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Make a Desert and Call it a Game

by Rindis on August 8, 2014 at 10:05 pm
Posted In: Computer games

This is the seventh 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

In mid-2008, Paradox Interactive released their second Clausewitz Engine game for PC and Mac. It was unusual, in that not only did it tackle a far earlier time period than they had before, but it did not have a proper name for itself. Europa Universalis: Rome is an empire-management game of the middle to late Roman Republic, 280 BC–27 BC (the in-game calendar uses Roman ab urbe condita for the years, with modern BC dates on hoverover). It shared about as much of the engine and feel of EU as do all of Paradox’s games, and one would expect a completely separate name for the game, as with Hearts of Iron, Victoria, et al. (one wonders if they were looking at the highly successful 2004 Rome: Total War when developing this title).

An expansion, Vae Victis, was released near the end of 2008, with a Gold combined version following in mid-2009. I have only played EU: Rome Gold, so this review will only be about that.

The graphics got a major overhaul from EU III, and the map lost much of the artificial look. This was the start of a long series of graphical upgrades for the engine. The terrain mode got a very good looking texture map, and the map in general got a bump map that made everything much more natural looking in any mode.

Friends, Romans, Countrymen

As usual with Paradox, you play as a particular country in a pausable real-time format; but this time there is also a large cast of characters who act on their own, occupy positions of government, etc. This is largely the same as the character system in Crusader Kings, but while you technically play as the current head of government, you aren’t actually any one person, so there are no concerns about continuing a dynasty and the like.

Characters are slightly simpler than in CK, with only three major attributes (Martial, Charisma and Finesse), and an extensive trait system with fewer special statuses than CK. Some of the traits have an effect on combat, making certain combat events possible, or more likely to happen, but mostly performance in any activity is based on the three major attributes. They also still have personal wealth and the like, but you often don’t see the direct effects of it in the game, especially while playing in a republic.

One addition to the CK system is that most characters will have an ambition. This could be to become rich, or get married, or it could be to become the governor of a particular province. Not only does this give the character a direction to go in, but if he (or she) achieves that ambition, he gets a bonus related to it. This could be as simple as a bonus to the character’s loyalty to the religious party after getting married, or it could be a one-point boost to Finesse after becoming governor.

The Senate and People of Rome

As in EU III, there are a number of different forms of government, with new ones becoming available as the game goes on. There are three main types of governments: monarchies, republics, and tribal, with there being four variations of tribal governments, and five each of the other two. Each one has its own particular bonus, and has a set of desired national idea slots. National ideas are taken from EU III: In Nomine, and are general bonuses that can give a nation a particular ‘feel’. Tribal governments only get one slot, while dictatorships (one of the four types of monarchy) get four, and everything else gets three.

There are four general types of ideas (military, economic, civic and religious), with two of each type available for use at the beginning of the game, going up to ten each as technology advances. You can use any ideas you want, but the overall government bonus only applies when they match the correct categories of ideas.

A republic will always have a senate, whose seats belong to different factions. These, in turn, will support or oppose many decisions you can make in the game (such as accepting a peace offer). If too much of the senate opposes an action, you cannot take it; if too little supports it, it will cause the current leader to lose popularity, which can cause governors and military commanders to lose loyalty.

The odd part with this is that the seats in the senate aren’t tied to particular characters. The factions have leaders, and their abilities have an influence on which factions have the greatest pull in the senate, but the current leanings of particular people are not reflected in the senate, or vice versa. However, the higher offices (Censor, et al.) do go to particular characters.

Monarchies, in addition to the head of state, depend on a council. These four people provide bonuses based on their abilities, and have a say in the succession when the monarch dies.

Tribal governments are the ‘primitive’ government, and can trade over to the other two types if they gain enough civilization in their capital. They have a chief, and a number of tribal chiefs, the most popular of which will become the new chief of the main government when he passes away.

Governance

There are a number of offices in the government, with each army and navy potentially having its own leader (and a poor one is certainly preferable to no leader at all). A set of five offices (common to all government types, but with different cultural names) control the pace of technological innovation, which follows in part the Victoria model, in that each new technological advancement opens up the possibility of events firing that cause actual bonuses.

The idea of groups of territories returns from Victoria in this game, with all areas grouped into provinces, which generally consist of 3-5 territories. These must all be assigned governors (except the home province, which is automatically governed by the leader of the nation), and his statistics determine things like taxation rates. Armies can be attached directly to a governor, making the province less likely to get in trouble, and providing local defense in a war.

There is a map mode that very clearly shows these provinces, but it only works with provinces that you already have a part of. This is better than the presentation in Victoria, but it could still use some work. (Especially as you have to look for the thin red border lines to see what you do and do not currently hold in a province when those territories are all the exact same color in the province map mode.)

The territories themselves have a new statistic, civilization. This measures how prosperous and settled the area is, and slowly goes up over time from the influence of higher-civilization neighboring areas, and trade routes from higher-civilization areas. Also, it is possible to get events in the capital that offer to improve the city with expensive monuments and public buildings, which will raise the civilization value, which is where civilization comes from in the first place….

Once a border area reaches 50% civilization, it can be used to colonize adjoining empty areas, but the population also needs to have hit 10 people. Population is handled more abstractly than in other Paradox games, being given in ‘units’ rather than solid numbers. These are also broken down into three classes of people: slaves, freemen, and citizens. The amount of each class is subject to adjustment through passing laws, and taking ideas that will shift them over time. However, citizens are needed for research, slaves for taxation, and freemen for the army, so a balance is needed.

Trade

As is the usual method in Paradox’s games, each territory produces a particular good (wine, salt, cloth, iron, etc…). However, each good, in addition to having a market value that earns tax money for the state, has particular in-game effects. A territory has a certain number of trade slots (more are generated through building improvements), and the goods are traded between pairs of particular territories, instead of going to a regional trade center (as in EU) or a world market (as in Victoria or HoI).

Both territories then get the bonuses associated with the goods being traded. This can get strategic in a number of ways, since there are bonuses to such things as population growth (wheat) and revolt risk (wine), and many units require certain commodities available to construct them (heavy infantry requires iron, ships require wood and cloth…). This restricts unit construction in believable ways, and is akin to how I would have preferred the resource model to work in various Civilization games, rather than let every city build the same unit at the same time as soon as you have one node of a resource.

A major problem intrudes here, as the game always starts with all the trade routes (and national ideas) empty for you to work out. With a smaller country, this isn’t too onerous, but if starting as a larger power, you have quite a long session of sorting out internal and external trade ahead of you before you can get going on the game.

Legions

Combat in EU:Rome uses the same procedure as in EU III, but has no separate phases for fire and shock (for obvious reasons). Instead, there are six different types of units to recruit (instead of three) that all have different damage modifiers against the other troop types. As mentioned earlier, the available trade items determine what units can be raised where.

Militia (or light infantry) can be recruited anywhere (which is its only redeeming feature). The other line infantry types are heavy infantry and… war elephants (which are very powerful, but expensive and slow to recruit; also they’re confined to the fringes of the map). Technically, there are two types of cavalry, normal and horse archers, but only the former acts as a front-line unit with mobility to work on the flanks. Archers and horse archers both go into the rear line and act as support for front line troops (as long as they last). All of these types have various cultural names, which might take some time to work out (though there are hover overs that give what the actual type is).

There are five of the military traits that I mentioned earlier, and each one allows that leader to trigger a particular combat event. Most of them add to the offensive ability to parts of the line, one (hold fast) improves defense, and rally increases your own troop’s morale (which may just lead to them hanging around longer to get slaughtered, if the battle is going poorly).

Civil War

One of the continual low-level annoyances to deal with in almost any Paradox game are rebellions; localized bands of people who are unhappy and rise up to take control of the territory. EU III expanded the model a bit by giving rebels various goals. While this still exists here, there are also full-fledged civil wars that pit parts of the country against each other.

A civil war breaks a country into two quasi-separate entities. They each have their own governments and leaders, and separate (but related) colors on the political map, and can separately go to war with other powers. But, the main faction and the rebel faction are automatically at war with each other and territories instantly trade from one to the other with a successful siege.

Various political troubles can lead to a civil war. In a republic, the senate has one faction for each of the major ideologies in the game (military, mercantile, civic, religious) and the Populist faction. This last is generally where characters who feel like they’ve been passed over for high office end up. The country generally gets a bonus depending on which faction is in charge, but for the Populists its a penalty. If the Populists become a dominate force in the senate without getting many offices, they will generally split off and cause a civil war. Similarly, tribal governments can split along tribal lines, and monarchies can have disputes over the succession.

Its a very nice mechanism, but sadly, once a human player is aware of what’s happening, it’s a little too easy to steer the game away from these events, especially the Populist civil war.

Barbarian Hordes

A little-understood feature of the ancient world are the occasional mass-migrations of entire peoples, or collections of peoples, or… well, we just don’t know much about them.

But they terrified the heck out of more settled populations that found them wanting to move in. Rome was sacked by a Gallic tribe about a hundred years before the period of the game, and had trouble fighting off a migration around 105 BC.

Like in the Europa Universalis series, much of the map is ‘unsettled’, empty provinces that are claimed by no government recognized in the game. However, instead of static ‘natives’ in these territories, there is a fourth type of population unit, barbarians. Barbarian power slowly grows in these territories, until it spills over and most of the power turns into a large army that starts wandering around the map, looking for civilized lands to loot, and possibly settle.

Defeating one of these armies generates loot and slaves for the area they were defeated in (at least, once the army is eliminated, they’re likely to retreat the first few times). Some of these armies can be very large and difficult to deal with.

Barbarian power also keeps an area from being colonized, if it’s above about 2 or so. Colonizing a territory that does still have some barbarian power, can lead to some trouble, but as the civilization level of the territory rises, there will be an event that will convert them over to freemen, which gives the area a nice boost.

Conclusion

While in many ways EU:Rome depicts the Roman world well, and has some very interesting game systems, it does not make for a great game. Part of the attraction of any of Paradox’s games is the sheer number of independent actors (countries) makes the world take life. Instead, there are a few bright lights (Rome, Carthage and the Hellenistic world), a few lesser lights, and a large sea of gray territory. The internal actions of the characters is not enough to make up the lack, and EU:Rome feels bland. It is currently Paradox’s oldest title without a sequel, though fans (myself included) hope that it might still be revisited.

I had been away from computer gaming for a while by the time this one came out, and so had not actually played any of the titles after EU II when my dad introduced me to EU:Rome. I was, naturally, surprised by the number of differences in games that shared a title and a large number of stylistic similarities. As I started moving back into computer gaming, Paradox gave out copies of Crusader Kings for free to help promote the upcoming release of CK II. I had been intrigued by what I had heard on the forums when it first came out, and was very happy with the game now that I got to play it. And I quickly realized that the entire character system I had been surprised by effectively came straight from CK. It was while pondering the different threads of ideas weaving their way through Paradox’s games that I thought of doing a series of reviews to trace these threads.

So this, then, has been the starting point of this review series.

└ Tags: EU Rome, gaming, Paradox, review
2 Comments

Fox Den

by Rindis on August 6, 2014 at 5:37 pm
Posted In: Life

Well, I’ve done it. It’s official, I have my own business: Fox Den

I should point out here that there are four people and three businesses where I live now. I guess I felt left out. (Smudge and Baron of course have one joint business.)

This started early this year, when I read a few ebooks of public domain works with horrible, horrible quality control and editing (effectively, none). This got me thinking, ‘I can do better than that.’ And the concept of my own publishing company was born.

Of course, things have changed a bit since then, and Fox Den’s current projects have nothing to do with the original impetus (I may well come back to it, however). My dad has just published a new book, and I’m now working on reprinting his earlier books, with the hope that they will both help each other out. Smudge was about to self-publish a book of her own through Lulu, and just let Lulu be the publisher of record. I’ve picked it up, and will provide the ISBNs, and so Fox Den suddenly has a Fantasy line.

I’m all official with a business license and Doing Business As paperwork. But this is really just a hobby, and I don’t expect to make any profit off of it; but it would sure be nice to get my costs back. Setting up for a website for the business caused a rework of my site and is why things suddenly look different here (if anyone’s paid attention enough to notice).

The two initial projects of the new company:

No Turning Back – My Dad’s first book now long out of print. The scanning is done, and I’m finishing off the text conversion. I need a cover, and maps, double-check the text, work out the formatting, and then put it together for hardcopy and ebook.

The Keeper’s Warrior – Smudge’s book is about done, with illos and cover… it just needs to clear editing, and finalize the blurb and other annoying things.

And it joins all the things I’m already doing with my life:

Reading: If I wasn’t reading, what would the point be of publishing? I’ve been trying to say something about most of the historical books I read, and if I am going to be publishing SF&F, I should probably start saying something about the books I read there to help force me to think about the genre….

Gaming: At the moment, I’m in a couple of PBeM games, and only occasionally get much else in (I’m not even on an MMO at this moment…). And lately I’ve been playing Professor Layton as well as my usual big strategy games.

Anime: We gave up cable some time ago, but I watch a few anime series through streaming services (mostly Crunchyroll), after getting them recommended to me by Smudge.

Paradox review series: Okay, there’s a good number of games to cover, and I do really long reviews, making this a huge project. It also keeps stalling out. I’m finally wrapping up #7 nine months late, and… #8 may take as long.

RPG reviews: I occasionally review various RPG items, but started an actual effort to review the old TSR FR-series modules last year. I’m stalled part-way through reading FR3, and I may never really get back to it. Though I’ll certainly keep doing the occasional miscellaneous review.

Electronic ASL Rulebook: This is a huge project for something that has to just be for me. But I refer to the thing often enough, and MMP’s project seems stalled. The law of irony says the best way to be able to buy theirs is to finish mine.

Federation & Empire for Vassal: I’ve poured a lot of effort into this, and have actually gotten to use it myself, and there are others using it. So, of course I want to do it all over again. Right now, I’m actually working with the original to update it for a new version of Fighter Operations (pretty much done, but I want to see the final product first), and adding the LDR as an extension. The new one keeps getting stalled by difficult new features.

└ Tags: Fox Den
2 Comments

War for the Holy Land

by Rindis on August 5, 2014 at 1:20 pm
Posted In: Books

Authoritative – adj. “having or showing impressive knowledge about a subject”

Asbridge’s ‘authoritative history’ of the Crusades certainly does this. It is a very extensive look at the period in a single volume. There are problems; I think there is still not enough examination of what was going on in the Muslim world around the Crusader States, and the role of Byzantium in the area is barely touched on most of the time. But, neither are these absent.

In fact, the role of Byzantine cooperation with the First Crusade is examined in some detail; it is only later that they drop too far off the stage. Also, the role of jihad (or even the existence of it) is meditated upon at length in the middle of the book, especially in relation to rooting out how much of Saladin’s actions matched his propaganda as a mujahid. Indeed, one of the primary goals of the book is to try and ‘correct’ certain long-held traditions, notably around just how much animosity existed around Outremer with relation to Byzantium and the surrounding Muslims.

I have to note that despite this detailed study, I was disappointed with losing a lot of details that I’m used to. This is because I’m used to Runciman’s three-volume A History of the Crusades. One volume can’t really compete with three (though they are individually smaller than this one), but the ‘authoritative’ tag made me instantly want to compare them.

As a one-volume history, it is very good, but it does not replace Runciman’s history, and while the parts that do re-evaluate the Crusades are a nice companion to it, it is too extensive just for that.

└ Tags: books, history, review
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37 Khamsin

by Rindis on July 27, 2014 at 9:01 am
Posted In: ASL

It was back to the desert for our next ASL adventure, and Patch and I decided to go for scenario 37, “Khamsin”, from West of Alamein. Having just been the attacking Soviets in Festung Budapest, I had the defending Brits for this one. There’s a Series Replay of the scenario in Annual ’90, but neither one of us got around to more than glancing at it.

The British are defending three hillocks as part of a defensive box as the Germans advance on Tobruk with a decent force of infantry with a HMG, a couple ATRs, a couple light MTRs and three LMGs, backed up by 2-pounder ATG, all in sangars and anyone in scrub HIP. The Germans attack with six squads of infantry mounted in halftracks, a Pz IV, six Pz IIIs, two Pz IIs, and a Marder III (this is mid-’42, so these are all early models—at least the IIIs have 50mm guns), with three armor leaders. On the first turn, the British get a pair of Grants, a pair of Crusaders, and a Stuart as reinforcements (with an AL of their own). The Germans have eight and a half turns to take control of all three hillock summits without taking five more CVP than the British.

Complicating all of this is a sandstorm that has blown in. This is heavy wind from the southwest with heavy dust. This adds a +1 to dice rolls for every two hexes of range (fractions round up), an additional die is rolled in every attack and divided in half to generate an additional modifier (fractions round down, so it’s from +0 to +3, with +1 or +2 most likely), and fire into the wind gets an extra +1.

One long, skinny hillock and one small one are near each other on board 28. Board 27 has a large, rounder one just a little further away (especially by distance to the summits). So I kind of figured Patch would go after the north two first, and and set up for the third to be my ‘final defense’ with the ATG in a pocket on one side of the hillock with a MTR and the HMG nearby. This put most of my ROF in a small area, with the ATRs in positions that he should have to go through earlier.

So Patch set up to crawl along the southern edge and force me to fire into the wind for the extra +1. The Germans are basically one giant sixteen-vehicle platoon until they come into LOS of a British unit (which isn’t until range 10 with all the dust).

37 1G
Situation, German Turn 1, showing the full board. My HIP units are visible to show the entire layout. The German mass started breaking up from speed differences.
↓ Read the rest of this entry…

└ Tags: ASL, DTO, gaming, West of Alamein
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Over the River

by Rindis on July 21, 2014 at 8:23 pm
Posted In: Books

First, a couple notes: The author is my dad; I’m trying to be evenhanded in this review, but that bias is there. This book is self-published through CreateSpace, and my copy started coming apart on my first read-through. A couple pages popped out on their own, and many more are sticking and threatening to go. I’m not sure if I’m just unlucky, or if CreateSpace has trouble with 600+ page books (the theoretical maximum length is 800). Also, the electronic version of the book has trouble, and can’t be recommended; this is being worked on, and I’ll update when the problems are fixed.

Over the River is a chronological (day-by-day) reconstruction of the events in the American Civil War from March 23rd to May 22nd, 1863, which saw two nearly simultaneous Union offensives. It is effectively the first book of a series on the war in 1863 (which is a companion to Lowry’s 1864-5 series that was published in the early ’90s), but stands alone without any problems.

The actual narrative content is less than might be supposed, as the book fairly extensively quotes from various primary sources (generally noting the difference between reports at the time and recollections years later). These are critiqued at points where there are mistakes, or perhaps ‘spun’. And then every once in a while the book stops and takes time out to examine the larger meaning of events, which doesn’t happen as often as I’d like, though the afterword has in interesting analysis of the similarities between Grant’s and Hooker’s positions and opening moves, and how the two campaigns eventually ended up with very different results.

It is a particularly interesting period to cover in this format. Hooker’s movement across the Rapidan started within a day or so of Grant’s major movements to get his army across the Mississippi south of Vicksburg. The central third of the book is largely occupied with the Battle of Chancellorsville, and then Grant’s campaign in Mississippi gets exciting just as the Army of the Potomac withdraws back across the Rapidan.

Along the way, the structure makes other things fit together well, most notably the extreme delays in communication between Grant (in northern Mississippi, working south) and Banks (in Louisiana, trying to work north), since all messages had to go the long way through telegraph connections to the east coast, and by ship through the Atlantic and Gulf of Mexico.

In the end, it is probably too detailed for a reader new to the ACW wanting a more general history or overview, and not deep enough for someone well-versed in the war looking for new insights. But the chronological framework is a very interesting view for the Civil War buff used to more bite-sized chunks of the war, and plenty of basic explanations are given for those not well-versed in the military history of the time.

└ Tags: history, reading, review
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