Results 1 to 30 of 32

Thread: M2, HRE Tests PBEM

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    Senior Member Senior Member econ21's Avatar
    Join Date
    Oct 2002
    Posts
    9,651

    Default Re: M2, HRE Tests PBEM

    Thanks for those ideas, Lucjan - you put a lot of work into them and I think they are a good basis for a game. I confess I found them quite a lot to digest - if this is what WoS players felt in the past reading my WoS FAQ, they have my apologies.

    To be honest, some of the rules seem a little ungainly - e.g. you may recruit only 2 out of 5 turns and can only afford memory starts to faze out... Other rules - players pay for troops, the Empire for buildings out of a residual - seem very problematic from a gameplay point of view: investment in buildings is arguably the key thing early on and players need the right incentives to invest.

    I have been wondering how to simplify things and have come up with the following: if we are going to go for a decentralised PBM, we should just go the whole hog - let everyone manage their own armies and their settlements on a yearly basis. This is conceptually simple, although it requires a significant amount of recordkeeping by the reigning player (who I am calling the Chancellor, not the Emperor).


    The basic idea

    It would go like this:

    Every even numbered day is the "orders phase". Each Duke has 24 hours to give orders (a) for troop movements
    (b) for construction and recruitment
    Often they will have no changes to their prior orders.

    Every odd numbered day is the "execution phase". The Chancellor (player) has 24 hours to implement those orders and then posts the savegame either:
    (a) at the end of the turn, so the Dukes can download it and prepare their orders for the new turn
    or (b) for a battle, in which case he announces a two day postponement for the orders phase.

    [Given the different time zones and real life commitments, we might want to extend the two 24 hours limits to 48 hours each.]

    How much can the Dukes spend? The principle is that they get to keep - spend or save - all their settlements income, minus corruption, upkeep and Imperial taxes. Let us call income net of corruption and minus upkeep "gross profit". Gross profit net of Imperial taxes is "net profit". So basically, a Count's lands and armies imply a certain gross profit, but the Count only gets to spend net profit.

    Imperial taxes are spent by the Chancellor to pay for the Imperial army and agents. They can also be used to invest in the Imperial capital (+castle, more anon) and fleets. [We could let Dukes buy and control their own agents and fleets, but I think that's too fiddly - let's restrict them to one field army.]

    At the beginning of the game, the Empire starts with effectively zero gross profit. Therefore, I suggest that Imperial taxes start as lumpsums exactly equal to each Duke's starting gross profit. ie each Duke has zero net profit.

    [Note: Bologna is actually in deficit, so it effectively receives an Imperial subsidy at the start of the game, rather than pays an Imperial tax.]

    This sounds bleak, but the Empire does start with a treasury of 6000. I suggest that with 6 settlements, each receives a gift of 1000. So each of the four Dukes can spend or bank the 1000; the Chancellor gets the remaining 2000 to invest in Imperial settlements and the Imperial army.

    However, any further Ducal spending or saving much come from growth of gross profits in his settlements. This will happen naturally from (a) population growth; (b) raising taxes; (c) disbanding units; (d) investing in economic buildings. Imperial taxes are fixed initially and so won't immediately rise to take a share of that growth.


    Some extras

    These are some additions/modifications to Lucjan's proposals:

    1. Let's make Staufen castle an Imperial settlement too, so the Imperial army can train good troops without begging too much. Consequently, the Empire budget includes the gross profits from these two settlements plus Imperial taxes.

    2. Towns make money; castles make good troops. Let them trade, at a mutually agreed price (not necessarily the face value price, as this means the castle loses out - they have less money than the towns, but towns can get all the good troops they can afford.)

    3. There are periodic sessions of Parliament (or whatever we want to call the Senate). These vote on wars (2/3 majority); the size, composition and deployment of the Imperial army, agents and fleets; building programs in Imperial cities; on the level of Imperial taxes etc. I think one session every 5 turns would be sensible.

    4. Imperial taxes should be lump sum amounts - not percentages - but could be non-uniform. Settlements with bigger gross profits, could get bigger tax bills (and de facto do at the start of the game). The Chancellor must propose a budget (a set of Imperial taxes for each settlement) and Parliament must approve it; if it is rejected, taxes stay at their historic levels.

    5. The reigning player with the savegame is called the Chancellor and elected every X turns. Lucjan suggests 15 turns, but given the additional accounts burden I am imposing, I think 10 might be best.

    6. The main duty of the Chancellor is to execute orders on the map, as in WoS. As in WoS, this means it makes sense that he is a leading politican and usually someone who wants to lead his men on an active campaign.

    7. However, he also has to look maintain the accounts (no roleplaying on the accounts please - they are ooc and must be strictly maintained, no fiddling). This will be a major pain. I just did it for the starting situation and it was not fun (e.g. generals must be moved out of settlements in order to see their upkeep). I suggest it be done through excel or something, with the results posted in a table. I am happy to help set this up.

    8. The Emperor and the heir are largely figureheads. I think the Emperor should be like the WoS Senate speaker, keeping Parliament to order and adjudicating of rules. The heir can be the deputy (maybe the librarian?). The Emperor can be Chancellor. The reason for not making the reigning player the Emperor, is that we will have an avatar on the map who is called Emperor but often is not the reigning player. Ignoring that fact is a little ugly, IMO.

    9. Let each Duke freely set their own taxes regardless of whether they are stationed in the settlement. With zero net profit at the start of the game, they are going to want to!

    10. No limit on the size of settlement garrisons (I doubt 5 can fend off a serious AI army). The settlement budget constraint will limit this. I agree only one field army per Duke though. Also Dukes can temporarily combine armies with other Dukes and/or the Imperial army; the Chancellor will keep track of units and the players can agree who fights the battle (or, perhaps more likely, agree not to combine!).

    11. No limit on retraining - it's not such a big deal in M2TW (3 retrained per settlement max; 9 experience = only +3 att/def). One ship can carry two land units (we may want to crusade by sea and 10 ships is a decent enough fleet).

    12. Let's play on normal unit size: the unit sizes are 75 spears; 60 swords/missiles and 40 cav which are fine, IMO. The terrain (e.g. buildings) are scaled for that - it's hard enough fitting a normal sized army in a small castle - and bigger units put a strain on older computers.

    13. Let's play with timer on, please. Time - "give me night or give me Blucher" - is an important part of war and I don't want to wait around for some quirky/buggy AI behaviour as I've heard happens.


    Bottomline

    The main downside of a fully decentralised system such as the above is just record-keeping of settlement net profits. That's the price of being Chancellor. But you only have to do it 10 times.

    The main upside is that each Duke has a lot to do - they can decide their own building and recruitment priorities, subject to the fundamental "guns or butter" trade-off. If the Chancellor keeps them informed of their net profit, the Dukes decisions should be fairly straightforward - they download the savegame and see what they want to do with their net profit. At the beginning, we each think about spending our intial 1000 gold, then pray for economic grow.

    The Imperial taxes should make a nice role-playing issue - the Emperor is going to want to raise them to pay for a fleet, a bigger army etc. The Dukes seemingly have little incentive to agree. But by being selfish, they risk the Empire collapsing or stagnating. A classic Prisoner's Dilemma.

    I am not sure how the political incentives regarding conquest will play out, following Lucjan's rules about Imperial vs Duchal conquests. However, I am happy to try them and see.


    PS: In terms of avatars - for this trial, let's make Henry and Dietrich NPCs (or Counts) as they are in Imperial settlements. I am happy if Lucjan fights their battles - in the full game, they will be player controlled Counts in need of their own settlements.

    PPS: I'd like to I take Otto (Innsbruck castle) for this trial.

  2. #2
    Oza the Sly: Vandal Invasion Member Braden's Avatar
    Join Date
    Apr 2005
    Location
    Leeds, Centre of the Universe, England
    Posts
    1,251

    Default Re: M2, HRE Tests PBEM

    Ok guys,

    Sign me up for this trial as your first (and only?) Count. Maximilian Mandorf will be my first choice as Avatar.

    BTW – having issues on the boards still but these have progressed from my “Edit doesn’t work” phase to my PM saying I’ve got 65,535 Unread Messages!!

    I don’t have any unread messages fortunately so can still receive (I think) and certainly send PM’s.

    Have put a post in the WatchTower section……hmmmm
    My Steam Community Profile - Currently looking for .Org members I know with NTW for MP stuff (as I'm new to that...lol)

  3. #3

    Default Re: M2, HRE Tests PBEM

    I dislike econ21's idea. While a decentralised PBeM is nice, the Emperor is, after all, the Emperor. I think the Emperor ought to have a fair bit of power, but for the rest of his power, he must gain the obedience of the dukes. This seems to be the most enjoyable system to me.

    Ekklesia Mafia: - An exciting new mafia game set in ancient Athens - Sign up NOW!
    ***
    "Oh, how I wish we could have just one Diet session where the Austrians didn't spend the entire time complaining about something." Fredericus von Hamburg

  4. #4
    Senior Member Senior Member econ21's Avatar
    Join Date
    Oct 2002
    Posts
    9,651

    Default Re: M2, HRE Tests PBEM

    Quote Originally Posted by Ignoramus
    I dislike econ21's idea. While a decentralised PBeM is nice, the Emperor is, after all, the Emperor. I think the Emperor ought to have a fair bit of power, but for the rest of his power, he must gain the obedience of the dukes. .
    Are you just disliking the Chancellor/Emperor nomeclature? That's an RP thing and not a big deal.

    Because if we think about the reigning player (Chancellor/Emperor/whatever name you want to give him), I am not sure he has less power under my proposals than under Lucjan's.

    What my proposal does is reduce the power of Parliament (the Dukes collectively) and increase the power of the Dukes individually. The key change is that Dukes, not edicts, will decide what to build in their settlements. And they will have to confront the choice between troops or buildings individually, rather than collectively. I don't like the original proposal of buildings being decided by edicts - collective decision-making (voting) is not best suited for such minutae. The information and coordination problems are too large - as the Empire grows there will be too many decisions, too often to be manageable (do we really want to have votes on what to build in 44 settlements?!). By contrast, a Duke managing their own settlement or even half a dozen settlements is not a big deal.

    And I think there's a big problem allowing Dukes to spend all of their income on troops (ie there could be no budget for buildings). By giving Dukes their own budgets, we internalise this choice.

    The reigning player probably has more power under my proposals, because he gets taxes from the Dukes and uses that to pay for the Imperial army, in addition to gross profits from his settlements. AFAIK, that's pretty historical.

    OT: one other thing occurred to me last night - what do we do with income from sacking? In my game, this is a massive money earner - in fact, it is the one thing that allows you to make major building investments. I think it is too much to just give to the conquering Duke. He already gets to keep the settlement. I would put it in the Imperial budget or find some other way of sharing it out more.

  5. #5
    Senior Member Senior Member econ21's Avatar
    Join Date
    Oct 2002
    Posts
    9,651

    Default Re: M2, HRE Tests PBEM

    Just to make things concrete, here are some rough starting budgets, working from some notes of a hard campaign, medium units sized game:

    Ducal budgets

    Note:
    [4]=[1]-[2]-[3]
    [5]=[4] in first period; fixed thereafter for 5 turns
    [6]=[4]-[5]
    [9]=[6]+[7]-[8]

    Imperial budget

    The numbers don't match exactly with my game (I'm vague on agent costs) - I'll check things add up tonight.

    But basically, according to these figures, the HRE is only making a profit of 129 florins. Not much of an income, once we've blown the starting balance of 6000 florins.

    On the first turn, Duke's could each spend up to their 1000 share of the starting pot of 6000 to purchase buildings or troops. The "carried forward" column assumes they purchase nothing.

    By changing taxes or disbanding troops, Dukes could increase their net profits this turn.

    The Chancellor would revise the table on the basis of any purchases and any changes to net profit. This net profit, together with anything left of the 1000, would be carried forward to next period. It would be available for them to spend or save next period.

    Note also that gross profits are very unequal across Duchies. Innsbruck (& Staufen), as a castle, gets much less and has much less potential for profitable investments. This is why we need to think about the balance between castles and cities. In a solo game, I would invest nearly all my money in upgrading Innsbruck and Staufen to get good troops. We currently don't have good incentives for that in a decentralised game. Letting castle owners "sell" troops for above cost price might be one mechanism.

  6. #6
    AO Viking's Tactician Member Lucjan's Avatar
    Join Date
    Jun 2006
    Posts
    1,049

    Default Re: M2, HRE Tests PBEM

    After reading over Econ's suggestions, some of these were actually my own thoughts as well which I had altered substantially for 2 reasons. I Hadn't thought of making the chancellor do all the work..I thought the players would do it themselves, and this extra paper work would scare people off. I also hadn't thought of what would happen with the construction edicts when we got so many settlements...lol

    In light of reading all of econ's rewritten proposals. I am in favor of all of them, and If econ would care to make a short, basic right up of his rules, I'll follow that with a short list of the rules I suggested which we're going to keep.

    The only issue I would have is with the speadsheet, if this could somehow be kept in a post online that would be fantastic. Because, well, I don't have excel. I know, my computer is great for gaming, but really old school on the clerical stuff. I'm still running "Microsoft Works Spreadsheet", Excel's grandpappy. (Though to my understanding this along with all ''microsoft works'' tools are available on any windows os)

    Econ, would you mind if I still ran the first 10 turns? Or would you prefer to, for the sake of making sure all the clerical duties work nicely? (The spreadsheet and stuff).

  7. #7
    Senior Member Senior Member econ21's Avatar
    Join Date
    Oct 2002
    Posts
    9,651

    Default Re: M2, HRE Tests PBEM

    Quote Originally Posted by Lucjan
    After reading over Econ's suggestions, some of these were actually my own thoughts as well ...
    I know - you proposed this a while back in the WoS and ever seen I've been periodically wondering how to make it operational. In the end, the only way I can see is to go the whole hog and make it "Medieval Total Spreadsheet".

    I Hadn't thought of making the chancellor do all the work..I thought the players would do it themselves, and this extra paper work would scare people off.
    I think the Chancellors are probably happy to do the work - you, TinCow, DDW, FLYdude etc have all gone above and beyond the call of duty in the WoS game, computing kill rates, writing libraries, uploading patches etc. In a way, if Dukes control their own armies and settlements individually, and set HRE policy collectively, the Chancellor is almost reduced to this coordination role. And they only have to do it ten times.

    The upside is that Dukes don't have to do any paper work - they just need to upload the annual saves and see what they want to do with the balance the Chancellor has posted they have for that year.

    In light of reading all of econ's rewritten proposals. I am in favor of all of them, and If econ would care to make a short, basic right up of his rules, I'll follow that with a short list of the rules I suggested which we're going to keep.
    Great - I will draft a synthesis of our proposals and you can revise it. I'll aim for tonight, but no promises.

    The only issue I would have is with the speadsheet, if this could somehow be kept in a post online that would be fantastic.
    I'll investigate this. I don't think there will be a problem getting Excel and Works to work together:

    http://www.microsoft.com/products/wo...ktogether.mspx

    Ideally the files will be so small, we can post them as attachments. But the sums involved will be fairly easy (at least for the first few Chancellors - God help the last) so they could even be done by hand.

    Econ, would you mind if I still ran the first 10 turns? Or would you prefer to, for the sake of making sure all the clerical duties work nicely? (The spreadsheet and stuff).
    No problem.

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Single Sign On provided by vBSSO