Saturday, January 11, 2025

Rushin' into Prussian

It may seem like I'm blogging a lot about EU4 lately. It has definitely been my go-to pasttime of the last several months. As much as I'm writing about it, I've been playing it way more, and by the time I remember to write a post I've already forgotten much of what happened since my last check-in. That said:

I think my last post ended around 1630 or so, after I had completed the Court & Country disaster and revoked the Privilegia. I'm now up to the mid 1660s or so. A lot has happened! The most obvious is yet another re-formation, completing my earliest vague goal of converting from Bohemia into Prussia with a detour through Saxony.

I'd been eligible to form Prussia for a while, as I was Protestant and had strong control over the northeast German coast. While double-checking requirements, though, I was dismayed to see that being Prussia would impose a harsh -50% penalty to my Governing Capacity. I'd been hovering near the top end of the cap for most of the game, and while being a little over it isn't too bad, remaining way over it for a long time would be brutal. So I soldiered on as Saxony for a while longer. During this time I doubled down on building Courthouses and State Houses: not just in my high-dev provinces, but literally everywhere. I ended up taking L'etat C'est Moi for a big +250 GC boost, paired that with some Estate Privileges for another +100, and pulled the trigger. That put me just a bit over capacity, and once I leveled up Admin Tech some more, I was back under the cap again. Phew!

So why Prussia? I haven't played as them before, but they seem to be the single most popular nation to play as in EU4, mostly due to their unique Militarization feature and unrivaled combat ability. The term "Prussian Space Marines" gets written a lot in the forums I frequent. They get big boosts to morale, damage and defense, but the rarest and most valuable perk is probably their high Discipline. Since converting, I've won multiple battles against equally advanced enemies with a 2:1 numerical advantage over me, simply because my guys just keep fighting and don't give up.

 


The reduced Governing Capacity makes a lot of sense for balance reasons, but seems very silly otherwise, since the whole purpose of Prussia (both historically and in the game) is to aggressively expand. I'm now very secure in Europe with nearly all minor nations under my suzerainty and the large nations not a threat. One of my first big goals was to expand into the New World: not by colonizing myself or conquering those lands, but by taking over the colonial powers. My first target was England. I had earlier gotten a foothold on the island while gunning for Global Trade, and subsequently expanded the Holy Roman Empire over all of Ireland and Cornwall. Scotland and England have fortunately been locked into a cycle of mutual destruction so Great Britain could never form.

As is always the case in EU4, it took multiple wars to accomplish my goals. In the first war I took most of England's Centers of Trade, all of its random islands and directly-owned New World territories, and broke any troublesome treaties. In the second war I took all of its coastal provinces, leaving them with York and several inland provinces around the midlands. I was a bit nervous that their North American holdings (Newfoundland, Louisiana, Cascadia, and Mexico) would break free, but fortunately they didn't: the relatively early year probably helped, as may have the much stronger and more threatening position of the Spanish colonies. In the third and final war I conquered all of their remaining provinces relatively quickly. Unfortunately, I couldn't actually end the war: there's a huge negative reason for accepting a treaty that would result in the complete annexation of a country. Their colonial powers weren't a threat, but still had most of their territory and armies, so the overall numbers weren't as favorable as they should have been. I was hoping that the ticking war score would put me over the limit, but I think that the "would result in complete annexation" value is dynamic and will always require 100-101% war score.

In this case, I had to fall back on the 5-year rule that I had relied on during World War Zero in my previous Portugal game: after a war has been going for 5 years, if one war leader is fully occupied and doesn't occupy any other territories (including provinces conquered by its vassals or allies), then it will capitulate and will accept any demand of up to 100% war score. In retrospect, I should have done what online strategists advise: in this scenario, it's best to declare on an ally of the colonizer, make the colonizer a co-belligerant, and eventually sign the peace with the war leader instead of separate-peacing. The war leader won't have the "complete annexation" malus, so it's much easier to get to this (assuming you can do well in the war against the alliance).

So far things have been relatively chill. As is usually the case, England owns most of the northern part of the New World, while Spain and Portugal have the central and lower bits. France didn't make it as a New World colonial power in this game (more on France later); Denmark and Scotland had some attempts of their own in the north but didn't get their colonies off the ground. Newfoundland is pretty large and came to me with something like 70-80% Liberty Desire, Louisiana is mid-sized and has around 60%, Cascadia and Mexico are tiny and loyal. I used some of my Subject Interactions like Support Loyalists and Send Officers to help improve our relations for a pittance in ducats, and have gradually been feeding them excess Prestige. But I also force-converted everyone to Protestant, so it will be a while until the whole setup is fully stable. Once I finally got some of them to be loyal I could start recruiting forces in their region. I'm planning to keep an army in the New World for any future conflicts. Nobody seems to have a Fort over level 1 so I can go light on the Artillery compared to my Old World armies. Unlike in my Portugal game I'm currently not getting very involved in my colonial nations' politics, leaving them to declare and fight their own wars without interference from me.

Hm, thinking about how to structure this post, I actually kind of liked my last post's clockwise spin, so I'll continue that structure here.

Moving from 10:00 to 12:00 - as I noted in my last post, after subjugating the HRE minors and forcing them to transfer trade power to me, one of the few remaining flies in my ointment was Denmark's presence in Lubeck. I finally had over 50% control, but they had most of the remainder, and as one of the final stops on the way to the English Channel that was a lot of money being diverted. This was an emotionally difficult war as Denmark had always been friendly to me, but militarily it wasn't too challenging. The main issue was the bottlenecks of getting past the forts into Denmark proper, dealing with islands in the straits, and handling the vast land in Finland and Sweden. The outcome was never in doubt, but the war dragged on longer than sheer numbers would have suggested because it took so long to siege down forts one by one.

 


 

I followed my normal practice of finishing the way by taking all Centers of Trade and any usable Great Projects. This resulted in quite a few non-contiguous territories for me; ordinarily I would balk at that, but as the provinces are all Protestant already I didn't need to worry about unrest like normal. The culture isn't ideal; in this game, my normal European strategy has been to take direct ownership of provinces in the Germanic culture group or other cultures I've accepted (the main ones being Greek, Francien and English). For other provinces, I'll try and give them to an HRE vassal of mine: even if they don't already accept the culture, they have plenty of unused culture slots. Ordinarily I would want to directly own Centers of Trade, but since I can take 100% of my vassals' trade power, I'll go ahead and give those to vassals too. The only things I want to keep for myself are Great Projects. What I really wanted to do here was to release Norway as an HRE Vassal, but I didn't have a way to do that without also giving up some Great Projects. I was able to give the peninsular provinces to HRE princes, but nobody could take land in Scandinavia proper. Definitely not the end of the world, I'm just spending some extra Governing Capacity on land that I can't use to its fullest potential.

 


 

One I had control of Lubeck, I was finally able to return to collecting trade in a single location. I moved my Trading Capital to the English Channel and switched everyone else to transfer trade, focusing on steering in nodes that could potentially branch into Venice or Genoa. This led to yet another skyrocketing of my trade income. This isn't entirely due to trade, but I'm now clearing between 1500-2000 ducats a month (without mothballing any forts or reducing army maintenance).

Continuing on to 3 o'clock: I've been fighting periodic wars against Muscovy for much of the game. They aren't a threat any more; they're still very large, with dev and even more with number of provinces, but much of their land is now non-contiguous and they only have trade influence in the very poor Girin node. Fighting them is no longer a big priority for me since I can reach beyond them and have the provinces I most care about. But there has been a common dynamic where I'll release some Orthodox nations from them, wait for the truce to expire, and then find that those nations have become allies or vassals of Muscovy, forcing me to fight yet another war to release them and another truce wait until I can force them into the HRE. This is all just kind of a background process so not a big deal. In my most recent fight, I allied, hm, I think Rustov or something, got our relations high, and then vassalized them. I hadn't realized that they were already at war against Muscovy who were trying to take them back for the second or third time. I immediately became the war leader. I wasn't prepared for this fight, but that's totally fine: the Vassal Swarm immediately sprang into action, and I could march some armies over from Central Europe before too long. We quickly got up to ~75% war score or so; going much higher than that against Muscovy is a huge pain because of how they retreat to the furthest reaches of Siberia, so I peaced out relatively early, releasing still more nascent Christian nations and taking a Gold province and a few other provinces of minor strategic interest.

The second-biggest war since my last post was a big war against the Mughals. They had been one of the bigger Great Powers and rivals with my allies the Mamluks so a confrontation was inevitable. One of the few Prussian missions I hadn't already completed required being the greatest trade power in Canton, and as I complained about previously reaching the Orient as a Germanic nation is daunting. I'd been eyeing Africa, where I'd need to take land from like five or six different nations to reach the Red Sea, and how was I going to even get CB on all those countries? But taking a fresh look at the map, I reasoned that it might be easier and faster to punch through Persia instead, connecting my Ukrainian land to Kazakhstan and on down to the Persian Gulf. This would require a greater total number of territories, but the Mughals had everything I needed, so I could potentially do it in one war.

I've been leaning heavily on the Mamluks during this stretch of time. I seem to always have 100 Favors banked with them and they're always down to join all the wars I care about. So far we haven't really come into any conflict, they're mostly focused on consolidating their power in the Middle-east and Africa. Lately I've been intentionally bringing them into wars even if I don't really need them, honestly to keep them in debt and with low manpower to keep them from growing too much. There have been a few times that they have called me to arms for an offensive war; my MO has been to accept, then completely ignore the war, then leave for a white peace (or sometimes even taking a province or two) after a year.

One challenge in the war against the Mamluks, like earlier wars against Muscovy, was the fog of war. I haven't taken Exploration ideas in this game, and have only very slowly gotten insight to coastal provinces and almost nothing in the interior of Asia. So while fighting a war, I'm also spending a lot of time scouting land to prepare for the following war.

At the end of the Mughal war, I was able to take the land bridge I wanted to connect Kazakhstan to the Persian Gulf. Thanks to my Absolutism, Administrative Efficiency and Protestant Justified Conflicts, I'm now able to take some pretty large chunks of land particularly when fighting heretics and heathens, which is pretty much everyone other than Denmark. So in addition to my land bridge, I was able to snake out and grab a lot of Centers of Trade as well as multiple Great Projects, including the excellent Bam Citadel.

As in my Portugal game, now that I'm expanding outside of Europe my normal approach is to core all provinces, then for Centers of Trade I'll prioritize converting to my state religion before adding to a Trade Company. This does mean dealing with higher Unrest for a while, since you don't get the immediate "Tolerance" benefit of being in a Trade Company; but over the long run it's better since you'll get the "Tolerance of the True Faith" instead. Since I took Humanist ideas instead of Religious in this game I haven't had to worry about rebellions nearly as often as I did in the Portugal game.

A pleasant surprise was just how long it took me to core everything. In previous wars against Muscovy I'd taken some deep tranches of territory, then had to core nearer provinces before I could start coring further ones, resulting in a 3x-4x longer period of being overextended. Because of that I'd shifted to only taking provinces that directly bordered me or a coast. With the Mughals I needed to take like 14 provinces in a row, though, so I wasn't gonna fight 14 wars for that. But I ended up being able to core them all at the same time after all, hooray! I'm now trying to remember why I had that problem with Muscovy earlier; it may have been due to me also granting provinces to Lithuania or other vassals of mine, you can core on the other side of a vassal but it may require you to have cores on the near side completed first.

Finally I had cores on the other side of Africa, hooray! Unfortunately I still didn't have the trading range to reach Canton, boo. I had done a similar mission in China earlier as Portugal and knew that the key would be to just get close enough to be able to place a merchant in the node, and then send enough Light Ships to Protect Trade; you don't actually need to conquer land in the node to beat the mission. But I would need to conquer land to get close enough to the node. Or would I?????

As it turns out, I could just buy my way to success. I don't think I've ever used this option before, but there's a diplomatic economic option called "Charter Company". You can use this on any nation located on a different continent from you that's at peace, and can straight-up buy a province from them. The costs scale up based on various factors: the bigger a share of their total dev the requested province is, the number of provinces you have nearby, etc. So in practice there's a soft cap that makes it hard to buy more than 1-2 provinces from a given nation, and they usually won't be willing to part with a province containing a Great Project at any price. But it's still insanely useful, as you can leapfrog forward to get range that could take decades of war to achieve. The cost is pricey - most of the provinces I buy cost around 4k-7k ducats - but again, at this stage in the game I'm netting over 1.5k ducats/month and this is one of the best money sinks I've found.

So I unrolled my bankroll and started buyin'. Ideally you'll Improve Relations with countries in advance as they're more likely to accept and the price will be cheaper, but if you're in a rush even countries that dislike you will make a sale for a premium. You can't buy provinces from nations that are at war, so don't wait around too long. I focused on buying provinces with Centers of Trade, ideally further east and decently far from any other provinces I had. In a matter of a week or so I had expanded from the Persian Gulf all the way around India to Indonesia and the Spice Islands, as well as the south coast of China! Fun fun fun. (Since these provinces are automatically added to your Trade Company you unfortunately can't easily convert their religion, but the unrest isn't anything to be concerned about, and hey, I'm not going to complain about a core that didn't cost me any Monarch Points!)

I did get to complete that Canton mission, which is part of a chain that also involves founding the Emden Company (which required me to annex East Frisia as it's a rare mission that requires directly owning a province without allowing a non-tributary subject), and also related to another one to construct the Kiel Canal. I think I've now finished just about all of the Prussian Missions, except for one that requires Enlightenment and another that requires having a Rival.

 


 

My single biggest war of this period has been the one against Spain, the #2 Great Power and my erstwhile ally. I had declared myself the Economic Hegemon after consolidating trade over Europe, which adds a big malus to every non-subject relationship. The Mamluks were willing to stick with me, but Spain was not. I spent several years fabricating claims on them while waiting for our truce to expire. Spain is huge in my game: besides Iberia they also have Sardinia, Sicily and the southern 2/3 of Italy. Oh, and they're the biggest colonizer in the New World and have numerous island colonies throughout the Atlantic and Indian Oceans.

 


 

This was a very fun fight, a smaller-scale version of World War Zero. Much of the action took place in North America, where my disloyal ex-English subjects were forced into defending their territory against the huge might of the Spanish colonies. My own force here was just around 22k or so, enough to win any single engagement but no match for the consolidated forces of the colonies - oh, and of Spain proper, since as usual Spain had most of its army on the other side of the planet. I ended up focusing around the Cascadia region, sieging down Pacifico del Norte and keeping the capitals of English Cascadia and English Mexico free. The Spanish armies focused on Newfoundland, which was fine.

The Mamluks were busy fighting QQ for the first part of the war and so didn't contribute much, but I couldn't blame them, since I'd bailed on the QQ war after a year. Somewhat like the Denmark war, there were major chokepoints along the Italian peninsula, so even though the HRE vassal swarm had a big numerical advantage our progress was relatively slow.

Fighting in Iberia was more fun. I'd accelerated the timeline for kicking off this war once I saw that Spain and Portugal were already fighting one another. Portugal was Defender of the Faith, and I wasn't sure if they would defend Spain, but definitely not if they were already fighting! I forget what the proximate reason for this war was, but I think it was a New World colonial conflict that had pulled in the overlords. The Spanish side was a lot larger, but Portugal was making big gains, including occupying much of western Iberia.

The rest of us poured in through Catalonia. Portugal won the race to siege down Madrid, but I think that's OK; there's a -5 penalty to peace acceptance from controlling your own capital, but I don't think it matters if the capital is held by an enemy in your particular war or any other war.

I was able to start getting ticking warscore early from a province in northern Italy, and left most of Naples for my vassals to sop up while I focused on taking Mediterranean islands and things. As with most of these wars against large powers, I didn't want to struggle all the way up to 100% warscore, so I peaced out once we had Iberia and Italy and the other easily-reachable lands under control, which I think was around 50% warscore. Once again I focused my demands on taking islands, which gave me an even more significant expansion of my range; thanks to my spending spree with trade companies, I was able to reach all the way to Nan Madoll. I was more cautious about taking land in Europe proper. I took a single province in Catalonia; my plan is to convert it to Protestantism, add it to the HRE once I can extend the HRE out there, and then release that as a vassal and subsequently feed most of the remainder of Spain proper to it. Likewise, I took the northernmost province of Naples, and plan to do the same strategy with that. I had claims on much of central Italy and around Avignon. I'm holding on to some of these for their Great Projects, others I'm giving to vassals in the area.

 


 

Spain is much more powerful than England ever was, and it would take a lot more wars to take them down, but it's still my long-term hope to get to take their New World colonies as well. And probably eventually Portugal's as well, but that's still a ways off.

The last country on the clock, at 8 o'clock, is France! I've been fighting them a lot over the centuries. I win every war and they keep getting a bit weaker and weaker, but they've held together better than my other punching bags. This one was a 1-2 combo of France and Venice. For once I wasn't attacking France for its own land: rather, I wanted the Ivory Coast, which they dominate, so I can steer more of that trade from Seville to the English Channel. While the remaining French lands in France don't interest me much, the global French empire is tempting.

Separately, my other erstwhile ally Venice has been significantly diminished, but remains a thorn in my side. I dearly want to push them into the HRE, and I also want to reclaim the eastern Mediterranean islands they hold. Venice no longer has their powerful alliances of the past, but they were guaranteed by France, so I would need to take them both down in the same fight. This go-round was a lot easier since my navy now outnumbered theirs. I blockaded their Italian provinces while my HRE vassals and my own armies sieged down their forts, then we sailed east. I had hoped to take their islands in the previous war, but had been thwarted since I hadn't conquered their fort in Rhodes. This time around they had all of their remaining troops, a healthy 34k, waiting on the island...... of Crete. I snickered, parked my heavy ships outside Crete and brought my cannons to Rhodes, thankful that I wouldn't need to worry about a naval assault.

The most important action of the war was happening a continent away, though. I had previously staged a sizeable stack of 40k troops in my lone province in Africa that I had previously taken from Denmark. France controlled the entire Gulf of Guinea coast from modern-day Liberia through Gabon. Their own army was just around 30k and no match for my well-drilled Prussians. This ended up being a bit more cat-and-mouse than I had expected: after ambushing them early on, they fled inland to Mali, but later came back and wiped out my small 2k stacks I'd left behind to siege the coast while my main force was sieging Benin. I left a token presence on the Benin fort and raced back to pummel them again, eventually driving them down to their war allies in Kilwa. A combined French/Kilwa assault might have managed to dislodge me, but they never joined up, and I was able to fully occupy all of the French African lands.

The fight in France proper was more of a joke. Their small army hid behind their remaining zones-of-control while we invaded them from three directions. They were able to get off a few successful snipes against smaller stacks, but ended up being utterly annihilated.

I had to be extra-careful in timing the end of this war. France was the war target and Venice the co-belligerant, and I definitely wanted to separate-peace Venice to get maximum territory and minimum truce time from them. But much of the land I was planning to take from Venice and France was earmarked for my HRE vassals to take over or for new subjects I planned to manually release. Since I was still coring land from Muscovy and the Mughals, Venice alone would put me well over 100% Overextension, but I wouldn't be able to transfer territory until I was at peace. So I had to wait until I was at a good stopping point for both wars early in a month, peace them out back-to-back, and immediately set about granting provinces.

This ended up being a kind of inverted mirror of my normal war-ending process, where I'm picking and choosing which provinces to take from a victor: now, I was picking and choosing which provinces to surrender to a vassal. As noted above, my general preference is to grant provinces whose culture I don't accept to a vassal. The range for this is pretty short, though: the vassal needs to share a land border or be within a single sea zone to take the province. I ended up needing to hold on to some provinces I was hoping to ditch, notably the poorer Mediterranean islands. As a result, I ended up also needing to grant a couple of wealthy Francien provinces to my vassals in order to bring my Overextension below 100%. Overextension events are nasty, there is a lot of stuff you can tank for a while in this game (inflation, governing capacity, loans, stability), but overextension is a strict no-go for me.

 


 

So, that's it for my wars!

Internally, the HRE remains at peace and continues growing. I'm now up to something like 105 Princes in the Empire. A nifty pseudo-exploit I read about online is that you can revoke the reform to revoke the Privilegia, and then take the reform again, which will re-vassalize any princes you've added (forced) into the empire since the original Revoke. I did that once, and it was great, but since then I haven't been able to re-revoke revoking the Privilegia. The tooltip says that an emperor can only revoke a single Reform in their lifetime, even though I'm on an entire new Emperor now, so that seems like a mild bug. But I have found that some of my new HRE princes are willing to accept diplomatic vassalization. I have huge diplomatic reputation from a wide variety of sources, and some additional bonuses from my Idea Groups like Espionage. The princes I can't diplo-vassalize are the ones whose cores I own, which gives an insurmountable -1000 to acceptance. But anyways, most princes are under my vassalage now, with a few random exceptions like Crimea and the Great Horde; I hope to eventually be able to revoke and retake the reform again, but in the meantime we're definitely continuing to grow stronger all the time.

For my next goals, I'm going to continue expanding. I do eventually want to take down Spain and take their colonies; their European lands of Spain, Italy and northern Africa don't feed into the English Channel and so aren't very valuable, but I do really want their colonies, and especially control over the Caribbean. There are also some very valuable Great Projects in Spain that I'd like to own. It will take many wars to take them down.

I'm also gradually making my way east. I have footholds pretty much everywhere now, and will probably follow the standard process of consolidating trade nodes.

Over the long term, I may eventually go to war against the Mamluks, but that's been a very low priority for me. If I do turn against them, I'll probably increase my friendly relations with Ethiopia into a full alliance.

I'm undecided on whether to remain as Prussia or not. They are the strongest military power in the game, but at my size I don't really need to have the strongest units, I can easily outspend and outlevy anyone else. I would like to form Germany, but it looks like I can't do that as the HRE Emperor, and being the HRE Emperor is just way too much fun. I could take the final reform and turn into the Holy Roman Empire, but that also seems way less fun than leading the Vassal Swarm. I'm vaguely mulling over forming the Roman Empire; that would definitely require me conquering the Mamluks, and also integrating most of my southern vassals, but could be really fun. If I'm still playing in 1820, I might do these things and also consolidate the HRE just for any achievements.

Friday, January 03, 2025

Jhereg

Just a quickie post here noting that I've finally started reading Steven Brust's Vlad Taltos series. It's been on my reading list for a while, but my library doesn't carry it and I only recently picked it up when I needed to fill out a minimum-shipping amount for an unrelated purchase. I ended up getting "The Book of Jhereg", which collects the first three novels in a single volume.

 


Before getting into the plot, some non-spoilery comments: one of the many things I'm enjoying about this series is that it is highly episodic. A big part of the reason I don't read fantasy any more is because  I'm frankly done with embarking on Volume One Of A Twelve-Part Series That Isn't Finished Yet. For these books, each is its own nicely self-contained arc that wraps up by the end. The main character continues between the books, and you gradually get to learn more about the world, but the actual story resets on each new volume. The closest analogy I can think of is something like Discworld or the Robert Asprin Myth books, although those are more satirical.

The books are also not written in chronological order. The first novel, Jhereg, chronologically occurs after the second Yendi and before the third Teckla. In his introduction, Brust says that he feels the least qualified of anyone to answer the question of what order to read the books in since he went to great efforts to make each book stand on its own; but he notes that most fans seem to recommend reading them in the publication order.

MINI SPOILERS

I found myself thinking of the character Silk from David Eddings' Belgariad while reading this book. Vlad is pretty amoral: an assassin by trade, now a minor crime boss who oversees illegal gambling, extortion, racketeering and other nefarious activities. But he does live by a certain code. In this world (if it has a name I've forgotten it), humans are also called "Easterners" and are a lower class. Society is dominated by Dragaerans, who live for thousands of years and have superior abilities. The Dragaerans are divided into a dozen or so clans/factions/races, each named after a (fantasy) animal and embodying a trait associated with that animal. Dragons are honorable, Teckla are cowardly, Dzur are fierce, and so on. Anyways, Vlad has been accepted into the house Jhereg, which is basically the Mafia of this world. He's in that in-between place where humans don't trust him because he's with the Dragaerans, the Jhereg don't respect him because he's a human, and other Dragaerans don't like him because he's with house Jhereg AND a human. Thanks to his cunning, resourcefulness, tenacity and a lot of luck, Vlad has managed to advance in this world and build up a little fiefdom for himself; but we learn that he's mainly motivated by a deeply-buried hatred of Dragaerans and a desire to improve the lots of humans. He refuses to ever "work" (i.e. assassinate) on humans, and so has a semi-sanctioned way to ply his trade on people he dislikes.

So far I'm enjoying the worldbuilding in this series. It's different enough to be interesting, but doesn't have the overwhelming drink-from-the-firehouse feel of a lot of modern fantasy. We've gotten to learn about a couple of gods, a couple of historical incidents, a few animals, and so on. There's more... hm, maybe close-up worldbuilding than far-away worldbuilding, if that makes sense. Vlad will make offhand comments about some previous adventure he went on, such as entering the Paths of the Dead and finding Spellbreaker, or getting to know Aliera. Some of those may be future books, or they might not be, but it adds to the texture of the character rather than the world, and further strengthens the episodic feel of the series.

The magic system is interesting, too. So far we've heard about two forms of magic. By far the biggest one is Sorcery. This draws on mystical power from The Orb, a magical artifact held by The Empress (or Emperor). Any Dragaeran in the empire can draw upon the power of The Orb, regardless of where they are or what they're doing. The greatest utility in sorcery seems to be teleportation, but it can also be used for telepathy and standard zapping and shield spells. Interestingly, if a human joins one of the houses of the Empire (as Vlad's dad did when buying a noble title in House Jhereg), they gain access to the Orb and can learn to become sorcerers as well; so far the book hasn't explained how or why this works. (Sorcery seems to actually be kind of a mix between what I normally think of as sorcery and arcane magic: you need access to the power by birth or granting, but also need study and practice to master it.)

Far less well-known is Witchcraft, an indigenous practice of the Easterners / Humans. This is a completely separate system and we haven't seen as much of it, but it seems to be based on living matter more than pure energy. A witch can collect pieces of a person's hair and use witchcraft to track them, for example. This is an occasional ace up Vlad's sleeves, as most Dragaerans don't even consider witchcraft when preparing their defenses.

MEGA SPOILERS

I really enjoyed the first two novels, Jhereg and Yendi, as being pretty light and fun reads. They're well-written and have nice twisty plotting, feeling more like a noir mystery (maybe something like The Glass Key) than a typical fantasy adventure. I mentally classified them along the same lines as something like Kage Baker's Company books or Charles Stross's Merchant Princes.

I was also a little surprised, since I think I had first heard of Brust in the context of leftist fantasy writers, and I really couldn't detect any traces of leftism in these books. My only previous experience with Brust had been the excellent historical fiction political thriller spy novel Freedom & Necessity that he co-wrote; that book had frickin' Engels in it and was largely about the Chartist movement, so the politics were easier to discern there. I wasn't upset to find the books apolitical, just curious.

That all abruptly changed with the third book Teckla, though. This was a hard book to get through - the writing is still really good and clear and nicely paced, but emotionally it's way more challenging. Like the earlier books the plot concerns an assassination, but this time the main problem is the slow-motion disintegration of Vlad's marriage with Cawti. We first met them in Jhereg as a happily-married couple, and in Yendi saw their whirlwind passionate romance, and it's extra-painful to watch things turn cold and brittle between them. There are arguments, loaded silences, effortful conversations, sitting or lying together with no affection. We only see Vlad's point of view, but it's filled with self-loathing, and as a reader I tended to sympathize with Cawti.

The germ of this turmoil is politics. Cawti has become involved with a group of Easterners who are seeking to improve their lot in life: challenging the Dragaeran-dominated system that keeps social and economic power in the hands of the elites, and condemns the Easterners to living in dangerous slums. Vlad seems outraged that Cawti got involved without letting him know, but his main self-proclaimed motivation is keeping her safe. A human named Franz associated with this group was assassinated after Vlad refused to take the job of killing him, and it seems likely that other members of the organization will be targeted as well. The personal conflict starts off with Cawti being upset that Vlad wants to control her actions and movements and Vlad is upset that Cawti is acting secretly and recklessly; but it gets significantly harder once they realize how far apart their values are. Cawti believes in the righteousness of the struggle to improve society, while Vlad believes that change is hopeless and meaningless, that the best one can do is see to their own security and that of those around them.

Cawti and Vlad are talking past each other for most of the book, arguing about different things. Similarly, we learn that the factions are talking past one another as well. Kelly and his clique, like Cawti, are working towards long-term social change; the Jhereg opposing them is primarily concerned about the immediate impact on his business concerns, particularly the decline of his prostitution revenue as the Easterners have driven his pimps out of the city. Kelly, Cawti and the others assume that they're being opposed by counter-revolutionary forces, but they aren't, at least not intentionally so. Likewise the Jhereg think that killing Franz will send a message to stop interfering with their business, but that message is not at all received, because the Easterners don't see what they're doing as impacting business.

The main reason I wanted to write this blog post is to note how much I love how politics are discussed in this book. Our main point of view, Vlad, is highly critical and skeptical of the politics espoused by Kelly, so we're not getting a direct authorial endorsement of them. While he's slightly more sympathetic towards them by the end of the novel, he still doesn't agree with them, so it also doesn't feel like a straw-man. We can see the flaws in Vlad's attitudes and thinking towards Cawti, which primes us to question his political positions.

I think the thing I like the most (well, "like" probably isn't the best word, more "appreciate") is the actual political arguments. This isn't some Socratic dialogue where ideas as fleshed out and thoroughly explored. It feels much more realistic, where Vlad will just kind of zone out when he starts hearing something he disagrees with, will start thinking about what he's going to say next, and just kind of mentally go "blah blah blah." The big triumph isn't that Vlad comes around to Kelly's way of thinking, it's that Vlad starts to actually pay attention to what he's saying at all. (Interestingly, it seems like the "hook" to start paying attention is when Kelly starts discussing a poet they both enjoy, which supports my general sense of art being particularly efficacious in reaching skeptics.)

In sum, this is pretty much the opposite of "The Iron Heel", which had a fantastic concept but the absolute worst political discussions in any book I've ever read this side of Ayn Rand. I'm very curious to see whether Vlad continues to engage with the social and economic issues Kelly and Cawti care about, or if this is a cul-de-sac in the evolution of his character.

END SPOILERS

This ended up being a slightly longer post than I expected! I'm already looking forward to reading more Vlad books, but again, due to the library situation it may be slower going than normal. I suspect this will be a series that I don't blog about with each entry, but we will see what happens!

Monday, December 16, 2024

Re-form

I'm continuing to love my Bohemia run of Europa Universalis IV. Or, as it has now become, my Saxony run of EU4. If you spend even a little time on community sites for EU4, you'll see a lot of discussions about "tag-switching", which means changing from one nation into another. Some of these are very common in-game evolutions, like creating Spain from Castile or the Commonwealth from Poland; others might involve starting as a smaller country, defeating and completely annexing a larger country, and then turning back into that country (like Fars into Timurids); some are very challenging and advanced goals (like forming Rome).

 


I'd mentioned before that, based on my early strategy-guide reading, I changed Bohemia's primary culture from Czech to Saxon, which is one of the prerequisites for forming Saxony (along with owning a few specific provinces like Wittenberg). After winning the League War and being crowned Emperor I had mostly finished the Bohemia mission tree so I planned to switch quickly to Saxony; but I realized that Bohemia has some specific HRE-related Missions that Saxony doesn't get. (I think that "regional missions" can be continued even after tag-switching, but nation-specific ones definitely cannot).

 


 

Fortunately, I was earning a good 0.7 Imperial Authority per month, thanks to aggressively splitting up large countries into smaller countries and absorbing smaller countries into the HRE. I also had quite a few helpful modifiers, like Protestant Empire and the Bohemian Ideas, plus upgrading the Historical Center of Prague to the highest level. My Aggressive Expansion was finally burning off. Despite regular warfare, I wasn't directly taking provinces for a couple of decades, just forcing minors into the Empire, so I could time my wars to end right around reaching 50 IA and immediately take a Reform without needing to buffer more IA.

 


 

My previously-stated plan to extend the HRE around the Black Sea has paid off. It sounds more interesting than it actually is, there are only maybe 5 nations around here, but it's still fun. I've been releasing more small nations from Muscovy as well, which can be tricky: if they get vassalized then I can't Expand Empire on them, and if they make an alliance and get dragged into a war against me, they'll lose my protection and then Muscovy eats them again. It's slightly annoying to have small nations defeat each other without waiting to be defeated by me first. Also to have them switch religion back to Catholic or Orthodox, though I'm now getting the hang of doing this: I'll usually wait to Force Religion until they're down to just 1-2 provinces, and otherwise try to release nations or maybe feed provinces to a vassal. 

 


 

More recently, after England lost a war against Spain, I was surprised to see Ireland was populated once again with nearly a dozen OPMs. "Cha-CHING!" I said. Getting close enough to Expand Empire on them took just a little while. I already held London, and one more war gave me contiguous territory all the way up to the strait to Ireland. I made Gaeldom and Cornwall imperial princes along the way, then pushed across into Munster. It's been slow going but also pretty fun, taking one country at a time and waiting for truces to expire before continuing.

 


Speaking of truces - I'm getting a more and more nuanced understanding of strategy in this game. Up until now, my main goal in war and peace has been to extract the maximum possible concession: drive up the Warscore as high as possible (given any constraints I have on time and resources), then try to figure out the best goodies to knock out of the pinata (specifically important provinces, trade concessions, breaking up alliances, etc.). If I've really trounced a small country as a non-co-belligerant, I'll just demand everything I can short of annexation.

 


The thing is, though, that the more you demand from a nation, the longer your truce lasts. If you sign a White Peace with no concessions, it's a 5-year truce. If you demand a full 100 Warscore's worth of a shopping list, it will last for 15 years. And it scales in between, like 10 years for 50 Warscore of demands. So, if I've dragged a minor Irish duchy into a war, and I can't Expand Empire on him now but I plan to get to him soon, then do I really want to add another 4 years to our truce so I can get 16 more ducats out of him? No, not really! I'd rather just white-peace him. Or maybe I do want to make a particular change, like forcing them to drop an alliance with France or convert to Protestantism, but I'll gladly leave the rest of the Warscore on the table, just so I can fight the proper war against them without waiting too long.

Similarly, even if I don't want anything from a non-co-belligerant, I'll still separate-peace them rather than include them in the final negotiations. The truce terms apply to everyone left in the war at the end; so if Force Religion and Expand Empire cost 30 warscore, then that's an 8-year truce with all of the allies. I'd rather do 5-year truces with the allies. Who cares how long the truce is with the new Prince, I'm not gonna fight them again anyways.

And while I haven't gotten into this myself yet, I'm finally understanding what people mean when they talk about resetting truce timers. I fought a big war against Muscovy and took a ton of stuff, ended up with like a 13-year truce. I want to fight them again but have to wait a while. But, if I attack an ally, and separate-peace them, then maybe I'll be able to attack Muscovy again after 7 years instead (assuming 2 years for a war plus a new 5 year white peace truce).

Let's talk about religion!

 


Austria finally organically converted to Protestantism, so I only had a single, lonely heretic Prince in the Empire, the Reformed city of Frankfurt.

After a very long period of religious strife, England eventually turned Reformed as well. Their provinces are probably about 1/2 Reformed, 1/3 Catholic and 1/6 Protestant, which looks pretty funny on the Religious Map. What's even funner is that Scotland is also Reformed, but Scotland and England are mutual rivals.... and England took Defender of the Faith. Years late, I made Scotland the co-belligerant in a war, and England refused to defend them. I find that hilarious: declare yourself Defender of the Faith, when "the faith" is only one specific other country, who you have no intention of defending!

 


I'm continuing to love being Protestant. I'm Defender of the Faith there too, and have yet to receive a single call to arms to defend the faith; I'm pretty certain that's because I'm so powerful that I'm effectively deterring all potential foes of my brethren. What I hadn't anticipated is all the Protestant-on-Protestant violence (though, given history, I probably should have!). That is one downside to me forcing religion on nations; just doing it on one would be safe, but doing it on two makes them threats to one another.

I've comfortably been the #1 Great Power in the world for quite a while now, even when deliberately lagging on taking an Institution. My allies Spain are consistent #2s, and the Mamluks are high too, I think maybe #3 or #4. That seems to be a pretty common situation in EU4: the player will be the biggest power, and the player's allies will be the next-biggest tier.

The Ottomans have been almost completely destroyed by now. For a while they just held Anatolia, then just the north and west, and now only a few inland provinces. The Mamluks own everything else down to Ethiopia, and have started warring against the Mughals to the east. So far the Mamluks haven't seemed interested in the Balkans, Greece or Italy, so hopefully we have some more friendly years. Spain has a huge colonial empire, particularly in the Caribbean but all throughout the Americas and Australia. They also have much of north Africa, a small chunk of France and the south of Italy. France isn't doing as poorly as the Ottomans, but are heading in same direction, squeezed between me and a determined rival, unable to follow their normal expansion plans.

I suspect that in the long term I'll likely go to war against Spain and/or the Mamluks, but I don't have any specific plans for it right now. I did get to drive a wedge between Spain and Portugal, who had been long-term allies, by calling Spain into a war against The Isles where Portugal joined as Defender of the Catholic Faith. That wasn't too necessary for this war but will make a potential future break a lot easier. I might eventually try to take Spain's colonial nations, which would probably mean fully annexing their Old World provinces. For the Mamluks, I do kind of like the idea of conquering Jerusalem, and maybe eventually getting down to share a border with Ethiopia, who I've been friendly with and often married to for most of the game.

I'm not sure yet if I want to move into Asia or not. As a German nation, I have terrible range: even with the Dutch provinces on the Atlantic coast, I can't even reach the Ivory Coast with claims. (It's all colonized already, of course, so I'd have to take land in a war.) Getting into Asia would be interesting, and there are some Saxon and Prussian missions that involve Asia, but I also have more than enough to keep me entertained in Europe.

The map reveal has been very slow and interesting. I got eyes on the New World relatively early, and Australia was revealed before India was. By the 1600s I still hadn't seen any land east of India, although some of Indonesia was being revealed. It took me to the 1630s to finally see any of the China coast. I would have thought that just following the coast of the continent would be a lot easier than striking into the Pacific, so it's interesting to see how things have been revealed when the AI is leading exploration instead of me.

 


 Quick tangent: one meta-problem with playing EU4 is Googling certain things, specifically the word "reform". In this game, "Reform" can refer to a ridiculous number of things: a Governmental Reform (e.g., choosing your Tier 2 Noble Privileges); "Reforming" into another country (like Bohemia into Prussia); your "Reform Progress", which is used for Governmental Reforms but also for other things; "Reforming" as a primitive tribe into a modern society; and passing "Reforms" within the Holy Roman Empire. I'm now writing about the last of those items.

I've been passing Reforms at a pretty good clip, but after the Perpetual Diet I needed to decide whether to continue with the last two standard Reforms, or switch over to the Centralization Reforms. I knew that long-term I wanted to get at least to Revoke the Privilegia in the Centralization Reforms, but I ended up putting that off in a while, partly because I wanted to burn off more Aggressive Expansion so more of the Princes would follow me after Revoking. The last standard reform "Ewiger Landfriede" disables internal wars in the Empire, which turns out to be really great. First of all, it solves the problem I complained about above with small states eating one another. Secondly, though, it keeps HRE princes allied to non-HRE nations from accepting calls to arms against an HRE attacker (that is to say, me!). The years with Ewiger had some of the cleanest and best wars, I think because potential targets will fill out their alliance slots with partners who won't actually show up when I attack them.

I did eventually Revoke, and it was pretty dark awesome. When you click the button, each prince who supported the reform will become your vassal (not filling a diplomacy slot and not looking to other vassals to compare strength), so you want as many as possible to support it. But just letting your IA continue to climb past 50 is hugely impactful, so even nations that didn't particularly like me came along for the ride. In the end only four didn't join. I didn't think that Frankfurt would, but it surprisingly and spontaneously flipped Protestant right before the reform. My big Personal Unions Lithuania and Hungary also left due to having too much development; I was a little nervous that doing this would make me lose the Unions, but it didn't, phew. All of their provinces got removed from the Empire, but existing Imperial territory on the other side of their borders is still valid even if it no longer connects back to the capital.

The other two nations that didn't join up were Austria and Switzerland, both of which still had mountains of Aggressive Expansion from my earlier unjustified wars against them. They were the first victims of my Vassal Swarm. I'd heard of the Vassal Swarm online, and actually seeing it in person is very powerful and very funny. When you look at any individual Prince they look dinky, with maybe 4-5 regiments. In my game I had 80 princes left after revoking, and it's insane to see them literally swarm over my opponents. So far I've only seen them at work in Europe; I'll be curious to see how well they fare on other continents, but from what I've read online they're pretty effective far from home as well.

 


Taking a pause here - part of the power of One-Province Minor vassals is that they can build tall while you're building wide. Small nations get roughly the same number of Monarch Points as big nations, and research the same tech and ideas, but they end up dumping all of their surplus points into their sole province instead of spending it on peace deals, coring, a dozen Generals, etc. So they can generate a huge amount of tax and provincial trade power and a relatively large force limit. When you can tap directly into those, you get much more benefit than if you just took the land for yourself.

Another way to put it - in my first post about this run, I mentioned how I'd successfully beaten off a lot of larger opponents, but lost in a war against a coalition. That coalition was made entirely out of HRE OPMs. And now those same guys who were trying to kill me a century ago are all working for me now!

In my previous Portugal run, I'd primarily used vassals to expand and grow, feeding them enemy provinces and letting them take care of coring, then integrating them before they got so big that their Liberty Desire became unmanageable. In this game, because my HRE vassals don't really grow, I don't need to worry as much about their Liberty Desire and can exploit them more. 

One thing I've been looking forward to for a while is consolidating my trade power. An early goal of mine in this game, dating back to the mid-1400s, was to conquer all the Centers of Trade in Saxony; but even after taking all of them, expanding the CoTs and building Marketplaces, I still had less than 50% of Trade Power in that node. And I couldn't move my main collection node to the English Channel, despite having significant trade there, because I had almost no power in Rheinland or Lubeck and so no way to push my trade value through to England.

 


Oh! A quick follow-up to my last post. I mentioned there that I was curious if I'd be able to force-spawn Global Trade in one of my provinces. Each Institution is pretty different; some of them are very random and can appear in any one of hundreds of eligible provinces, others have far more constrained possibilities. Global Trade is probably the most deterministic of all: if it spawns at all in a given year, it has to spawn in one particular country, which has the highest trade power in the wealthiest trade node in the world. I already had a strong shot at the English Channel with the Burgundian Inheritance, and fighting a war for London gave me an even stronger position. Setting a large fleet of Light Ships to Protect Trade could push me over the top... but then I lost a ton of trade power due to collecting in multiple nodes. I turned all my Merchants to just steer... but then I saw that I wasn't eligible unless I was also collecting in the Channel. I was finally able to get the top power, then double-checked the Ledger, and was dismayed to see that Seville and, uh, I think maybe Rhineland were wealthier than the English Channel. Nertz! I ended up setting all my merchants to Steer towards the Channel, which tanked my overall trade income, but bumped up the incoming value just enough to make it the wealthiest in the world (by maybe 5 ducats or so). I then went back to my collecting-in-multiple-nodes thing until November 1599, then swapped back once more to make sure it was still on target, got the Institution, and finally got my merchants back to multi-collecting again.



After Revoking, I first used the "Seize Province" subject interaction to take another Center of Trade in Lubeck. This works pretty well: you get some Liberty Desire from that vassal, but my Diplomatic Reputation is so high that I didn't have anything to worry about. But most CoTs are in capitals, which can't be seized. I was thinking about diplomatically annexing those princes, which is a mixed bag, since I'd need to wait 10 years, spend a lot of Diplomatic points, and then lose that Prince from the Empire.

But then I noticed the "Transfer Trade" button (which is on the Subject Interaction panel and not a Diplomacy option). This transfers 100% of their trade power to you (not 50% like in a peace deal). I tried that on the 4 or so princes with CoTs in Lubeck, and the next month, my trade power share shot up from like 15% to 40%. Yay! You do get a static Liberty Desire malus from this, but it's really light, and I still ended up with overall 0% Liberty Desire from these subjects.

Fiddling with Trade usually involves a fair amount of measurement and experimentation. I paused, noted that I had earned 130 trade income in one month, then clicked through all the rest of my 80 (!!) vassals to Transfer Trade Power, then unpaused and waited for another month tick. My trade income went up to I think 155 or so - enough to notice, but not as big as I'd assumed. I dug into the Trade Node UI. The results looked odd: a few countries like the ones in Lubeck were showing 0% trade power due to "transfers power to Saxony", but others still had their normal power, even though I'd taken their trade power as well. That's weird. I kept playing, checked a few months later, and found that my trade income was now around 300 a month. Wowza! Clicking back to the trade nodes, I saw that everything was now much more like I expected: I now held around 75% trade power in Rheinland, Wien, and other shared nodes. I'd assumed that everything would update on the next month tick, but maybe it takes more time; or maybe there are some cascading changes that take multiple months to resolve, like checking for downstream trade power pulls or something.

Last trade update for this post: I finally went ahead and transferred my trade capital to London while keeping my political capital in Prague. Once again, it was an improvement, but not as big an improvement as I thought: just 330 or so. I finally updated all my merchants to Transfer unlike the multiple Collections they'd been doing earlier. I also reorganized some geographical assignments: now that I'm just steering, I don't really care about merchants in nodes that only have a single outlet. Conversely, I do want to steer in nodes that can feed into Venice or Genoa, even if they're smaller amounts. That bumped it up to 360 a month or so. But this was all while I was suffering Overextension from a war, which hurts Trade Power. Once that was all done, I was easily north of 400 a month. Tripling my trade income in a couple of years: not too bad! (But also the result of a lot of ground work.)

I kind of glossed over this above, but I did finally convert from Bohemia into Saxony after passing the Perpetual Diet reform, which finishes some Missions that give really nice permanent bonuses (like bonus Monarch Diplomatic skill, IA growth modifiers, etc.). I chose to keep the Bohemian Ideas since I liked them more, especially the Imperial Authority bonus as I hadn't yet Revoked the Privilegia. As Saxony, I could finish a bunch of Missions right off the bat from previous conquests and annexations. I was worried about one that has to do with spreading your Dynasty; but my Personal Unions already counted for that, and I realized there's a Subject Interaction to force your dynasty onto a vassal's throne, so it ended up being way easier and faster than I expected. The ones I have left now require me getting a lot of trade power in Canton, which, yeesh. As I previously complained about, I have no range outside of Europe, so I'll need to decide whether it's worth fighting a bunch of wars over land across Africa and India to be able to reach Canton, or if I'll just call this tree done.

 


 

When starting this game, my vague plan was to finish by reforming into Prussia. I would have done it by now, except I've discovered a crucial piece of into: the Prussian Monarchy imposes a crushing -50% penalty to Governing Capacity. I've been basically at my cap for about a century now, and while going a little over isn't a big deal, blowing past it would cause huge problems with Administrative Efficiency (and hence war score, coring costs) and Aggressive Expansion. Fortunately I have a ton of money, so I'm going to see how much headspace I can free up by building Courthouses in all of my provinces that don't already have one, any missing State Houses, etc. I'm also getting close to the "L'etat c'est moi" government reform; I was hoping to use that on War Score or Coring Cost, but may grab that juicy 250 Governing Capacity instead. I've also recently read some posts about using Centralize State, so I'll need to spend a bit of time in the Macro Builder to see if that's worthwhile for me.

Let's talk quickly about conquests before I wrap this up!

Again, most of my recent wars have been bullying people into the Holy Roman Empire. I did take a lot of land from Muscovy and have been building out some Trade Companies there, which in turn have given me some very useful Merchants. I fought a war against Sweden and took Stockholm and only Stockholm so I could finish my domination of the Baltic Sea trade node. Denmark is probably my most tempting target to the north as they hold about 25% of the Lubeck trade node; but we've been very friendly, so I kind of hate to turn on them.

 


 

As mentioned before, I fought a lightning war against England where I basically zipped up the middle of their country so I could start expanding the HRE into Ireland. I'll probably fight England and Scotland some more, but at the moment they're fighting each other - the only two Reformed nations on the planet hate each other so badly! Scotland is down to only 4 provinces, but they're all 30+ dev, so I'm not sure yet how to handle them; I may annex most of them off to Irish vassals and then force the remnants into the Empire.

 


I've fought a few wars against France and Venice, they're still holding on but are looking very rough. I was really hoping to take Venice proper during an early war, but a noble uprising wiped out the artillery-only siege stack I had on the island, and then their 90+ navy kept me from attacking again. The second war was more effective, I was prepared to move a big army over quickly and deal with the attrition. I mostly wanted Venice for the Glass and the Trading In Glass bonus, but they also have a really good Monument as well as a mediocre one. Venice still has some land in Italy and the eastern Mediterranean, they're a small thorn in my side as they are strong enough to kill OPMs before I can bring them into the Empire.

 


France has been a lot of fun to kick around. My first few wars against them were challenging, but in this most recent one they just melted before the Vassal Swarm. What I really want from them are their Ivory Coast holdings, but I can't take any of those lands without taking a fort, and my attempt to take a fort failed. I'll need to build more transports so I can land a bigger army. I took Paris for the monument and Orleans for the CoT, then realized that I don't need to actually take CoTs myself to get the benefit, so assigned all the other CoTs along the Atlantic coast to various HRE OPMs: they'll be able to Accept those cultures, won't get too big to cause liberty issues, and will still give me 100% of their Trade Power: win-win-win! France is on the ropes now, they still have a good amount of territory but no trade power, I think it's just going to be a race between me and Spain to see who takes the most from them.

 


Oh, and I'm doing the Court and Country disaster again. It seems less important in this patch than in previous ones, since there are more sources of Max Absolutism; but there isn't a major downside to doing it, I haven't had to slow down my wars during this disaster like I did for the Lowlands Revolt. I have been making use of the 4-week delay between when an event pops and when you need to click a button, which is usually enough time to move an army into a province that's about to revolt.

I think that's it for this report! I'm still having a blast. At this phase of a blobbing game, you're spending more more time in the Macro Builder and less peering at individual cities: it's much easier to blast through building 35 Trade Depots in specific provinces than to carefully peer at each individual city to see who needs one.

Saturday, December 07, 2024

Lion come forth! Come from the North! Come from the North!

My brother (no, my other brother) recently asked how one would go about "easing into" playing Europa Universalis IV. That's a good question, in my mind roughly equivalent to asking how one would ease into trigonometry or ease into ballet. I thought a full response could make for a nice short (for me) blog post!



First, to set expectations: EU4 does have a relatively steep learning curve, so if it feels daunting, that isn't on you, just part of the overall experience. But I think it's nicely broken down into multiple systems, each with their own "hook". As you play, you get to learn those systems better, and can gradually grok how the whole works together.

Also on expectations, I like to think of Europa Universalis as being a "history simulator" more than a "strategy game". The experience is a bit closer to playing something like Sim City. You typically set goals for yourself as a player, which might be something like making a clean and vibrant home, but could also involve a rampaging Godzilla. People who have played other historical strategy games like Civilization before might assume that the goal is to conquer the world, but it really isn't: it's more of a sandbox to tinker around in.

There is an in-game tutorial which you can and should play through to get familiar with the interface and some of the major game modes. When you're ready to start in earnest, try not to get too attached to your first couple of games. They'll be opportunities for exploration and experimentation. Pick a country that looks interesting, play for a while until you're feeling stuck or bored, then start over with that country or pick another one and apply what you learned in the last run.

There are multiple "bookmarks" for starting years (like 1776 for the United States), but I recommend beginning in the default year of 1444. Among other reasons, the game is simpler earlier on: for example, you only have Infantry and Cavalry in 1444, as it will be a few decades until Artillery makes an appearance.

For picking a country, keep in mind the "simulator" frame, so if a particular region or theme is interesting to you then that might be a good one to pick. I will say that in general larger countries are better to pick than smaller ones, as they are more resilient to setbacks. The "easiest" overall country may be Portugal: they are friendly with Spain and England and isolated from the rest of Europe, so they can focus on internal development, with maybe some occasional adventures in North Africa. Other good choices could include the Ottomans, France, Poland, Castile, or another large country.

As you play, bad things will almost certainly happen: you may lose a battle, or a war, or some provinces. This is okay! One of the coolest things about EU4 is how well it models the sort of power dynamics we've observed in history: when one country occupies another, that other country will generally be restive, and often will regain its independence. So it is in EU4. If you lose territory, the conquerer will need to deal with rebels and intransigence, while you will get large bonuses to re-conquer it later. Conversely, if you conquer a lot of territory from a competitor, you'll likely need to invest time, military resources and money into pacifying your new subjects. EU4 gameplay feels like a squishy ball that tries to regain its shape, while Civilization and other games are more like snowballs where success breeds success and failure breeds failure.

Having zen to deal with setbacks is helpful. So is the willingness to ignore things. There are a lot of systems in Europa Universalis, and they all serve a purpose, but none of those purposes are essential. You don't need to learn everything all at once. In your first game you might just focus on using your military and growing your economy. There are other systems, like diplomacy, that you can dip your toes into, or invest a lot of time into mastering. One system I especially appreciate are the "Estates", which simulate the Nobility / Clergy / Burghers estates that dominated post-feudal Europe. There are a lot of fun things you can do with estates - summon Diets, grant privileges, seize land, and so on - but you can also just 100% ignore them and nothing bad will happen.

What should you focus on, then? One of my favorite parts of Europa Universalis are the "Missions", which give specific goals for specific countries to work towards. Most of these are based on historical developments, so in pursuing the missions you'll be at least running parallel to historical movements. Portugal might get missions related to exploration and trade, while Brandenberg will have missions related to military professionalism, and the Ottomans will have missions nudging them towards conquering Byzantium. I really like having concrete goals to work towards, which helps things feel less overwhelming and give a few specific areas to focus on and learn more about.

I think those are the main things! A few random tips before I go:

  • Money is precious, especially early on. Treat it as a limited resource and only spend on things you (1) can afford and (2) know will be useful.
  • Specifically, you'll rarely want to spend money on Buildings in the early game (with a couple of exceptions like building a Marketplace in a Center of Trade). This is a big change for Civ veterans who want every city to always be building something.
  • Fighting a war and losing or ending in a White Peace isn't terrible. You'll likely have gained Army Tradition and maybe Prestige, as well as trust from any allies.
  • Likewise, when winning a war, you may decide you don't want to take any provinces from the loser. It could be better to take money and war reparations. This results in all upside for you without any of the overhead of absorbing new territory.
  • You'll probably want to Ally a powerful neighbor to discourage enemies from attacking you.

 When you're ready to dive deeper. Europa Universalis like the other Paradox games has a fantastic official wiki. It can look overwhelming at first, but once you have the rough overall framework in mind it's terrific for explaining details, showing connections, and offering guidance on strategy and tactics.

Tuesday, December 03, 2024

Splintered Fate

I've been having a blast playing "Teenage Mutant Ninja Turtles: Splintered Fate". I had been totally unaware of this game until my brother brought it up a month or so ago; we picked it up (I think during a Steam sale) and have been continuing our tradition of Co-Op Turtle Power.

 


 

This game doesn't seem to be at all connected with the earlier "Shredder's Revenge", which felt like a revival of the property. Shredder's Revenge was a very loving homage to the early-90s Turtles In Time side-scrolling beat-em-up arcade game, with an elevated take on the original gameplay and an aesthetic very closely tied to the 80s/90s cartoon. Splintered Fate is still the Turtles, of course, but feels closer to the later animated series in visual style and humor. As I've gotten deeper into the game I've come to realize that the gameplay is basically a ripoff of Hades - which is a good thing, as Hades is one of my favorite games of the last few years!

Unlike Hades, though, Splintered Fate is designed for multiplayer. You can play single-player, but narratively all four turtles are moving through the story at the same time, and mechanically it's more satisfying if you have multiple bodies on the field at the same time. I don't have a sense yet for whether the game scales up based on the number of players.

 


Like other rogue-lites, SF combines a per-run temporary build economy with a persistent game-wide economy. During a run you will pick up "Dragon Coins" and "Dreamer Coins", which are useless during a run but can be cashed in at your base later for permanent upgrades, much like Gems or Darkness in Hades. The actual upgrades are almost identical to the ones in Hades, although to be fair I think just about any game would have them: extra lives, quicker movement, more damage, higher rarity powers, and so on.

There are also "artifacts", which are like the Keepsakes of Hades: you pick one at the start of your run but can swap it out during the run. You can use them to force-draw certain upgrades (like a "Manhole Cover" that guarantees getting a Water power and boosts the chance of getting better Water powers), or for other upgrades that last during your run (like an increased Dodge chance). Unlike Keepsakes, you unlock Artifacts by defeating specific bosses for the first time or achieving certain other milestones.

As you play through the story, you also unlock some possible developments that will impact the game. The biggest one I've noticed so far is a "care package", which results in hacked Stockman Mousers who will fight on your side instead of against you. Once unlocked, you can use Coins to further upgrade the odds of it happening.

The actual run is, again, a lot like Hades. Instead of Tartarus, Asphodel, Elysium and Styx, you have the zones of Sewers, Docks, Streets and Rooftops (even mirroring the rising elevation). Environmental impacts come into play similarly: you didn't need to worry about lava until you reached Asphodel, and in Splintered Fate, you don't need to worry about rain or lightning until you reach the Docks. You start a zone by getting a Turtle Power, which is basically a Boon. Each chamber you clear gives you a choice of rewards, which could be Scrap (Obols), Pizza (Max Health), Dragon/Dreamer Coins (Gems/Darkness), limited time boosts (Well of Charon), or enhanced Tools (Daedalus Hammer). So that's a bit different from Hades, where you chose the next chamber based on the advertised reward: here there's a single exit from each room but each room has multiple reward choices.

Like Hades, there seems to be a fixed number of chambers in each zone, but the actual map selection and enemies are randomized each time. The first chamber is a freebie that gives you a particular type of upgrade (a Turtle Power / Boon for Sewers, an Inspiration for Docks, etc.). Most chambers are standard encounters with a mix of regular and elite enemies. You'll face a couple of minibosses, which are especially tough and have their own attack patterns and mechanics. There's a shop, with "The Chairman" sitting in for Charon; like Hades, you can spend Scrap along the way on in-run or persistent currency, but if you make it all the way to the last shop and have saved a lot, you can buy some big-ticket items. Each zone ends with the same boss, although they seem to randomly sometimes have a tougher variation.

 


One thing I really like about Splintered Fate is that your Special and Tool are charged up by attacking enemies, and not just on cooldowns. This makes "trash" mobs actually a kind of valuable resource: if you have a few weak unarmored Foot Soldiers or Mousers at the beginning or end of a fight, I'll just wail on them with my standard attack to fully charge my special abilities, then when facing tougher foes, I'll unload on them.

I've pretty exclusively been playing as Donatello for this campaign, other than a short outing as Leonardo when playing the tutorial. As my brother happily reminds me, playing Donatello feels like cheating: he gets free health regen between each level, and his Special also makes him immune to all damage for a short time, so he's way more survivable out of the box than any of the other turtles. What I like best about him, though, may be his Special, which is a spinning bo attack that does AOE inside a decently wide radius. There are a lot of fights where you'll be fighting around a dozen weak Foot Soldiers, who can take a while to take out individually but go down quick if you can cluster them together and spin to win.

I'm finding that my many many hours playing Hades has prepared me pretty well for this game; as my brother noted, Elden Ring probably helps as well. You learn to read enemies' attack patterns, attack when there's an opening, avoid being greedy, be ready to dodge and get out of the area when things look dangerous. In particular, I've taken the mantra of "dash dash dash" from Hades: enemies can't hit you while you're dashing. I've prioritized getting the Dash upgrades, which has helped a lot. During a run I usually try to pick abilities that add more utility to the Dash: there are some that do damage where you start the dash (similar to Ares' Blade Rift), some that do damage where you end the dash (similar to Aphrodite's Passion Dash), and one that throws a shuriken out in front of you (like Demeter's Mistral Dash).

Also somewhat like Hades, you kind of need to decide whether to focus on a particular aspect and pick Powers and Upgrades related to that, or go more broad and get a wider variety of weaker abilities. I've gone both ways, and think it's probably better to focus on one or two main damage sources, but of course it does come down to RNG and what you get offered. It does feel really nice when synergies start kicking in, though. One of my best runs so far had multiple things that could proc Light Shell, which briefly deflects all projectiles, and then multiple abilities that enhanced Light Shell by damaging the enemies.

As of this writing, we've played, hrm, maybe close to a dozen runs. The game feels very well balanced and tuned, with us consistently getting a bit further each time we play. We've made it to what I think is the last boss (and even has a similarly bogus refill-health-bar-once-near-death move), and who knows, we may be able to beat it next time!

 


The game isn't perfect, of course. While the chambers are varied and have great atmosphere (some remind me of Shadowrun Returns levels), there are a few maps where the isometric walls extend into the battlefield, making it impossible to see your turtle and the enemy when you're behind them. The controls are generally good but don't feel quite as fluid at Hades, especially the Dash execution. While we've gotten better, we had a lot of frustration in our first few runs when we would keep mashing buttons at the end of an encounter, accidentally picking the first reward offered without being able to read them. We've had a couple of odd glitches, including one time when the game soft-froze when my turtle died during a boss fight.

None of those have interfered with our enjoyment, though. It's been fun to scratch that action-rogue-lite itch again, and doing so with the Turtles is surprisingly satisfying.