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The Well of Ascension

by Rindis on July 14, 2025 at 12:00 pm
Posted In: Books

My copy of this book is enhanced by an interesting preface, where Brian Sanderson talks about the particular challenges of writing this book. Apparently, he’d been writing various books for a while, finishing them, moving on to the next book. The Final Empire had a very definite hook to a sequel. But it was also the first book that he sold, and got published. Otherwise, apparently, he would have moved on to a new project. Now, he had to write a sequel, which was a new challenge for him, even though writing a novel was something he was already practiced at.

As far the finished novel is concerned. It does have some problems. Sanderson does do a very good job of finding new character arcs lying underneath the big lessons learned in the first book. But, it suffers from being slow moving (not necessarily a problem), and having a clunky relationship between two main-plot worthy elements that get very unequal treatment.

Our main plot, for almost the entire book, is a political crisis. It’s been a year since the Lord Ruler was killed, and the Final Empire has broken up into feuding warlords from the nobility. Our heroes have instituted a representative government in Luthadel, the former capitol, that could turn into a stable government… if not for the hostile army that has just arrived.

The city’s defenses aren’t that good, the available army is barely trained, there’s little in the way of food stores for a siege…. And the noble part of the assembly is largely willing to bow to the current warlord on the spot, and hand over the city. They’ll be relatively safe. The skaa (serf/slaves) that are just getting some taste of freedom on the other hand….

So, internal political maneuvers are a large part of the book, complicated by two other armies that show up shortly after the opening of the book. Add in the high-power magic of the mistborn and assassinations, doppelgangers, and more, and you have a good action/political thriller, and most of the book works well with this.

The end of The Final Empire promised that more would need to be said about just what happened a thousand years ago, and just what the Deepness was/is. And this forms the second main plot in this book, which lends itself to a more investigative style plot, perhaps lending itself to more Indiana Jones-style action. But it remains a vestigial side note for most of the novel.

This is a problem I’ve seen elsewhere, and I’m am surprised that I can’t think of a book trading off between two different main plots smoothly. In all cases (most definitely including this one), the trade off is abrupt and ill-timed. (Maybe the successful books just do it smoothly enough to not notice to the change of destination.) No matter how much I was enjoying the main plot of the book, I always had this thought in the back of my mind of, “What about the other major plot? What’s going on there?”, and waiting impatiently for it to get its fair turn in the sun.

Of course, the switchover does happen. And there are some interesting bridges going on between both tracks towards the end. But, they come up so late that there’s no chance for it to really affect the plot structure. Vin figures out important things to implode the first main plot, but no one else gets a chance to learn of this, to work out implications; so far Vin and the reader are left alone with esoteric knowledge.

On the action side, the book is largely satisfying, with appropriate action bits scattered throughout, and the early ones appropriately introducing new readers in what is going on. The end has two big action sequences, and we have a promise things that need doing for the next book. I hope they’re allowed to support it more fully there.

└ Tags: books, fantasy, reading, review
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J256 Mortal Wounding

by Rindis on July 10, 2025 at 12:00 pm
Posted In: ASL

After testing out a Kzinti carrier, Patch and I cycled back to ASL, and picked a scenario from this year’s ASL Journal #15. Scenario J256 “Mortal Wounding” is, I think, the only official scenario outside of Operation Veritable that features the SturmTiger. It was an obvious choice to play.

Patch initially picked the attacking Americans and regretted his choice to some extent when looking at the terrain and tight time limit, though they certainly have what they need. The Germans are defending the board 1a village with seven squads (2nd line and conscript) in February 1945, and have substandard leadership, three MGs, a roadblock… and a SturmTiger with a 9-1 leader. It had better not malf its first shot (with a circled B10…). The Americans have nine elite squads, one MMG, one BAZ 45, and two M18 Hellcats enter on turn 2. The good news for the Germans is the scenario is 4.5 turns, and there’s open space outside the village. Also, the American attack and move first… and also set up first.

Patch set up in two groups, one facing directly across from the village with an orchard for cover. I forgot this was a ‘vertical’ board and didn’t scroll down far enough in VASL to see the second group down in the woods and brush in the corner preparing to hit from a second direction. The SturmTiger gets a special rule to not only set up HIP, but can either start the game with a free shot, or do a free hit against a predesignated building location on turn 3. I didn’t like revealing the SturmTiger at the start, it’d be too vulnerable, and I never did find a place to put it that could see a building I thought he’d be in on turn 3. I eventually marked the graveyard, and then realized a turn in that I needed a building.

I contemplated M9/L8 for the roadblock (where Patch expected it as it turns out), but I didn’t like the fact that it would give him cover as he headed for the victory area east of the column-M road. So, it went into M12/M13 where I figured it’d be better cover for me, and keep adventurous M18s out of the street. (L8/K8 would have been good, if there was a building to link up to in L7.) I had outlying squads in G11 and J7 to slow the American advance and then bug out, and a HS in M8 to hold the flank. The main resistance was a MMG squad in K9 and a LMG HS in the steeple there (if I’d seen the full set up, I think the LMG HS might have gone in N13). The last LMG was in K10. It was a good set up against the orchard, but I had too little in the south with the other force there.

Patch started with the southern force, and while I realized I had a setup problem, all the brush and woods showed I did have time to respond it. In the north, I quickly put down a fire lane, and when Patch moved into it later, it rolled a two for a 1MC on a 2+2 shot. When his south flank moved along the hedge my squad opened up as he got into range, and even a cower got a NMC. Sadly, Patch easily passed all the resulting morale checks. I self-broke G11 to get him out of there before I had to worry about all that American firepower getting close. (If I’d thought through my setup through a bit more, the 7-0 would have been in the first line of buildings so he could rout there in one turn.)


Situation, American Turn 1, showing almost the full board.
↓ Read the rest of this entry…

└ Tags: ASL, gaming, Journal 15
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Crossroads of Eternity

by Rindis on July 6, 2025 at 3:11 pm
Posted In: MMO

I’ve been fairly involved with Final Fantasy XIV lately and it is time to review what’s happened over the last several months. Smudge has been holding me down and making sure I get side content done, but I’ve also snuck off a number of times lately to get some crafting in, and get that moving.

So, pure mechanical side of things: I’ve gotten every job I had maxed for Endwalker up to the new level limit of 100 (finally managed that in May). I had started work on Astrologian before the release of Dawntrail, and it is now in the mid-70s, and I’ve also taken Dark Knight, and gotten it to 34 (from a start at 30). Smudge and I finally got through all the Studium (Endwalker crafting) quests a few months ago, which finally got all the crafting classes up to 90. We’ve started the Wachumeqimeqi (Dawntrail crafting) quests, but only finished the main gathering one so far.

I’ve gotten two of my crafting classes (and Mining and Botany) up to 100, and have started work on upgrading my gear. Smudge was defeated by the 100*** gear, and I want to take a crack at it. So far, I’ve just produced some 97 gear and a little of the base 100 gear, and hope to work up to the rest as more classes get to 100.

Some of what has powered this desire is Cosmic Exploration. This is the new iteration of the Ishgard Restoration idea, and we’ve been spending time working on the Mining track. I was doing okay at first, but difficulty is scaled to level, so as my Mining level got higher, and my gear stayed the same, it got very difficult, and trust me, don’t try Cosmic Exploration at level 100 with level 90 gear. With partial 97 and 100 replacements, I’ve been doing well. Not really getting gold evaluations, but silver is doable, and that’s the main result for getting progress. I’ve been happy with the setup, but it has been getting tedious.

Over on the plot-side of things, we’ve gone through the first two patches (7.3 is due out in a month+) and the side adventuring content. Main plot has been fairly good, and certainly dealing with things that need dealing with. That is, mourning a beloved leader who has just passed away after a thousand years….

(Spoiler time!)
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└ Tags: Dawntrail, FFXIV, gaming, MMO
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Anime Spring 2025

by Rindis on July 2, 2025 at 12:00 pm
Posted In: Anime

Technically, the new anime season really gets going in mid-July, with most of the new series starting then. However, I’ve recently finished up a few things, and am starting new things, so this is feeling more like the season switchover to me. So, here’s what I’ve seen over the last three months, in rough descending order of recommendation:

Lower Decks — We finished off the third season about a month ago. Lots of laugh-out-loud moments for all of us. The writing continues to work as humor and drama and character exploration. The only sad news, is knowing our schedule, it’ll be a while before we get to season four.

Delicious in Dungeon — Smudge and I finished off showing this to the guys in the first half of the season too, so now they’re stuck at the same cliffhanger as us. Once again, extremely good, highly recommended, and the second best anime of the last year, right behind Frieren.

Shouwa Genroku Rakugo Shinjuu — We’ve hit second season now. So the guys are though the “backstory” and on to the second half, which is really a separate story, but you couldn’t have it without the first part.

Apothecary Diaries — This, I am still a little behind on. I’m about caught up with the dub, and we’re pretty much at the end of the latest story, but there’s probably a couple more episodes to do.

Apocalypse Hotel — Smudge and I just started this, and are only a handful of episodes in. It is successfully taking what should be a very depressing subject and doing a great series that only tangentially looks at that background. Really nicely done, and will probably move up the recommendation list when I’ve seen more.

The Owl House — Dave got this, and we’ve watched about half of the first season now. On the down side, it is aimed at kids, and there’s a simplicity in the plots and production because of that. On the other hand, it is well done, and has a lot of good things to say. The main characters have all been great, and we’re expanding out into a wider cast nicely.

From Bureaucrat to Villainess — I’m only a few episodes into this, and its been a hoot. I am a bit disturbed that the balding elderly bureaucrat is younger than I am. I’ve just hit episode four, where the series transitions from pure isekai to the twist of his wife and daughter being aware of what is going on with him, even if they aren’t sure what it all means. At any rate, it’s having a lot of fun with the high concept.

Beastars — Um, wait. That’s the end? No, that was part 1 of the final season. Gaah. Okay, very good, and a heck of a cliffhanger for the next several months.

Nier: Automata — Woo. Okay, the second season was quite a ride. After the wrap-up of the first season, I was not sure what they could do for the second season. Surprisingly, this one carries the emotional weight of the world on its shoulders, and does a good job with it.

Pokemon: Horizons — Smudge and I just caught up to what’s released on Netflix, which is up to Florigato’s evolution. Still being very good (it’s position on the list is more about how everything else is excellent), and can’t wait for the next section to go up.

That Time I Got Reincarnated as a Slime — We’ve seen Scarlet Bond, and are now catching up on the latest series. As usual, the series is subsisting off of fun characters, and not a lot else. The general plot lines are good,

Ping-Pong: The Animation — Okay, this turned into a good story, but it took a lot of time and effort to warm up from a very cold start. I am really not sold on the very ‘messy’ art style with masses just kind of sliding around. I will say that they pull off a lot of scenes that are presented purely through graphic design and layout, and more productions should consider that technique.

Moonrise — Big budget production, but the story isn’t up for it. I think Smudge is right, and this might have been better with a smaller budget that forced the team to concentrate more on the story rather than animation and visuals. As it is, it’s a bit of a mess. On one hand, I want a bit more explanation of a few things, as the technology and politics and the like feel all over the place. In a better series, that would still be nice, but not feel needed. Because on the other hand, I have a suspicion their world book just isn’t that solid.

└ Tags: anime, life
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Omni Consumer Expansion

by Rindis on June 28, 2025 at 12:00 pm
Posted In: Computer games

This is the seventh in a series of reviews looking at the evolution of Stellaris. See the previous reviews here:
Stellaris: Paradox Among the Stars
Leviathans: There Be Dragons Here!
Utopia: No Place Among the Stars
Synthetic Dawn: Synthetic Intelligence
Apocalypse: Colossal Expansion
Distant Stars: Distant Expansion

After a minor pack, Stellaris had a third major expansion as its next release. At the same time, patch 2.2 saw more major reworks of the game, and the introduction of a new system that had been part of the original vision of the game. MegaCorp was announced October 24, 2018, and released alongside patch 2.2 on December 6.

Economy

The core rework to the game at this point was its economic system, and everything else rests on the work here. Part of it is invisible to the user, as it dealt with a lot of places where costs were hard-coded into the game. This was changed out so that modders could change anything they needed to, and Paradox itself gained a lot of flexibility in how the game worked.

The types of costs could be changed completely, new resources added, and situational modifiers could be wide-ranging. For the base (unmodded) game, the three primary resources (energy, minerals, and food) stayed the same.

Added to them were two advanced resources: Minerals are turned into alloys and consumer goods. Consumer goods are part of the upkeep for most jobs and better standards of living (generally, pops require 0.25/0.5/1 goods per month depending on the “level” of job they’re in (this sort of graduated needs echoes the much more complex systems from the Victoria series). Alloys are consumed to construct ships and space stations (instead of minerals for most everything else). So, if needing to do an extensive military buildup (or replace lost fleets…), alloys will be the limiting factor (along with shipyards).

Strategic resources were reworked (but were the same three). Instead of the Civilization-like model of having it or not, they are something that you generate an amount of each month. They are not needed for any basic item, but advanced buildings and ships will require them to build and for upkeep. They can be exploited from naturally occurring deposits—each type has its own technology to allow this. There is a separate technology for you fabricate the resources. So, as the game advances, you will be involved with making sure you build facilities to keep enough of these resources coming in for your increasing dependence on them.

Finally, there are four rare resources. These generally cannot be fabricated, and are dependent on finding and exploiting sources of them in the galaxy. (Also, strategic resources can be found on uninhabitable planets and inhabitable planet deposits, while rare ones will only be on uninhabitable ones.) Once you have them, it is still a struggle to find a use for them….

Beyond the increased customization allowed, this was a big improvement. I’ve always considered the have it or not resource model to be horrible, and I was very glad to see Stellaris get away from it. Inserting advanced resources into the mix has also been a long-term benefit to the game, as it keeps the economy from being purely a “get big numbers” exercise, in you have to keep various demands balanced. There have been much later tweaks, but this has been the basic model ever since.

Districts

The most dramatic rework of the patch was to inhabited planets. Before, they used a tile system such as that seen in the Galactic Civilizations series (and described in my initial review). As of this patch, Stellaris moved to an all-new district system that the game has used ever since.

In very broad outline, it does resemble the old tile system. Planets have a size which sets how many districts a planet can have. Each district is kind of like a building that provides basic resources if there’s population manning it. (Originally, this was fairly explicit, with four types of districts, one for each basic resource, plus city districts for extra housing; in patch 3.0 industrial districts were added which turn minerals into both alloys and consumer goods, and then patch 4.0 de-emphasized districts and got rid of the industrial ones.)

You can always build a city district with available space, but the other types depend on planetary features, which allow certain numbers of them. These are things like a “great river” which allows two agriculture districts. All of these are totaled, and allow 1-3 districts of the appropriate type each, so a planet with plenty of features can easily build any combination of districts needed, but a feature-poor planet will mostly only have city districts (or industrial ones, in 3.x).

There are also special features, perhaps dealing with various events. The most common ones generate strategic resources. These used to allow special buildings to extract them, but now (patch 3.14) they’re just added to the minerals of mining districts. (I prefer the old method, which doesn’t require making every place with a special feature a de facto mining planet.)

Blockers are retained, but instead of blocking a tile they consume districts, and may “block” access to a feature. If there’s only one feature that gives mining districts, and it is blocked, you can’t build any mining districts on the planet, even if the feature allows three, and the blocker is only reducing available districts by one.

Additionally, there are buildings, which are separate from the districts. At this point, the number of building slots was purely tied to the population of the planet (+1 per 5 population), but in patch 3.0 this changed so that city districts and capital upgrades are the main way to get new slots. This part is similar to both Europa Universalis IV (where total development—and other modifiers—allows more buildings) and Hearts of Iron IV (based on a static category type, but the more populated areas have more building slots).

Other things that need managing now are housing, crime, and amenities. Generally speaking, each population requires one housing; production districts provide two housing and create two jobs, except for the cities which have five housing (to help staff buildings) and one job. Amenities are an abstraction of city services and other infrastructure, and are generated by city clerk jobs, and special buildings, and are needed to keep the population happy. Crime is generated by pops (more crime the less happy they are), and can cause all sorts of bad events/modifiers to happen if it gets out of control.

Some people disliked that this was a more complicated system than the tiles, but I have never been a fan of the tile system in any space 4X game they’ve appeared in (I like the theory of them, but I’ve yet to see them live up to it in practice). And this added a lot of flexibility, as districts can be redefined: Habitats, hive minds (from Utopia), and machine empires (Synthetic Dawn) have their own district types. Overall I find it a much better system than the tiles, and still keeps micromanagement of planets down to periodic sweeps to see if any place is outgrowing its current facilities.

Additionally, the expansion includes the ability to create an ecumenopolis (planet covered by one large city, i.e, Trantor and Coruscant), which have their own types of districts. It takes a decision to create one, and it removes all features from the planet, and the district types change to arcologies, which provide 10-15 housing (instead of 2-5), and the bulk of districts will be geared towards alloy and consumer good production (they all provide more housing than jobs, but also provide more jobs than a standard district).

Trader to the Stars

The new system added by the patch is trade. Generally, every pop on a planet will generate some trade value, and some buildings explicitly generate more. Occasionally, planetary deposits also generate trade, representing places or items that people will seek out.

Any improved station will collect the trade in its own system, and route it to the capital, and starbases can have a trade module to collect from neighboring systems (with the range going up with more modules—the initial home system starbase already has one). Once in the capital, the trade value turns into energy, which means all versions of Stellaris from 2.2 on have an easier time with that resource. But, if you’re really rolling in the money, you can automatically turn part of it into consumer goods or unity with a new policy.

Piracy was something that randomly happened at the fringes of your empire when there were too many unoccupied systems adjacent to you. Now it randomly happens along the route from your starbases to the capital. Starbases suppress piracy near them by an amount (and distance) determined by their military capabilities. When trade moving through the area goes above that amount, piracy becomes possible. There’s a new map mode where you can manage trade routes, and see where piracy is becoming a problem.

Along with abstracted low-level trade, the ability to buy and sell particular resources was added. There’s no “barter”, either you sell it for energy (money) or buy it with energy. Big one-time purchases are the bulk of the interface, but you can also do continuing sales. There are standard target numbers for the value of everything, and large purchases will change the price, which will then drift back to the start price. There’s an internal market for this, and a galactic market which forms in an event after a good chunk of the empires in the galaxy are in touch with each other. The galactic market has cheaper prices, and you can nominate a trade-heavy planet to host the market, which will drive your prices even lower.

Overall, the trade system is merely okay. I certainly understand the desire to include it, and the trade flow is generally good. Piracy however remains a minor irritant instead of something to really deal with. Ships will also reduce piracy, and it was intended for players to set up piracy patrols to keep a handle on things, but it’s a lot of trouble for the return, and intelligent starbase placement is much more effective. The main trouble is that outside of internal trade, everything is abstracted, so you never have trade routes running between empires or other international complications.

Corporations

The expansion adds the new corporate authority type to the game. Unlike the previous expansion additions, it is not tied to a particular ethic type. It is basically the same as the authoritarian authority, including the restrictions on it, and symbol background color, but instead of the authoritarian boost to councilor skill, they have a host of effects, including a higher penalty for going over the current allowed empire size, and the ability to open branch offices.

These last are the first type of a new category called holdings, which are major extra-governmental holdings on a planet. (Other holdings are from a later patch, and deal with what a government can build on its vassal’s planets.)

A branch office can be started on any inhabited world where the corporation has a commercial pact. They deliver energy equal to half the world’s trade value to the corporation, but cost energy and influence to set up depending on distance from the corporation’s borders. It also can have its own buildings depending on the population/capital level of the planet. These buildings generally generate extra jobs which will produce resources for the planet as normal, but also generate extra materials for the corporation (e.g., the “fast food chain” generates a farmer job for the planet—producing food there—but also generates 10 extra food for the owning corporation).

Naturally, corporations have a separate set of civics that replaces the normal ones for them. There are twelve standard ones, plus more with various other expansions (including four from the previous expansions, notably Utopia, Humanoids, and Plantoids).

A thirteenth special civic is criminal heritage. This is a permanent civic that indicates the corporation was actually a crime syndicate that has taken over, and modifies how a corporation can act. Notably, they can never have a commercial pact with another power, but can establish a branch office on any planet held by someone else. They get a unique set of buildings for the offices that all have a side-effect of increasing crime on that planet. Having a successful criminal empire anywhere else in the galaxy is likely to cause you to pay far more attention to crime and the crime-reduction buildings.

I haven’t done much directly with corporations. On one level, they don’t feel different enough to be interesting. On another level, the penalties to empire size make playing as one more difficult if you habitually conquer and colonize everything in sight. At the least, they do make the galaxy a more interesting place.

Caravaneers

The expansion includes another small enclave-like type of empire: the caravaneers. They generally control a single system (putting them between the marauders of Apocalypse and the stations of Leviathan), and have a fleet randomly wandering around the galaxy.

Whenever this fleet enters your territory, they’ll offer you a deal. These range from minerals to special technologies, or leaders, and can have a number of different costs. In essence, these are nomads, roaming the galaxy, and occasionally returning to their home base.

They’re an interesting idea, but I find I don’t do much with them, and most of their offers aren’t tempting to me.

Extras

Along with a whole new set of corporate civics, MegaCorp includes three new regular civics. Byzantine bureaucracy grants extra unity from the higher-level jobs, and stability from bureaucrats (which natively produce unity). Merchant guilds replace some politician jobs (from planetary capitals) with merchants, effectively replacing unity with trade value. And shared burdens is available to fanatic egalitarian governments, increasing stability and allows more housing. There is also astro-mining drones, a new machine empire civic that increases the number of starbases that can be built, and station output, but decreases energy and minerals from planet-bound jobs.

There is also a new ascension perk for corporations: universal transactions. This makes commercial pacts easier (no need for an embassy first, and they don’t cost influence), gives them a +20% bonus, and makes branch offices cheaper to start.

Finally, the expansion adds three new megastructures (available to any government—if you have Utopia, though you can find ruined ones to repair). These all act like the science nexus or sentry array from Utopia; they’re built in a series of steps that provide increasing benefits starting once the second step is complete. The mega-art installation provides unity and a bonus to amenities, the strategic coordination center provides starbase and naval capacity (and a boost to sublight travel), the interstellar assembly (added slightly later) increases foreign empire opinions and diplomatic weight, and the matter decompressor generates a massive number of minerals—if you have a black hole to build it at.

Conclusion

The patch was the third major change to the game. Like any such, there are people who prefer the old version, but I definitely prefer the district system, and the common/advanced/rare resource split it introduced. I really prefer the move away from have it or not resource mechanics, which I’ve never cared for. The continuing strength of Stellaris sales and playing say most people agree with me.

The expansion is merely nice. I almost never play as a corporation, not finding them all that fun, but I do like having them in the galaxy. The caravaneers are fairly ho-hum for me. I also haven’t done much with ecumenopolises; I just haven’t needed to convert a planet to that level of population and manufacturing, though it’s occasionally tempting for my capital. That leaves the new megastructures and other actions as the main attractions for me.

So, if you’re like me, this is mostly a completist expansion. However, if you like the idea of running a giant corporation as your empire in a space 4X game, this will do a good job with the idea.

└ Tags: gaming, Paradox, review, Stellaris
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