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

  • Scavengers’ Deep – Map 33 July 16, 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

  • Game 581: Dragon Quest (1982) July 15, 2026
SF&F blogs:

RSS Fantasy Cafe

  • The Leaning Pile of Books July 5, 2026

RSS Lynn’s Book Blog

  • Review: The Tinder Box by MR Carey July 16, 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

A New World

by Rindis on September 24, 2014 at 12:00 pm
Posted In: Computer games

An approximate pattern for 4X games in general is to start out with a single base/settlement, move out, find valuable terrain and claim it with further bases, solidify borders to keep others away from the valuable bits you’ve found, and then go take their stuff.

Thus, these games generally start out as ones of colonization. Whether it’s sending ships out into the galaxy, or settling the barbarian-infested wilderness, it’s much the same. Colonizing the New World is a natural fit for the common strategy game desire of building up. But, other than a fad in the late-’80s to mid-’90s it has not been a popular subject. More interesting, they’re a fairly disparate bunch.

Gold of the Americas (1989) from SSG is a favorite of mine, in part because it is so small. It covers three centuries at a rate of a decade per turn, and is playable in an afternoon. You play as the king’s viceroy in the New World, in charge of colonizing and developing the new world so as to fill the King’s coffers back in Europe. Europe itself only imposes itself in the game in the form of support from the King (if you paid your taxes…) and deciding who is at war or allied among the four powers. Slaves can be imported and exploited along with the native Indians, and at low development, colonies can die out.

Sid Meier’s Colonization (1994) is a spin-off of Civilization, and it shows. However, it does a lot of things differently that give it a good colonial feel. Population, and units on the map are interchangeable, and can be shifted from city to city; in contrast, there is not a lot of population growth in the game; population generally comes from Europe. Population exists in several forms, from convicts and indentured servants (who are not as productive as normal ‘free’ population) to more productive specialists. Slavery does not show up, nor the dying off of the natives from disease, though they may ‘convert’ and come live in your settlements. Trade is important, with a need to send cargo back to Europe to sell to buy tools and weapons (until you can produce them yourself). And finally, the game is completely goal oriented: instead of just trying to build the best colonies you can in the time provided, you must declare independence and win the resulting Revolutionary War to beat the game.

Conquest of the New World (1996) is close in structure to Colonization, but with a lot of attention on the world environment. The terrain is done in a simple 3D style, with elevations shown. Exploration is explicitly rewarded with points awarded for the first player to explore the length of a river or a prominent mountaintop (and the ability to name the feature). Combat is more involved, using a simple mini-game that is well done. The influence of Europe is minimal, with further colonies having to be be built as settlers from existing one. Not only is independence not necessary for winning the game (but it does add to the victory point total), but you can play as the natives and attempt to ‘federate’ the other tribes and establish a powerful native nation to resist the colonials.

Imperialism II (1999) isn’t really a colonization game, but that is part of what it shows. The New World is important because it has materials that are needed to make your nation more productive, but victory is determined purely by the Old World. The Europa Universalis series (2000-2013) is also in this period, and features similar concerns though it is more oriented to colonizing the region rather than specific worries for particular trade goods.

All of these games feature exploration, but only Conquest tries to make it a goal sufficient unto itself (though Colonization also has ‘goodie huts’, of rewards scattered through through the world). Exploration is probably the most abused system in gaming. You either know what’s there or not. On the scale of any of these games, exploration is not a binary proposition. Sure, there’s hills over there, and mountains further off, but what’s the place really like? How fertile? How many villages in the area? I’d love to see a system where you slowly progress from very general knowledge to more detailed, as you move from small expeditions moving through the area, to regular trade, to settlement.

One of the nice points of Colonization is the treatment of the natives. They are split up into a number of generalized tribes, that differ in how powerful they are (and how much loot they have), and will each have their own relations with different European powers. They can trade, and train people into specialists, and slowly get alarmed as European presence continues. They can gain horses and guns and become more dangerous. Only Imperialism II and Europa Universalis come close to this, but without as much interest. Conquest allows you to play as the ‘high natives’, but the representation of the various Indian tribes is shallow.

Overall, I am surprised that we haven’t seen more games on the subject. I’m pretty sure Conquest was inspired by Colonization, but the chain stopped there. There is a new version of Colonization (on the Civ IV engine), but it is a very faithful re-release of the original, and not really a new game. Perhaps these games (and GotA and Colonization in particular) said most of what needed to be said, but I think there’s room for a very interesting exploration-based game, if someone wants to tackle the challenges of partial knowledge.

└ Tags: Colonization, colonization games, Conquest of the New World, game genres, gaming, Gold of the Americas, Imperialism
 Comment 

FB8 For Want of Either Crust or Crumb

by Rindis on September 20, 2014 at 9:14 am
Posted In: ASL

Patch and I returned to ASL and Budapest recently with the eighth (our tenth, after playing FB18 and 19) Festung Budapest scenario, “For Want of Crust or Crumb”.

It’s an odd one. The Germans are trying to resupply the city by air, resulting in a fight over parachuted canisters of supplies. At the beginning of the game, the Axis performs rubble checks, and then scatter checks on nine canisters (4PP objects that can only be picked up during MPh). Then both sides take turns placing one squad at a time (plus SW/leaders, and dummies are possible), with the randomly-determined player who placed first going last. Victory goes to the side possessing the most canisters at the end, with ties going to the side with the higher CVP total. In addition, the first three turns (of six) have a +1/6 hexes LV and the Axis forces are at Ammo Shortage Level 3.

I took the Axis forces and ended up placing second once the initial setup chores were done. There were five canisters in open ground near the center, and two each on rooftops in the north and south. We both started in the center, with Patch going to the east, and me to the west, near the open ground that dominates that edge and the canisters scattered around. Patch put a unit to the north of that block, and I then put two units nearby, planning on covering the northernmost canister. I concentrated the Hungarian part of my forces in the rail station, where they could back up the center. We also ended up with a jumble in the center south, but my guys were all Dummies.

For my first turn I largely skulked, but managed to pick up the canister in the street at HH17 where no Russians could see me. I also advanced on the one at DD15r, and planned to hold the center building while I grabbed some out of the field. But first, I swarmed the Russian stack in GG16, which turned out to be a Dummy.

FB8 1A
Situation, Axis Turn 1, showing the entire board. Supply canisters are represented by parachute counters. North is to the left.
↓ Read the rest of this entry…

└ Tags: ASL, Festung Budapest, gaming
 Comment 

Building Economy

by Rindis on September 10, 2014 at 12:00 pm
Posted In: Computer games

I’ve been playing a fair amount of the old city-builder game Pharoah: Gold recently. (Bought it on sale at GoG at the beginning of the month.) And I’ve been pondering why.

I have played SimCity. I have a copy of SimCity 2000 (bought for cheap after 3000 came out). I have spent time with OpenTTD.

I think they’re all fine enough. But they don’t hold my attention for long. A few hours fiddling around with them and I’m done.

I am, in general, a strategy gamer. Which is a computer game genre definition so broad as to be close to useless. (The excellent strategy game podcast Three Moves Ahead has had occasional side discussions on ‘what is a strategy game?’, with Tom Chick asserting that ‘everything is’, and even making an interesting argument for The Sims as a strategy game.) There is, of course, a large number of sub-genres (ranging from overly-broad to tiny niche), and I’ve been meaning to talk about some of the smaller ones I’ve observed.

But, anyway: city-builders. SimCity is kind of the genre definer, and is generally a pure sandbox simulation ‘game’ without a lot of goals, and limited interaction with the actual mechanics. Pure sandbox games generally don’t do much for me; that’s the common thread between the games that don’t hold my interest that I mentioned earlier.

Caesar was a popular city-builder game, that spawned three sequels, and two spinnoffs based on the the Caesar III engine (Pharoah and Zeus). I enjoyed the Caesar III demo way back when (somewhat to my surprise, and that demo is why I bought Pharoah: Gold). I’ve now played Pharoah: Gold obsessively for over a week, which is now tailing off (I think).

The difference is that while the Caesar/Pharoah-model city-builders look a bit like SimCity, there is a decided difference in execution. As mentioned, SimCity is pretty much pure sim. You zone areas, lay out roads, and mix in essential services, and wait to see if the sims can put together a viable economy. Pharaoh is actually an economic engine game (who knew I had that much eurogamer in me?). You are placing specific industries to produce raw materials which are then taken to other industries to turn them into usable goods which are needed for other purposes (building weapons, improving living conditions, etc). It can be seen as a close-up of the ‘exploit’ part of 4X (a genre I regularly enjoy).

This brings me to another game that I discovered and enjoyed years ago that could be mistaken for a city-builder: The Settlers II: Gold Edition. It is fairly close to Pharoah/Caesar, but is easier to see as not related to SimCity. Settlers is a pure economic engine game. Every building has a cost in lumber and stone to build. So you need to cut down trees, convert it to lumber and quarry stone to get anything done. The full set of resources needed to get everything done is much more complicated (but mostly turns into providing food to miners to generate iron and coal for creating weapons and armor, and gold to pay/upgrade the resulting soldiers), but does not involve any hidden mechanisms.

Pharoah on the other hand still has the ‘sim’ aspect of the residents having wants and desires that are not entirely surfaced to the player. A basic building needs to be provided with water, so the residents do better and upgrade it; then they need a bazaar to get food from, then religion…. But there is also ‘desirability’. Placing a storage yard (for example) too close to a residential area makes it a less desirable location, and the building can only climb so far up the scale of increasing wealth. While there are ways to look at this in the game, no real guidance is given. How far does this effect spread? Which buildings are the worst for desirability? There’s also an ‘overall’ mood which can keep new immigrants from arriving when you open up new areas, but I have no idea what contributes to that….

There is a final, very important thing that Pharoah and Settlers share that SimCity does not: They both have campaigns, which have missions. I’m not set loose to just make my own city. I have goals. In Settlers II this is to take control of the gate that leads to the next island/mission (or just wipe everyone else off the map in the alternate campaign; both campaigns are quite challenging). Pharoah starts with a ‘build these buildings’ format common to a lot of early/tutorial RTS campaigns, but is looking like it is shifting over to ‘hit these arbitrary metrics in a challenging situation’. That makes sense, but I have a feeling I’m going abandon the campaign if it continues down that road.

There’s also a framing story around the main campaigns in both. Settlers II is the story of a Roman expedition that got shifted to some pocket universe, and is trying to find it’s way back through a succession of gates, hoping that one will lead home. Pharoah is about the successive generations of a family of administrators serving Egypt; the transition I mentioned happens at the beginning of the Old Kingdom stage. The former is far more effective at keeping me playing, but the latter is nicely used for a loose presentation of the history of Egypt.

└ Tags: city-builder, economic engine, game genres, gaming, Pharoah, Settlers II
 Comment 

Queen of the Conqueror

by Rindis on September 7, 2014 at 12:00 pm
Posted In: Books

Tracy Borman’s book about Queen Matilda (William the Conqueror’s wife, if you’re not keeping score at home) does a very good job with tracing the live of a medieval woman (much better than Weir’s Eleanor of Aquitane, but it is also only 3/4s the length of that book), but manages to be irritating on a regular basis.

The introduction of the book gives a commonly told story of Matilda, upon hearing that she was to be betrothed to Duke William “the Bastard” of Normandy, rejecting the idea that she (related to the King of France) would never stoop so low as to marry a bastard. William, hearing this, rides to her family’s palace in Flanders and finding Matilda beats her mercilessly. Matilda then decides that she would marry no one else as he was a man of high courage and daring. When Borman gets to this part of Matilda’s life in the narrative, she repeats the story, and then starts casting doubts on the story, pointing out that it is first mentioned about two hundred years after the fact, and that one of the primary sources for it has a strong anti-Norman bias. The section ends with a conclusion that we just don’t have any clear picture of what, if anything, happened between the two before they were married.

This pattern is followed in many parts of the book. Tales are given with a straight face, and only afterward are problems or alternate versions talked about. Worse, are the cases where something is mentioned as being from ‘a nineteenth century chronicler’ with no discussion as to where he got it from, or why we should think he knew anything about it. After the number of other unsubstantiated stories that are discussed, it raises alarms.

But despite these problems, it is a good book about Matilda. It is not as comprehensive, or detailed as, again, Allison Weir’s Eleanor of Aquitane, but that book failed at being the biography it was supposed to be, while this one is a good biography that gives a much clearer picture of its subject.

└ Tags: books, history, reading, review
 Comment 

Kawanakajima 1553–64

by Rindis on September 6, 2014 at 11:25 am
Posted In: Books

The Five Battles of Kawanakajima are not that well known in the West, but they are one of the most celebrated incidents of the Warring States period in Japan (right behind those parts that are better known in the West, such as Nobunaga’s career and the Battle of Nagashino that forms the climax of Ran).

Turnbull starts with the most basic rundown of the situation, including the fact that while all the battles occurred near the plain of Kawanakajima, most of them could properly be termed something else entirely, and that you could count eight battles of Kawanakajima, by including three more that fit the pattern of the other five. But, most Japanese histories consider the same five battles between Takeda Shingen and Uesugi Kenshin as ‘the battles of Kawanakajima’, and this book focuses on them, and especially the Fourth Battle of Kawanakajima as the main confrontation.

As usual with Osprey’s Campaign series, the background and events are well presented, with plenty of clear maps that show what was happening. Turnbull’s analysis is good, and only occasionally breaks down under the weight of the number of different things to keep track of. A very good book for anyone who has an interest in Japanese military history.

└ Tags: books, Campaign, history, Osprey, reading, review
1 Comment
  • Page 218 of 315
  • « First
  • «
  • 216
  • 217
  • 218
  • 219
  • 220
  • »
  • Last »

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