100 Years Too Long

On election day let’s gather round as Californians and celebrate for a moment how important our voices are and that the be heard. How important our massive crop of electoral votes are and how influential they are in selecting the next leader of the Free World. Let’s also consider whether any of that is the case.

Many have argued that the electoral college system undervalues the votes of people in highly-populated states, with small (low-population) states having more electors per capita than large (high-population) states. That’s not what I’m talking about here. I’m talking about the actual effect of how California uses our piece of the pie. To take an arbitrary round number, let’s take a look back at the past 25 presidential contests from 1916 to 2016. A full century of results that encompass many shifts in norms, changes in party policies, and societal development. Pardon the table.

YearWinnerOur PickOur VotesWinning Margin
1916WilsonWilson1323
1920HardingHarding13263
1924CoolidgeCoolidge13246
1928HooverHoover13357
1932RooseveltRoosevelt22413
1936RooseveltRoosevelt22515
1940RooseveltRoosevelt22367
1944RooseveltRoosevelt25333
1948TrumanTruman25114
1952EisenhowerEisenhower32353
1956EisenhowerEisenhower32384
1960KennedyNixon3284
1964JohnsonJohnson40434
1968NixonNixon40110
1972NixonNixon45503
1976CarterFord4557
1980ReaganReagan45440
1984ReaganReagan47512
1988H.W. BushH.W. Bush47315
1992B. ClintonB. Clinton54202
1996B. ClintonB. Clinton54220
2000W. BushGore545
2004W. BushKerry5535
2008ObamaObama55192
2012ObamaObama55126
2016trumpH. Clinton5577

A pattern emerges. For every election in which California’s votes went to the winner, the race was won by more electoral votes than California contributed. In each case, had California simply not selected our electors the results would have stood.

In which of those years would flipping California have changed the outcome? Flipping a state is a big deal; not only do you deny your opponent those electors but you gain them yourself. Remove from consideration the elections that didn’t go with California (1960, 1976, 2000, 2004, and 2016). Those races would have gone the same way with the winner getting extra votes. If California had flipped in 1916 Charles Evan Hughes would have been elected. If we had flipped in 1976 Gerald Ford would have been re-elected.

I propose we Californians calm down a bit about how the presidential vote gets tallied this year and in the foreseeable future. For presidential election purposes we are a protectorate, a non-voting territory that acts as a campaign piggy bank and little more. This isn’t a partisan matter. Republicans and Democrats alike have no cause to care about your vote at the top of the ticket.

Back to Eorzea

Seven years ago I had a Windows box rocking a Radeon 3400 video card that was working just fine for me, give or take. Then I saw that the successor to Final Fantasy XI was coming out. I had really enjoyed FFXI for a while, though I hadn’t played it in years at that point, and really looked forward to the new title. But there were rumors that the new title had some fairly intensive minimum specs. I downloaded the benchmark software, and lo it was true. Framerates plummeted. Particle effects stuttered. My little Radeon simply wasn’t up to the task, so I bit the bullet and got myself a modest but respectable GTX 460 that was up to the task. Alas, I’ve got no staying power when it comes to MMORPGs. I had stopped playing before they pulled the plug on the ill-fated original release.

Now I’m back. After ignoring multiple requests to try out A Realm Reborn, the re-launch of the game I had so looked forward to that I upgraded by home computer for it, I’ve come back to a strongly similar but greatly expanded, improved, and matured multiplayer game as a complete newbie. Things have changed in the MMO world. A lot of the issues I had with previous titles have been ironed out either through innovations in game design (the Duty Finder is particularly helpful) or simply by the ubiquity of online communities, wikis, and YouTube foolios putting tips & tricks at my fingertips. A little over three months in we’ve got a reasonably-competent new Whitemage / Paladin prowling the Thanalan Desert, marshalling troops for the Twin Adders, and generally making an ass of myself. Square Enix seems to have done a good job of nurturing a community of veteran players, feeding them new content that encourages them to help out us helpful newcomers in ways that I never came across in previous forays into a handful of older titles back in the day.

Packing for a Paladin

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Something that came up a while back in a random 4chan thread, I found some notes while tidying up. What should a lady paladin take with her on a week-long excusrion?

Starting Equipment

Firstly we must consider equipment and resources already at hand1:

  • My arming sword Beatrix
  • My iron-rimmed oaken shield
  • Stout leather gauntlets 2
  • Bassinet2
  • Maille hauberk2
  • Gambeson2
  • Five javelins
  • A wooden holy symbol issued by my holy order
  • Backpack3
  • Bedroll3
  • Mess kit3
  • Tinderbox3
  • 10 Torches3
  • 10 days’ rations3
  • Waterskin3
  • 50′ Hempen rope3
  • A lacquered rosary the Sisters left with me when I was given over to my holy order4. I think it was my mother’s.
  • Book of Common Prayers4
  • 5 sticks of incense4
  • My habit4 (tunic, scapular, belt, underskirts, shoes)
  • My work clothes4 (dress, apron, belt, underskirts, hat, boots)
  • A velvet purse4
  • 15 gold crowns4

Altogether this leaves my backpack bursting at the seams. It can only hold 30 pounds, and the food and torches alone leave no room for the rest of my things. Clearly we will have to trim things down to something more workable.

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Additional Items

Additional items to consider, reflecting outside suggestions:

  • Iron cooking pot
  • An extendible pole
  • Knife
  • Ball bearings (bag of 1,000)
  • Lamp
  • Flask of oil
  • Bag of 20 caltrops
  • Block and tackle
  • Whetstone
  • Fishing tackle
  • Weaver’s tools
  • Robes (poncho)
  • Healer’s Kit
  • Disguise kit

The mess kit is usable as a small cooking pot or pan. Enough for rice, beans or stew. A proper iron pot is ten pounds, bringing us back to the concern about luggage weight. Obviously I can pack smaller items inside it, so space isn’t the issue. I strongly prefer restaurants to camp cooking, but cooking and eating group meals could be nice for teambuilding and forging common bonds with my fellow travelers.

The commissary doesn’t have any collapsible or extendable poles in stock5. Lugging around a ten-foot stick doesn’t strike me as practical. Maybe a sturdy whittling knife would pack better?

Also at the commissary they didn’t have marbles as such5. The clerk directed me to maintenance, where they had two pounds of ball bearings for one gold crown. The custodian said he’d give me a drawstring bag to hold them in, so I figured it was a good deal.

Torches are bulky, smokey, and somewhat low-class. The kind of thing you’d associate with mobs of peasants, not crusading holy warriors. A simple lamp and some oil can do the trick.

While I was in maintenance I was able to get the custodian to put together a couple pounds of nails into caltrops. He was super-helpful.

The Block & Tackle is a bit bulky at five pounds. I’ll try to fit it in.

A whetstone! How did I forget? I must keep Beatrix properly honed, after all.

Somebody suggested a net. A net reminds me of fishing down by the lake. I’ll add some fishing tackle to the list. It’s about four pounds all together, but such a great way to spend a morning away from the hustle and bustle.

Trip wire and a garrote? Two points: first, what kind of paladin do you think I am? Second, shouldn’t these be one item? A spindle of sewing thread can replace the tripwire and raise far fewer awkward questions at Customs & Immigration than a garrote I won’t use. Thanks for bringing up the needle & thread, by the way. You never know when a minor alteration or repair will be necessary! At the commissary they had a box labeled “weaver’s tools.” I was assured it had everything I needed for such things.

For a rain cloak I got a hooded poncho. It cost as much as a full robe, but the baja pattern seems appropriate for the destination. It’s also a bit bulky. I can’t wait for somebody to invent plastic.

I’m going to skip on the medicine kit. They didn’t have one available and the box labeled “herbalism kit” was full of things I didn’t know what to do with. Oh look, a little white and red box labeled “Healer’s Kit.” Sounds useful.

It turns out that a disguise kit is way outside my budget, so that can’t make the cut.

All together I’m looking at having one gold crown and change (three silver shields, nine copper galleys to be exact) in spending money for a week. Assuming I’m wearing my armor and carrying my weapons my luggage is going to weigh almost 111 pounds. I’d need to buy another three backpacks or lug around a steamer trunk. The heaviest items, far and away, are the rations and the cooking pot. Ditching those gets me down to two backpacks worth of equipment. Should I leave my vestments back at the convent? I feel like I may have to represent the order from time to time and I don’t want to hurt our reputation. Purchasing a chest to carry the excess will bust the budget, at five gold crowns.

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Dialing it In

The javelins just aren’t my thing. They don’t carry well, they bang into things, and are just generally a nuisance to have around. They don’t make the cut. The rest of the martial gear comes along, of course.  The hempen rope and trail rations are a bit much, and the torches have many of the same problems as the javelins plus they’re sticky. Cut down to a little trail mix to keep my blood sugar up, cut the rest of that bulk. The knife, lamp, oil, and whetstone are all super-great suggestions that are affordable, compact, and totally useful. Taking all of this into account this leaves me with:

  • My arming sword Beatrix
  • Iron-rimmed oaken shield
  • Stout leather gauntlets
  • Bassinet
  • Maille hauberk
  • Gambeson
  • Wooden holy symbol
  • Backpack
  • Bedroll
  • Mess kit
  • Tinderbox
  • 3 days’ rations
  • Waterskin
  • Mom’s rosary
  • Book of Common Prayers
  • 5 sticks of incense
  • Habit (tunic, scapular, belt, underskirts, shoes)
  • Work clothes (dress, apron, belt, underskirts, hat, boots)
  • Knife
  • Lamp
  • Oil (flask)
  • Whetstone
  • Velvet purse
  • 11 gold crowns, 8 silver shields, 9 copper kettles in walking-around money.
With the bedroll and waterskin tied to the outside, my backpack is a little over half-full. This leaves room for incidentals, souvenirs, and what-have-you. Including the armor, sword, and shield, I’m looking at carrying roughly 100 pounds. This is workable, if a bit inconvenient6.

Footnotes

1 – Equipment resulting from standard character creation in the Player’s Handbook for the Paladin class, Acolyte background
2 – Individual items that together constitute “chain mail” armor
3 – Individual items that together constitute an “explorer’s pack”
4 – Equipment resulting from the Acolyte background
5 – No such item in the PHB
6 – Assuming a Strength of 16, this paladin is well within her carrying capacity under normal rules, though encumbered under the variant rule. This would penalize her movement rate by 10′. Setting down her backpack would leave her fully unencumbered. This would also be true for any Strength attribute of 13, though that would be cutting things close. Chainmail is heavy.

The Responsibilities of the Powerful

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In light of all the talk about violence involving police officers recently, let’s fire up the way-back machine and look at what Ramon Llull had to say back in the 13th century about the people who were expected to wield the government’s monopoly on force:

“Item, office of knighthood is to maintain and defend widows, maidens, fatherless and motherless bairns, and poor miserable persons and pitiable, and to help the weak against the stark, and the pure against the rich; for oft-times sick folk are, by more stark than they, beaten and robbed, and their goods taken, and put to destruction and poverty, for fault of power and defence.

“For right as the hewing axe is ordained to cut down trees that hinder ploughing of lands, and carts and chariots and merchandises to pass through the forests, so is the sword of knighthood ordained to cut away and destroy the wicked unworthy weeds and vines of thorns of evil men that hinders labourers, merchants, traitors to travel through the world which is as a forest and wilderness when it is not well tended; of the which evil men should be weeded out by knights, keepers of the law, that good men might live in shelter; and he that is a knight, and does not this, but does even the contrary, should be taken by the prince, or by other worthy, faithful, and honourable knights, and put till dead.

“For when a knight is a reaver, or a thief, or a traitor or a murderer, or a lollard, schismatic or heretic, or in such crimes openly known and proved, then he is unworthy to live, but to be punished in example of others that defoul that most noble and worthy order and abuse it against the points and the properties of that order.”

Hat tip to Gilbert of Hay by way of False Machine for the translation.

This all predates the Lockean notion of the social contract, but strikes me as largely compatible with it. Society-in-general delegates a portion of its collective power to a few individuals who in turn promise to shoulder a greater portion of society’s responsibilities. That nice strong man in blue is supposed to protect those who cannot protect themselves. If he takes to beating and robbing the people, taking their goods and destroying their property, it is of paramount importance that the other men in blue stop him, that they publicly stop him, punish him, and show that the public’s trust is well-placed. Otherwise the social contract is in breach and the public must seek remedy.

EUIV: Anno Domini 1500

Part of an ongoing series on an ironman playthrough of Europa Universalis IV as the Papal States. 

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In January of 1500, Pope Alexander VI has recently subjugated Candar and Ramazan, two Turkish territories bordering the Black Sea and the Mediterranean respectively. The Papal State’s holdings had expanded to include much of Tuscany, Romagnan lands up to an including Ferrara, and Northern Napoli.  The great bulk of this and previous Popes’ military and diplomatic efforts had been exerted primarily towards limiting and later eliminating the Ottoman juggernaut in the near East, establishing local vassals to peacefully administer the Orthodox Christians and Sunni Muslims native to those lands.  The Mamluks are a serious regional power, Wallachia is poised to pounce on Ottoman Bulgaria. Serbia is losing a war that will force them to spit out Ragusa, a thorn in their side that will become a serious problem in due time.

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Looking North, we see that Denmark has incorporated Norway into its realm and annexed Riga. England has Scotland on the ropes, and has split the island of Ireland with Munster. Oldenburg and Nassau has acquitted themselves well, taking over Frisia and Münster. The Teutonic Order is in a pretty sorry state and not likely to maintain independence after its current war with Poland. The middle of the Holy Roman Empire is, as usual, an unqualified mess.

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In Western Europe we see a familiar division between Portugal and Castile, with France having taken Catalonia from Aragon, and England maintaining multiple toeholds in the continent. Their war with France isn’t looking good at the moment, but the English lion will remain in Acquitaine and Normandy for some time to come. Austria has expanded its holdings from Sundgau up toward the Low Countries. What could possibly go wrong there? Brittany is not only still independent, but has taken Anjou and Maine from Provence.

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To the Eastern extent of Alexander’s knowledge, Muscovy has run Novgorod into the ground and should be forming Russia in short order. Poland and Lithuania have been in a personal union for a while now, and will soon integrate into the Commonwealth, a proper superpower with the greatest manpower resources in the world, eclipsing even Ming China.

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EUIV: Reclaiming the East

Part of an ongoing series on an ironman playthrough of Europa Universalis IV as the Papal States. 

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We pick up our story in the year of our Lord 1455. Pope Pius II has been elected by the college of cardinals and assumed the mantle of the Holy See.  He would oversee a period of interior development, as well as the entrance of the Papal States into the Holy Roman Empire. Under his guidance the Vatican Library was founded, Urbino was integrated, and Ferrara was liberated from the petty moneychangers in Venice.

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Pope Pius went on to his eternal reward on October 9, 1465 after ten years of enlightened rules. Callistus III was elected shortly thereafter. During his reign, territories were gained from Naples, Constantinople was recovered from Aragon, and the Ottomans were pushed from the Bosphorus for good. So weak had the Sultan’s grip become that its Eastern Beys, Wallachia, and even tiny Albania were able to wage offensive wars against him. Strong diplomatic relations with Austria, France, and Hungary as well as the protective hand of the Holy Spirit stood the Papacy in good stead for years, until the delicate balance was disrupted. In August 1487, France would embark upon a protracted and bloody trade dispute against Aragon.  Entering the war would mean breaking a long-standing alliance with Hungary and exposing his temporal realm to a three-front war in Northern and Southern Italy as well as in Greece. With manpower already perilously low and unwilling to unleash the depravity of mercenary forces against fellow Christians, Callistus declined to engage. This rattled the King of France’s confidence in the Holy Father, a grudge that would continue for over a hundred years. The Bishop of Rome’s territory had grown great, but his armies were weary and surrounded by jealous princes sharpening their swords.

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On April 2, 1488, Pope Callistus passed on his sacred duties to Pope Pius III, an accomplished diplomat, able administrator, and skilled soldier. He would immediately set about mending relations with nearby Milan, Savoy, and even Qara Qoyunlu in hopes of eventually staging a crusade to break the infidel Mamluk stranglehold on the Holy Land. It was in 1490 that the Holy See first weighed in on the question of slavery in the New World. This was an issue that would come up repeatedly in the years to come, a frequent point of contention between future Popes and the emerging colonial powers. The ambitions and plans of Callistus amounted to little more than a brief period of war recovery, as he returned to his creator’s arms after a brief four years.

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In April of 1492 Alexander VI assumed the triregnum, a sharp military mind well-suited to his time but sadly not quite so blessed as his predecessor in other matters. His tenure would carry us into the 16th century, and he is best remembered for beginning the process of integrating Byzantium in 1497 and for subjugating the Ottoman Beys of Candar and Ramazan as Muslim vassals. Our next installment will look at the known world as Alexander VI knew it in AD 1500.

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EUIV: The Papal States

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Having just giving the Papal States a test-drive in Europa Universalis this weekend, I’ve decided to give it a proper play-through and report on my progress, challenges, and setbacks.  First, some background:

The Papal States represents the temporal authority of the Holy See. As such, certain options aren’t directly available for somebody playing as the Pope.  For one, you’re stuck as a theocracy. This means no royal marriages for diplomatic purposes, but it also means there’s no worrying about your ruler dying without an heir; there’s always somebody lined up to pick up the banner as Bishop of Rome.  Also it looks like the Papal government form can never promote itself to Empire status.

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The starting position of the Papal States is reasonably strong but without a safe means of early expansion.  Four central Italian provinces that are well-developed, good early-game manpower for such a small state, excellent tax revenue, and a single-province vassal ready to use as a buffer for overextension are all in the plus column.  There’s also Avignon, but that’s mostly just a magnet for trouble with France, Burgundy, and Provence. In the minus column you’ve got the neighbors. Several small-to-middling Northern Italian states look ripe for the picking, but they’re all in the Holy Roman Empire but the Pope isn’t. Attacking Siena or Lucca on day one before they have any allies would be awfully tempting if they didn’t get the automatic assistance of the sitting Emperor. To the South lies Naples, encompassing the whole South of Italy and sitting pretty as the minor partner in a Personal Union with Aragon. Aragon has a much more impressive navy and army than the Pope, and frequently makes friends with Spain, France, Burgundy, or even Austria, none of whom are safe to dance with when you’ve got four Italian provinces and little tiny vassal. Reasonably nearby but not neighboring directly is Venice. Venice has a clutch of vassals, tends to make friends with at least one major regional player, and can generally be counted on to have a strong navy. There’s also the Holy Father himself to look at. Pope Eugenius IV is not a towering pillar of personal effectiveness.

My early-game strategy is going to take all of this into consideration and make friends with my obvious enemies. On day one try to ally with Aragon and Venice, plus possibly Austria or Hungary. Aragon and Venice are important for the naval assistance they can provide, and will probably both be necessary. Austria has excellent manpower as the starting Holy Roman Emperor and making friends with the emperor will open the door to HRE membership and North Italian conquest with fewer strings attached. Hungary is a poor second-choice to Austria; they’ve got he manpower but not the connections.  Of course, Austria tends to drag its allies into a bunch of pointless wars against big players, so they’re not automatically the go-to manpower-provider.  But what to do with two moderate naval powers and a big army? Jump on Byzantium, of course!

The City of the World’s Desire is what they call Constantinople, but mostly it’s the city the Ottomans desire. By subjugating the Byzantines any country can get itself an early-game vassal that has several coastal cores currently held by the Ottoman Empire in 1444.  Get the Byzantines in-hand, integrate Urbino to free up a diplomatic relationship, and pick fights with the Ottomans using mercenaries and allied manpower to keep war exhaustion down, and by 1500 the Pope should have Greece and parts of Asia Minor all sewn up. Integrate the Byzantines diplomatically and there you go, a Papal State with some legs. And really good flatbread.

Mid-game things will rely a fair bit on some unique features the Papal State can call on. Its national ideas grant it extra tax revenue and extra religious stability. From what I’ve seen of its events (the Sistine Chapel, the Vatican Library, St. Peter’s Basilica, etc.) there are ample opportunities to gain a continuous stream of Prestige and Devotion. For idea groups I’ll start with Diplomacy, then move on to Aristocratic, then possibly Administrative. Each of these have a cap feature that reduces technology costs by 10% for Diplomacy, Military, and Administrative respectively.  With lowered technology costs it should be somewhat easier to keep stability positive, develop provinces, and hire competent military leaders.

Let’s get thing running with the brief reign of his most holy Pope Eugenius IV, starting in November of the year of our Lord 1444.

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In the Papal War of Aggression against Byzantium the Vicar of Christ Pope Eugenius IV found his true calling as an able leader of soldiers at war. He would lead the Armata di Roma through the course of every battle and siege, never losing an engagement. Sadly it was not God’s will that he should live to see the peace his efforts would eventually forge. Venice had most-unreasonably declared the Papal State as her rival and as such was unavailable as a military ally. Aragon, Austria, and Hungary remained true to their faith and immediately agreed to treaties of mutual friendship and support-in-arms.  Having secured stout allies, Eugenius immediately declared a war of subjugation against Byzantium with no formal casus belli. Rome’s fleets set forth immediately to Achea. Reinforcements from Naples, Aragon, and Hungary arrived shortly thereafter. Eugenius set his sights on the castle at Morea, laying siege for several months while his allies cleared out the sea lanes of Byzantine galleys.  The Greeks put up a valiant defense of Constantinople and were swept aside. The great city fell in short order, but due to a misunderstanding, miscue, or miscommunication it was the forces of Aragon that claimed the province, complicating the peace negotiations somewhat. The Byzantines and their vassal Athens were vanquished, but could not be made subject to Rome while Aragon held their capital. On February 23 1448, still encamped with the Armata di Roma outside the freshly-surrendered Constantinople, Pope Eugenius IV contemplated his options in prayer. He left detailed instructions to his subordinates and passed on from the mortal world. And so it was that even as Rome celebrated her victory she mourned her warrior Pope and welcomed a remarkable new leader.

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Pope Gregorius XIII was particularly well-suited to pick up where Eugenius left off, shepherding the spiritual and temporal church into the beginning of a new era of influence. In his first act, Gregorius concluded the peace of 1448, granting Aragon the city of Constantinople and reserving Achea, Morea, and Athens for the Papal State. He immediately demonstrated the virtues of charity and mercy upon his new subjects by releasing them as a single vassal.  Having acquired a valuable territory through the Pope’s generosity, Aragon immediately broke her alliance with the Papal State. Gregorius predicted this would likely result in terrible conflict in the future, but time would tell. He set about consolidating his holdings and preparing for a truce with the Ottomans to expire, as they were embroiled in multiple simultaneous wars and Byzantium was eager to recover lost territory. The 1450’s would have a terrible start for the Ottoman Turks. Crimea had dragged them into war with Venice and Genoa. Muslim neighbors harried their Eastern borders. Then Pope Gregorius deemed it was time to press Byzantium’s claims to Greek lands. Again Hungary answered the call, bringing its army down like a hammer through the Bulgarian frontier while Roman and Greek forces swung up through Thessaly. The Ottoman forces had too many threats from too many directions, and were soon completely swept from their European holdings. In 1454 Byzantium was made whole and the Turks were driven from their own capitol of Edirne, which was taken by Rome and sold back to Byzantium a day later for zero ducats.

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On the domestic front, Pope Gregorius faced many decisions with wisdom and grace. He permitted the local government in Romagna to handle the non-enforcement of ordinances issue, showing a willingness to tolerate a high degree of local autonomy. He commissioned the reconstruction of the Sistine Chapel, a decision that will likely set off a long-lasting chain of events for the greater glory of God on Earth as well as in Heaven. He also established the creation of a General Hospital, which will greatly benefit the faithful and permit even more healthy young souls to serve under arms for centuries to come. Shortly after the war to restore Byzantine lands from the Ottomans concluded, the Papal State began the diplomatic process of integrating Urbino. Pope Gregorius XIII began his tenure at the sunset of war, he lead through war and peace for seven years, and he passed on to his eternal reward on July 4th, 1455.

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Our next installment will start with the troubled reign of Pope Pius II, a far less capable man than his predecessor.

Old-timey Morale for 5e

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Dungeons & Dragons had a lovely feature missing from Advanced Dungeons & Dragons and some of its successors: morale.  By this I mean a mechanism by which the Dungeon Master could determine if an antagonist was willing to fight it out to the bitter end or choose the better part of valor. A mechanism transparent to the rest of the players and therefore fostering a general feeling of trust in the DM as a fair arbiter of the rules. The evil henchmen didn’t doggedly stick to it because the DM wanted to whittle down your hit points and force you to expend resources. They did so because their basic stats and the dice said so.

An old copy of the Basic D&D Creature Catalogue says you simply roll two six-sided dice and compare the result to the “morale” stat listed for a given creature.  Second Edition used two ten-sided dice and a broader scale. Personally I like to use a twelve-sided die in my Type V campaign. It’s one of the few times that die is used, and my players are learning to associate it with morale checks.  If the die roll is greater than the creature’s morale check, it bugs out.  When is the check called for? Whenever the narrative seems to justify it. A few times I’m likely to pull out the d12:

  • A creature first takes damage (and hadn’t been expecting to)
  • A creature is reduced to under half its hit point total
  • A creature witnesses an ally fall or flee
  • A creature witnesses half its allies fall or flee
  • A creature is subjected to explicit intimidation

These are more-or-less in keeping with the rules available from the battered old Red Box of my youth. While this basically works out fine, one big missing factor is a direct translation from the Basic D&D to 5th Edition D&D creatures.  We could compile an exhaustive listing of all the newer monsters and their closest Basic Edition analogs, but the return on investment seems out of whack.  Instead perhaps we rattle off a few well-known creatures and their morale values as points of reference for winging it. Keep the improvisation of stats to prep-time whenever possible, of course.

  • 5 – Herd animal, Rat
  • 6 – Kobold
  • 7 – Normal dog, Sprite
  • 8 – Bandit, Elf, Orc, Small White Dragon
  • 9 – Ghost, Goblin, Treant
  • 10 – Dwarf,  Elemental, Grizzly Bear, Hobgoblin, Troll
  • 11 – Archon, Huge Red Dragon War dog
  • 12 – Beholder, Berserker, Golem, Skeleton, Zombie

Modifiers can apply, naturally, such as when there is a particularly charismatic or renown leader present, bolstering an adversary’s confidence. Or if a player character just decapitated the same renown or charismatic leader. Common sense, as always, is welcome when adjudicating rules. Doubly so with old rules home-cooked into new systems.

Victorian Brazil AAR

It’s my understanding that in Victoria 2, the five-year-old grand strategy game from Paradox, Brazil is in a pretty good position to do quite well. I’m a veteran of several Crusader Kings, Europa Universalis, and a couple of Hearts of Iron games, but new to Vicky 2 and I think things turned out pretty well.

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One of my first goals was to liberalize Brazil enough to become an immigration magnet. The first 50 years or so were rough going in this regard, as all three initial political parties available (Reactionary, Conservative, and Liberal) weren’t big on granting legal rights to immigrants.  Once the Partido Paulista came in, I was set.  The Paulistas favored full citizenship rights, were pro-military, and allowed “state capitalism.” State capitalism is a great position to be in for this game, as you can interfere with the economy whenever your computer-controlled capitalists are making dumb choices like putting liquor distilleries in the wrong places or doubling down on fertilizer when it’s losing money.  With full citizenship on the table and lots of trouble in Europe and China, the immigrants started pouring in and Brazil’s population flourished.

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Military expansion in South America was limited to Brazil’s core provinces. This meant giving Bolivia, Colombia, and Paraguay (not shown here, as it was later gobbled up) a bit of a haircut. Colonial expansion was the goal here, not strife with our Spanish-speaking cousins.

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Speaking of colonial expansion, Brazil waged three separate wars for colonial concessions from Sokoto and Egypt to get a toehold on the Dark Continent. This provided access to Darfur and the Hausaland early on. Portugal was able to colonize inland from its initial holdings.  In 1870 the race was on, with Brazil being first to unlock Colonial Negotiations (an in-game euphemism for diplomacy by machinegun). After spending decades building up naval facilities along the Brazilian coast, my patience and foresight were rewarded with rich territories in Nigeria, the Congo, Somalia, Kenya, Togo, et cetera.

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The other colonial nations were slow to pick up the Southern end of Africa, so Brazil mopped up with a few late expeditions. France cut us off from linking with our Northern colonies, something that would cause headaches in the Great Wars.

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Speaking of Great Wars, colonization, industrialization, immigration, and a bit of military enthusiasm put Brazil into a tenuous Great Power status. Through moderately-shrewd diplomatic action and the judicious use of influence, Brazil was able to force the United Kingdom to give up much of her initial holdings.  Here we see a late 1935 British Isles with an independent Ireland (sphered by Germany), an independent Scotland (sphered by Brazil), and Brazilian-held Cornwall. That’s right, they’re speaking Portugese in Bath.

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For spheres of influence, Brazil did nicely. Several fascist and communist revolutions aside, Brazil ended up with 17 subsidiary states, including the bulk of sub-Saharan Africa (a revolution kicked Portugal and the Netherlands out of our sphere late in the campaign, otherwise it would be green here). We were able to grab Cuba and Haiti away from the United States, and aside from lands held by Britain and France, the entirety of South America lay under Brazil’s protective umbrella.

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A little look at the end-of-game summary:

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And the ledger:

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We were able to enact all of the political reforms, abolishing slavery, introducing universal suffrage (including for women). We were able to enact most of the social reforms, with a 98% literacy rate, won several Nobel Prizes, hosted the Olympics four times, and sent the first successful expeditions to both the North and South Poles. We defeated Britain, France, Russia, Italy, and the Ottomans in multiple wars, and formed a mighty three-way alliance along with Germany and China that was so potent that France spat out Algeria diplomatically rather than risk open conflict.

My only regret is that there was no battle between North and South America for dominance of our hemisphere. The USA and Brazil were allied early on, but they proved worthless in intercontinental struggles, reluctant as they are to send soldiers abroad. They had a tremendous early edge on immigration flow, swiftly outpacing Brazil in population and industry.

A Few Simple Admonitions

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Some things never chance. Observe, for a moment, the “Tips to the Players” found at the back of D&D Module B2: Keep on the Borderlaneds (published in 1979 when I was but a wee lad):

It often helps for beginning players to have advice on how to play D&D. Many points are overlooked by novices is their eagerness to get on with the adventure, The following points are given to help these players.

Most importantly, players should be organized and cooperative. Each player should have complete information on his or her character easily on hand and should supply the DM with this information quickly and accurately if asked. As parties will usually involve a variety of alignments and classes, players should work together to use their abilities effectively. Arguing among players will cause delays, attract monsters, and often result in the deaths of some or all of the members.

Cooperation should also be given to the DM. He or she is the judge of the game and his or her decisions are final. If a player disagrees, he or she should calmly state why, and accept whatever the DM decides. Shouting, crying, pouting, or refusing to accept decisions only angers the other players. The game should be fun for all involved. Not everything will go the way players want it.

Planning is another important part of play. Players should be well equipped, comparing each member’s list and balancing the items on each. No character should be overburdened nor under-equipped. This may mean sharing the costs of extra items. Rope, oil, torches, spikes, and other useful items should always be carried. Plans should be considered for encountering monsters and casting spells.

Caution is also necessary and is a part of planning. A party that charges forward without preparation is almost certainly doomed. Danger should be expected at any moment and from any direction, possibly even from one’s own party. Lying and trickery are not unknown. Cautious play will help avoid many (but not all) tricks and traps and may save a life. However, too much caution is as dangerous as too little. Many instances will require bold and quick actions on the part of the players, before all is lost.

Above all a player must think. The game is designed to challenge the minds and imaginations of the players.

Those who tackle problems and use their abilities, wits, and new ideas will succeed more often than fail. The challenge of thinking is a great deal of the fun of the game.

It’s like a Five Commandments of tabletop roleplaying. They keep releasing new rules and we keep adapting our own house rules, but the game’s the same it’s always been in the ways that matter most.