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Mandated Ages

by Rindis on January 21, 2024 at 12:00 pm
Posted In: Computer games

This is the tenth 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

After Rights of Man, the Europa Universalis team started a series of expansions largely focused on specific regions. Mandate of Heaven was announced on March 6, 2017, and released, along with patch 1.20 on April 6 (the same day as Stellaris: Utopia). The follow-up 1.21 patch came out on April 25, with a rework of the map and events for Hungary.

The Four Ages of the World

The headline new feature was not regional, however. The game was divided up into four ages, which drive certain rules and disasters. In the first two ages, religious rules are active, which means that various abilities of the Papal controller work. In the last two, absolutism rules become active. Some disasters and events that had been bound to certain years are now limited by the current age.

And that’s the general version of the mechanics. With the expansion, there’s a new currency, splendor, which you always get some of, but achieving certain age-related goals gains splendor faster, and it can then be used to gain age-related bonuses, which go away at the start of the next age.

The game starts in the Age of Exploration which headlines with the objective to discover America, but has various goals for strong governments, and special abilities for the Ottomans, Portuguese, Danish, and Venice. The general peasants’ war disaster is bound to this age, along with Castilian Civil War and the War of the Roses.

Ten years after the first Center of Reformation appears, the game goes to the Age of Reformation. Naturally, joining the Reformation is one of the goals, along with general religious conversion goals, and special abilities for Spain, Mughals, Poland, and Persia. The general disaster is religious turmoil, with the French Wars of Religion, the Count’s Feud (Denmark), and Time of Troubles (Muscovy) also possible.

Ten years after the institution Global Trade appears, the Age of Absolutism starts. This turns off of the religious rules for the Pope, and ends the Centers of Reformation, and turns on absolutism. Goals include having a large force limit, having universities, and being multicultural, while the special abilities are for France, Sweden, Manchu and the Dutch. The general disaster is court and country, with the English Civil War also possible.

And ten years after the Enlightenment institution appears, the Age of Revolutions starts. Goals include having a parliament (which requires Common Sense), having large subjects, and being the Holy Roman Emperor, but surprisingly enough nothing about actually getting involved in the revolutions of the era. Special abilities are present for England, Austria, Russia, and Prussia. General disasters are aspiration for liberty (a general revolt after gaining Enlightenment), revolution, and its specialized version, the French Revolution.

Additionally, achieving three of the goals in an era allows a nation to declare a golden era. This can only be done once per game, but gives morale bonuses, reduces costs of anything requiring monarch points, and increases goods produced. So for fifty years, the armies will be tougher, income will be greater, and it will be easier to get many things done. It’s not quite the level of bonuses you might expect, but it will certainly help a lot.

To a large extent, a second mechanic dividing the game up into periods right after the introduction of institutions divided progress into periods seems a bit much to me, and adding to the too-tall stack of mechanics even more so. But, it doesn’t do more than define when certain things happen without the expansion, so that helps. Unfortunately, while making time-bound event dates more flexible through the ages is a good thing, outside of that, the base version really only divides the game into two instead of four ages because the rules don’t change. As far the full version with the expansion, it works, and doesn’t need a lot of interaction. It doesn’t do a lot for me, though for some the goals could add some useful direction.

Absolute Devastation

Base mechanics were changed again in the patch, with looted and scorched earth province statuses being replaced with a unified devastation modifier that ranges from 0 to 100. It of course trends towards 0 in peaceful times, and goes up when occupied by an enemy or while under siege or there is unrest (and starting in patch 1.22, from blockades). It of course reduces goods production, supply limits, and movement speed in proportion to the current level.

On the other side, prosperity was added at the state level with the expansion. It goes up randomly, and only when every province in the state is at 0 devastation, and stability is positive. Unlike devastation, it is an on/off proposition. While progress towards prosperity is 0-100, the bonuses to production, development, and autonomy only kick in at 100.

At the government level, Absolute Monarchy was removed as a government type in the patch, and all governments get an absolutism meter (hidden away on the government screen). This starts around 1610 (with the Age of Absolutism), compared to the roughly 1661 date of tech 20 to get access to the old government form (it does of course take time to get any absolutism once its available).

It’s kind of an administrative form of the mercantilism mechanic that has been in place since the release of the game. It has a scale of 0-100, and gives some bonuses as it goes up. Mercantilism mostly helps trade power while absolutism increases administrative efficiency (which previously was only available through higher administrative technology; it might be worth noting that the mechanic comes in shortly after that starts going up). However, there is also a maximum absolutism for the government that starts at 65, and can be increased (or more rarely, decreased, notably by republics) by being a great power, empire rank, a golden era, legitimacy, religious unity, and a host of less-common modifiers.

One of the Age of Absolutism powers is a yearly +1 increase to current absolutism, which should max it out on its own if taken early in the age. The “strengthen government” action introduced in patch 1.18 also adds to absolutism, along with increasing stability, decreasing autonomy, and other measures to improve governance. On the other hand, lowering war exhaustion, increasing stability, and debasing currency will all lower it.

Celestial Empire

Without the expansion, China doesn’t change much, but with MoH, the Ming dynasty goes from using factions (which were tweaked in the patch) to a whole new mandate of heaven system. Other oriental countries can claim the mandate to become the emperor of China, switch to the unique Celestial Empire government, and take over the mechanics.

The mechanics come in three major parts. Meritocracy is another legitimacy replacement, though a few places in the interface still reference legitimacy (which would suddenly become important if you lose the mandate). It natively goes down each year, and the third part of this can make it go down faster. However, the bonuses from advisors push it up. To have a positive total, you generally need the more expensive +2 and +3 advisors, but generally China can afford this, and high meritocracy makes advisors cheaper. Every decade a decree can be enacted for a fairly large national bonus and dropping meritocracy by 20 points.

The empire itself acts like a minor version of the Holy Roman Empire, with mandate replacing imperial authority. It doesn’t have most of the HRE mechanics, but can have a new type of subject, the tributary. Higher mandate reduces unrest and war exhaustion, while it decreases army damage, meritocracy, and goods produced while under 50. There are also five reforms, which act a bit like the HRE’s, though there’s no reward for getting them all passed. They cause a steep hit in mandate, and so care needs to be taken in passing them.

Tributaries are a very loosely-held subject; they still get all their normal diplomatic actions, but if a non-tributary attacks one, it brings the overlord (China) into the war. And instead of a constant percentage of taxes going to the Chinese budget, a smaller sum is granted at the start of every year, and can be taken as monarch points instead of money.

The third part is the new Confucian religion mechanic. Confucianism has harmony, which affects meritocracy (or legitimacy or devotion, depending on government), corruption, and religious tolerance. It can also get cross-religion bonuses (like Tengri or Fetishist) by harmonizing with them. Unlike other similar mechanics, Confucianism can harmonize with everything, instead of just one religion at a time, and get a bonus for each one. However, the process takes over three decades each time, and harmony drops as this goes on, so it can’t be done easily. Once harmonized, that religion counts as the same as Confucian for all purposes within the country, while the usual conversion process also lowers harmony, so there’s a real push towards harmonizing instead.

The three mechanics all have events which may grant or reduce one or the other, or often present a trade off. This makes the Chinese empire a balancing act, as letting any of mandate, meritocracy, or harmony get low can put a fair amount of strain on everything else, and letting all three get low is survivable, but asking for trouble, especially after the early game when the nearby countries have probably consolidated a bit.

Originally, it was fairly easy to get into trouble with the mandate, as non-tributary neighbors decrease mandate, and as the game goes on and development and knowledge of the world increases, this drag can become very serious. So, in patch 1.29 that was removed, making Emperor of China a much more stable title with no real downsides, just competition with countries that may want to take the mandate from you.

Shogun

Japan was re-worked for the patch, similarly to how Paradox had for EU III: Divine Wind. The map of Japan had actually been simplified a bit in EU IV from that version, but the number of separate countries had gone from four to twelve, and they used the normal monarchical government types with an overlord Shogun, instead of the Emperor handling all external relations.

With the patch, Japan was expanded back to roughly forty provinces, with twenty-five daimyos (plus the Ashikaga Shogunate). They all have the unique government types of daimyo or shogun, which they can’t be voluntarily changed from. In addition to their unique (modest) bonuses, the shogun gets several actions with the expansion to keep the daimyos in line. This does a good job of getting the feel of the warring states period, which starts a little way into the game.

The general idea is that any of the daimyos can become shogun by taking the capital province of Kyoto. The islands can be unified as the country Japan once enough of them are under one shogun. The easy way involves just declaring the unification after taking about half the provinces, which releases all the remaining daimyo from their subject status, while the more historical approach requires absorbing them all beforehand, and getting a hefty bonus of monarch points. Either way does away with the unique government types.

At the same time, the shinto religion gets extra mechanics in the expansion centered around isolationism, which has five levels. Up to eight incidents will fire for a shinto country throughout the game, only one of which is possible at the very start, and will move the country towards open or closed doors (countries generally start at “adaptive”, one level away from open doors) depending on the choices made in the events fired by the incident. Isolation actually only has positive effects (no diplomatic or technology penalties or other trade-offs), though the effects of each level do vary quite a bit.

Meanwhile, in Mongolia, the countries in that region/culture can get a special unit category with the expansion: banner. Ordinarily, a country recruits regular units, but they can also get mercenary units, which show up with a green color in unit listings and don’t cost manpower, and are quick to hire. But they are more expensive to hire or replace men in. Banners have more of a magenta background with no recruitment time nor cost, but do cause corruption. They’re an extra way to get some cheap manpower for the Mongolian/Manchu countries, but they reinforce very slowly, and have been toned down a bunch since their introduction here.

Hungary

While 1.20 was about the Far East, patch 1.21 was about central Europe. As it turns out, the start date for EU IV is the day after the Battle of Varna, where the Ottomans defeated a major coalition including Hungary, Bohemia, Poland, and Lithuania. Both Poland and Hungary start the game with 0/0/0 interregnums because of this battle (see my review of Res Publica). In the patch, parts of the map in the area were reworked, and new events were added for the various Christian nations involved, especially Hungary.

Various subjects include the rise of the Hunyadi dynasty, special mercenaries (the Black Army), dealing with the reformation, and a choice between the Austrian and eastern Hungary branches of the royal line.

In Bohemia events were added to show lingering support for the Hussites, who had only been defeated a decade earlier. Austria’s events were modified to tie into all the other changes in regional events.

These features are all in line with the usual Paradox approach to injecting a bit of history outside the bare mechanics of the game, and the attention to Eastern Europe here is very nice to see. And I need to find a good book or game on the Battle of Varna.

Conclusion

This is an all-around large expansion. The new mechanics around China alone make it worth considering, while Japan also becomes a more interesting place.

If you’re not interested in that region, then the only big feature are the full age mechanics. This is a fairly nice addition, since the big powers can get a lot of use from it, but small powers should still be able to get a bonus or two from it. For a new player, it’s just an extra thing to pay attention to, so it’s more for an experienced player (which is what expansions should be) though a new player may want it just because they’re interested in the regional parts.

The new absolutism mechanic is the main patch feature (other than tying several time-bound events to the new ages). It’s neat enough, but plays similarly to another mechanic I don’t pay a lot of attention to, though this one is a lot easier to understand. I also don’t think the new devastation and prosperity mechanics are all that great, though unifying a couple of one-off modifiers into this system is a plus. I think prosperity should have been in the patch, and be a true mirror-image of devastation; either both should work on the province level, or both should work on the state level. That said, trying to tie mechanics other than the state/territory choice to the states is a good idea, but not one I think has been followed up on much.

Still, it’s all an overall benefit to the game, and the expansion is a good package. I look at it more as large “immersion pack” like the next few EU IV expansions, and still worth the higher price point than those thanks to the variety of material here. People for whatever reason against playing in the Far East at all probably won’t find the ages worth the price.

└ Tags: EU IV, Europa Universalis, gaming, Paradox, review
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Anime Fall 2023

by Rindis on January 17, 2024 at 12:00 pm
Posted In: Anime

So, another season of anime is just getting going, and it’s time to take a look at what I’ve been watching lately. There was actually a good number of new things that Smudge and I watched this time, and I was pretty happy with most of them. As usual, this is presented in rough order of recommendation:

Vinland Saga: We’ve just started the second series. Was not expecting effectively a whole new start and change in focus. I’m sure we’ll get out of the current part soon, and find out what happened to Thorfinn, and start him on the road to recovery. That said, the climax of the first arc was… epic, and featured a lot of unexpected plot twists, really well done.

Frieren: I first heard of the manga about a year ago, and have been looking forward to the series ever since. It has not disappointed, and the entire household is liking it a lot. Very well done, fairly deep, and I can’t help thinking the unstated point is just how long it took Frieren to realize how important a ‘brief’ ten-year journey has been to her (in a life of thousands of years).

Ancient Magus Bride: Still working our way through the latest season after a late start on it. The alchemy school plot has just layered on levels of characters and plot points, and it has been getting better the more layers are added. Frankly, any of these top three could be the top slot, they’re all very good, and well liked by the entire group here.

To Your Eternity: We’re now into the second series. This involves a fairly significant time skip, and a mostly-new cast. The story is continuing to be good, though with new characters and new situation being introduced, we’re still finding out just where this part will take us.

Goblin Slayer: The latest season was basically three stories (as I recall it) with the major one in the middle. It was definitely interesting to see the homeland of the elves, and certainly interesting to see the focus events also having effects on the greater good/evil struggle that has been defined as happening off-screen. Priestess’ story to basically get her adventuring proficiency exam wasn’t as interesting, but important, and helped with her being a major focus again in the last story.

My Daughter Left the Nest and Came Back an S-Rank Adventurer: Yeah, with that title, you can’t expect much. But, was actually a series I enjoyed a lot, and the one I most looked forward to for Smudge and I’s anime nights; in other seasons it could easily have a higher slot. It is generally light-hearted, but the characters are all interesting, and the primary motive in the first arc is just that Angeline wants to get enough time off to visit her father. This grounds it a very human motivation as the plot gets going, and we see more and more pieces of the overall arc, and I hope we get more.

Rising of the Shield Hero: This was much better than the previous season, which was fairly disappointing. We’re between major events (with the world-turtle down, and phoenix not yet free), so the plot is mostly about… ‘cleaning house’. I suspect there’s still motivations we haven’t seen behind breaking up the Cardinal Heroes, and their still damaged goods. But the story has been good, though I’m a little concerned about the major side story/road trip that got introduced at the end.

Shangri-La Frontier: Okay, it’s fun, and it’s nice to see a series that definitely gets some of gaming culture. The main character is a fan of ‘so bad it’s good’ games, and gets sucked into the current top-rung AAA+ MMORPG. It’s also a fantasy on two sides. One, there’s adventuring inside the fantasy MMO. Two, this is far enough in the future for full-dive VR to be real, reliable, and at least a decade’s worth of games out—and you still have physical game stores (that apparently only sell games; there’s no signs of related merch). I can see why it was the main push of the season, but there was a lot better out there this time.

Dr. Stone: Smudge and I waited on the dub for this, so we’re still really getting start on the current season. In the main, it’s pretty much what you’d expect; more of the same kind of science hijinks, but it’s certainly got a lot going on important to the foundational plot. We’re close to seeing the device that caused world-wide petrification, we’ve gotten a much better idea of how that was supposed to work (on people just petrified, instead of thousands of years later). Things are working too well too easily, but it’s still good science-based ‘kids adventure’.

Daigo: Rescuer in Orange: This one is more Smudge, but it’s good enough. Drama-based adventure following the elite of the Tokyo fire department. They’ve established that there’ll be a big disaster later, but this is currently focused on training and initial incidents. So, take the typical manga/anime series that does a deep dive into a particular subject, and cross it with Emergency.

└ Tags: anime
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Turn the Other Chick

by Rindis on January 13, 2024 at 12:00 pm
Posted In: Books

Sadly, the first impression of this book has to be that it lost Larry Elmore as a cover artist, and this one just doesn’t measure up to the previous covers in the series.

But, the important part, the stories, are as good.

The anthology leads with John Hemry’s “Mightier Than the Sword”, which is a farce mashup between swords-and-sorcery, and writers wanting to strangle their muse. It makes a good start to the volume, but not as strong as it could be. The final one is Harry Turtledove’s “Of Mice and Chicks”, which tries too hard with narrative interruptions and allusions to Of Mice and Men.

So, thankfully, the rest holds up better than the tentpoles.

The top story is definitely Cassandra Claire’s “The Girl’s Guide to Defeating the Dark Lord“. It’s pretty easy to see just what kind of story this is going to be, but the writing and journey are well done. Past that, its harder to point out particular ones, as they just about all have positive points, which makes it harder to concentrate on a few. I’d go with Jody Lynn Nye’s “Protector of the Small” and Steven Piziks’ “Smoke and Mirrors”. After that, I think I wind up with a three-way tie for fourth best.

└ Tags: anthology, books, fantasy, reading, review
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Invasion of the Air Nibble

by Rindis on January 9, 2024 at 12:00 pm
Posted In: Boardgaming

After our GCACW game, Mark and I turned to one of the old Microgames. I’ve had my copy of Invasion of the Air Eaters for decades, and I’ve cut all the counters, but I never got around to doing more than pushing the counters around a little bit.

The Vassal module for the game is very old, but competent, just needing a couple of tweaks (notably using layers on the map for industry points). Mark took the defending Terrans, leaving me to draw my plans against the aggressive native life infesting an otherwise useful world.

I took two landers, three bases, two ACs, two crawlers, and an escort to start with, and set down in Rio de Janeiro and Sydney with the bases for the first turn. Then the bases went active, the ACs and crawlers were beamed down, and the landers returned to orbit. Mark transported an army to each base, with combat having no effect. Mark built a new army, started a second, and successfully researched space attack forces and laser batteries.

The mothership finally produced on turn 3 (50% chance), putting together a second escort, while two new crawlers were created on the ground. A second army transported to Rio de Janeiro, while a second moved to protect North American industry. I landed the third base in Antartica, and managed to destroy the industrial point in Sydney. Mark built a pair of SAFs and a pair of laser batteries (in Buenos Aires), and successfully researched disintegrator batteries.

On turn 4, the atmospheric index dropped from 20 to 18, the mothership produced a base, Rio de Janeiro produced a crawler, Sydney produced an AC, the Antartica base got up and going, I beamed the new AC there and the new base was landed in Japan. . Mark sent an army to Antartica, while a second army arrived in Sydney. One SAF went to orbit (for the research prerequisite of orbital combat).

I killed a LB in Rio de Janeiro, but that was the only effective shot on either side. Mark produced four disintegrator batteries, and successfully researched laser tanks.

Atmospheric index went to 16, and I produced two new bases, a crawler, and a lander. The Japan base deployed, while an army transported to it and to the Antarctic base. I devastated two industry in Tokyo, but Mark destroyed the base there, and the Antarctic base. He then produced four disintegrator batteries and successfully researched disintegrator tanks.

Atmospheric index went to 13, and I produced a new base and two crawlers (probably should have reversed that, after last turn’s losses). A new base deployed in western Australia, and Mark sent all his disintegrator batteries to Rio de Janeiro (except one to Antarctica). I landed new bases in central Africa, and near the Urals. Crawlers moved through Japan, and finished off all the industry there, while picking off a DB in Rio, but Mark destroyed everything there, got the AC in Antarctica, and picked off the base in Sydney. Mark produced five disintegrator tanks, but failed his research for atmospheric reconversion.

Atmospheric index hit 12 for turn 7, and my only production was a new AC, while the base in Africa deployed. (New DTs had been built next to the other new base, meaning it would be wise to go elsewhere.) Africa got a big stack, four batteries went to western Australia, and a third army arrived in Sydney.

My crawlers had been… crawling along. The main force crossed to China, and started shooting up the area there. One from Rio finally got up to Florida and got the industry there. Mark got the remaining bases (except the undeployed base, which had shifted to Canada), and the new AC. Mark put out three more DTs, a new SAF and researched reconversion.

While the atmospheric index went to 11, I had no production, and Mark deployed all around my main force of crawlers in China. I devastated two more industry, and killed a DT, but lost the AC and four crawlers. Mark build a replacement DT, two SAFs, and researched corvettes.

I had no production, so Mark redeployed to cover industrial centers and produce three corvettes (and a DT to replace the one a crawler picked off). I moved the undeployed base to under the Pacific, where it deployed the next turn, while I built a new base. The second one landed in the middle of the Atlantic. I killed a DT and a corvette, while Mark picked off both escorts and the Pacific base.

Afterword

I conceded at that point. My production was crippled, and Mark had every technology and could easily produce everything he needed.

The aliens need to get up and going with some real momentum in the early game, and I was starting to do that. But, Mark making nearly every technology roll cut off that pretty fast. The good units came out, and he got lucky just as they did, and that was the end of my production. I had planned for something like this, with avoiding underwater (and leaving him unable to research improved submarines) until things got hot on land, but it was way too late by the time I did it.

I’d say the main problem with the game is that transport/beaming is too easy, so you don’t really get any chance at a war of maneuver. It does manage some war of position, because there are limitations, but all non-army Terran units moving anywhere for free each turn negates most of the alien’s “high ground” advantage (they pick up some with being able to go last).

Still, it’s a solid SF Microgame from Metagaming, and I’m glad to have finally given it a real try. Even better, it’s easy to think up any number of ways the game could be modified. Using a Traveller-style map (to get rid of the gigantic Antarctica), slightly bigger hex grid and introduce basic terrain—a lot could be done with the framework with just a little effort.

└ Tags: gaming, IotAE
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Chicks ‘n Chained Males

by Rindis on January 5, 2024 at 12:00 pm
Posted In: Books

I recently picked up the package deal of three of the Chicks in Chainmail anthologies on Kindle. I’m disappointed that the first two haven’t gone electronic.

The general idea is fantasy stories featuring women warriors saving males in distress. The various titles in the series have had word plays on the original title, and this one plays that straight with just about all the stories having a man in literally in chains at some point (though some merely settle for a more figurative side). Also, the usual anthology editing applies here, one strong story to lead with, then several secondary stories, leading to a series of better ones, and the best for last. And the tone of the series is generally humorous.

There’s eighteen stories here, most of which are authors I know to one extent or another, and all are enjoyable. The starting story by Harry Turtledove is a lighthearted look at Greek myth with a bit of role reversal, and certainly has some good lines along with setting a good mood for the rest of the book. The next three add to this, with good Elizabeth Moon and Lawrence Watt-Evans stories (I think I’ve seen “In For Pound” elsewhere).

The final story, “Miss Underwood and the Mermaid”, really brings home the classic 80s/90s fantasy feel, and has a good climax, but isn’t actually the best of the lot. Other reviews have rightly pointed out “Leg Irons, the Bitch, and the Wardrobe”, “Cross CHILDREN Walk”, and “Baubles, Bangles and Beads”, the last of which is my favorite.

Esther Friesner is a good editor, with an eye for humor. This isn’t all time greats, it’s not pretentious like Dangerous Visions (and doesn’t want to change SF like it), but it fills its intended role very well.

└ Tags: anthology, books, fantasy, reading, review
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