Hey Brad --
Yep, the VPs are one more indication that GSI's vision of the game included
both a team aspect AND a selfish, my-nation-first aspect. Whether that is a
good thing or a bad thing -- the whole concept of individual victory
conditions and so on -- is a separate issue. But it is indeed one area where the
bulk of the current players -- not all, but most -- disagree with the GSI
concept, and are more in line with the way MEGames runs the game. It is certainly
a more comfortable place to be, a game where everyone on your side IS always
on your side and it doesn't matter what you end up with as a nation as long
as your side wins. In the real world, of course, nations ARE extremely
concerned with what they end up with at the end of a war. But as a game, ME works
pretty well in either the full teamwork model OR the "Diplomacy" style model.
The fact of the game is that a well-run team does defeat a collection of
selfish individuals in most circumstances, given approximately equal competence
on the part of the players on both sides. A skilled player understands
that, and is willing to sacrifice some national interests in the furtherance of
overall victory. That was, in fact, one of the nice parts of GSI's concept --
RealPolitik as Ed likes to say. The question of how much do you give up for
the "team", or conversely, what can you achieve for your own nation without
hurting the team in the process. Nobody truly wants their side to lose --
but it can be depressing to sacrifice and sacrifice and then watch others hog
the glory, too.
I know some players who are always willing to make plans to shift supplies
around so that they are put to the best use -- and sometimes it really amuses
me how the "best" use of materials is often to support such player's military
efforts with gold and supplies so they can field ever larger armies, capture
the bulk of the enemy pop centers, and so on, and then claim to "need" those
pop centers to support their huge armies...never giving anything back to the
team. I know other players who are perfectly willing to ship their stuff to
other players and transfer pop centers and so on, without asking for much in
return. The latter are more fun to work with, the former may well be highly
skilled and able to get the job done but not much fun to play with when it
becomes clear that "sharing" means supporting them so they can amaze the world
with their power... 
Personally, I try to structure every nation I play so that it is
self-sufficient, perhaps not able to ship out a lot of stuff but also not needing to get
a lot of aid from allies either. And I am certainly willing to aid less
fortunate allies, and accept aid when it is clear I need it, even though I hate
to ask for it. The only time I really get grumpy is when players ask for
gold while being unwilling to use their own resources or taxes to pay for stuff.
They may do things like drop their taxes to 39 "because they need the
loyalties in order to do improvements", then create a bunch of camps and thus
cannot raise taxes because it will cost them camps, and then ask for gold to do
their improvements with or to support other actions... A few turns at 60%
taxes would have allowed them to create plenty of camps and then lowering taxes
to 39% at that point would have increased the camp loyalties -- THAT makes
sense, even though itr means the starting stuff will be a few points lower
loyalty in the end. Or they may "hoard" piles of resources, being unwilling to
sell them because they want to have lots of metal-equipped cavalry with tons
of food and war machines, and then they ask those of us who HAVE been selling
stuff to support our actions to send them gold for improvements or support or
whatever... Grrrr....
Anyway -- you should join a 4th Age game with me, and we could rule the
world together! Seriously, I am not convinced a couple of games are enough to
give the scenario a proper tryout -- I myself played 5 games of 2950, sampling
a variety of nations, before deciding that if I wanted everything "known" I
would prefer the larger armies and economies of 1650 and if I wanted smaller
armies and economies but better characters I preferred the more variable 4th
Age for its unpredictable setups and so on.
As for VPs in general, they are indeed not a good measure of what a nation
DID in all cases. But that is indeed a topic that has been discussed in
plenty of depth, so I won't bother to do rehash the discussion again. And I am
babbling, probably because I need to get some sleep... 
BTW, I don't type THAT fast -- faster than many ME-PBM players perhaps, but
I would be blown away by any real typist. I did take a typing course 30
years ago, but these days I only use a couple fingers on each hand. However, I
AM willing to keep typing long after others would have made their point and
shut up -- its a flaw, I admit it... 
-- Ernie III
In a message dated 9/30/2005 2:23:12 AM Eastern Standard Time,
bbrunec296@rogers.com writes:
Ernie,
You got me on FA. The game we played was my second and last, a game where I
was both disappointing and disappointed and resulted in my swearing off FA,
period full stop. Lots of reasons not worthy of any more space here.
Certainly not your allegiance, mind. You earned my, likely, eternal respect,
although after reading the emails tonight, I have to assume you type 97
words/second or something, so I'll respect that too.. 
So I'll, willingly even, ascribe to the belief that certain cookie-cutter
MEGames policies have not necessarily fit the FA mould as well as they might.
But I have a real hard time with Victory Points. While I'll concede the
point that a winning "nation" from the winning "allegiance" is..."only fair" and
that the rest of the placing in order of "score" regardless of allegiance
(as GSI appearently did it..?) is the best policy, I simply dislike the
hardcoded "scoring system" of VP's. The concept of "scoring" the game has been
trashed back and forth ad nauseum for years now, likely to never be adequately
resolved. There evolved 2 directions in which to go: 1) replace VP's with a
different, less (perceivedly....) selfish system that scores what the nation
actually DID as opposed to what the nation ended up HAVING and 2) rate the
Player based on his Team Game success.
The PRS rates the Player based on his Team Game success, while throwing a
bone to the VP's with a VP based rating. I'm of the mind that the VP's can be
replaced by a wholey different system (one of which I proposed years ago, an
order-based, turn by turn accumulating system) that would "improve" the
current VP system to provide for "individual" victory and lessen the reliance on
"team based" PRS style scoring systems. Alas and alack, we have what we have
and all things considered, as in my "get over it" rant re: neutral whining,
I suspect we both agree that whatever the powers that be might consider
prudent policy, the game we play is still fun enough to continue playing
regardless....!
Cheers,
Brad
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