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Star Ventures

by Rindis on April 18, 2024 at 12:00 pm
Posted In: Boardgaming

Had a FtF game of Space Corp on Sunday. Mark and Jason came over to join me and Dave to make a four-player day of it. We started out with the Planeteers era to make sure we had time to get through the Spacefarers era. We also added in Ventures, which is basically a collection of special powers in various custom corporations. It’s very focused, and there’s not really any new rules, but figuring out the fairly complicated plusses and minuses of each corporation takes some doing.

I ended up with Grav Tech, and I managed to abuse their reverse of gravity penalties to get me to Jupiter early. Everyone else set up shop in the asteroids to begin with. Not that any of us did anything for a bit. Starting Planeteers with no previous infrastructure (we didn’t check the ‘variant’ section in the rulebook, though I’d think that needs some updating for Ventures) was punishing. We chewed up a fair amount of the deck just getting going, and only completed two of the contracts by the time the deck was exhausted.

Mark was the first one out to the asteroids, and got into a quick lead for his discoveries. It didn’t take long for the rest of us to get going also, and Mark was generally in a small lead as the rest of us got going in a pack that slowly separated out over the course of the era. Sadly, I forgot to take a picture of the end of the era, but the asteroid belt was being exploited, Jupiter’s moons had bases (three of them mine), and settlement had started at Saturn. I abused my free starport ability to throw a team into the Oort cloud shortly before the end. Dave had been planning the same, but couldn’t quite manage it.

So, I started Starfarers with a team at Alpha Centauri (my first time in three games, I usually end up with 2nd Beyond). I had also partially lucked into leading the charge on genetics and revelations, and started collecting those as the era got going. (I also took Matter Shifting early on to help with that.) I don’t quite remember what I took first, I thought it was something other than Cooperative Empathy, but I don’t know what; I know I got Radiation Resistant partway into the era, which was a big help. (A good strategy for Grav Tech would seem be to specialize in move infra, and then take Cooperative Empathy, but that does require the other players to have good build/explore infra which wasn’t so true here.)

I burned a Time card to get to Luhman 16 and immediately arrive, with the others scattering to other systems afterwards. I eventually got to 61 Cygni as well, and built colonies at all three. Of course, the problem was with only primaries at the first two, I had to really scrape for colony points, giving up two of my teams.

Jason and Dave also built three colonies each, while Mark scattered himself around, as part of his alternate scoring. (In fact, we all went for alternate scoring.) Dave got a team into the Orion Spur, and settled a couple contracts to catch up to Jason. Both of them were lagging behind me and Mark. I was doing fairly well during this period, but Mark kept doing ‘produce 2’ actions for 6T each time (I briefly contemplated the same thing before Mark started, but went after colonies and on-board position instead).

The deck ran out early again, though there were a few more turns of inertia this time (I tended to start passing early both times from a lack of things left to do). We completed four of the contracts this time, and the board was much better developed.


Green = Mark/Discover Prime?; Blue = Rindis/Grav Tech; Purple = Dave/New Nomads; Yellow = Jason/Space Corp

Afterword

Doing the Planeteers start, but giving the infrastructure and starting money would work a lot better. The companies in Ventures integrate into the game very well, but I do find them complicated to play, as half the important stuff is hidden away in multiple locations in small text. I like them, but they require you to pay a lot more attention than most ‘lets make everyone different’ mechanisms I’ve seen.

Mark got an early lead, and largely kept it all game. I stayed neck-and-neck for a while, and even passed him, but he got ahead and stayed ahead in the final stretch, despite some good scoring from me. He ended at 62T, while I was second at 57T. Once Jason and Dave fell back in the second half of Planeteers, they never caught up again, and Dave was trailing in last for a good while before turning it around to pas Jason at the last minute with 43T, while Jason finished with 40T.

Overall, it was a good time. I do agree with some sentiment that the game shines better in the first two sections; I do like Starfarers, and there’s some really good choices to make, but it seems to drag more, mostly from the burden of getting high move scores.

└ Tags: gaming, Space Corp
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First Moscow

by Rindis on April 14, 2024 at 12:00 pm
Posted In: Computer games

This is the eleventh 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

After a full expansion with a regional focus, Europa Universalis IV development focused on a number of small “immersion packs” that focus on flavor elements for certain regions. These tend to be priced at $10 instead of the usual $15 to $20 for a full expansion. Third Rome, the first of these, was announced on May 12, 2017, and came out with patch 1.22 on June 14.

Governments

Three new unique government types came with the patch. The first is the Russian principality, which seven states start with (most notably Muscovy), which get tax and unrest bonuses.

Meanwhile, Novgorod and Pskov are veche republics, which are variant merchant republics. They get an extra merchant, and if Res Publica is in use, they get to build trade posts and have a faction system like a merchant republic. Instead of getting caravan power (inland trade power), they cause extra production in provinces they don’t own, but have a lot of trade power in (which directly increases revenue for the other countries, but indirectly increases it for the veche as they’ll get the increased trade value caused by the production).

Any of these that manage to form Russia automatically switch to a tsardom, which has a strong number of bonuses, including increased manpower, absolutism, and decreased autonomy (this caused complaints, and great veche republic was created as the republic version of tsardom later), and with the expansion it gets the ability to claim an entire area. It costs more from a spy network, but generally less than claiming the provinces separately, so Russia is uniquely able to spread claims faster than anyone else. The former two are locked as duchies, while tsardom is automatically an empire. That kind of goes against the idea of how the ranks should work in Common Sense, but it does help if you don’t have that expansion.

Of course, like just about all other unique government forms, you can’t voluntarily change from these, though the veche can fall to a despotic monarchy/republican dictatorship like a merchant republic.

Additionally, with the expansion, three special abilities are granted to all of these countries (one per type of monarch point). A special form of power is collected for each, based on the current ruler’s abilities, and when it reaches 100, the appropriate ability can be activated. Admin reduces autonomy in all provinces, diplomatic reduces the progress of all rebellions (that can be handy…), and the military recruits streltsy units.

These are a new unit category that costs no money, manpower, or time to recruit, but afterward they act the same as anything else, so they cost the normal maintenance and manpower to refresh. However, recruiting them grants a temporary combat bonus that only applies to them, and can be refreshed by recruiting more in the future (streltsy units have a gray background). However, using them also increases stability costs.

The government types are nice, but I think the abilities are mechanically weak. There’s no variation in the growth of their meters, and there’s only one choice with each of them: hit the button or don’t hit the button (to save it for a more opportune moment). It doesn’t really cost anything else, so the stability cost of streltsy is the only trade-off in the entire set.

Orthodoxy

Naturally, Orthodox Christianity got new mechanics for the expansion. Orthodox countries have a new state-level ability, consecrate metropolitan. This adds to the maintenance cost of the state, but causes it to recover from devastation faster, and adds to patriarch authority.

Patriarch authority is another religious 0-100 meter, and grants missionary strength, manpower, and reduces unrest as it goes up. This actually already existed, but outside of creating new metropolitan seats, it tends to be fairly static (there are events to affect it, which is all there was previously, and still without the expansion), and consecrating a new metropolitan only boosts it by 5. So it takes a bit of work, and a large amount of territory to get it very high.

Also, authority can be used to commission icons. This is like the temporary bonuses in other religions, but of course consumes a currency that is generally in short supply. The bonuses last two decades, and each icon provides two (related) bonuses, so they tend to be fairly strong.

Both the icons and the metropolitans have events that are possible while those are active. The vast bulk of icon events are positive, so that’s another benefit.

Ideas

All the culturally-Russian countries had either a unique idea and tradition set, or used a general set just for them already. But the Russian set itself was changed so the second idea is Siberian frontier.

Normally, it just auto-discovers empty terra incognita provinces in the area, but with the expansion you can also establish a form of colony that will settle an empty Siberian province. Unlike a normal colony, it costs no maintenance, and won’t be attacked by the locals. They have good base rate of growth, but since there’s no colonist to help them along (without going for colonist ideas), they will be a bit slow to grow into cities, and they get no help from the usual diplomatic tech bonuses to colonies. This lets Russia colonize out to the Pacific at a cost of 20 diplomatic power per province without having to take Expansion or Exploration ideas just to get an actual colonist to do it that way, which is a big improvement.

Formerly, Muscovy and Russia shared the same idea set, but now Muskovy’s are separate (with an option to keep or change when forming Russia), mostly concentrating on small military bonuses, though one of the initial traditions is +10% shock damage, which is not small at the start of the game.

Conclusion

Naturally, all this came with a map rework of the area, which allowed a couple of one-province minors to become two or three provinces. Additionally, Rostov and Beloozero were split off into vassals of Muskovy at game start (giving them the maximum number of relations already in vassals; be careful).

That part is certainly well done and always appreciated, and the new government types are nice; I certainly like the idea of a variant merchant republic. The expansion bonuses are a bit of a mix for me, as I feel too much of it (which would be any part at all) is too static and devoid of interesting decisions. That said, the new Orthodox mechanics are nice, and the ability of Russia to automatically colonize Siberia is something the game actually needed. It’s certainly an overall benefit, and if you like playing as Muskovy or Novgorod (or the smaller states in the area), it’s worth getting, which is the entire idea.

It does occur to me that they don’t play around that much with Russia’s self-image of being the successor of Rome and Byzantium (referenced in the title Third Rome). Ambitions in that direction are, I believe, already in the missions that can come up, but an event that triggers on the taking of Constantinople by the Ottomans (very likely in most games) would have been a good flavor addition, even if it didn’t do much mechanically.

└ Tags: EU IV, Europa Universalis, gaming, Paradox
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Anime Winter 2024

by Rindis on April 10, 2024 at 12:00 pm
Posted In: Anime

Well, I had gone into this season not expecting much, but there turned out to be some very good new series. There were enough new things that Smudge and did not get to the second season of Fire Hunters, which was the main thing we went into the season anticipating. Of course, there were also a couple that continued, and the Thursday night set with the guys is lagging behind.

Vinland Saga — The change in locale and main cast for the start of season 2 was interesting. We are finally to the point where it gets out of really establishing our new Number 2, and developing the themes that can only work because season 1 exists. Personally, I felt the intro period dragged a little too much

Frieren — We’re somewhere in the middle of the second half/cour of this, and it is continuing to be very good. It’s been feeling a bit more episodic lately, but the main story is continuing behind it all, and is obviously not forgotten, which is good.

Delicious in Dungeon — This was a surprise. This was the big marketing push series of the season, and I expected it to be awful. I was wrong. Very, very wrong. (The Bump of Chicken opening theme was certainly a good sign.) The high concept actually flows out of the plot a lot more naturally than I thought it would, and its been a great dungeon delving story. One thing that really helps, is in too many current fantasy anime, they are self-consciously doing ‘game emulation’ in the story, and that is absent here despite the roots of the premise. So the story is much more natural, the characters and writing have been good, and it has done some really good broadening of scope right at the end of the season.

Apothecary Diaries — I was a bit resistant to this, but Smudge started me on it, and it has been very good. I’m still just entering the second part. To one extent it could be successful just as a sort of murder mystery series in the imperial palace, but Maomao’s character is such as to make it an enjoyable series about her as well as the mysteries.

Star Trek: Prodigy — Smudge and I started this after finding it was now on Netflix. At some point, we’ll want to make sure the guys see it too, but we’ve been going through it ourselves. First, this is (was) a Nickelodeon production, and the age of the intended audience shows. An interesting conceit following from that though is that this is something of an introduction to the Star Trek universe, with the action happening far outside the Federation, and then introducing familiar elements as it goes. For everything its trying to do, its very successful, and we’ve been enjoying the story a lot.

To Your Eternity — Similar to Vinland Saga, we’re in the middle of the second part of this series. The main conflict/action/climax part is obviously getting close, and we’ve been on build up for some time now. The first section of this season managed to be a lot more interesting than I expected thanks to La Tasty Peach, and did not end as I expected. It hadn’t started as I really expected either, and the start of the… post-Uralis section was more what I had been expecting. At any rate, it’s continuing to be well-paced, and delivering on its promises.

Shangri-La Frontier — I liked this enough to start with, but I’ve been warming to it more as it goes on. I wish we’d get a bit more movement on Psyger-0; the stalker bit is really wearing thin for me, and I feel like the plot is not delivering on promises there. But the rest of the main cast has been a lot of fun, the game world lore has been great, and the reveal that the fairly cruel Towa/Pencilgon had fallen for the lore as well was a great character evolution.

Unwanted Undead Adventurer — This is one that Smudge stumbled on and quickly introduced me to, and part of what made this season shine. In some ways it’s a very typical current story, but the primary setup is well done, and naturally propels the rest of the series. It does run into ‘game emulation’ problems as mentioned with Delicious in Dungeon.

Made in Abyss — We finally sat down and figured out which movie was the interstitial one, which was very good. Now the four of us are early in the second series, and we’re getting our weekly dose of body horror. And the body horror has been strong in this one. It’s still a great story, and would most likely be higher in this list if we were a little further in so the current arc had longer to get going.

Daigo: Rescuer in Orange — This continued into the current season, and came to a break point. Still feels like a more ’80s kind of anime. I also think it’d be stronger if it was a bit more like Emergency, with ordinary rescues instead of lots extra dramatic ones needing the top-of-the-top. We have also seen the appropriate hooks into the eventual big plot teased at the first episode.

└ Tags: anime
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A Daughter of No Nation

by Rindis on April 6, 2024 at 12:00 pm
Posted In: Books

The initial book of the Hidden Sea Tales comes to a very satisfying conclusion, but there’s a number of dangling threads.

Sofie gets to go back to Stormwrack, and pick up the investigation of this world which isn’t—and is—Earth. She’s been preparing for this, so now she’s in better shape (and was a fairly active woman already).

We get a decent amount of her investigations this time, sprinkled all throughout the book. But the plot still has other, more personal, ideas and takes precedence. Her (birth) mother is still imprisoned for… lets call it fraud, and much of the book is about getting to know her father better.

A lot of plot manages to hang off this one desire. Nothing is simple about it, and the strong points of the series are again on the very personal side. Cly has certain cultural expectations that don’t mesh well with an independent 20-something 21-century woman, and the two manage to be thoroughly infuriated with each other even while trying to reach out.

Adjacent to this part is Sofie’s work to get to study Stormwrack, which ends up as a continuation of the climax of the first novel. Cly suggests starting an office to bring the idea of forensics to Stormwrack to help out the judiciary system. This ends up driving a good chunk of this novel, especially towards the end.

The biggest failure here is that you don’t get as much a look at the internal politics of the Fleet, even though it’s important again. Most notably, the ending shows a rupture of the Cessation looming again, but the immediate drivers are all off screen. You don’t know who is making these confrontational decisions, but some have certainly been made. Short of that, it’s another very good book, but while I think there’s enough intro for a new reader, certainly go for Child of a Hidden Sea first.

└ Tags: books, fantasy, reading, review
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291 Bridge Over the River Queen

by Rindis on April 2, 2024 at 12:00 pm
Posted In: ASL

Patch came over this last Saturday so we could celebrate getting our own leader counters in Twilight of the Reich. It’ll be a bit before the boards show up in VASL, so FtF was the answer. Only the first two scenarios use 8+1 commissars, and the second one is shorter (and has a simpler overlay setup), so we went with that.

There’s a lot to get used to, and we hadn’t really studied the scenario beforehand, so we got off to a slow start. It would have been nice to play in VASL, since all orchards are shellholes, and the river is a valley, and we had to remind ourselves of that all day. That said, the full-board length river wraps around the vertical board 19a, so overlay setup is fairly easy. However, the setup areas were a bit confusing to keep track of; I should have set out perimeter markers.

Patch took the Germans and set up first. Both sides get the same number of TotR equipment purchases, but the split between two forces makes it rougher for the Russians. Moreover, they have fairly limited setup areas. Three hex-columns SE of the valley, and the far corners north of it. Patch had a heavier setup to the east of the rail bridge, so my northern force was concentrated on the west. The Russians also place a couple of blazes before any setup, and I have to admit to having very little idea what to do with them.

You know it’s going to be a wild day when the first FF attack is ‘2’, but one die is out of the box, demanding a re-roll… and it’s ‘2’ anyway. I lost squads on both sides of the valley, and was thinking I should have bought SAN down to 2…. As it was, my sniper did go off to STUN a halftrack, and then a conscript squad went berserk to charge same HT. Other than that, I did get a 628+LMG into E12, and a couple of intact squads across the street in the north, causing Patch to self-break to evacuate.

Despite limited success in the first turn, the second turn was worse. (It did not help that the ‘2’s kept on coming.) Patch manged to break most everything on the north side, including the 10-0 commissar. Thankfully, I (*I* Com Rindis) manged to rally two of the NKVD squads to help stabilize things there. On the south side, Patch was sweating, because all I really need is to be able to have an MMC on the rails down there; alternatively, if there’s no Good Order Germans north of the valley, which is more what his setup was for, as he didn’t immediately realize how little the Russians need to win in the south.

My ATR got to range one of the PSW 222, and got a hit. Sadly, it just couldn’t get the kill. My sniper did stun the other 251/1 though.

Things went rapidly downhill from that high point. Patch knocked out my ATR squad in CC, grabbed the ATR, and then self-broke to run it away from my ability to recover.

Most everything north of the valley broke, and my attempts to force the issue only made it worse, so that there was nothing left on that side. This meant that Patch could afford to shift enough forces south that I couldn’t really win there either; his eastern HS had already crossed the valley, and was going to go after the only unbroken leader I had left.

Afterword

Patch’s count was nine ‘2’s for the day, almost all of them on his fire attacks. There was one ’12’, which reduced a broken 447 to a broken HS conscript on rally.

I had enough mistakes of my own. I had tried purchasing a light mortar, hoping to use it on the shellholes and valley, but in practice, Patch was never outside of the buildings. But it was one of the few things worth 1.5, like the LMGs. Having to split my purchases between a pool of 5 and a pool of 4 was a definite problem. That said, another ATR seems to be a must, and a DC would be wise. I wanted the LMGs for flexible firepower, and to put the NKVD squads into the 8 column, but it doesn’t seem to be needed.

It’s a fun enough scenario, but my biggest problem is that I just couldn’t figure out how it was going to play ahead of time, as there’s a lot going on here.

And it was great to see Patch for the first time in a couple years, I had a fair amount of show-and-tell for him.

└ Tags: ASL, gaming, Twilight of the Reich
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