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Oct 5, 2005
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Dr Bob said:
Meh I am not playing, I am merely tell you how to play :D , and for me to do that I want a screenshot :cool:

Bob, correct me if Im wrong but do you really say "I am merely tell you how to play"?

Should it not be "I am merely telling you how to play"? :D
 

Tonioz

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Aladar, please check your watk31 link at first post, lol
 

Aladar

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Not working....someone give me a new link.

Anyway, both Denmark and Eire should have a straight to England/Scandinavia. Since we start out with no ships, they'll be severly disabled in the beginning if not. And receive a permanent -10%.

Livonia is a vassel of Teutonic Order and it's troops are placed in Pskov provinse of Estonia.

England has a large force + leader placed in Armangnac provinse of Gascogne.
 
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Oct 22, 2001
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Aladar said:
Not working....someone give me a new link.

Anyway, both Denmark and Eire should have a straight to England/Scandinavia. Since we start out with no ships, they'll be severly disabled in the beginning if not. And receive a permanent -10%.

Livonia is a vassel of Teutonic Order and it's troops are placed in Pskov provinse of Estonia.

England has a large force + leader placed in Armangnac provinse of Gascogne.

I have fixed Livonian bugs.

I have swapped Denmark for Skane, giving Skane all Danish provinces except Sjaelland and also Smaland from Sweden. Thus their capital has land connnection to the SWE/NOR/FIN territory. This also solves John's complaint about a "manifest destiny" for Denmark.

I have swapped Eire for Scotland giving the northenmost of the Scottish provinces to Eire. Thus giving the anglo power land connection to all of Great Britain.

Moved English army from Gascogne.
 
Oct 22, 2001
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Putting together the starting post

- removed the cap on number of provinces you may take from a human

- removed the rule forbidding DOWs that forces an opponent to break truce when joining the other side

As I believe people wanted it to be so. :)
 
Oct 22, 2001
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Van Engel said:
Have you got a fixed date yet?

Yes Henry.

We will as announced in post 1 start the game on Thursday. Too bad you cannot play with us. But of course, school must go first :) Should you change your mind you are of course wellcome. We still have one free slot.

And that slot is up for all reliable and nice players to claim!
 
Oct 22, 2001
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I rewrote the MT system. THe previous one was not good. First there would be bound to be borderline cases between fake wars and non fake wars. Then it did not take into consideration the difference between say a 2 year war with losses of say 1 full MP pool and a 10 year war with losses of say 4 full MP pools. The counted as the same.

Instead I suggest this

3. MT AND RANDOM LEADERS

We will use random leaders. Each session you will get 2 generals and 2 admirals. If you do not have any port you will only get 2 generals. The stats of the leaders depends on the Military Tradition (MT) system used.

The stats values for your random leaders’ are set by the MT system.

Your MT value for a session will be set by a formula related to the military losses you had the previous session. The value will be capped at both ends, minimum 2 and maximum 5. For the first session this value will arbitrarily set to 5.

The stats for the random leader will be generated by Tonio's leader generating program. Basically it is some kind of "normal distribution", a "bell curve" with its “medium” set = the MT value. So if you have a MT value of 4 then a random leader for you the next session will have average stats of 4.

The maximum possible stat value for a leader will be 6.

Definition: military unit = 1000 infantry or 1000 cavalry or 10 guns or 1 war ship or 5 galleys. Only integer values for each category.

Formula: 2 + (number of military units lost in battle during the session * 20) / (manpower pool cap at the end of the session * number of whole years of session).

What the formula says is: if you during a 20 year session lose as many military units as you have in your MP pool cap you get a MT of 2 + 1. The 2 stands for the minimum value of your MT. If you had lost say twice as many military units as the manpower pool cap you would get 2+2 = 4 MT etc.

In your AAR you must do this calculation yourself. Just apply your formula. If you cannot do that this game is not for you. The reason for this is to spread out the burden of work needed to be done by the GMs/Editor. With this solution the one making the random leaders will only have to look at the appropriate section in the AAR, titled “MT CALCULATION”. If you fail to write this you will get a MT value of 2.

Note: this system makes no distinction between wars vs humans and vs AI. This makes it possible for us to get MT values at all for session 2 and perhaps also 3. We can predict that the first sessions there will be previous few human-human wars. But one never knows for sure of course ;)

--------

You are of course wellcome with points of views on this. Perhaps the ratio between the dividend and the divisor should be different. No doubt all will have a maximal MT value after the first sessions when intensive wars vs the AI is expected.
 
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