor range. The first plan was for it go go after the free trader, but it was a long ways away, and too fast once the DD lost power.

The second was the early release of three ships. Having to coral four ships at once was a bit much for them, though they took out the only one not in something of a group (the FF). Most particularly, having the two competent ships, the FF and FT, going at once made things a lot worse. The FT can only go speed 24 (12 warp and MC 1/2), but small freighters have a theoretical max of 12, and with only one impulse, life support, minimal shields, and low-power fire control (which is quite optional here) reduces them to speed 10. Just by putting the base between the navy ships and it, the FT ensured a large lead that could only be overcome with a lot of effort.

└ Tags: gaming, SFB, Y162
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Lady Knight

by Rindis on January 9, 2025 at 12:00 pm
Posted In: Books

Tamora Pierce finishes off her second YA female knight series in great fashion here. There’s been a lot built up during the previous three books, and there’s a lot here. You can read this independently, but I recommend against it.

Most importantly, Kel is finally through training, and not before time, as all-out war is coming to Tortall. A strong king has emerged in Scanra, so actions are moving from unorganized raiding to organized raiding, and the occasional battle when Tortall’s army can catch a real force.

Worse, is the creation of magical ‘killing machines’ by a wizard up there, this is the main continuing bit from the previous novel, and the focus is largely on this. However, first, we get a taste of real military command. Which is defending an under-provisioned outpost, waiting. Knowing the enemy may show up soon.

Of course, the enemy does show up, and we get plenty of action. This also leads back into the central plot, which has even more action. If there’s any problems with Song of the Lioness and Protector of the Small it’s that the central points of ‘knights in training’ precludes a lot of action sequences. You get certainly get some, and Pierce does them very well, but they’re generally just part of the climax of the novel instead of being part of a roller coaster ride. Well, she more than makes up for it in this one.

It’s a good concluding novel with payoff for all the training, and plenty of new complications thrown in. This delivers on all the promises of the rest of the series. While I liked Song of the Lioness, I like this series more.

└ Tags: books, fantasy, reading, review
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