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The Fate of the Day

by Rindis on August 23, 2025 at 12:00 pm
Posted In: Books

The second book of the Revolutions trilogy is a rarity for me. I actually read the first book early enough to be eagerly anticipating the release of the second.

In general, it has lived up to the anticipation. It does give me some feel of disjointedness, compared to the first book. The secondary reason for that is probably just my own memory of the first book cutting things out to make more sense of it.

The primary reason is of course that the war continues to expand. More people and more places are continually being drawn in, pulling you ever farther away from the nominal centers of gravity of Washington and the Continental Army, and the two Howes.

We start at one of those far-distant places on the fringe of events: France. The curtain rises on the court of Versailles, then moves over to Benjamin Franklin, ensconced in Paris, making a memorable impression, and helping slowly convince France that the war in America is worth intervening in, lastly, we go to Bordeaux, where an excitable young Lafayette is preparing to join the war personally.

French, and Spanish, involvement in the revolution is a continuing thread through the entire book. But, the full scope of this isn’t explored, only what is directly pertinent. We get a one-sentence notice of the loss of all French holdings in India. But there is more on the various campaigns going down into the Caribbean, and a bit on Spain’s desire to get a couple of treasure fleets in before risking any sort of action, and their desire to regain certain territories… which would turn into a problem later. Now, it’s more a passing mention.

The main action starts up at Ticonderoga, the fort successfully taken and held by the Continentals earlier. Now, there’s a new British army coming down from Canada, and the defenses are woefully ill-prepared. Compared to the desperate struggle a year ago, Fort Ticonderoga falls easily. The way is open to go down the Hudson River and join up with the forces already in New York.

This does not happen, for reasons given in almost any history of the war, as it’s one of the critical points of the war. Burgoyne is now at the end of a very long supply chain, and help is not coming from the south, as Howe is off in Pennsylvania, driving the rebels away from their capital of Philadelphia. The reasons for this… are hard to understand, since a link up was approved as part of the plan in advance, but so was the offensive out of New England, and no one seemed to really think about the fact that the two goals were at odds with each other.

Germain’s success turns into one of the two real rebel successes in this volume, with his side operations being beaten back, and then his stalled army finding itself sieged and forced to surrender. The other success is getting France to join in; overall even more significant, even if the immediate effects look like a number of missed opportunities and failed naval operations. The fact is that Britain now had to protect itself on both sides of the Atlantic, seriously hampering its naval position, and worry about the various sugar islands in the Caribbean, spreading troops afield just when they need to be concentrated in the colonies.

Covering from 1777 to 1780, the later parts of the book cover the switch to “Southern Strategy” by the British. With every move in the northern colonies stymied by Washington’s army, it is one of the few ways to conduct an offensive, especially with the shortage of troops with which to conduct an offensive. I’m used to hearing about the fall of Charleston (which is the end of this book) as the opening of the Southern Strategy, but here we get to see the seizure of Savannah the year previous. D’Estaing tries to retake it, but that is one of the missed opportunities. The real point is that taking Savannah is nearly synonymous with taking Georgia as a whole, and Charleston/South Carolina is just rolling up from that flank, and Washington’s army is a long ways away. Now, if the British can just get the Loyalists armed and organized, and pointed in the right direction….

Outside the military plans, maneuvers, successes, failures, and many excellently described battles, we also get to see the Continental Army start to turn into a real organization. Money is an ever-mounting problem, and that is gone into as well. But we see a disastrous supply situation at Valley Forge get reformed, and the troops start getting drilled. Both of these are because of characters who are generally remembered today, at least by any Revolutionary War buff, and Atkins does well with them, and everyone else he touches.

There is more than a bit of “middle book syndrome” going on here. It is nicely bookended by events with major repercussions, and plenty of importance happens in between. But the book does feel like it doesn’t quite gel into a whole. As mentioned at the beginning, that’s because the scope has widened, and while Atkinson is successfully keeping a lot of balls in the air, there’s a lot of balls to keep track of. Still, it’s an enjoyable read, and recommended to get more detail on a period of military stalemate.

└ Tags: books, history, reading, review
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Peace Without Spain

by Rindis on August 19, 2025 at 12:00 pm
Posted In: Boardgaming

After a round of SFB, Mark and I went back to Compass Games’ No Peace Without Spain series for our Sunday games; in fact, we tried out the original game. It was our first time with this particular one, but we’ve played A Pragmatic War, and we went with the full game, which isn’t really much different than the two scenarios. Mark took the Bourbons, while I had the Alliance.

It’s fairly obvious from the VP track that the Alliance is expected to do well, but they do get off to a slow start. Added to that, the first year starts with an abbreviated campaign season, and I won initiative with a tied bid of ‘1’ action cards, which I used to attack Liege. Marlborough’s army had 9 dice to Boufflers’ 6, and I lost on a tie of 3 hits each. Mark replaced losses, I rallied parts of the army and sent reinforcements in. I missed the ‘no two actions with the same troops’ bit (we caught that for the vast bulk of the game), and hit Liege again, doing 4 hits to 3, and I tried a siege in the final round to come up just short. Mark did the two special Bourbon activities in the final round to take Trier and Ulm for free.

Mark took the initiative for 1703, and worked on defending the Spanish Netherlands. My plan was to send a small force to Spain to start distracting him there, while I tried to find a way to advance in the north. To that end, my first round was a sea move to Gibraltar (Cadiz might have been better, but did have a garrison), and sent a small army from the Empire home space to besiege Cologne. Mark maneuvered to cover the areas, and Baden moved to retake Ulm. However, my sieges were going poorly, taking Gibraltar after two 1/0 results, so I was down to a single damaged corps after taking it. The Bavarian army came back to drive me off of Ulm, but we got one hit each for a defensive victory, but I still failed that siege as I got Cologne.

Mark had sent a couple small armies towards Spain, and at the start of 1703 one of them besieged Gibraltar, while I sent a new two-corps army to besiege Cadiz. Marlborough went after Antwerp, and Mark intercepted with Villars, losing the battle 3 hits to 4. Tallard shifted to drive me off of Cadiz instead, and lost that 0 to 1 hit. While he refitted armies, Baden made another attempt on Ulm, but Max Emmanuel intercepted and defeated him, 2 hits each. Tallard defeated my Spanish army (1-0), leaving me a damaged corps to retreat into Cadiz right after I took it. An attempt to relieve Antwerp failed spectacularly, with a 2 to 6 loss for Villars, and forcing the loss of four corps. I only had a single “1” card left, so the only effect of the Famous Victory was to help with the modifiers as I took Antwerp. The only real Bourbon success of the turn was taking Cuneo after Savoy changed sides by event at the start of the turn.

Bank of England came up for events in 1705, adding an extra resource, and widening the gap to 4 to 7. With the previous year’s losses, Mark largely went for scattering garrisons around the frontier, instead of trying to defeat Marlborough’s army. A third two-corps army sailed to Spain, as Mark sent Berwick to besiege Mirandola. Baden made a third attempt on Ulm while Marlborough went for Ostend. Mirandola fell mid-turn, and the Austrian army of Italy fell back to Trent, rather than risk a battle in Mantua. Both Ostend and Ulm fell this time, and the Spanish Habsburg uprising happened, taking over the Catalonian coast.

With pressure growing in the alps, Eugene was appointed to the war council (event), taking him out of the game for a turn. My primary target for 1706 was Liege, and Mark took Verrua early. An advance into Spain was run off by a Bourbon army, but I did defeat him (1 hit each) after getting back to a defensible line of supply. I then counterattacked the disorganized army, and lost, 1 hit each. Mark took Mantua, and tried to push me out of Trent, but lost the battle with 1 hit each. My rolls for Liege were poor, and with three different 0/0 results, I could not take the city.

With a full four corps in Trent (rough terrain for a lower supply limit), I put both Baden and Starhemberg there for six dice, while Eugene took over the army in Ulm to get siege bonuses as I tried to secure Bavaria before Mark could get through the Alps. Spain continued in a stalemate, but gobbled more Bourbon attention after a surprise Allied victory of 3 hits (on 4 dice) to 1, and then a second battle destroyed two weakened corps (…but killed Galway). Eugene won a battle in Munich, which was taken at the end of the turn, just after a successful siege of Liege. Mark failed in a siege of Turin (…which was illegal, as Mark kept missing that a full corps in the strength 3 fortress meant it took five corps to invest the place).

Emperor Joseph died in 1708, but Eugene was already in a legal position for the event, and he moved on to take Bavaria out of the war by taking Ingolstadt. The French financial collapse widened the gap in resources, and we found Mark had just enough of the wealthy cities to keep the damage down to that. Both of us had hands that were nearly all “1” cards, so not a lot else happened. This was also the turn the deck was reshuffled, and we had gone through seven of the eight 1s, so we knew the next two years would see more activity.

With Italy stable, Eugene went west to siege Strasbourg, and one of my small armies went to Namur. Mark defeated another advance in Spain in battle, and in two rounds, Villars marched down from Dunkirk and beat Eugene away from Strasbourg before it could be taken. He headed north again, but Namur fell before he could arrive, and then Marlborough marched south to join the small army there. Turin was finally taken by the Bourbons.

The French financial crisis now reduced him to two resources, and a four card hand. My opening for 1710 was a siege of Bouchain, reinforcements sent to Eugene (for another try at Strasbourg), and another campaign into the interior of Spain. Mark tried for Montmelian, but the reduced Savoyard corps stuck outside the walls (a full one stayed in the fortress) ran off the Bourbon army. Villars attacked Eugene but was repulsed and killed. He did push me out of Trent with a command dispute to get rid of both leader dice. However, the siege of Strasbourg failed anyway, while I got Bouchain. VPs were at 15, so Mark tried negotiations with two concessions, which if accepted would still just land him in major Bourbon victory territory, but missed the die roll by one.

Both of us drew desertion and disease events for 1711 (one is part of the initial deck, the other is included from 1708 on), though Mark reduced two of my corps while only taking one loss himself. My initial move was to send two small armies to siege Dunkirk while Eugene made his third try at Strasbourg. Vendome (the best surviving Bourbon general) marched to relieve Dunkirk and completely whiffed on 7 dice, losing 0 to 2 hits. Marlborough started a siege of St. Quentin to take advantage of the lack of intact French army. Then Tallard’s army started marching out of Savoy, leaving confused as to where he was going, until it became clear he was headed for Strasbourg, and Eugene was defeated again. The siege of Dunkirk dragged on, but St. Quentin fell after one round, and Marlborough marched against the recovering Bourbon army in Arras, which avoided battle into Paris. I avoided a couple battles for the final Bourbon round, leaving me with a choice on a “1” card. I could have tried to take Arras for 5 VP, but needed a 6, and took the safe route and took Dunkirk (anything better than a 1; I rolled a 4).

VPs were up to 22, and Mark had a dilemma. The war was going further and further out of control, and with a good number of actions from me, a capture of Paris by the end of 1713 was looming. Offering one concession would, if taken, get a minor Bourbon win, but then I’d fight on without Britain for a turn, and unless he could get me below 20 VPs, I’d have a minor win. Mark ended up offering 3 concessions (-> 26 VP), for a near guaranteed peace (anything but a “1”), and got it, giving me a minor victory to eliminate the possibility of a major victory.

Afterword

The overall system is very good. The combination of lots of forts and the need to get a siege done over a few rounds puts the proper campaigning pressure on everyone. The results from the siege system also feel correct from what little I know. The direction of the war is glacial, as armies spar across large numbers of fortified spaces, and try to find enough attention to take them. A Pragmatic War got a bit overly fiddly for the various powers coming in at the start, and this was a lot smoother with just turn 1 special events, and Bavaria and Portugal to remember.

The Bourbons are in a hole that only gets deeper over time. Events will generally give the Alliance more resources, forcing the Bourbons to spend more time on replacement actions to keep their armies in good shape. Here, Mark suffered from me tending to hot dice in the big battles, and I could get at a couple of weakened armies, forcing corps to be lost, which was very expensive. At the start, they have control of the Mediterranean, and the 2 VP bleed per turn is an early worry for the Alliance. Mark tried to challenge control of the Med twice, but again couldn’t match my dice. He spent for the Toulon fleet a third time, but couldn’t afford the action to sail it.

As I mentioned above, my main strategy was to get a small army in Spain and use it to draw off forces and attention from the frontier with the Dutch. This worked well, though losing Galway caused a problem, since I ended up sending Overkirk to Spain, robbing Marlborough of his co-commander. I generally had a reserve three-corps army (with 0-3 leader) in the Empire home space, and with more actions (ha!), I would have loved to spend time with the various small armies in the area reducing the forts south of the active area to drive towards Metz. As it was, Eugene was a useful distraction, since if he had taken Strasbourg, there would only be one more fort between him and Paris (with an uncertain line of supply…).

While Mark had plenty to do finding replacements for his corps, I think he needed to find more ways to grab initiative and make me react. The progress in Italy was worrying, but the rough terrain of Trent and Innsbruck kept my garrison needs low. Early on, a drive towards Bohemia could have given me a lot of headaches, and needed to be tried. As it was, I built a fortified line in Phillippsburg, in case I needed to make a stand with what started as an inadequate army.

└ Tags: gaming, No Peace Without Spain
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The Indignation of Haruhi Suzumiya

by Rindis on August 15, 2025 at 12:00 pm
Posted In: Books

The eighth Suzumiya book is structurally different from before. The series has been a combination of short story collections and novels. This time, we get two novellas.

The first one circles back around to the start of the series and the fact that the SOS Brigade is using the Literature Club’s room, and Nagato is the only member of the club. So, the student council suddenly pays attention to them again, and the SOS Brigade has to do something literary. From the notes, it seems like part of the inspiration was to present some writing by Nagato that Tanigawa had already done once. Overall, that and Kyon’s story are nice, but I didn’t care that much for the overall story.

The second novella is a bit more typical, if there is such a thing for this series. The mystery of dogs suddenly avoiding an area is presented to the characters, and the mystery goes through different beats, as answers do not immediately present themselves. Not that the story really gets a chance to pick up much weight. After a bit, there’s another go around, and we get to the heart of the matter, and the fact that there will be a solution is obvious, and that solution follows very quickly.

Still, everyone is nicely in character, and neither of these were expanded to a full novel which they couldn’t support. Generally, I’m happiest with the novels, and this continues with the trend.

└ Tags: books, contemporary fantasy, reading, review
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Golden Expansion

by Rindis on August 11, 2025 at 12:00 pm
Posted In: Computer games

This is the fifteenth in a series of reviews looking at the evolution of Europa Universalis IV. See the previous reviews here:
Europa Universalis IV: A Fantastic Point of View
Wealth of Nations: National Trade
Res Publica: A Tradition of the People
Art of War: Reform-Minded Patch
El Dorado: Expansion of Gold
Common Sense: Uncommon Changes
The Cossacks: Cossack Estate
Mare Nostrum: Paradox’s Sea
Rights of Man: Institutions of Man
Mandate of Heaven: Mandated Ages
Third Rome: First Moscow
Cradle of Civilization: Immersive Cradle
Rule Britannia: Europa Rule the Waves
Dharma: Reform and Custom

Europa Universalis IV development continued going back-and-forth between bigger expansions and smaller immersion packs. The third immersion pack focused on Spain and its long-term influence in the New World. Golden Century was announced on November 21, 2018, and was released with patch 1.28 on December 12, with follow-up patch 1.29 released on September 17, 2019.

The Plains in Spain

The Iberian peninsula in EU IV had been need of a rework for some time, looking relatively poor with a few over-large provinces compared with France or the rest of Europe. The new map looks much better, and includes a couple new releasable nations. Northwest Africa also got a solid rework with a denser system of coastal provinces, and a new route/chokepoint through the Atlas Mountains.

Also, much of the Americas got a rework. Around eighty new provinces were added to the historical map of the New World, most of them in Mesoamerica. However, Cuba also got an expanded number of provinces, as well plenty of new provinces around the coasts of Venezuela and Peru. Also around twenty new countries were added, often representing fringe areas that the likes of the Aztecs considered ‘barbarians’, but did play important parts in the politics of the region.

The expansion added pirate republics as a new government type. They generally can form during the game through events. They get a larger naval limit and chance to capture ships (of course), and have factions instead of estates, but have a high maintenance cost on states, which will keep them small. Beyond the obvious Caribbean-based ones, the Barbary Coast, the Far East, and other areas have ones that can form.

Extras

Naturally, a big focus of the expansion is new mission trees. Spain has a new extensive tree which concentrates on the unification of Iberia and the conquest of the new world. Castile actually has mostly the same tree, but more is added on the bottom when forming Spain. Aragon has a tree that focuses on domination of the Mediterranean, but gains the bottom portion of the Spanish tree if it forms Spain.

Portugal got one of the largest mission trees to date, and is focused on recreating Portugal’s exploration around Africa and her overseas empire. There is also a new decision with the patch to flee to Brazil. This is for if Portugal gets into real trouble (as during the Napoleonic Wars), and changes the player’s country to Brazil, with any European holdings as a personal union under it. I can’t imagine it comes up often, but it is a nice touch. (And something similar for Spain’s experience with Napoleon would have been good, if more complicated.)

One-province minor Navarra got a free custom mission tree, and also an event will bring it into a personal union with Aragon. At the start of the game, Aragon’s designated heir is the king of Navarra, so if it’s still independent when Alfonso of Aragon dies, the two will be joined.

Just across the sea, Morocco has a set of missions for the conquest of Africa and a (re-)reconquest of Iberia, and even has a small chain to get involved in the New World. Tunis has a piracy-focused tree, and the patch gave a general Maghrebi tree to everyone in the area.

Patch 1.29 did three things. First, it moved the game to a 64-bit code base (mostly because Mac was dropping 32-bit support, but also, there are plenty of performance upgrades with the switch). Second, a new game launcher was introduced, which all of Paradox’s games got during 2019. While the old launchers all looked similar, they were all individually coded, and the new one is actually on a shared codebase, so improvements and updates can go to all their game launchers.

Third, there was a big update to the far east, including an extensive rework of the mechanics from Mandate of Heaven. With this were new (free) mission trees for the Manchus (and their predecessor the Jurchen), aimed at their historical conquest of China as the Qing dynasty. Mongolia (shared with the other culturally similar powers) gets a tree around restoring the Mongol Empire. And Japan has a much expanded mission tree for the daimyos. Though, only the first few missions can be completed as such, the rest require becoming shogun, and more is available after “forming” Japan.

Society of State

A new state-level interaction was added to Iberian countries with the expansion (akin to the Metropolitans in Third Rome). A region must be fully owned and cored, and turned into a proper state before a holy order can be founded there. These cost monarch points (and there’s a choice for each type of monarch point), and can’t be changed later. However, they provide constant bonuses, and don’t cost anything after the initial price.

One of the effects is +1 development of the appropriate type for every province in the state, so it’s also a cheap way to get more development. The other effects are varied, but are usually reductions in costs, or a bonus to reducing devastation.

At this point, you only get a choice between the three types for your religion (and only Catholics or any flavor of Muslim have holy orders available), but patch 1.35 expanded the list of possible orders for Catholics.

A Barrage of Tithe

Missionaries were re-done for the patch. Technically, they always cost maintenance while active, but if your missionary strength was good enough, you could turn that down to a minimal level, and still generate progress. Now, it’s all linear scaling, and 0 money paid per month is 0 progress, so you have to pay the maintenance to get anywhere. The good news is that you can now send them to non-core provinces and territories—it just costs more (and needs more missionary power to get anywhere).

The expansion added some smaller features, the main one being naval barrage. This is the same idea introduced to sieges in Mandate of Heaven, where if you have artillery at a siege you can pay military power for an automatic breach. Now you can do the same thing from a blockade, if the ships have enough cannons available. The Portuguese have a new naval doctrine with Rule Britannia to make it easier (representing a number of times when their marines overwhelmed forts in Africa).

Also, flagships were added to the expansion. This was presumably borrowed from HoI IV: Man the Guns, then under development, rather than the other way around. This is a single, custom, ship that can be set as any general category, and will have more cannons, morale, and durability. In addition, you can add up to three abilities to it for even better basic stats, or fleet-wide improvements to speed, attrition, etc. They can be very powerful, and generate a fair amount of prestige if defeated; however, they’re very expensive in monthly maintenance.

You can also expel minorities to your colonies. This speeds colony growth by increasing the colonist’s chance of adding population each month, and can add extra development to the colony when finished. You get a choice to expel various cultural and religious minorities, which gets tied to a particular province. The extra development ends up coming out of that province, so it’s not really a great deal. Also, it will not change the culture or religion of the home province; instead you get increased missionary strength and decreased cultural conversion cost for twenty years, so it’s only worth doing if you plan on spending that effort. Finally, Korea got a new tree and events which largely (but not entirely) focused on internal affairs.

Conclusion

There’s a lot of little extras with this expansion. It also comes with (as separate files, but part of the purchase) unit packs that add dozens of models for the countries of the area, and three new pieces of music.

For someone playing in the area, the main attraction should be the mission trees. The new ones are all extensive and worth going over. I don’t care for the expelling minorities feature, though it does make part of the Castilian/Spanish tree much easier, and the holy orders are nice, but limited in scope.

More generally, flagships are the biggest new feature, and will be attractive to any largely seagoing power like England. Naval barrages can be handy, especially in the very early game before artillery is available, but most of the time the regular version from MoH is more convenient, and I recommend that instead, if that’s all you want. I haven’t had pirate nations form, and I can’t really see getting the expansion for that.

Also, treasure fleets from El Dorado, transfer occupation (to a partner in a war) from Art of War, and privateers (from Wealth of Nations, El Dorado, or Mare Nostrum) are made available here, so if you don’t have any of those expansions, you get a couple of extra features. And finally, as an immersion pack, it is fairly cheap, so while on sale it’s very reasonably priced, and I recommend it for your next Iberian game, if not for anything outside of that.

└ Tags: EU IV, gaming, Paradox, review
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Spice and Wolf 2

by Rindis on August 7, 2025 at 12:00 pm
Posted In: Books

The second book of Spice and Wolf is also the second half of the first season/cour of the original anime adaptation (I haven’t seen the recent one yet), and again that follows this pretty closely.

The central plot once again centers around medieval monetary shenanigans. Instead of money changing, our duo gets into gold smuggling. In essence, this is a “caper” story, though it’s not allowed to really operate as such, and the style and mood stay rooted in Lawrence’s merchant ethos and financial worries.

And utter financial ruin is the motivation here. A good deal goes very sour, a merchant house is on the verge of ruin, and may well take Lawrence with them.

Meanwhile, we get more elaboration, rather than change or progress on the relationship between Lawrence and Horo. For reading, start at the start, not here, but if you’ve seen either anime series, I’m sure everything will be familiar enough to be able to drop in and see Norah.

└ Tags: books, fantasy, reading, review
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