Does this include games already being played?
Serra
----- Original Message -----
From: ME Games Ltd
To: <mailto:mepbmlist%40yahoogroups.com>mepbmlist@yahoogroups.com
Sent: Saturday, December 09, 2006 8:11 PM
Subject: Re: [mepbmlist] "OBN" and Consequences
One banker Nation explored
When does this apply? As from Monday 11th December you cannot employ this
strategy. If you have sent in orders for a game which runs on Monday or
later, and which would break this new rule, you should send in a new set of
orders.
What is being banned? The One Banker Nation (OBN for short) strategy is now
banned. There is no effective counter that an opposing (FP) team can
employ to deal with it. We will update the ruling in the Front Sheet GM
Message section should updates occur and on the forum and list.
Why is this a Bug? and not mid-game change of rules. I chatted to the game
designer about this and it's unintended. It is an error of coding. They
come up so rarely in Middle Earth, I'm very glad to say, that action has to
be taken now to stop its impact. Due to the enormous impact it has on the
game we feel that steps need to be taken now. In most cases it removes the
entire need for a strategic economic element to the game and therefore
benefits the DS majorly. There is a direct correlation between gold in the
One Banker nation (the nation with the highest level of gold) and the
market prices and natsell limits. (See below for example Leather @23 sell
price employing this strategy).
Has everyone been contacted? Yes - note if you want to see some of the
discussion check out the forum (it's the sticky thread called One Banker
Nation Ruling) and the list.
For now we'll do that by hand (and I'll implement a code change as soon as
we can get something sorted and tested):
Ruling 10th December 2006; "Gold sent to a single nation with the goal of
significant upward increase of market prices is not allowed, whether
through caravan transport, ransom demands, or other methods. Gold sent to
a nation that brings the nations total reserves to more than 80k gold will
have that exact amount of gold sent deducted from its stores. In addition
gold received by that nation from other sources such as Ransom demands from
team-mates etc will be dealt with similarly.
Such an attempt may be judged to have occurred if the upward increase of
market prices occurs coincident to the transfer of gold. Judgement may be
requested by the opposing team if it feels this ruling has been violated.
The judgement will be made by the moderator with opportunity for
explanation by the team in question if requested
Later offences will be dealt with more strongly. Examples of this include
removal of additional gold from the receiving nation but other penalties
might apply. We reserve the right to take appropriate action. Most likely
that would be to remove not only that second gold send but give that player
a final warning. Further impacts and you'll be removed from the
game. Note if we feel that a player is deliberately breaking the rules
then we might well enact such a ruling earlier. Ie if you break the rules
we'll take appropriate action and that can be anything from removing the
gold sent to removal of further in game funds and removal of that player
from that game. Any player that brings the game into disrepute we reserve
the right to act further."
It's simple to moderate - if players feel that the market has been bumped
unfairly get in touch and we'll check the orders. If we find that it has
occurred, we'll remove all the gold received from that banker nation and we
will consider further measures. (Note sending gold to nations is still
fine for other reasons - it's easy to moderate).
This is the simplest short term solution and workable, especially if
players abide by this ruling. Players are generally very ethical, so a hand
moderated ruling will work well. We do something very similar in Gunboat
and find it works fine.
We will not make any changes to the market prices in current games, even if
the banker nation tactic has been used. However, from Monday we will
enforce this new ruling.
I intend to take no action about using high tax rates or market buy-outs to
affect the market prices. They are tactical choices, with both positives
and negatives, and there are strategies which opposing teams can employ to
counter them. (Eg Emmissaries for low loyalty PCs, ease of Threatening for
high tax nations, and selling product and keeping a low gold level for
reducing the impact of Buy-outs). We might look at keeping gold levels
below 200k in future for other nations in the game as we appreciate that
some Neutrals will look at increasing their own gold values appropriately.
I'll soon look at implementing code changes. These will aim to emulate the
present market, with removal of the One Banker nation strategy. No doubt
this will have minor changes to the market code, but I feel that something
needs to be done here.
** Thanks to everyone for bringing this to my attention; it is very, very
much appreciated. **
Data I've looked at the One banker nation strategy in some depth
now. Starting from the same database I set up a game and run from Turn 0
the following examples. Data from which I've garnered this evidence (and
other games but here's the short version).
Test 1) No orders - I just run the game.
MARKET PRICES
Product Leather Bronze Steel
Mithril Food Timber Mounts
Avail 6930 4620 3825
600 29250 5925 2400
Buy 9 11 13 113
3 10 18
Sell 6 7 8 71
2 6 11
Test 2) No orders other than 325s (Natsells) of around 25k value (basically
food @2).
MARKET PRICES
Product Leather Bronze Steel
Mithril Food Timber Mounts
Avail 7380 9886 3375
593 67792 10326 2400
Buy 10 9 19 123
2 9 26
Sell 6 5 11 73
1 5 16
Test 3) No orders other than all gold in the game sent by all nations to
the Long Rider. Minor changes to gold levels to test 1) (948s 10%).
MARKET PRICES
Product Leather Bronze Steel
Mithril Food Timber Mounts
Avail 6930 5040 3825
563 30750 6375 2340
Buy 65 102 117 981
14 93 194
Sell 36 56 65 541
8 51 107
Test 4) No orders other than Tax of all nations to 100% and 325s of around
25k value (basically food). Ie testing to see what a large amount of gold
in the game does.
MARKET PRICES
Product Leather Bronze Steel
Mithril Food Timber Mounts
Avail 7110 8219 3465
600 111942 9093 2490
Buy 15 17 24 185
3 16 41
Sell 10 11 16 123
2 11 28
Test 5) No orders other than Tax to 100% and 325s of around 25k value
(basically food) and all gold in the game sent by all nations to the Long
Rider. Ie a large amount of gold in the game and it all under one nation.
MARKET PRICES
Product Leather Bronze Steel
Mithril Food Timber Mounts
Avail 7650 10996 3510
570 275474 9093 2400
Buy 170 175 329
2617 9 202 520
Sell 88 90 170
1350 5 104 268
Test 6) To emulate a Grudge game: No orders other than all gold in the game
sent by all 11 other DS nations to the Long Rider. Minor changes to total
gold levels in the game as compare with test 1) (948s 10%).
MARKET PRICES
Product Leather Bronze Steel
Mithril Food Timber Mounts
Avail 6840 4500 3465
563 30750 5775 2550
Buy 36 60 67 516
7 51 101
Sell 23 38 42 324
4 32 63
This basically covered the broad spectrum (you can tell I was trained as a
scientist uh?!) of possibilities (there are other options of course but I
think the results are clear). My reading is as follows:
Tax @100% basically doubles the market if everyone did it (upto half if
some players did it) and although has an inherent disadvantage (low
loyalties throughout the nations on high tax) is probably okay.
One Banker nation: leads to 4x the market and has minor disadvantage (which
can be dealt with by sending slightly less gold). Although it doesn't give
unlimted gold to the DS, it does deal with their very major disadvantage of
a (relative to FP) weak economy. (Note it doesn't, IMO, allow you to get
extra product as the raised buy and sell prices preclude this). Note also
that almost all cases the increase in market prices is immediately rewarded
in that you can natsell at the new value and make back that initial send
the very next turn. (Ie no loss of gold effectively and a very big market)
Clint (GM)
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