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The Wars of the Roses

by Rindis on October 29, 2014 at 7:58 pm
Posted In: Books

The Wars of the Roses is the second book by Alison Weir I’ve read, and it definitely tells me there’s no need to stop here. The writing is good, and gives a great overview of what is a legendarily confusing period of English history. This actually a successor/prequel book to her early book, The Princes in the Tower, which is about the final act of the Wars of the Roses; the contest between Richard III and Henry VII (née Tudor), and the fate of the children of Edward IV.

Therefore, this book is actually about the rest. Starting with the deposition of Richard II, Weir spends quite some time of the shaky political footing of the Lancastrian Henry IV, and the successful Henry V, before moving on to the reign of Henry VI, and the large number of political problems that led to the Lancastrian-Yorkish struggle that forms the bulk of the Wars of the Roses, and ends with Tewksbury and the death Henry VI. The book is about evenly split by length between the lead up, and then the multiple armed crises.

There are a lot of names that fly by, and several people change names (titles) during the course of events, and despite efforts, Weir does not entirely clear up the confusion that results. I think this is a subject that really needs a dramatis personae to refer to. Geneological charts are provided, but were stuck in the very back of the Kindle edition I read, with a link to a web page with a larger reproduction, so I didn’t know of it until I was finished.

Another problem is that while she establishes the state of 15th-century England well at the beginning, and talks about how little disruption of life actually resulted from the wars at the end, this isn’t really mentioned during the bulk of the book, forcing one to perhaps have to correct some opinions after the fact.

Still, in all I did enjoy it and found it informative and recommend it. The main niggling worry I have is that since The Princes in the Tower was her first book, it may not be as good a companion to this as might be wished.

└ Tags: books, history, reading, review
1 Comment

Merchants in Space

by Rindis on October 26, 2014 at 10:29 am
Posted In: Boardgaming

Got the gang together again (finally) for some gaming yesterday. There was four of us (me, Dave, Mark and Jason), so we went with another round of Space Empires 4X. I managed to talk everyone into adding in the merchant pipeline (trade route) rules this time, and we kept all the options from last time (fleet markers, heavy terrain, and gates).

Initially, I (blue) got off to a very slow start, as the only world adjacent to mine was the one barren world in the home exploration zone, and it took me a while to find most of my colonizable planets. However, I was starting to find minerals, and the closest world was only two hexes away, so I built a second miner and three merchant pipelines to link the colony with the home system. As it turned out, most of the planets were in a chain from that one leading along the edge of my zone. This made extending the pipeline fairly easy, and sped up the colonization process, as everything just went down the pipeline at double-speed to the frontier. I ended up rolling money forward many times because my shipyard capacity was tied up on cheap MS Pipeline builds.

Meanwhile, Mark (green) and Dave (red) made contact in the deep space area between them, and Mark attacked, chasing Dave’s scouts off. However, Dave managed to bring in an alien wreck, which gave him a size class bonus, and he chased Mark back out with new DDs. There was buildup after that but nothing much other than that. Mark then got into a fight with Jason (yellow), and managed, with quite a bit of effort to eliminate two of his colonies (helped by some poor die rolling from Jason in the first big fight).

I ended up interfering, and taking on Mark, with help of a gate that led pretty neatly from my area to his. The problem was that the next place to go from there was an asteroid field, which caused long-dragged out fights as I was hitting on ‘2’s, and Mark on ‘1’s—when we remembered. Just remembering all the modifiers normally is enough of a challenge. To a certain extent, it probably would have been better to help dismantle Jason, and try to get more out of it than Mark. But that was impossible. Jason’s systems were all concentrated in the area away from me.

Also, Dave did a better job getting at mid-board systems than I had realized. I was too worried about the Markian menace to want to tangle with anything else.

Sadly, it had to be a short day. We had to call it for time just shy of the 12th economic phase. The early game had gone remarkably fast, but the later stages slowed down, in part due to extended combats. Dave ended the day with the biggest economy at 102 for the upcoming economic phase, and was paying 26 in maintenance fees. All he had was ship size (up to BCs) and Terraforming. I was up to 84 (with one colony still growing) with 15 in maintenance. I had been isolated for a while, and didn’t start building a navy til late. I had just gotten up to BCs in the previous econ phase, and had +2/+2 tech, and Tactics 1 (from an alien wreck), and Ship Yards 3 (double capacity), and of course, Terraforming. I was probably going to build BCs for a while, but was contemplating throwing more DDs at my problems as well. Mark was earning 63 and Jason 55. I’m not so sure of their techs, but Jason was up to BCs, while I think Mark was still on CAs. Mark had +1/+1 tech, and hadn’t upgraded that since very early on, preferring to mass-produce CAs. Jason had been at +2/+0 for most of the game, but had eventually gotten +1 defense, and had taken Exploration before the war with Mark started.

One of the side effects of the merchant pipelines was to discourage spending on movement technology, since everything was going fast within the borders, and it wasn’t far to anything past that. Here’s the board at the end of the day, with what I know of the pipelines marked:

4-player 1 end

No, I don’t think Jason ever built any.

└ Tags: gaming, Space Empires
 Comment 

Continuing ArcheAge Thoughts…

by Rindis on October 19, 2014 at 12:57 pm
Posted In: MMO

Note: Some of this is cribbed from various videogamegeek posts….

ArcheAge is a new FTP MMORPG from Korean Developer XL Games and published by Trion (Rift). Smudge and I tried it out during open Beta, and have been playing for the past couple weeks. The fact that it’s an Asian MMO shows. The questing isn’t nearly as hopeless as the cheap Asian MMOs that we’ve tried, but is not overly inspired, and wallows in ‘all NPCs are helpless’ problems.

But, the main plots aren’t bad (there are four races, each of which has its own plotline). Post-beta, we’ve been playing with the Elves, and sadly, Smudge reports it’s probably the weakest story of the bunch (alt-itis strikes). Anyway, in addition to lots and lots of related sidequests, you get a main line which puts your character through some sort of coming-of-age arc. There’s not a lot of exploration per se, as all the maps are fully revealed to begin with. Quest locations are generally clearly marked on the map, and arrows on the ground around your character tell you what direction to go in. This can be somewhat disappointing, but I’ve also been frustrated too many times by quests that had bad directions to want to complain.

The modeling and world aren’t bad, but do suffer greatly in comparison to such good looking games as FF XIV and SW:TOR.  Also, both of our systems tend to struggle with the graphics (FF XIV easily wins ‘best looks with least effort’, at the cost of splitting up the world into lots of separate zones that require load screens). I’ve been having recurrent problems with performance, and right now it seems like I have to switch the game in or out of windowed mode after each time I reboot the system, or my performance is crippled. No idea why, just that it works. The fact that it is an Asian MMO rears its head here too, as there are excessive amounts of boob jiggle on the female characters (which tends to be a Japanese/Korean thing). Cheesecake armor is in full flood, with many (not all, though) outfits being much skimpier on females.

This is the beginning Elvish outfit, which is quite nice (though it needs silver buckle shoes). Since then, I’ve had three miniskirts and one robe. The outfits look nice, even with a miniskirt, and it’s not as if cloth armor is meant for physical protection anyway. (Actually, they are pants. Just check the item name! It says ‘pants’ right there!) But… yeah. And the heavier armors tend towards the same problem, where it gets really bad (the game has gotten close to a chainmail bikini top).

Character progression is with ten ‘skillsets’, of which you pick three to make your class, and choose between purchasing the available skills in each with skill points as you level up. It looks like you could get everything in one, and about half of another with the total number of skill points at max level (50). Gau (Smudge’s main) is a Templar (Vitalism/Defense/Auramancy), high defense with buff ability, and Eseria (me) is a Demonologist (Sorcery/Occultism/Witchcraft) with high magic damage and ‘curses’ (debuffs, I think). If anything requires lots of physical damage, we could be in trouble. Gau is having trouble tanking, but is just now starting to grow into actual tanking skills like taunts.

The first real grouping quest you see is an ‘elite’ quest around level 12 that happens twice per game-world ‘day’. You show up, you try to kill 30 of whatever shows up for your race/zone’s quest, and at with the new-game weight of lots of low-level characters, it’s over in moments. Thankfully, everyone generally gets into a raid group together to share credit, but it’s in no way satisfying at this point. The first dungeon showed up around level 20, and has a three person limit, which is the smallest I’ve ever seen, but from the way it was said, presumably the character limit will vary from dungeon to dungeon. With some work and a few deaths, Smudge and I got through it all with some really tense fights… until the final boss. He was just too fast for us to deal with, and then he got help…. There’s a daily quest to ‘mentor’ someone by taking them through the dungeon when you’re at level 30+. We’ve now been mentored by a friendly level 47… and that didn’t leave us much to do. ^_^; There’s also a ‘mentoree’ daily quest for the dungeon, but sadly, only one person gets the reward at a time, so Smudge has done it, but I haven’t.

The initial mounts come fairly early in the game, and can each take two people, so one of us can ride on the other’s mount, and not get lost, or just ride while getting a drink or something, and not have to worry about getting scraped off while on follow. In fact, the world is generally interactive. Lots of chairs to sit in. Lamps that can be turned on and off. Ladders to climb. Small lakes have rowboats in them, that you can actually row around in. (They can take two people too.)

And there’s lots of minerals to mine, trees to uproot or chop down, flowers to pick…. Not only can you can gather a lot of things in the wild, you’re supposed to set up a farm for most others, where you wait for them to mature, and then harvest them (multiple times for some things, like grapes). Full farm functionality is reserved for subscribers, which I wish they’d made clear during the tutorial quest, especially as it’s obviously where they sunk a lot of development effort.

This all feeds into a fairly standard crafting system, if a bit more elaborate than usual. But, you can also create trade packs, which are bundles of a large number of an item (like 100 cloth), which are worn on the back, and cause movement to be a slow walk. These are then run to locations in other zones for a large amount of money (the further away, the more it’s worth). And then there’s mules, and cars and ships that can carry a number of these trade packs (you even get your own rowboat of the type I mentioned before). I’ve seen a fair number of the transport cars go by lately, so it’s getting used. It’s kind of like the trading mini-game of the original Traveller has been ported into an MMO mold.

You can do this without a subscription, but you’re stuck doing it in uncontrolled areas where anyone can come along and take it. But he gets ‘crime points’, and he can be accused of theft, and put on trial, which has it’s own chat channel. The judge is a bot, but the jury isn’t, and you can end up stuck in prison for a while. (The record we’ve seen is 969 minutes! That’s time logged in, on that character, stuck in prison.)

Overall, I’m rating it as a slightly below average MMO right now, though it seems like all the stuff they put effort into is really meant for high levels.

└ Tags: ArcheAge, gaming
 Comment 

Chaos Mastery

by Rindis on October 19, 2014 at 12:13 pm
Posted In: Computer games

Note: this post largely cribbed from comments on videogamegeek….

After losing as Rjak, I thought I’d play another game of Master of Magic as a default one-realm mage. In this case, I took Tauron, with 10 Chaos spell books and Chaos Mastery (And I think I got all of one chaos node all game. I mostly got sorcery ones and some nature nodes.)

I went quite some time before meeting any of the AI players and was really starting to wonder where they were, but finally ran into Rjak and then Horus way off to the east, near each other.

And then, to the north, I met Sss’ra. He’s the only default Myrran wizard, which meant that he had a world all to himself, and was already powerful enough to take one of the Towers of Wizardry that act as gates between Myrror and Arcanus—not something I felt up to. He’d also taken a Sorcery Node, and had his hero sitting on it. I assume the AI wanted to hold the node until a guardian spirit could be melded to it, but I think it was having trouble with the cross-world targeting.

I eventually found the fourth AI, Oberic to the northwest, behind the small area that Sss’ra was carving out.

Things were stable for me for a bit. Rjak didn’t like me, but the AIs eventually fell into two camps: Rjak-Horus and Sss’ra-Oberic. The two factions did end up at war with each other at one point, but it was a little late, and I doubt anything actually came of that war.

Rjak eventually declared war on me, and Horus followed a bit afterwards. I was rated the lowest in military and magical power and research at that point, but I probably had about as many cities as those two put together, and they were getting just developed enough to count. Most of them were pre-existing cities on road networks. (I really should have started expanding the road network a lot earlier than I did, but it didn’t seem as important when most of them already were connected.)

Everyone else had about one hero, while I was up to three at that point (and eventually got a fourth). In the long run, they were probably the best equipped heroes I’ve ever had in the game, which was good, because I only got the lower level heroes who need some help.

Any rate, I managed to take out Rjak without too much trouble, and while I tried to talk Horus into a peace, he wouldn’t bite, and I ended up overrunning him too.

Oberic declared war during the later stages of the conquest, and Sss’ra declared war quite a while after that, though it was about the time that I was starting to be able to do anything about Oberic. Sss’ra was actually the closest one to my capital, but I took out his hero-garrison, and started poking into Myrror (at multiple points—someone had taken out a fair number of towers), mostly in the east with the forces that had been mopping up the northeast, where Rjak had been near but seems to have never really gotten conquered.

The longest part was getting at Oberic. Sss’ra was locally more of a challenge when I moved on him, but my heroes were nearly untouchable by this point, and taking out Sss’ra’s capital wasn’t that hard. Final score: 1563 (19%), my second-highest.

A much more conventional game for me. Being handed two strings of cities really helped, and I didn’t found any new ones until very late. I didn’t do as much with magic as I should have, but did have some chimeras as roving scout/tough guys, and enchanted a couple magical items. I did get Summon Hero, and should have gotten a fifth hero with it, but I was hoping for a good offer or Summon Champion to turn up.

I started with Lizard Men, though most of my cities ended up Orcish. They’re a bit disappointing on the high end, with no alchemy guilds, but the javeliners are an excellent unit, and I had one non-hero army that was almost entirely them going around and mowing down most opposition. I never really got past shamans or normal cavalry for most everything else.

└ Tags: gaming, Master of Magic
1 Comment

Fantasy Conquest

by Rindis on October 17, 2014 at 12:00 pm
Posted In: Computer games

Medieval-style fantasy has long had a strong hold on the imagination. It didn’t take long for fantasy to become a popular genre in computer games either. As various board wargame-derivative designs evolved during the ’80s, a fairly distinct genre that I call ‘fantasy conquest’ emerged.

These are related to the more general ‘4X’ games, but don’t always hew to all parts of that style, probably because the distinctive space 4X game emerged in parallel. (There’s also some internal bias, as I generally only think of ‘space 4X’ games as ‘4X’ games, with non-space borne games not being part of the genre even though some can be very mechanically similar.) They are a fairly cohesive group; for some reason, as soon as you say ‘fantasy’ you start seeing heroes and touches of RPG tropes appear in otherwise normal strategic games. There’s a good number of board game antecedents, from LOTR-themed Diplomacy variants to The Warlord Game and Borderlands, but I’m just looking at the beginnings of the computer game side here.

Warlords (1989) seems to be the start of this genre. I’m sure there’s other strategic fantasy games from around this period—I have dim memories of seeing a few, but don’t remember titles, and have not seen anyone else mention them. It’s not properly a 4X game, as the map is non-random and fully visible the entire time; also there’s not much to be done to the map. New towers (defensive installations that I’ve never seen anyone use) can be built, and the defensive values of cities can be improved, but there’s no eXploration, and very little eXploitation.

In many ways, it’s a straightforward game. Start with a city, it produces military units. Use them to capture more cities, and they produce more units. Go forth and defeat the other seven factions on the map. And this is the enduring backbone of the genre: cities are always valuable strategic goals; they’re a bit less valuable here, as they are more numerous and less detailed than in other titles. Also, there’s no castles, or rather, the identities of castles and cities are muddled together, as all these ‘cities’ look like little four-tower castles.

The new thing here is the heroes. The idea of singular, highly capable units in fantasy games is an old one, and the existence of ‘hero’ and ‘superhero’ units in miniatures are the mainspring that powered the invention of RPGs, but they’re not so much of a constant at this level of abstraction. The interesting part here is not only do they exist, but they can go looting ruins and visiting sages scattered around the map. The main bonuses from this is that the hero might recruit monster ‘allies’ (ghosts, demons, dragons…), or find artifacts that will increase the abilities of the hero. Heroes can also gain experience and ‘level up’, gaining combat power and movement speed.

The second game (Warlords II, 1993) was pretty close to the original, but did make one important change: what a city could produce could change. You could ‘sack’ cities when you take them, which would grant gold, but reduce the options for production there. Each city had up to four slots of possible units, and you could purchase new unit capabilities in empty slots. Also, there were multiple maps (and the ability to add in new, user created, ones in the Deluxe version), with standard explore-the-world vision rules, making it a full 4X game.

However, one of the charms of the world of Erathia in the original was the fact that the dwarves were in one region, the gryphons in a different, overlapping region… and the units might be different. There was one city with better light infantry. A set with tougher, but slower, heavy infantry than normal. A city that produced wolf riders faster than normal. The cities, and world, acquired character from all these little differences. But now every unit of the same type was exactly the same, so that they can be plugged into any city.

Master of Magic (1994) was Sim-Tex’s combination of SidCiv and Master of Orion and Warlords. Just as MoO introduced tactical battles as an essential element of space 4X games, MoM introduced it to fantasy conquest games. Cities become complicated places like in Civilization, with plenty of buildings to construct, that control what units can be built there. An interesting thing is that each city has its own native race, and that determines the buildings and units that can be built. The tree for the building requirements are always the same, but not all buildings are available to all races.

Civilization and MoO are heavy into the colonization aspect of their respective games. While that also exists in MoM,there’s also a large number of neutral cities scattered across the landscape at the beginning of the game. Taking a cue from Civilization, there are also engineer units that can build roads for faster movement.

While some space 4X games have allowed different populations to mix on a single planet, I have yet to see this occur in a fantasy conquest game, even though that would be physically easier. However, fantasy conquest games that have different powers for different races, and separate them out by city, always allow a player to control whatever he can take, whereas some space 4X games force you to kill off alien populations rather than let you take them over.

Combat was resolved as a small miniatures game. Most units have a number of ‘figures’, each with their own attack and defense, so their ability erodes as casualties are taken. More powerful units generally have fewer figures, with the most powerful being singular monsters. Units also have experience levels, with veterans being somewhat more effective in combat than their inexperienced counterparts. And then there are heroes.

In Warlords, heroes were just a bit more capable units, with the ability to go dungeon delving, although a large collection of artifacts could make them nearly unstoppable. Here, heroes are personalities, each with his or her own set of abilities which grow and develop as they level up. There’s all sorts of lairs and ruins scattered around the landscape. Heroes aren’t needed to fight the inhabitants and get the treasure, but they do often generate artifacts that require a hero to use.

Finally, MoM used a complex magic system in place of Civ‘s technology. You play as a wizard holed up in his tower, sending minions out to conquer the world while you research your next world-bending spell. These spells add to combat, as units can be enchanted with any of a variety of bonuses, or magical creatures summoned. Also spells that effect the entire world can be cast. All of this adds a lot of interesting choices and interactions to the game, especially as no player has access to more than a small subset of all the available spells.

The next year, long-time RPG series Might and Magic took a detour into the strategy game space with Heroes of Might & Magic (1995). It featured cities with buildings to build, armies that fought in separate tactical battles, heroes and lots of places on the main map to visit for bonuses, that came with a bit of text to add an RPG ‘encounter’ feel.

In many ways, HoMM is notably unusual in the genre, while following its main features. First, heroes are not separate units, but merely a leader who allows armies to move across the map, with normal military units being immobile (kind of like computer RPG parties?). Cities are extra large structures on the map, which is also choked with a large number of impassible objects: mountains, forests (which are usually just slow terrain), lakes, and more, with creatures holding ‘choke points’, that must be defeated to access the next area (they also are used to guard small areas that have treasure behind them, like many dungeon monsters; the more area-based ones can be considered akin to the more plot-driven ‘roping off’ of areas in many computer RPGs).

HoMM also had a campaign game, where you progress from scenario to scenario, facing challenges to get further in, as had become popular in RTS games of the early to mid-’90s (though the entire game is present from the start, just the challenges got harder). It was weak in the first one, but later versions of the game attempt actually tell a story in the vein of Epic Fantasy novels. It also points up a change in scale. The first two Warlords games feature large swathes of land, continents even; MoM is explicitly depicting an entire world like Civ (or, actually, two). HoMM is much more constrained in scale.

Like MoM, it has a complex magic system, but like everything else, it is more constrained in scale. Only (some) heroes cast spells, and while they can have a powerful effect on combat, they only have an effect on combat. There are few permanent enchantments, no spells of vast scale affecting the entire world.

The initial game had four different types of heroes (two each ‘good’ and ‘evil’ and ‘might’ (combat bonuses) and ‘magic’ (spell casting)), which were each associated with a type of city, with it’s own structures and unit types to recruit, with no real differences between heroes of the same type. Later games introduced skills, which you could choose between as they leveled up, allowing heroes that started out similar to act very differently.

Combat was fairly simple, considering that it did have it’s own mini-game. An army could have up to six unit types in them, which all move and fight as a single ‘stack’ (even when there’s hundreds of them present), akin to how MoM‘s progenitor MoO worked, but in opposition to the detailed combat system of MoM.

Despite (or more likely, because) of all of these simplifications, while maintaining a game style much closer to MoM than Warlords, HoMM has been the most successful brand in the genre, with seven games so far, plus various expansions and the like (Master of Magic has never had a sequel, Warlords has only had four games plus expansions and a parallel release, and slightly later game Age of Wonders is just getting to its third major release). It has also come a long way from its roots, though I still need to get to the post-3DO games (V through VII). Heroes got to intervene personally in IV, at the same time that armies got to move without a leader, and the ability to transfer units directly from one point to another without the tediousness of manually moving them was added in (which makes the game feel more like Warlords…).

The genre continues to be a popular one, with not only new HoMM games (now titled Might & Magic Heroes), but other series, such as the Elemental games coming out. I haven’t played any of the recent games in the genre (yet), but the unique genre structure of strategic conquest and heroes acting out RPG tropes seems to be perfectly intact.

└ Tags: Age of Wonders, game genres, gaming, HoMM, Master of Magic, Warlords
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