King John said:
All MT systems make you want to go to war more often. Moving on to more relevant issues...
No they do not. Imagine e.g. a system were the MT gained is reverse to your losses in men. Moving on to more relevant issues…
King John said:
Really? I recall a lot of the players being unhappy with the "welfare" aspect of the MT system a while back when we had a general discussion about it. I'm not going to bother making much fuss about that- as long as we all realize that we're playing this "Test of Skill" with handicaps

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This response by you is made to this statement by me:
Daniel A said:
If you want a system that rewards players for skill in war, that is besides those rewards that naturally befall the victor in wars then you are quite alone in your view. I do not think anyone else in this campaign has agreed with you on that point.
As you can see what I claim is that they did not agree with you that we should give an extra reward for those skilled in war. I did not claim they were opposed to the welfare aspect ( I guess you mean welfare = reward for performing badly). Now you respond “Really, I recall a lot of the players being unhappy with the "welfare aspect…”. As I have not made any claims about that this comment of yours strikes into thin air.
King John said:
I was disappointed that two ideas for helping this haven't been capitalized on- dividing losses by your starting MP rather than ending MP, so as not to penalize expansion
The value used is chosen for its accuracy in describing the potential of the nation during the round. It has nothing to do with rewarding or penalising, it merely tries to be truthful. Stating that the end value is wrong and the starting value is right is thus just plain wrong, just as it is the other way around. If one should try to be fair I guess the value chosen should be an average value of starting/ending MP. Because this will best portray the MP capacity of the nation during the round. However that is a little impractical and sometimes the increase/decrease in MP come close to the start/end in which case neither the average value is truthful.
Another important fact is that I cannot fathom why you focus on this thing. It is no big thing, ending MP is not that much different from starting MP, with the exception of early rounds (round 1 especially).
Another interesting thing is that you again talk in terms of “successful play”. Now you want to avoid something you characterise as “penalising” skilful play, i.e. expansion. It appears you have a fixation with this. This game is filled with such penalties for skilful plays. Did you not know that? Those facets does not make this game worse, not in general anyway. Just because this is a game of skill does not mean that we shall be unlimited in our praise and rewards to the skilful. The two main ideas of the campaign are
to avoid randomness in the game and
to create much equality from start. We have not fettered ourselves by claiming that from then on (i.e. from the start of the campaign) we must not in any way decrease the scope for skill and definitely not that we from then on shall reward skill even more than the game automatically rewards it.
So, in conclusion, sure we could change the end value to an average value. This seems reasonable and according to the underlying logic, i.e. that the value chosen should be a true representation of the MP potential during the session. So speak up all: do you want to use the average rather than the end value? Or some other value that better represents this reality?
King John said:
, and also/or multiplying years played by powerpoints instead of MP(because MP really doesn't reflect your war capabilities nearly as much). The 2nd one in particular would solve a pretty major problem with the MT and possibly eliminate the need for making MT year dependent. The reason scores have been out of wack so far is that MP is just not a good indicator to use. In the beginning it has almost nothing to do with how much power you can project, and as time goes on, income still plays a greater role in that(especially for naval losses). PP might not be that great- but perhaps a combination of MP and income would be just right, emphasising income more at the beginning and then shifting towards an even balance between income and MP(similar to my idea in the PP discussion thread).
If you use my solution, or somehow come up with an equally brilliant idea to fix that major problem, my faith in your MT will be restored

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Well, this suggestion clearly have advantages, as had mine about being year dependent. However I have not yet seen a finalised proposal and I have trouble coming up with one myself. There is difficult balance here.
I would like to try and give a more complete description than the one I gave in my previous post.
During round 1 when you are small MP is everything, you easily use several times your MP pool.
In the next-coming rounds money gets more and more important and MP less, you simply cannot afford to use all the extra MP you gain the first few rounds.
This is perhaps true until somewhere during the late 16th century (at least for rich or medium rich nations, perhaps not for small ones). Then with trade flourishing you begin to have much more money, you can better and better afford your MP and this will go on until the 1730s when we get CCs.
CCs are interesting, they “suddenly” greatly expand your MP pool so using all your MP will relatively speaking become much more difficult but still money is plenty.
The next and final change is that as the 18th century gets older and older the real big nations begin to have another problem: the limit to how much men you have time to create. You simply cannot master clicking as much as you would, your MP pool is too big, you cannot use it all. This should also be taken into consideration. IIRC this typically occurs when your MP pool starts get far beyond half a million of men - it has some to do with the degre of MP rich provinces where you can build a lot of men in one go.
All in all we can see a quite complex picture. Any suggestions are welcome. I agree we should try and do something about it.
The simplest way is probably to hardcode the years in some way and then let income (not power points I think) have an impact. However income is dependent on such things as revolt risk. Should it be income not adjusted for revolt risk? And what if hyou do not control all your provinces but your opponent or rebs does? Should we be forced to go into the save and make even more edits than today? I have no final answers, merely suggestions.
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I want a MT system that stimulates war, that is the main thing to me. I also do not want it to give extra rewards to them that are skilful in war (as they will automatically get rewards from wars anyhow) and I have no problem with the fact that the loser in the war gets a little assistance by the MT system, thus making the game more fun from him. It is no joy losing wars, you know it, while it is great to win them, you know that as well. Now this is my basic philosophy. I have asked you what yours is and this is what you respond:
King John said:
An MT system is a way to give out leaders in a way that the random factor is marginalized as much as possible. In a good MT system, the kind of leaders you get will be dependent on the actions you take in game, not whether God favors you or not.
It also serves as a way to promote wars by rewarding good leaders as a compensation for the ravages of war.
I think we agree on both points. Where we've disagreed is whether skilful player actions, or unskilful player actions should be the determinant of whether you get good leaders or not.
Your 3rd point is an exaggeration. It is not so that “unskilful actions” are determinant, they have a little impact as I wrote, but not determinant. Determinant factors are such as
- if you go to war at all or if you prefer peaceful play only fighting rebs and/or an occasional war against a much weaker AI
- if you really dedicate yourself to the war or if you lie relatively low
Take for instance this last round. I had 4 in MT at start and will prolly end up close to 4.5 , say 4.4. Now had I played really more skilfully I might have held down my losses some 20% or so and thus perhaps ended up at 4.3 or even 4.2 although I doubt it. But had I instead peaced at the start of the round and then stayed peaceful my MT would have dropped below 3. Now that is a determinant factor: a drop of 1 instead of an increase of 0.4-0.4,
i.e. a difference of around 1.5, while you are discussing
a difference of 0.1 to 0.2.
And this means that the MT system we use creates a real incentive to fight human to human wars and that is, as I have repeatedly stated, the main idea with our MT system. What the main idea with a MT system is for you I do not know, you do not specify it, you merely enumerate three different aims without prioritising between them.
As you can see my view is a logical consequence of my basic principles, is yours?