Quotulatiousness

February 13, 2024

QotD: War elephant logistics

From trunk to tail, elephants are a logistics nightmare.

And that begins almost literally at birth. For areas where elephants are native, nature (combined, typically, with the local human terrain) create a local “supply”. In India this meant the elephant forests of North/North-Eastern India; the range of the North African elephant (Loxodonta africana pharaohensis, the most likely source of Ptolemaic and Carthaginian war elephants) is not known. Thus for many elephant-wielding powers, trade was going to always be a key source for the animals – either trade with far away kingdoms (the Seleucids traded with the Mauyran Indian kingdom for their superior Asian elephants) or with thinly ruled peripheral peoples who lived in the forests the elephants were native to.

(We’re about to get into some of the specifics of elephant biology. If you are curious on this topic, I am relying heavily on R. Sukumar, The Asian Elephant: Ecology and Management (1989). I’ve found that information on Asian elephants (Elephas maximus) much easier to come by than information on African elephants (Loxodonta africana and Loxodonta cyclotis).)

In that light, creating a breeding program – as was done with horses – seems like a great idea. Except there is one major problem: a horse requires about four years to reach maturity, a mare gestates a foal in eleven months and can go into heat almost immediately thereafter. By contrast, elephants reach adulthood after seventeen years, take 18-22 months to gestate and female elephants do not typically mate until their calf is weaned, four to five years after its birth. A ruler looking to build a stable of cavalry horses thus may start small and grow rapidly; a ruler looking to build a corps of war elephants is looking at a very slow process. This is compounded by the fact that elephants are notoriously difficult to breed in captivity. There is some speculation that the Seleucids nonetheless attempted this at Apamea, where they based their elephants – in any event, they seem to have remained dependent on imported Indian elephants to maintain the elephant corps. If a self-sustaining elephant breeding program for war elephants was ever created, we do not know about it.

To make matters worse, elephants require massive amounts of food and water. In video-games, this is often represented through a high elephant “upkeep” cost – but this often falls well short of the reality of keeping these animals for war. Let’s take Total War: Rome II as an example: a unit of Roman (auxiliary) African elephants (12 animals), costs 180 upkeep, compared to 90 to 110 upkeep for 80 horses of auxiliary cavalry (there are quite a few types) – so one elephant (with a mahout) costs 15 upkeep against around 1.25 for a horse and rider (a 12:1 ratio). Paradox’s Imperator does something similar, with a single unit of war elephants requiring 1.08 upkeep, compared to just 0.32 for light cavalry; along with this, elephants have a heavy “supply weight” – twice that of an equivalent number of cavalry (so something like a 2:1 or 3:1 ratio of cost).

Believe it or not, this understates just how hungry – and expensive – elephants are. The standard barley ration for a Roman horse was 7kg of barley per day (7 Attic medimnoi per month; Plb. 6.39.12); this would be supplemented by grazing. Estimates for the food requirements of elephants vary widely (in part, it is hard to measure the dietary needs of grazing animals), but elephants require in excess of 1.5% of their body-weight in food per day. Estimates for the dietary requirements of the Asian elephant can range from 135 to 300kg per day in a mix of grazing and fodder – and remember, the preference in war elephants is for large, mature adult males, meaning that most war elephants will be towards the top of this range. Accounting for some grazing (probably significantly less than half of dietary needs) a large adult male elephant is thus likely to need something like 15 to 30 times the food to sustain itself as a stable-fed horse.

In peacetime, these elephants have to be fed and maintained, but on campaign the difficulty of supplying these elephants on the march is layered on top of that. We’ve discussed elsewhere the difficulty in supplying an army with food, but large groups of elephants magnify this problem immensely. The 54 elephants the Seleucids brought to Magnesia might have consumed as much food as 1,000 cavalrymen (that’s a rider, a horse and a servant to tend that horse and its rider).

But that still understates the cost intensity of elephants. Bringing a horse to battle in the ancient world required the horse, a rider and typically a servant (this is neatly implied by the more generous rations to cavalrymen, who would be expected to have a servant to be the horse’s groom, unlike the poorer infantry, see Plb. above). But getting a war elephant to battle was a team effort. Trautmann (2015) notes that elephant stables required riders, drivers, guards, trainers, cooks, feeders, guards, attendants, doctors and specialist foot-chainers (along with specialist hunters to capture the elephants in the first place!). Many of these men were highly trained specialists and thus had to be quite well paid.

Now – and this is important – pre-modern states are not building their militaries from the ground up. What they have is a package of legacy systems. In Rome’s case, the defeat of Carthage in the Second Punic War resulted in Rome having North African allies who already had elephants. Rome could accept those elephant allied troops, or say “no” and probably get nothing to replace them. In that case – if the choice is between “elephants or nothing” – then you take the elephants. What is telling is that – as Rome was able to exert more control over how these regions were exploited – the elephants vanished, presumably as the Romans dismantled or neglected the systems for capturing and training them (which they now controlled directly).

That resolves part of our puzzle: why did the Romans use elephants in the second and early first centuries B.C.? Because they had allies whose own military systems involved elephants. But that leaves the second part of the puzzle – Rome doesn’t simply fail to build an elephant program. Rome absorbs an elephant program and then lets it die. Why?

For states with scarce resources – and all states have scarce resources – using elephants meant not directing those resources (food, money, personnel, time and administrative capacity) for something else. If the elephant had no other value (we’ll look at one other use next week), then developing elephants becomes a simple, if difficult, calculation: are the elephants more likely to win the battle for me than the equivalent resources spent on something else, like cavalry. As we’ve seen above, that boils down to comparisons between having just dozens of elephants or potentially hundreds or thousands of cavalry.

The Romans obviously made the bet that investing in cavalry or infantry was a better use of time, money and resources than investing in elephants, because they thought elephants were unlikely to win battles. Given Rome’s subsequent spectacular battlefield success, it is hard to avoid the conclusion they were right, at least in the Mediterranean context.

Bret Devereaux, “Collections: War Elephants, Part II: Elephants against Wolves”, A Collection of Unmitigated Pedantry, 2019-08-02.

September 27, 2023

QotD: Geeks and hackers

Filed under: Gaming, Quotations, Technology — Tags: , , , , — Nicholas @ 01:00

One of the interesting things about being a participant-observer anthropologist, as I am, is that you often develop implicit knowledge that doesn’t become explicit until someone challenges you on it. The seed of this post was on a recent comment thread where I was challenged to specify the difference between a geek and a hacker. And I found that I knew the answer. Geeks are consumers of culture; hackers are producers.

Thus, one doesn’t expect a “gaming geek” or a “computer geek” or a “physics geek” to actually produce games or software or original physics – but a “computer hacker” is expected to produce software, or (less commonly) hardware customizations or homebrewing. I cannot attest to the use of the terms “gaming hacker” or “physics hacker”, but I am as certain as of what I had for breakfast that computer hackers would expect a person so labeled to originate games or physics rather than merely being a connoisseur of such things.

One thing that makes this distinction interesting is that it’s a recently-evolved one. When I first edited the Jargon File in 1990, “geek” was just beginning a long march towards respectability. It’s from a Germanic root meaning “fool” or “idiot” and for a long time was associated with the sort of carnival freak-show performer who bit the heads off chickens. Over the next ten years it became steadily more widely and positively self-applied by people with “non-mainstream” interests, especially those centered around computers or gaming or science fiction. From the self-application of “geek” by those people it spread to elsewhere in science and engineering, and now even more widely; my wife the attorney and costume historian now uses the terms “law geek” and “costume geek” and is understood by her peers, but it would have been quite unlikely and a faux pas for her to have done that before the last few years.

Because I remembered the pre-1990 history, I resisted calling myself a “geek” for a long time, but I stopped around 2005-2006 – after most other techies, but before it became a term my wife’s non-techie peers used politely. The sting has been drawn from the word. And it’s useful when I want to emphasize what I have in common with have in common with other geeks, rather than pointing at the more restricted category of “hacker”. All hackers are, almost by definition, geeks – but the reverse is not true.

The word “hacker”, of course, has long been something of a cultural football. Part of the rise of “geek” in the 1990s was probably due to hackers deciding they couldn’t fight journalistic corruption of the term to refer to computer criminals – crackers. But the tremendous growth and increase in prestige of the hacker culture since 1997, consequent on the success of the open-source movement, has given the hackers a stronger position from which to assert and reclaim that label from abuse than they had before. I track this from the reactions I get when I explain it to journalists – rather more positive, and much more willing to accept a hacker-lexicographer’s authority to pronounce on the matter, than in the early to mid-1990s when I was first doing that gig.

Eric S. Raymond, “Geeks, hackers, nerds, and crackers: on language boundaries”, Armed and Dangerous, 2011-01-09.

July 29, 2023

If you like the CRTC regulating the internet, you’ll love having them regulating video games!

Filed under: Bureaucracy, Cancon, Gaming, Government, Technology — Tags: , , — Nicholas @ 03:00

Not satisfied with strenuously trying to break the internet for ordinary Canadians, the Trudeau government is now being lobbied to introduce regulation of video games, too:

Bill C-11 may have receded into the background of CRTC consultations and government policy directions, but Canadians concerned with user content, video game and algorithmic regulation would do well to pay attention. Lobby groups that fought for the inclusion of user content regulation in the bill have now turned their attention to the regulatory process and are seeking to undo government assurances that each of those issues – user content, algorithms and even video games – would fall outside of the scope of the regulatory implementation of the bill. In fact, if the groups get their way, Canadians would face unprecedented regulations with the CRTC empowered to create a host of new obligations that could even include requirements for Youtubers and TikTokers to register with the Commission. With a new Heritage Minister in place, the submissions raise serious concerns about whether the government will maintain its commitments regarding scoping out users, video games, and algorithms.

The most troubling publicly available document comes from a coalition that calls itself ACCORD, representing songwriters, composers, and music publishers. The group has posted its submission to the government’s consultation on the draft policy direction to the CRTC on Bill C-11. All submissions are not yet posted, but I should note that I also submitted a brief document, calling on the government to fully honour its commitment to exclude user content and algorithms from regulation and to establish limits on discoverability regulation.

The government’s draft direction had called for “minimizing” algorithmic regulation and the exclusion of user content and video game regulation. The music lobby is now calling on the government to rollback virtually all of its commitments on these issues. The draft direction states:

    The Commission is directed not to impose regulatory requirements on

    (a) online undertakings in respect of the programs of social media creators, including podcasts; and

    (b) broadcasting undertakings in respect of the transmission of video games.

The lobby wants virtually all of this removed, deleting references to online undertakings and video games. Moreover, the directive speaks to Section 4.2, stating:

    In exercising its powers under section 4.2 of the Act, the Commission is directed to set out clear, objective and readily ascertainable criteria, including criteria that ensure that the Act only applies in respect of programs that have been broadcast, in whole or in significant part, by a broadcasting undertaking that is required to be carried on under a licence or that is required to be registered with the Commission but does not provide a social media service.

Here too the lobby group wants most of the paragraph deleted. And while the government directed the CRTC to minimize algorithmic regulation for discoverability purposes, the groups wants those limitations removed as well. In short, the lobby groups validate the concerns expressed by thousands of Canadians that Bill C-11 opened the door to the regulation of user content, video games, and algorithms.

July 3, 2023

Schools fail their students when they try to teach things the students have no interest in learning

Filed under: Education, Gaming — Tags: , , — Nicholas @ 03:00

David Friedman has several examples of success in learning when the learner suddenly wants to learn the material:

One of the problems with our educational system is that it tries to teach people things that they have no interest in learning. There is a better way.

What started me thinking about the issue and persuaded me to write this post was an online essay, by a woman I know, describing how she used D&D to cure her math phobia.

How to Cure Mathphobia

    I was failed by the education system, fell behind, never caught up, and was left with a panic response to the thought of interacting with any expression that has numbers and letters where I couldn’t immediately see what all of the numbers and letters were doing. The first time I took algebra one, I developed such a strong panic response that it wrapped around to the immediate need to go to sleep, like my brain had come up with a brilliant defense mechanism that left me with something akin to situational narcolepsy. (I did, actually, fall asleep in class several times, which had never happened to me before.) I retook the class the next year. I spent a lot of that year in tears, with a teacher who specifically refused to answer questions that weren’t more specific than “I don’t get it” or “I have no idea what any of those symbols mean or what we’re doing with them”.

Until she had a use for it:

    The first time I played D&D, I was a high school student. My party was, incidentally, all female, apart from one girl’s boyfriend and the GM, who was the father of three of the players. We actually started out playing first edition AD&D, which I am almost tempted to recommend to beginners, just on the grounds that if you start there you will appreciate virtually every other edition of D&D you end up playing by comparison. I might have given up myself before I started, except that one of the players in the first game I ever spectated was a seven-year-old girl, and I was not about to claim that I couldn’t do something that a seven-year-old was handling just fine.

    One of my most vivid memories of this group is the time we were on a massive zigzagging staircase — like one of those paths they have at the Grand Canyon, that zigzag back and forth down the cliff face so that anyone can reach the bottom without advanced rock-climbing. We saw a bunch of monsters coming for us from the ground below, and we weren’t sure whether they had climb speeds, but we didn’t super want to wait to find out. The ranger pulled out her bow to attack them before they could get to us.

    “Now, wait a moment,” says the GM. “Can your arrows actually reach that far?”

    “Well, they’re only, like, sixty feet away.”

    “No, it’s more than that, because you have to think about height in addition to horizontal distance.”

    “Yeah, but that’s, like, complicated?”

    “Is it? Most of you are taking geometry right now, don’t you know how to find the hypotenuse of a right triangle?”

    There were some groans. Math was hard. But we did know how to find the hypotenuse of a right triangle. We got out some scrap paper and puzzled over it for a couple minutes, volunteering the height of the cliff and the distance of the monsters and deciding that we could ignore the slight slope caused by the zigzagging stairways. We got a number back and compared it to the bow’s range per the rules. We determined that we could hit the monsters without a range penalty.

    We killed the monsters. This wasn’t the real victory that day.

May 27, 2023

QotD: The war elephant’s primary weapon was psychological, not physical

The Battle of the Hydaspes (326 BC), which I’ve discussed here is instructive. Porus’ army deployed elephants against Alexander’s infantry – what is useful to note here is that Alexander’s high quality infantry has minimal experience fighting elephants and no special tactics for them. Alexander’s troops remained in close formation (in the Macedonian sarissa phalanx, with supporting light troops) and advanced into the elephant charge (Arr. Anab. 5.17.3) – this is, as we’ll see next time, hardly the right way to fight elephants. And yet – the Macedonian phalanx holds together and triumphs, eventually driving the elephants back into Porus’ infantry (Arr. Anab. 5.17.6-7).

So it is possible – even without special anti-elephant weapons or tactics – for very high quality infantry (and we should be clear about this: Alexander’s phalanx was as battle hardened as troops come) to resist the charge of elephants. Nevertheless, the terror element of the onrush of elephants must be stressed: if being charged by a horse is scary, being charged by a 9ft tall, 4-ton war beast must be truly terrifying.

Yet – in the Mediterranean at least – stories of elephants smashing infantry lines through the pure terror of their onset are actually rare. This point is often obscured by modern treatments of some of the key Romans vs. Elephants battles (Heraclea, Bagradas, etc), which often describe elephants crashing through Roman lines when, in fact, the ancient sources offer a somewhat more careful picture. It also tends to get lost on video-games where the key use of elephants is to rout enemy units through some “terror” ability (as in Rome II: Total War) or to actually massacre the entire force (as in Age of Empires).

At Bagradas (255 B.C. – a rare Carthaginian victory on land in the First Punic War), for instance, Polybius (Plb. 1.34) is clear that the onset of the elephants does not break the Roman lines – if for no other reason than the Romans were ordered quite deep (read: the usual triple Roman infantry line). Instead, the elephants disorder the Roman line. In the spaces between the elephants, the Romans slipped through, but encountered a Carthaginian phalanx still in good order advancing a safe distance behind the elephants and were cut down by the infantry, while those caught in front of the elephants were encircled and routed by the Carthaginian cavalry. What the elephants accomplished was throwing out the Roman fighting formation, leaving the Roman infantry confused and vulnerable to the other arms of the Carthaginian army.

So the value of elephants is less in the shock of their charge as in the disorder that they promote among infantry. As we’ve discussed elsewhere, heavy infantry rely on dense formations to be effective. Elephants, as a weapon-system, break up that formation, forcing infantry to scatter out of the way or separating supporting units, thus rendering the infantry vulnerable. The charge of elephants doesn’t wipe out the infantry, but it renders them vulnerable to other forces – supporting infantry, cavalry – which do.

Elephants could also be used as area denial weapons. One reading of the (admittedly somewhat poor) evidence suggests that this is how Pyrrhus of Epirus used his elephants – to great effect – against the Romans. It is sometimes argued that Pyrrhus essentially created an “articulated phalanx” using lighter infantry and elephants to cover gaps – effectively joints – in his main heavy pike phalanx line. This allowed his phalanx – normally a relatively inflexible formation – to pivot.

This area denial effect was far stronger with cavalry because of how elephants interact with horses. Horses in general – especially horses unfamiliar with elephants – are terrified of the creatures and will generally refuse to go near them. Thus at Ipsus (301 B.C.; Plut. Demetrius 29.3), Demetrius’ Macedonian cavalry is cut off from the battle by Seleucus’ elephants, essentially walled off by the refusal of the horses to advance. This effect can resolved for horses familiarized with elephants prior to battle (something Caesar did prior to the Battle of Thapsus, 46 B.C.), but the concern seems never to totally go away. I don’t think I fully endorse Peter Connolly’s judgment in Greece and Rome At War (1981) that Hellenistic armies (read: post-Alexander armies) used elephants “almost exclusively” for this purpose (elephants often seem positioned against infantry in Hellenistic battle orders), but spoiling enemy cavalry attacks this way was a core use of elephants, if not the primary one.

Bret Devereaux, “Collections: War Elephants, Part I: Battle Pachyderms”, A Collection of Unmitigated Pedantry, 2019-07-26.

April 29, 2023

QotD: The problem of war-elephants

The interest in war elephants, at least in the ancient Mediterranean, is caught in a bit of a conundrum. On the one hand, war elephants are undeniably cool, and so feature heavily in pop-culture (especially video games). In Total War games, elephants are shatteringly powerful units that demand specialized responses. In Paradox’s recent Imperator, elephant units are extremely powerful army components. Film gets in on the act too: Alexander (2004) presents Alexander’s final battle at Hydaspes (326) as a debacle, nearing defeat, at the hands of Porus’ elephants (the historical battle was a far more clear-cut victory, according to the sources). So elephants are awesome.

On the other hand, the Romans spend about 200 years (from c. 264 to 46 B.C.) mopping the floor with armies supported by war elephants – Carthaginian, Seleucid, even Roman ones during the civil wars (Thapsus, 46 B.C.). And before someone asks about Hannibal, remember that while the army Hannibal won with in Italy had almost no war elephants (nearly all of them having been lost in the Alps), the army he lost with at Zama had 80 of them. Romans looking back from the later Imperial period seemed to classify war elephants with scythed chariots and other failed Hellenistic “gimmick” weapons (e.g. Q. Curtius Rufus 9.2.19). Arrian (a Roman general writing in the second century A.D.) dismisses the entire branch as obsolete (Arr. Tact. 19.6) and leaves it out of his tactical manual entirely on those grounds.

This negative opinion in turn seeps into the scholarship on the matter. This is in no small part because the study of Indian history (where war elephants remained common) is so under-served in western academia compared to the study of the Greek and Roman world (where the Romans functionally ended the use of war elephants on the conclusion that they were useless). Trautmann, (2015) notes the almost pathetic under-engagement of classical scholars with this fighting system. Scullard’s The elephant in the Greek and Roman World (1974) remains the standard text in English on the topic some 45 years later, despite fairly huge changes in the study of the Achaemenids, Seleucids, and Carthaginians in that period.

All of which actually makes finding good information on war elephants quite difficult – the cheap sensational stuff often fills in the gaps left by a lack of scholarship. The handful of books on the topic vary significantly in terms of seriousness and reliability.

Bret Devereaux, “Collections: War Elephants, Part I: Battle Pachyderms”, A Collection of Unmitigated Pedantry, 2019-07-26.

March 30, 2023

The use and mis-use of wargames

Filed under: Gaming, Military, USA — Tags: , , — Nicholas @ 05:00

Cheating in wargames must be approximately five minutes younger than wargames themselves … famously, the Imperial Japanese Navy didn’t like the outcome of wargaming what became the Battle of Midway and “cheated” by refloating the aircraft carriers shown as sunk in the simulation and Wehrmacht General Paulus ran a wargame that showed Operation Barbarossa would fail and he was also told to ignore the results and ended up in Stalingrad. Lessons can be learned from formal wargames, but as CDR Salamander points out, a wargame outcome can be custom-tailored as the leaders require:

Not this kind of civilian wargame … a real wargame run by professional military staff!

One of the things that will get my eye twitching faster than about anything else is when someone responds to a question or concern with a, “Well, in our wargames …”

Bullshit.

That may work for civilians or under-briefed lawmakers who lack the depth in military matters, but anyone who has run or been part of a wargame knows that you can design one to give you the outcomes you want.

Planning assumptions etc … it is all flexible.

Wargames, done right, don’t tell you the future, but they do help inform gaps in your OPLAN, thinking, or expectations of the enemy … and shortfalls you might have.

At the POLMIL level — where our most senior uniformed and civilian leaders live — you have distinctly different concerns than Tactical, Operational, or — if your Planning Confession separates Strategic from the POLMIL level — Strategic level.

For the senior uniformed leader to make this statement, as if it were a bolt out of the blue, is simply gobsmacking;

    A “big lesson learned comes out of Ukraine, which is the incredible consumption rates of conventional munitions in what really is a limited regional war,” General Mark Milley, the chairman of the Joint Chiefs of Staff, told the House Armed Services Committee.

    “If there was a war on the Korean peninsula or a great power war between United States and Russia, United States and China, those consumption rates would be off the charts,” he said.

Whose charts? Who made them and using what metrics and dataset?

Yes … that is a lesson for most out there … but it should not be for the CJCS. Hell, I remember certain aspects of updating the OPLAN for Korea a quarter century ago when we beat the drum that, “We don’t have enough ____ and only a few days of ____ before we are combat ineffective.”

This. Is. Not. New.

As we mentioned last July, magazine depth has been a chronic shortfall for a long time.

I have trouble believing that the CJCS is shocked, SHOCKED, that this is an issue.

It isn’t a “lesson learned” — it is a lesson ignored.

One of the easiest, most obvious-to-the-accountants economy any military can make is to scrimp on the inventory of live ammunition … if there’s no war, much of the stored munitions must be disposed of at a cost, and what’re the chances they’ll throw a war before the next election? Plus, if there’s only so much in storage, it’s not economical to have the training allowance of ammunition go up, so you can reduce the resupply levels and free up money in the budget for sexier, more mediagenic toys.

February 16, 2023

The mass spell to destroy Hogwarts Legacy turns out to be a squib

Filed under: Business, Gaming, Media, Politics, USA — Tags: , , , , , — Nicholas @ 05:00

All the angry people on social media had a new thing to be angry about: the release of a new online game based on the works of she-who-must-not-be-named (that’d be J.K. Rowling if you haven’t been keeping up with the woke’s ledger book of cancelled persons). They’d gather in their mighty legions, denounce the evil woman and the tech company would shiver and shake and then apologize for offending them and pull the game from the market, just like so many other companies had fallen to their online rage before.

It hasn’t quite worked out that way, as Tom Knighton relates:

The extreme left, those we term as “woke”, like to think they have a great deal of power. They think they’re the majority of the nation, and that they can shift the world based on their own whims.

And, in the past, it sure looked like it.

They’d get on Twitter and scream in outrage and brands would back down. They’d issue apologies and capitulate with the mob.

Then JK Rowling got on their bad side. She doesn’t think transwomen are women, that they haven’t lived with the struggles that women grow up with.

So, they decided to destroy anything they can associate with her.

That included the new video game, Hogwarts Legacy. Before the game came out, they tried to sabotage it on Steam, describing it as a “genocide simulator”.

I’ll be honest, that made me want to play the game. Apparently, I was far from alone.

    Hogwarts Legacy has got off to a very big start at UK games retail, and is comfortably the No.1 game of the week (GfK data).

    It is the biggest launch for any Harry Potter game ever, with sales 64% higher than the previous best — Harry Potter and the Philosopher’s Stone from 2001. In fact, the biggest week for a Harry Potter game wasn’t a launch week at all, it was the second week of the Philosopher’s Stone (due to hype around the movie). Even compared to that week, Hogwarts Legacy was still bigger by 2%.

    This result is more impressive when you consider this is just for physical sales. Hogwarts Legacy would have received a substantial number of digital downloads (that data will come later in the week), whereas Philosopher’s Stone didn’t have any digital sales back in 2001. Therefore, the success will be even more pronounced once all the data is in.

In other words, the woke don’t have the pull they like to believe they do.

In a rational world, companies would see this and take it to heart: despite their apparent popularity on some social media sites, the very very woke are a tiny layer of froth on the ocean of non-woke customers. It’s often said that the terminally online think that Twitter is the real world — which is why Elon Musk taking over their preferred online megaphone was so traumatic to so many of them — but they’re mostly bellowing at one another, not at the population as a whole.

December 30, 2022

My Top 10 Favorite Avalon Hill Games

Filed under: Gaming, History, Military, WW2 — Tags: , , — Nicholas @ 02:00

Legendary Tactics
Published 1 Apr 2021

Avalon Hill has such a rich history as a board game company, and has contributed so much to our hobby, our sense of history, and our lives. I sat down to reminisce about my top 10 favorite Avalon Hill games of all time. Are these the best games of all time? What games would make your list? Let us know in the comment section below.
(more…)

April 10, 2022

QotD: Most MMORPG portrayal of iron-working is incredibly unrealistic

As with our series on farming, we are going to follow the train of iron production from the mine to a finished object, be that a tool, a piece of armor, a simple nail, a weapon or some other object. And I want to stress that broad framing: iron was made into more things than just swords (although swords are cool). If you are here wondering how you go from iron-bearing rocks to a sword, these posts will tell you, but they will equally get you from those same rocks to a nail, or a workman’s hammer, or a sawblade, or a pot, or a decorative iron spiral, or a belt-buckle, or any other of a multitude of things that might be produced in iron.

Iron production is a unique topic in one key way. If the problem with farmers is that the popular understanding of the past (either historical or fantastical) renders them effectively invisible – as indeed, it tends to render most ancient forms of production invisible – iron-working is tremendously visible, but in a series of motifs that are almost completely wrong. Iron is treated as rare when it is common, melted in societies that almost certainly lack the furnaces to do so; swords are cast when they should be forged, quenched in ways that would ruin them and the work of the iron-worker is represented as a solitary activity when every stage of iron-working, when done at any kind of scale, was a team job (many modern traditional blacksmiths work alone, often as a hobby; ancient smiths generally did not). The popular depiction is so consistently wrong that it doesn’t really even provide a firm basis for correction. We are going to have to start over, from the beginning.

[…]

In most video games, if you are looking to produce some iron things, the first problem you invariably have is finding some iron ores. Often iron is some sort of semi-rare strategic resource available in only certain parts of the map, something that factions might fight over. Actually finding some iron might be a serious problem.

Well, I have good news for historical you as compared to video game you: iron is the fourth most common element in earth’s crust, making up around 5% of the total mass of the part of the earth we can actually mine. Modern industry produces – and I mean this very literally – a billion tons (and change) of iron per year. Iron is about the exact opposite of rare; almost all of the major ores of iron are dirt common. And that’s the point.

One of the reasons that the change from using bronze (or copper) as tool metals to using iron was so important historically is that iron is just so damn abundant. Of course iron can be used to make better tools and weapons as well, but only with proper treatment: initially, the advantage in iron was that it was cheap. Now, as we’ll see, while the abundance of iron makes it cheap, the difficulty in working it poses technological problems; that’s why the far rarer and also generally inferior (to proper, work-hardened, heat-treated iron or steel; bronze will often exceed the performance of unalloyed iron) copper and bronze were used first: harder to find, easier to work. […]

Very small amounts of iron occur on earth as pure “native” metal; the term for this, “meteoric iron” is an accurate description of where it comes from (there is also one known deposit of native “telluric iron“); in practice, the sum total of these iron sources is effectively a rounding error on the amount of iron an iron-age society is going to need and so “pure” iron may be disregarded as a meaningful source of iron.

Bret Devereaux, “Iron, How Did They Make It? Part I, Mining”, A Collection of Unmitigated Pedantry, 2020-09-18.

March 7, 2022

Wargaming the Spanish Civil War

Filed under: Europe, Gaming, History, Military — Tags: , , , , — Nicholas @ 03:00

Of all the wars of the 20th century, the Spanish Civil War has to have been one of the most confusing to outsiders at the time and virtually unreadable to moderns who didn’t live through that tumultuous era. I’ve read and enjoyed Orwell’s Homage to Catalonia, but it’s not a history of the whole war: Orwell was an enlisted volunteer who served on a “quiet” sector until he was seriously wounded by a Nationalist sniper. He discusses the situations he encountered personally and avoids, for the most part, editorializing the larger strategic conflict (the TimeGhost team did a pretty helpful video on how the war was triggered that may be informative). As a result of the lack of clarity and the confused narratives, the Spanish Civil War hasn’t been covered in wargames to any great degree, but Jonathan Kay found a scenario for Advanced Squad Leader on part of the conflict that he clearly found intriguing:

The Spanish Civil War was, in human terms, an epic clash of arms: Almost 300,000 combatants are thought to have been killed, as well as more than 150,000 civilians. The conflict also looms large in the history of the 20th century, having been memorably described by U.S. ambassador to Spain Claude Bowers as the “dress rehearsal” for World War II.

Among the idealistic combatants who travelled to Spain to join the fight against fascism were Ernest Hemingway and George Orwell, whose war experiences served to inform, respectively, For Whom the Bell Tolls and Homage to Catalonia. The war also inspired Pablo Picasso’s unsettling surrealist masterpiece Guernica, which depicted the bombing of the Basque town of the same name on April 26, 1937.

Picasso’s Guernica in mural form in the town of Guernica.
Photo by Papamanila via Wikimedia Commons.

All in all, something like 50,000 foreigners assisted the Republican side through the International Brigades — whose Brigada Abraham Lincoln included a Washington Battalion made up of Americans, and a Mackenzie-Papineau Battalion made up of Canadians. At least a quarter of these international volunteers died in combat, but most of the rest went home with frightening stories to tell. Even before the Nazis invaded Poland, the world’s understanding of fascism’s existential threat to humanity was shaped by General Francisco Franco’s successful campaign to topple the Second Spanish Republic.

And yet one thing that the Spanish Civil War has not yielded is a wide array of popular boardgames. This may be partly due to the fact that the conflict was so greatly overshadowed in scale and importance by World War II. But it may also be due to the fact that neither side emerged as sympathetic. As Orwell described in Homage to Catalonia (and as Adam Hochschild described, from a U.S. perspective, in his 2016 book, Spain in Our Hearts: Americans in the Spanish Civil War, 1936–1939), the Republican war effort turned out to be incompetent, fractured, and cynical, with the dominant pro-Stalinist faction eventually turning murderously upon its Trotskyist and anarchist allies. And as late as early March, 1939, just weeks before Franco conquered Madrid and ended the war, Republican forces inside the capital city were engaged in a deadly power struggle within their own ranks. All in all, the many regional and political subplots make the war difficult to model in any kind of conventional wargame (though, of course, this hasn’t stopped numerous game designers from trying).

However, The Beleaguered Capital, HazMo scenario 11, presents a reminder that when Republican and Nationalist forces fought each other in pitched battles, the mode of combat really did offer a preview of World War II, including the use of air power and tanks. (While the only tanks that existed in Spain when the war broke out were a handful of tiny, World War I-era Renault FTs, the Russians sent T-26s to the Republicans while Germany dispatched Pz Is to the Nationalists. In both cases, these vehicles arrived in Spain during the Fall of 1936, just a few months before the December 16 dateline on The Beleaguered Capital.)

March 3, 2022

QotD: Diversity was Rome’s strength … as is true of almost every empire in history

The actual Roman Empire was fantastically diverse and more importantly, its military success hinged on its diversity at every stage of its existence. In many games and cultural products, that diversity is obscured because we lose sight of ethnic, religious, linguistic and cultural divisions which were very important at the time, but no longer matter to us very much. Let’s take a snapshot of Roman territory in 218 B.C. to give a sense of this.

Quite a few people look at a map like that, classify most of Rome’s territories as “Italian” and assume there is a large, homogeneous ethnic core there (except, I suspect, anyone who has actually been to Italy and is aware that Italy is hardly homogeneous, even today!). But Roman Italy in 218 B.C. was nothing like that.

Peninsular Italy (which doesn’t include the Po River Valley) contained a bewildering array of cultures and peoples: at least three distinct religious systems (Roman, Etruscan, Greek), half a dozen languages (some completely unrelated to each other) and many clearly distinct cultural and ethnic groups divided into communities with strong local identities and fierce local rivalries (if you want more on this, check out Salmon, The Making of Roman Italy (1982), Fronda, Between Rome and Carthage (2010), and Keaveney, Rome and the Unification of Italy (2005)).

The Roman army was by no means entirely Roman – it was split between Roman citizens and what the Romans called the socii (lit: “allies”) – a polite term for the communities they had subjugated in Italy (a periphery!). Rome demanded military service – this was the resource they would extract – from these communities; the socii pretty much always made up more than half of the army. Diversity was literally the Roman strength, in terms of total military force. Without it, Rome would have remained just one city-state in Italy, and not a particularly important one besides.

(As an aside: while citizenship is extended to nearly all of Italy in the 80s B.C., by then Rome is making extensive use of non-Italian troops in its armies. by the early empire, half of the army – the auxilia – were non-Roman citizens recruited from the provinces. Roman armies were essentially never majority “Roman” in any period, save possibly for the third century. And before anyone asks what about even earlier than my snapshot – it is quite clear – both archaeologically and in the Romans’ own foundation myths – that Rome was a fusion-society, culturally diverse from the city’s foundation. Indeed, sitting at the meeting point of Latin and Etruscan cultural zones as well as upland and coastal geographic zones was one of the great advantages Rome enjoyed in its early history, as near as we can tell.)

Outside of Italy, narrowly construed, the diversity only increases. Sicily’s population included Greeks, Punic (read: Carthaginian) settlers, and the truly native non-Greeks. Sardinia and Corsica had their own local culture as well. Cisalpine Gaul – the Po River Valley – was, as the name implies, mostly Gallic! As the Romans expended into Spain during the Second Punic War, they would add Iberians, Celt-Iberians, and yet more Punic settlers to their empire. And even those descriptions mask tremendous diversity – Iberians and Celt-Iberians were about as diverse among themselves as the Italians were; a quick read of Strabo reveals a wonderful array of sub-groups in all of these regions, with their own customs, languages, and so on.

Even if the Romans didn’t raise military force directly from any one of these groups, they do need to raise revenue from them – remember, the entire point of having the empire is to raise revenue from it, to make other people do the farming and mining and other labor necessary to support your society from the proceeds of their tribute. To keep that revenue flowing – revenue that, as the Roman army professionalized in the late second century B.C., increasingly paid for Roman military activity which held the empire together – you need to be good at managing those groups. Empires that are bad at handling a wide array of different cultures/religions/languages do not long remain empires.

Bret Devereaux, “Collections: Why Are There No Empires in Age of Empires?”, A Collection of Unmitigated Pedantry, 2019-11-22.

February 23, 2022

Peter Cushing (1956)

Filed under: Britain, Gaming, History, Media, Military — Tags: , , , — Nicholas @ 02:00

British Pathé
Published 14 Apr 2013

Kensington, London.

M/S of actor Peter Cushing sitting at his desk looking at papers in his hand. He takes a model toy soldier on a horse and compares it with its drawing. He puts it back and takes another toy soldier. C/U of his hand painting a white belt on the little soldier’s uniform. C/U on his eyes as he works — he must have a good eyesight to do this!

Peter Cushing, enthusiastic member of Model Soldier Society, collects, makes and plays with toy soldiers from all periods of military history. He plays with his toys in accordance to the rules laid down by H.G. Wells in his book Little Wars. M/S of Mr Cushing getting off his chair, approaching a little battlefield laid out on the floor. He organises the battlefield to match a map in his hand.

Voiceover tells the audience that many of historical figures played this game, for example Napoleon [obv. not following the rules devised by Mr. Wells]. It engages the mind of a person as much as the game of chess, which means it is not as simple as it looks. M/S of Mr Cushing kneeling on the floor, putting a horse drawn carriage next to a little house. Top panning shot reveals his little battlefield: soldiers, huts, horses, trees, farms …

M/S of Mr Cushing taking a cigarette, putting it in his mouth and lighting it while observing the battlefield. C/U shot of H. G. Wells’ book Little Wars.

A VIDEO FROM BRITISH PATHÉ. EXPLORE OUR ONLINE CHANNEL, BRITISH PATHÉ TV. IT’S FULL OF GREAT DOCUMENTARIES, FASCINATING INTERVIEWS, AND CLASSIC MOVIES. http://www.britishpathe.tv/

British Pathé also represents the Reuters historical collection, which includes more than 136,000 items from the news agencies Gaumont Graphic (1910-1932), Empire News Bulletin (1926-1930), British Paramount (1931-1957), and Gaumont British (1934-1959), as well as Visnews content from 1957 to the end of 1984. All footage can be viewed on the British Pathé website.

H/T to Jon Salway for the link.

December 18, 2021

QotD: The Game of Life

Filed under: Gaming, History, Quotations, USA — Tags: , , , , — Nicholas @ 01:00

    Life, as it is often called, was conceived as a modern take on a board game designed in 1860 … called the Checkered Game of Life

    By 1960, the Checkered Game of Life had disappeared from most American game tables. It had been replaced by such as entrants as Monopoly, which rewarded winners with riches, punished losers with penury and became one of the top-selling board games in the United States during the Depression. Mr. Klamer’s task, as assigned by the Milton Bradley Co., was to create a game to mark the company’s 100th anniversary … With the assistance of colleagues … Mr. Klamer updated [the Checkered Game of Life] for the aspirations of contemporary players. For instance, players of the new version would choose between a “business” route, which afforded an immediate salary, and “college”, which promised a larger but delayed one … To board game enthusiasts, the Game of Life was a beauty: a marvel of topography with raised roads that players traversed in their station-wagon game pieces. According to the volume Timeless Toys: Classic Toys and the Playmakers Who Created Them, by Tim Walsh, Life was “the first three-dimensional game board using plastic.” … Destinations in the 1960 version included “Millionaire Acres” — or the “Poor Farm”.

From “Reuben Klamer, toy inventor who created the Game of Life, dies at 99” (WaPo).

I played that game when it was new in the 1960s, and I guess those 3-dimensional aspects and the built-in spinner were pretty exciting. But what a drag it made life seem! You’re a peg in a car and you gather family members to fill the hole in the car and keep driving till you get to the end. At least the end wasn’t called Death.

And it seems that this is where we Baby Boomers learned we’d better go to college. The game had determined the income difference. But you didn’t even have any fun in college or learn anything deep. You just upped your earning potential, and the point of life/Life was to make the most money. What an awful game!

Ann Althouse, Life as it is often called, was conceived as a modern take on a board game designed in 1860 … called the Checkered Game of Life“, Althouse, 2021-09-17.

November 4, 2021

You think software is expensive now? You wouldn’t believe how expensive 1980s software was

Filed under: Business, Gaming, Technology — Tags: , , , — Nicholas @ 05:00

A couple of years ago, Rob Griffiths looked at some computer hobbyist magazines from the 1980s and had both nostalgia for the period and sticker shock from the prices asked for computer games and business software:

A friend recently sent me a link to a large collection of 1980s computing magazines — there’s some great stuff there, well worth browsing. Perusing the list, I noticed Softline, which I remember reading in our home while growing up. (I was in high school in the early 1980s.)

We were fortunate enough to have an Apple ][ in our home, and I remember reading Softline for their game reviews and ads for currently-released games.

It was those ads that caught my eye as I browsed a few issues. Consider Missile Defense, a fun semi-clone of the arcade game Missile Command. To give you a sense of what games were like at the time, here are a few screenshots from the game (All game images in this article are courtesy of MobyGames, who graciously allow use of up to 20 images without prior permission.)

Stunning graphics, aren’t they?

Not quite state of the art, but impressive for a home computer of the day. My first computer was a PC clone, and the IBM PC software market was much more heavily oriented to business applications compared to the Apple, Atari, Commodore, or other “home computers” of the day. I think the first game I got was Broderbund’s The Ancient Art of War, which I remembered at the time as being very expensive. The Wikipedia entry says:

A screenshot from the DOS version of The Ancient Art of War.
Image via Moby Games.

In 1985 Computer Gaming World praised The Ancient Art of War as a great war game, especially the ability to create custom scenarios, stating that for pre-gunpowder warfare it “should allow you to recreate most engagements”. In 1990 the magazine gave the game three out of five stars, and in 1993 two stars. Jerry Pournelle of BYTE named The Ancient Art of War his game of the month for February 1986, reporting that his sons “say (and I confirm from my own experience) is about the best strategic computer war game they’ve encountered … Highly recommended.” PC Magazine in 1988 called the game “educational and entertaining”. […] The Ancient Art of War is generally recognized as one of the first real-time strategy or real-time tactics games, a genre which became hugely popular a decade later with Dune II and Warcraft. Those later games added an element of economic management, with mining or gathering, as well as construction and base management, to the purely military.

The Ancient Art of War is cited as a classic example of a video game that uses a rock-paper-scissors design with its three combat units, archer, knight, and barbarian, as a way to balance gameplay strategies.

Back to Rob Griffiths and the sticker shock moment:

What stood out to me as I re-read this first issue wasn’t the very basic nature of the ad layout (after all, Apple hadn’t yet revolutionized page layout with the Mac and LaserWriter). No, what really stood out was the price: $29.95. While that may not sound all that high, consider that’s the cost roughly 38 years ago.

Using the Bureau of Labor Statistics’ CPI Inflation Calculator, that $29.95 in September of 1981 is equivalent to $82.45 in today’s money (i.e. an inflation factor of 2.753). Even by today’s standards, where top-tier games will spend tens of millions on development and marketing, $82.45 would be considered a very high priced game — many top-tier Xbox, PlayStation, and Mac/PC games are priced in the $50 to $60 range.

Business software — what there was of it available to the home computer market — was also proportionally much more expensive, but I found the feature list for this word processor to be more amusing: “Gives true upper/lower case text on your screen with no additional hardware support whatsoever.” Gosh!

H/T to BoingBoing for the link.

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