Complexity in the changes suggested

I keep hearing people argue simplicity/lack of realism vs.
complextion/more realism. Since I started the recent thread, some
people have seem only to point out certain points with out looking at
the whole.

1) Is is realistic to transport stuff across the board. No is is not.
Put a time factor like goods can move 12 or 14 hexes per turn and the
thing is settled. If you can't count that popcenter x is 15 hexes from
popcenter y and it will take 2 turn to get there, then shame on you.
In fact it could be prorated. Say the Witch king has a back up in
Mordor and his regular base in Angmar. The Angmaran production would
arrive in one turn and the mordor stuff in 2 or 3 turns.

2) I am sorry if people can't get it through their head that
currently, most races have little differnce from each other. Gee the
sinda noldo and ice king all have the same racial bonus of stealth.
Either you get some are you don't. You don't see that the same bonus
for an orc nation and an elf nation means little.

3) Why would it be so difficult to have diffent troop strengths for
each race. I am sorry if that would be overtly complicated.

4) Why not impliment different recruiting levels for different race.
Would that complicate the game.

For those of you who think this would overtly complicate the game
maybe should try go fish.

greetings.

At least these messages (however many there are), talk
about middle earth :slight_smile:

But I pity the person who went away for a week's
holiday.

1) Is is realistic to transport stuff across the
board. No is is not.

No. But I don't care. What I do care about is
contacting my team and saying 'help !!!!!, send me 10K
this turn or else i'm dead'.

A better player would have noticed a few turns before
that I was going to be in trouble, but the current one
turn delay (tax rates come before money gets
transferred in) is good enough for me.

The Angmaran
production would
arrive in one turn and the mordor stuff in 2 or 3
turns.

that means that people will die more often due to tax
increased (it also means that the Dragon Lord or the
duns become more useful in sending money to the WK).

I can live with an increased importance of the dragon
lord or the neutrals. But I'll rather keep the one
turn delay. The last-ditch save of a nation is a good
touch to the game.

It would also require decent programming changes. Not
least being in the pdf. The sending nation would
expect to be given a message of what was being sent
where - and when it is expected to arrive.

2) I am sorry if people can't get it through their
head that
currently, most races have little differnce from
each other. Gee the
sinda noldo and ice king all have the same racial
bonus of stealth.
Either you get some are you don't. You don't see
that the same bonus
for an orc nation and an elf nation means little.

No complaints from me. I think its a minor change to
the program to give races different percentages due to
troop size. The code already has the percentages in
the program (terrain, combat tactics, etc). So adding
another step that saves 'DS HI or trolls - add 20%,
rider HC add 15%' should be easy. Troop types already
have difference descriptions (HC and LC read
differently), so the program can tell troop types
apart.

3) Why would it be so difficult to have diffent
troop strengths for
each race. I am sorry if that would be overtly
complicated.

same with 2. No complaints here. Navies have different
combat strength per nation (not that most naval
battles don't already end in with both sides dead -
the naval battle in G58 was a classic for that).

4) Why not impliment different recruiting levels for
different race.
Would that complicate the game.

Yeap. Remembering city=500 is easy. Remember city =
500 humans, 300 elves, or 800 orcs also sounds easy.
But when you ask 'what sort of troops' you get into a
world of pain. If an elven city is limited to 300
troops (since not many elves are left in the world),
then why not say that MA are easier to call up and
recuit then HC. You then end up saying 'elven city =
300 HC, but 500 MA'. Or DS city = 800 orc MA, or 300
HI'.

You then get hit with 'noldor are a LOT rarer than
silvan elves'. So the noldor get futher hammered for
calling up armies. The noldor then have to rely on
characters to keep themselves alive, or else ask for
help from the more numerous humans to send over troops
to keep their cities alive.

You might even ask what happens when a orc city gets
influenced by a noldor emissary company. Turns free,
than starts producing 500 elven HC.

Its fun to think about, but I wouldn't want to
actually go down that road.

Just adding combat modifier for race/troop type would
be good enough for me.

For those of you who think this would overtly
complicate the game
maybe should try go fish.

fishing is BLOODY HARD. Even since oz started deep
water outflow (where the shit is pumped far out to see
instead of off the beach), the fish have never tasted
the same. Nor been as easy to catch (the fish use to
LOVE eating the stuff).

:slight_smile:
din

···

_____________________________________________________________________________
http://invites.yahoo.com.au - Yahoo! Invites
- Organise your Mardi Gras party online!

I see we are on the same page and that is good. Go fish is a
children's card game. You are dealt a hand of 5 or 7 cards. The
remaining cards are placed in a pile. The first player askes if you
have any kings for instance. If you do have a king, you must give all
of them up.If you have the king it is his turn again If you don't have
a king he "Goes Fishing" in the pile. If he pulls a king, he shows it
to you and goes again. If he doesn't draw a king the turn passes. When
yous have a four of the same number you remove them from your hand and
score a point.

--- In mepbmlist@y..., Din <din_ohtar@y...> wrote:

···

greetings.

At least these messages (however many there are), talk
about middle earth :slight_smile:

But I pity the person who went away for a week's
holiday.

>
> 1) Is is realistic to transport stuff across the
> board. No is is not.

No. But I don't care. What I do care about is
contacting my team and saying 'help !!!!!, send me 10K
this turn or else i'm dead'.

A better player would have noticed a few turns before
that I was going to be in trouble, but the current one
turn delay (tax rates come before money gets
transferred in) is good enough for me.

> The Angmaran
> production would
> arrive in one turn and the mordor stuff in 2 or 3
> turns.

that means that people will die more often due to tax
increased (it also means that the Dragon Lord or the
duns become more useful in sending money to the WK).

I can live with an increased importance of the dragon
lord or the neutrals. But I'll rather keep the one
turn delay. The last-ditch save of a nation is a good
touch to the game.

It would also require decent programming changes. Not
least being in the pdf. The sending nation would
expect to be given a message of what was being sent
where - and when it is expected to arrive.

>
> 2) I am sorry if people can't get it through their
> head that
> currently, most races have little differnce from
> each other. Gee the
> sinda noldo and ice king all have the same racial
> bonus of stealth.
> Either you get some are you don't. You don't see
> that the same bonus
> for an orc nation and an elf nation means little.

No complaints from me. I think its a minor change to
the program to give races different percentages due to
troop size. The code already has the percentages in
the program (terrain, combat tactics, etc). So adding
another step that saves 'DS HI or trolls - add 20%,
rider HC add 15%' should be easy. Troop types already
have difference descriptions (HC and LC read
differently), so the program can tell troop types
apart.

>
> 3) Why would it be so difficult to have diffent
> troop strengths for
> each race. I am sorry if that would be overtly
> complicated.

same with 2. No complaints here. Navies have different
combat strength per nation (not that most naval
battles don't already end in with both sides dead -
the naval battle in G58 was a classic for that).
>
> 4) Why not impliment different recruiting levels for
> different race.
> Would that complicate the game.

Yeap. Remembering city=500 is easy. Remember city =
500 humans, 300 elves, or 800 orcs also sounds easy.
But when you ask 'what sort of troops' you get into a
world of pain. If an elven city is limited to 300
troops (since not many elves are left in the world),
then why not say that MA are easier to call up and
recuit then HC. You then end up saying 'elven city =
300 HC, but 500 MA'. Or DS city = 800 orc MA, or 300
HI'.

You then get hit with 'noldor are a LOT rarer than
silvan elves'. So the noldor get futher hammered for
calling up armies. The noldor then have to rely on
characters to keep themselves alive, or else ask for
help from the more numerous humans to send over troops
to keep their cities alive.

You might even ask what happens when a orc city gets
influenced by a noldor emissary company. Turns free,
than starts producing 500 elven HC.

Its fun to think about, but I wouldn't want to
actually go down that road.

Just adding combat modifier for race/troop type would
be good enough for me.
>
>
> For those of you who think this would overtly
> complicate the game
> maybe should try go fish.
>

fishing is BLOODY HARD. Even since oz started deep
water outflow (where the shit is pumped far out to see
instead of off the beach), the fish have never tasted
the same. Nor been as easy to catch (the fish use to
LOVE eating the stuff).

:slight_smile:
din

_____________________________________________________________________________

http://invites.yahoo.com.au - Yahoo! Invites
- Organise your Mardi Gras party online!

What makes the Long Rider or Dog Lord any different from the Eothraim.
The Dog might get a character more often with stealth. Other then that
nothing. I want to replace the nothing with more flavor. Past the
first 8 characters nations most nations lack this flavor.

What would be appropriate flavour? I concur btw.

Clint

···

What makes the Long Rider or Dog Lord any different from the Eothraim.
The Dog might get a character more often with stealth. Other then that
nothing. I want to replace the nothing with more flavor. Past the
first 8 characters nations most nations lack this flavor.

--- In mepbmlist@y..., lucasc68@y... wrote:

I keep hearing people argue simplicity/lack of realism vs.
complextion/more realism. Since I started the recent thread, some
people have seem only to point out certain points with out looking

at

the whole.

1) Is is realistic to transport stuff across the board. No is is

not.

Put a time factor like goods can move 12 or 14 hexes per turn and

the

thing is settled. If you can't count that popcenter x is 15 hexes

from

popcenter y and it will take 2 turn to get there, then shame on you.
In fact it could be prorated. Say the Witch king has a back up in
Mordor and his regular base in Angmar. The Angmaran production would
arrive in one turn and the mordor stuff in 2 or 3 turns.

This would have drastic - and bad - play balance effects. It makes it
harder for team members to help one another. It makes it difficult
for the dark servants to assist the Witch-King and Dragon Lord;
difficult for nations like the Noldo to assist their team. You'd have
to rework the entire network of board positions. I am sympathetic
to the principle, but you are dealing with a change that could have a
lot of consequences.

2) I am sorry if people can't get it through their head that
currently, most races have little differnce from each other. Gee the
sinda noldo and ice king all have the same racial bonus of stealth.
Either you get some are you don't. You don't see that the same bonus
for an orc nation and an elf nation means little.

More distinctive special abilities for nations would be a nice touch.

3) Why would it be so difficult to have diffent troop strengths for
each race. I am sorry if that would be overtly complicated.

This has possibilities, and it depends a lot on how the code is
written. If some nations can raise smaller high-quality armies, or
fast ones, and others can raise huge low quality armies you could get
a very different feel without extensive programming changes (maybe).

4) Why not impliment different recruiting levels for different race.
Would that complicate the game.

It very easily could imbalance it. There are a *lot* of recruiting
bases in Mordor, for example, and you have to be very careful about
making sure that the overall military balance isn't drastically
altered.

cheers,

Marc

···

For those of you who think this would overtly complicate the game
maybe should try go fish.

This, I think, is the most important thing to keep in mind for this
thread. I'm a veteran Star Fleet Battles player (yes, that makes me a
masochist), and balancing that game involves rating hundreds of
individual ships based on a variety of factors. The one thing I've
learned from that is that making one little change can have a huge
impact.

This is especially true when powers are very closely balanced (just like
the SFB tournament ships). You can add one relatively minor weapon, and
change the entire balance of power. A ship can go from a 25% win rate to
a 66% win rate just from one little change. Making the kind of
modifications we're talking about here will have deep and profound
impacts on the game that will take years to redress. Let's make sure we
really want that.

    jason

···

pinsonneault.1@osu.edu wrote:

> 4) Why not impliment different recruiting levels for different race.
> Would that complicate the game.

It very easily could imbalance it. There are a *lot* of recruiting
bases in Mordor, for example, and you have to be very careful about
making sure that the overall military balance isn't drastically
altered.

--
Jason Bennett, jasonab@acm.org
Software developer, cryptography buff, gamer
Believer in Jesus Christ as Savior and Lord

That needs looking at as a consequence of rationalising the caravans.
The exposed nations, WiK and DrL need to have their economic base
considered, as do the ones which resemble Bangladesh - Woo, Nor.

You'd then start to play a little differently. At the moment, you can
recruit with gay abandon, because when things get hairy, you know that
you can scream, and make the Nol or BlS feel obligated to bail you out.
With a more consistent caravan system, you'd have to make sure the gold,
mounts and leather were in your coffers, or on route before you
recruited thousands of troops. This probably adds a little enjoyable
complexity to the potential game play, it adds no real complexity to the
rules.

But you also mentioned bankruptcy. There are some flaws in that which
need to be corrected, and these would offset the (very slightly)
increased danger of bankruptcy which you claim might be caused by
caravan restrictions.

It should not be possible to buy oneself into bankruptcy. This happens
by error, or when a nation buys 1000 steel, and sells 7000 food to cover
it, but the market refuses the food. This is silly, and inconsistent
with a Mediaeval economy, where goods are paid for in gold. Even if you
have an idea of merchants willing to give kings goods on credit, the
consequence of the kings being unable to pay, would not be immediate
governmental collapse.

Similarly (more controversially perhaps) states should not collapse
simply because they can't pay their troops. If the troops can't be
paid, they should desert, not generate the daft message that the tax
rate has risen to 157%

Regards,

Laurence G. Tilley http://www.lgtilley.freeserve.co.uk/

···

Din <din_ohtar@yahoo.com.au> wrote

1) Is is realistic to transport stuff across the
board. No is is not.

No. But I don't care. What I do care about is
contacting my team and saying 'help !!!!!, send me 10K
this turn or else i'm dead'.

lucasc68@yahoo.com wrote

I keep hearing people argue simplicity/lack of realism vs.
complextion/more realism.

Yup, it's very annoying. That's why you and I, and anyone else who's
enjoying the speculative discussion of a 2nd edition, need desperately
to avoid the terms "realism" and "realistic".

These words confuse the occasional readers of parts of the thread, and
in every 6th post, one of them wakes up and says "But it's not
realistic, it's got magic in it" etc. etc. etc. ad nauseam.

The aim is for "internal consistency". With sincere apologies to those
who are reading everything, I'll repeat myself: Good fantasy worlds
have an internal consistency. That means you can have magic, but it has
to have some laws and limitations. It shouldn't have occurrences which
blatantly contradict each other, and if there are occurrences which
would be supernatural in our world, they should be given some sort of
pseudo-scientific rationale. If you're going to have flying caravans,
you need to explain why they can exist is your world, in order for your
reader/player to achieve a suspension of disbelief. And you need
answers for him when he says "if the caravans can fly, why can't my
armies and characters?"

And once again, in order to reassure those who seem so deeply upset, and
worried that these proposals are going to take their beloved game from
them:

- The 2nd edition is only a fantasy at the moment (a fantasy Fantasy, ho
ho!)

- Nobody has asked for an ultra realistic game. Most of the proposals
are looking for... A_higher_degree_of_internal_consistency_where_this_mi
ght_be_achieved_without_too_much_consequence_for_game_play_and_complexit
y

- Nobody has said that the 1st edition should be scrapped, and everyone
forced to play the 2nd ed. I'm sure they'd run alongside, and 2nd ed.
would only be proved a better game, if it eventually attracted more
players.

- Nobody has said that changes won't have knock on effects, which will
necessitate changes in other areas. So PLEASE don't pop up and just say
"but that will unbalance the game". We _know_ that. Say how and why
you find that particular imbalance unpalatable, or, if you basically
like the idea, say what consequent tweaking you would suggest in order
to rebalance the situation. e.g. Sensible caravans would necessitate a
slightly stronger WiK startup.

- Loads of playtesting would need to follow a wholesale revision. It
would take a long time to get it right.

Regards,

Laurence G. Tilley http://www.lgtilley.freeserve.co.uk/

>No. But I don't care. What I do care about is
>contacting my team and saying 'help !!!!!, send me 10K
>this turn or else i'm dead'.
That needs looking at as a consequence of rationalising the caravans.
The exposed nations, WiK and DrL need to have their economic base
considered, as do the ones which resemble Bangladesh - Woo, Nor.

Um not sure about this - players aren't always that careful and a quick
attack would be more able to take someone out than before with the slower
caravans.

Similarly (more controversially perhaps) states should not collapse
simply because they can't pay their troops. If the troops can't be
paid, they should desert, not generate the daft message that the tax
rate has risen to 157%

Sounds good.

There is some virtue in having an end to games. If you make it harder
to knock nations out, there should instead be some finite victory
condition (own or destroy all starting capitals of the other side, for
example.) It is already *very* difficult to knock a moderately
capable player out of the game until their entire team is on the
ropes.

cheers,

Marc

--- In mepbmlist@y..., "Middle Earth PBM Games" <me@M...> wrote:

> >No. But I don't care. What I do care about is
> >contacting my team and saying 'help !!!!!, send me 10K
> >this turn or else i'm dead'.
> That needs looking at as a consequence of rationalising the

caravans.

> The exposed nations, WiK and DrL need to have their economic base
> considered, as do the ones which resemble Bangladesh - Woo, Nor.

Um not sure about this - players aren't always that careful and a

quick

attack would be more able to take someone out than before with the

slower

caravans.

> Similarly (more controversially perhaps) states should not

collapse

> simply because they can't pay their troops. If the troops can't

be

> paid, they should desert, not generate the daft message that the

tax

···

> rate has risen to 157%
>
Sounds good.

I agree Marc. It would not be good to make it even harder to knock a
nation out (except for Harlequin's bank account!) But look how some of
the suggested changes, if they were adopted, already have the potential
to balance each other out:

Slow caravans might make it slightly easier to knock out some nations.

Not being able to buy stuff, that your reserve, or tax at 99% can't pay
for, would remove the most irritating of the current accidental
eliminations.

Army desertions replacing automatic tax hikes would make it slightly
harder to knock out nations.

I also like what Richard said about possible removing bankruptcy all
together, though I don't agree wholly with his historical statements...

(To look briefly at those) I think a lot depends on which historical
period you imagine Middle Earth to parallel. Whilst Richard's picture
of a goods economy is accurate for the Iron Age and Dark Ages (label of
convenience used here for approx 400-1000 ad), its off for the Roman
Empire and the Middle Ages, where a gold economy became more important.
Though there's no sudden change, it's a very gradual transition.

You could argue that a king needs a certain amounts of wealth - look at
Beowulf, the King as the Ring Giver. (And, oh dear, I'm beginning to
contradict what I said above, because this is the Dark Ages.) If a king
can't pay the costs of his supporters (characters?) then he gets
deposed. I know that's not the same as national collapse, but it's
probably the nearest thing, as you don't have modern nation states until
the Renaissance anyway.

So: If the army costs exceeded the available gold, the troops should
desert. It might be a proportion from all armies, or troops might be
taken first from the army furthest from the capital. If the character
and other costs still exceeded the available gold after all troops had
deserted, then the nation should be eliminated.

An issue would be the automatic tax hike. I think it might me fun to
remove it - so that if your tax was at 40% you would have to think about
raising it OR allowing desertions. In some cases, that would be
preferable to having your tax whacked to a crazy 93%, and 6 camps
degrading, thus ruining your economic base for the next 10 turns.

Yes, there'd be a knock on - it would become even more critical to keep
a commander in the capital, and agents sitting on enemy capitals would
have even more consequences. There are fixes though, ranging from a
complete overhaul of agent actions to a simple changing of the ChTxRt to
a Misc instead of a Comm order (You don't have to be an ex-serviceman
anymore to get a job with the Inland Revenue!)

Regards,

Laurence G. Tilley http://www.lgtilley.freeserve.co.uk/

···

pinsonneault.1@osu.edu wrote

There is some virtue in having an end to games. If you make it harder
to knock nations out, there should instead be some finite victory
condition (own or destroy all starting capitals of the other side, for
example.) It is already *very* difficult to knock a moderately
capable player out of the game until their entire team is on the
ropes.

If the rule was changed so that troops (from least expensive to most or vice
versa or least weap/arm to most?) deserted (also capital armies last to go)
to reduce tax costs what affect would this have on the game?

Clint

···

So: If the army costs exceeded the available gold, the troops should
desert. It might be a proportion from all armies, or troops might be
taken first from the army furthest from the capital. If the character
and other costs still exceeded the available gold after all troops had
deserted, then the nation should be eliminated.

--- In mepbmlist@y..., "Laurence G. Tilley" <laurence@l...> wrote:

pinsonneault.1@o... wrote
>There is some virtue in having an end to games. If you make it

harder

>to knock nations out, there should instead be some finite victory
>condition (own or destroy all starting capitals of the other side,

for

>example.) It is already *very* difficult to knock a moderately
>capable player out of the game until their entire team is on the
>ropes.
I agree Marc. It would not be good to make it even harder to knock

a

nation out (except for Harlequin's bank account!) But look how some

of

the suggested changes, if they were adopted, already have the

potential

to balance each other out:

Slow caravans might make it slightly easier to knock out some

nations.

I really think that you'd have to extensively reconfigure the
starting population centers to do this one right. I don't want to
give Noldo players an even better excuse not to help their teammates
:slight_smile: Where does the gold come from, for example? Let's say the Dragon
Lord has a lot of population centers in Mordor; why should his gold be
magically teleported back to Dol Guldur? And why should it take a
long time for, say, the Blind Sorceror to send gold to the DL when his
capital could be surrounded by DL camps?

Not being able to buy stuff, that your reserve, or tax at 99% can't

pay

for, would remove the most irritating of the current accidental
eliminations.

This is sensible, at some level. I wouldn't restrict it to gold in
reserve, since that would make market buys much harder.

Army desertions replacing automatic tax hikes would make it slightly
harder to knock out nations.

This is the cause of the majority of eliminations I've seen, and it
would effectively make eliminating nations really difficult. I'd like
to see this and the caravan thing extensively playtested; these could
be drastic game-play changes. FYI Legends has an extremely cool
system for caravans and trade. Part of my reservations here are tied
to the existence of another RPG by the same provider that already does
a lot of these things. Hey, I *like* casting fast movement spells and
sending my merchants zooming across the countryside on flying mounts
to make buckets of gold to raise big armies of spell-casting knights.
(But the orders are complicated!)

I also like what Richard said about possible removing bankruptcy all
together, though I don't agree wholly with his historical

statements...

I think of it as being a loss of so much prestige that the nation
loses the will to fight. In which case it does make sense; think of
the tax raise as being the equivalent of food riots in the streets and
soldiers revolting against their leader from lack of pay and setbacks
in the war effort.

cheers,

Marc

(To look briefly at those) I think a lot depends on which historical
period you imagine Middle Earth to parallel. Whilst Richard's

picture

of a goods economy is accurate for the Iron Age and Dark Ages (label

of

convenience used here for approx 400-1000 ad), its off for the Roman
Empire and the Middle Ages, where a gold economy became more

important.

Though there's no sudden change, it's a very gradual transition.

You could argue that a king needs a certain amounts of wealth - look

at

Beowulf, the King as the Ring Giver. (And, oh dear, I'm beginning

to

contradict what I said above, because this is the Dark Ages.) If a

king

can't pay the costs of his supporters (characters?) then he gets
deposed. I know that's not the same as national collapse, but it's
probably the nearest thing, as you don't have modern nation states

until

the Renaissance anyway.

So: If the army costs exceeded the available gold, the troops

should

desert. It might be a proportion from all armies, or troops might

be

taken first from the army furthest from the capital. If the

character

and other costs still exceeded the available gold after all troops

had

deserted, then the nation should be eliminated.

An issue would be the automatic tax hike. I think it might me fun

to

remove it - so that if your tax was at 40% you would have to think

about

raising it OR allowing desertions. In some cases, that would be
preferable to having your tax whacked to a crazy 93%, and 6 camps
degrading, thus ruining your economic base for the next 10 turns.

Yes, there'd be a knock on - it would become even more critical to

keep

a commander in the capital, and agents sitting on enemy capitals

would

have even more consequences. There are fixes though, ranging from a
complete overhaul of agent actions to a simple changing of the

ChTxRt to

a Misc instead of a Comm order (You don't have to be an

ex-serviceman

···

anymore to get a job with the Inland Revenue!)

Regards,

Laurence G. Tilley http://www.lgtilley.freeserve.co.uk/