A SUGGESTION FOR A REVISED POWER SYSTEM
As most of you know there is a power point part on Tonio’s great Stats Page. It was introduced for the campaign Test of Skill.
After having used it for a few months several ideas for improvement have occurred to me. Some of the problems with the current system are
1. The estimation of potential/future power (as in manus who generate wealth) as opposed to current power (as in armies and ships) is somewhat arbitrary. When I made the original system I e.g. gave manus almost no value at all late in the game. I believe a better approach is to view the game as not ending in 1819, i.e. the power of certain features should not decrease just because the game is about to end.
2. The power value assessed to most aspects (ships, manus, armies, CCs etc) is also rather arbitrarily and subjective (my own view). It appears preferable if we could more objectively assess a similar value to all assets. That would be possible if we transformed as many assets into money. This is not made today.
3. Tonio is presently enlarging the scope of the power presentation. Instead of only presenting the value for the latest session he now also gives an average value for several sessions. However, in our current power system many features (like income) have its power value increased with time. For an average value this means that earlier sessions become much less important than later ones. Thus we need to modify more aspects of power depending on the current year. If you earn say 1000d in they year 1500 that should perhaps result in as much power points you get from earning 10,000d in 1819.
Below I will deal with each aspect of power. But first I will start with some common things and then describe each aspect of power for it itself, both presenting the current formula and the revised one.
COMMON THINGS
YEAR MODIFIER
Through out I will use a year modifier to solve problem 3 above.
When analysing games it can be found that income increase with about 0.8% per year. However the rate of expansion is not linear. In some periods – especially early on - income increase more rapidly than else. If we set a base value of 1 for the year 1500 (well, really 1499) realistic mulitpliers used (assuming the multiplier aims at transforming values from different eras into comparable values) will look something like this
< 1450 2
< 1475 1.5
< 1500 1
< 1525 0.8
< 1550 0.6
< 1575 0.5
< 1600 0.4
< 1625 0.35
< 1650 0.3
< 1675 0.28
< 1700 0.25
< 1725 0.23
< 1750 0.2
< 1775 0.19
< 1800 0.17
Later 0.15
Example: if a session ends say in 1499 then 1 is used as year multiplier, if it ends in 1776 0.19 is used as multiplier. Assume income in 1776 is 10,000d per year. Then it will be multiplied by 0.19 and thus give a value of 1,900. Thus we can make a fair comparison of income from two different years. Of course, this value must then be transformed into power points by more adjustments.
An alternative would be for Tonio’s program to count the number of years played since start and the compute the year modifier based upon an “inflation” of 0.8% per year. That would be give a more accurate value for years far from the middle of my intervals but would less accurately portray the more rapid expansion early on.
You will find this year modifier used for almost all aspects of power we calculate.
I will call this modifier YM when presenting the formulas.
VALUE MODIFIER
After having computed an economic value for an aspect (be it manus or army etc) we must then transform that into power points. Presently I am contemplating giving 1 power point for each 500d in value. Please note that income is different from other aspects. As an example: would you prefer to have 9,000d in yearly income and assets (CCs, shipyards, manus, armies etc) worth 1000d or would you prefer income of 1,000d and assets of 9,000? Well, of course you would prefer the former alternative. Thus the value modifier for income will be special, presently I am contemplating giving 1 power point for each 50d.
I will call this modifier VM when presenting the formulas.
INFLATION MODIFIER
In all applicable cases we will multiply the value of the aspect with a decimal number portraying the inflation of the nation in question. Assume inflation is 10%, then we will divide by 1.1.
I will call this modifier IM.
DETAILED ANALYSIS OF OUR DIFFERENT ASPECTS OF POWER
PP = power point.
A) INCOME
Previously it was:
For each 300d (adjusted by inflation) in yearly income (peace and event income not included) you get 1 PP.
Formula: ((All income – income from peace and events) / (1+ stored value of inflation)) / 300.
Now I propose:
For each 50d in yearly income (peace and event income not included) you get 1 PP after adjustments that are IM, YM and the special AM for income.
Formula: ((All income – income from peace and events) / IM) * YM /VM
Example: Year is 1819. Yearly income except event and peace is 10,000. Inflation is 10%.
10,000/1.1 * 0.15 / 50 = 27,2
B) CURRENT MP POOL
Note that the cap of the MP pool is unfortunately not stored in the save and instead we have to do with the current value. This is bad but the size of the MP pool is such an important thing that we cannot just disregard it.
Previously it was:
For each 25,000 men in your current MP pool you get 1 PP.
Formula: Current MP pool value / 25000
Now I propose
You get 1 PP for each 4,000 in your MP pool after applying the year modifier.
Formula: Current MP pool * YM / 4000
Example: year is 1819 and the MP pool is 700,000.
700,000*0.15/4000 = 26.25
As you can see we in this case use the year modifier for a non-economic value. This is not ideal as the speed in increasing MP does not exactly mimic the eco growth but it is not that far away and for simplicity it has been chosen. Incidentally this is a big change compared to how it is today in that the value for the MP pool will be much higher for early sessions. However for late sessions the value will be just about what it was before.
C) ARMY AND NAVY MORALE
Previously it was:
For each 0.1 higher morale at 100% maintenance your army has compared to the one human player who has the lowest such morale you get 1 PP.
Same for navy morale.
Formula: (Your morale at 100% maintenance - the lowest human ditto) * 10.
As the values for many other aspects will in early sessions increase a lot with this new system I suggest a change. Also army morale is arguable more important than naval morale. Thus I propose
a) you get 1 PP for every 0.05 higher army morale
b) you get 1 PP for every 0.1 higher naval morale
D) TECHS
Previously it was:
For each 10 "tech points" you get 1 PP.
For each infra/trade tech level you get 6 tech points. For each LT/NT you get 1 tech point.
Formula: (trade tech level * 10 + infra level * 10 + land tech level + naval tech level) / 10.
Note there is an error in this old formula, the eco techs should be multiplied with 6 not with 10, as can be understood when reading the text).
Now I propose
Same basic formula, but then applying the YM and then an appropriate weight factor (comparable to the division by 10 in the old formula. I am presently contemplating a weight factor of 0.5.
Formula: (trade level * 6 + infra level * 6 + land tech level + naval tech level) * YM * 0.5
Example: year is 1819 and you have maxed all techs.
(60+60+60+60) * 0.15 * 0.5 = 18
Note: for early sessions this will make tech much more important than before.
E) FLEET SIZE
Previously it was:
Formula:
Min(40,
(
( number of warships * (sum of your shock and fire value for war ships)
+ number of galleys * (sum of your shock and fire value for galleys)
)
/
sum of human tech leader's shock and fire values for war ships and galleys
/ 20
)
Now I propose:
((Number of galleys * cost for a galley for that nation) +
(Number of warships * cost for a war ship for that nation))
/IM *YM /VM
With a cap on 20.
Example: year is 1819 and you have 700 warships and no galleys, inflation at 10%. Each warship costs 60d.
(0 + 700*60) / 1.1. * 0.15 / 500 = 11.45
F) FORTRESSES
Previously it was: For each 1/10 of average fort level you have more than the one human player with the lowest average fort level you get 1 PP.
Formula: (Your average fort level - the lowest average fort level) * 10.
To build a fortress at offensive 5 and 0% inflation costs
level 1 = 125d
level 2 = 250d
level 3 = 375d
level 4 = 625d
level 5 = 1250d
level 6 = 2500d
As can be seen the ration of increase of cost for forts is not linear.
The true value of a certain fortress level must include the cost of building all minor levels as well. Thus the ratio between fortress investment in a provinces is:
level 1 = 1
level 2 = 3
level 3 = 6
level 4 = 11
level 5 = 21
level 6 = 41
Thus what we need to do when computing the dividend is not using the fortress level but their cost ratio. So if you have two provinces, one with a minimal fortress and one with a maximal fortress your average "fortress level" (i.e. fortress level when computing power points) should not be 3.5 but should be 21.
Thus I propose
( number of minimal fortresses * 1
+ number of small fortresses * 3
+ number of medium fortresses * 6
+ number of large fortresses * 11
+ number of mighty fortresses * 21
+ number of maximal fortresses * 41)
/ number of city provinces
Then we must decide upon how much PP you should get for having a better average of fortress level than the one with the lowest. We cannot any longer give 1 PP for every 0.1 higher since the differences will be much larger with this new system. There for I suggest: For each 0.25/10 of average fort level you have more than the one human player with the lowest average fort level you get 1 PP.
Formula: (Your average fort level - the lowest average fort level) * 4.
G) ARMY SIZE
Same algorithm as for fleets. But now we have three types, infantry, cavalry and guns.
H) SHIPYARDS
Previously it was: Formula: number of shipyards / 2
Shipyards presents a new problem. The cost for a shipyard is not static. The first costs 1000d and for each new one you have to pay 100d more than for the previous one. Thus the value for the shipyards is not that easy to calculate. If Tonio can compute a correct sum for having for example 6 shipyards (which is 1000+1100+1200+1300+1400+1500=7500d) that would be swell. Else I suggest using an average value of 1200 since the number of shipyards at the end perhaps usually is around 5. So if you have 5 shipyards they add up to 6000d using the average method formula.
I propose: value of shipyards / IM * YM / VM
Example: year is 1819 and you have 10% inflation and you have 5 shipyards and we use the average value of 1200.
5*1200 / 1.1 * 0.15 / 500 = 1.63
I) MANUS
Previously it was quite complicated.
Formula: (number of refineries + number of weapon * 0.5 + sum of other manus * 0.33) * year multiplier
Each refinery gives 1 manu point.
Each weapon manufactory gives 0.5 manu poinst
Other kind of manu give 0.33 points.
The year multiplier was a special one used to really get the late game value of manus down to almost nothing.
I you want to use the cost of building the manus, like we did for shipyards, instead of these arbitrary values previously used then we face an even more complicated problem than for shipyards because the basic cost algorithm for manus has because of its complexity never been officially analysed and published. But if we allow us to be a little simplistic we can say that basically each new manu costs 200d more than the previous one. For simplicity we will also stop make a difference between different kind of manus. So here again: if Tonio can compute an exact value we will use that, else we will use an average value. Assuming the number of manus you have at the end will be around 15-20 the average cost will be around 2000d a piece.
Thus I propose:
Formula: Manu value / IM * YM / VM.
Example: Year is 1819, inflation at 10% and you have 16 manus. Average value of 2000d assumed.
16 * 2000 / 1.1. * 0.15 / 500 = 8.72
J) CCs
Previously it was: Formula: number of CC / 10
For CCs the initial cost is 1000d and then they increase with 250d per new CC. Again we have two alternatives: if Tonio can manage to compute the exact cost we use that, else we use an average value. Assuming you have around 15 CCs at the end the average cost will be around 2500.
Thus I propose:
Formula: CC value / IM * YM / VM.
Example: Year is 1819, inflation at 10% and you have 15 CCs. Average value of 2500d assumed.
15*2500 / 1.1 * 0.15 / 500 = 10.22
K) TREASURY
Previously it was: Treasury size / (1+ stored value of inflation) * year multiplier / 200
The year modifier used was the same as I propose now, although with values only for every 50th year instead of every 25th year.
Now I propose (as you will by now guess if you have read everything so far)
Treasury size / M * YM / VM.
Example: year is 1819, inflation at 10%, 5000d in treasury.
5000/1.1*0.5/500=4.54
L) CoT:s OWNED
Previously this was not implemented. I thought it was aptly portrayed by the income for the owner and, in case of embargo, of income from the embargoed. However they represent a big potential value that can be used at any time, i.e. even if you do not presently embargo a nation you may do so at any time (providing you do not have a truce or TA) and thus it should be taken into the power formula after all.
Ideally you should use the value of the COTs to calculate the power, however that is not accessible in the save, so we have to resort to simply counting them.
I propose you get 2 power points for each COT owned.
=====================
As can be seen this new proposed system is far from as subjective as the previous one was. All aspects that can be transformed to ducats are transformed alike with the exception for income that is valued higher than other aspects. This means that the system does not say it is smarter to buy refineries than FAAs, nor FAAs than shipyards etc. It simply calculates the worth. I believe this means a much better system than the previous one in which I tried to guess at a “true” power value for different aspects of power – sometimes ending up at arguably crazy values as Tonio posted about when I introduced the power value for treasury.
And lastly, it is possible to create a new category, ownership of CCs. That would be very simple I think, just give some power points for each CC, I do not think we should use any year modifier although you normally own fewer at the start. Because after some 150-200 of years the number of CCs owned by humans in the game almost stop to increase, they are almost all already taken.
-----------
If all players in ToS agree to this new system and Tonio have time and interest to implement it on his stats page it is my wish that we adopt it in ToS.
As most of you know there is a power point part on Tonio’s great Stats Page. It was introduced for the campaign Test of Skill.
After having used it for a few months several ideas for improvement have occurred to me. Some of the problems with the current system are
1. The estimation of potential/future power (as in manus who generate wealth) as opposed to current power (as in armies and ships) is somewhat arbitrary. When I made the original system I e.g. gave manus almost no value at all late in the game. I believe a better approach is to view the game as not ending in 1819, i.e. the power of certain features should not decrease just because the game is about to end.
2. The power value assessed to most aspects (ships, manus, armies, CCs etc) is also rather arbitrarily and subjective (my own view). It appears preferable if we could more objectively assess a similar value to all assets. That would be possible if we transformed as many assets into money. This is not made today.
3. Tonio is presently enlarging the scope of the power presentation. Instead of only presenting the value for the latest session he now also gives an average value for several sessions. However, in our current power system many features (like income) have its power value increased with time. For an average value this means that earlier sessions become much less important than later ones. Thus we need to modify more aspects of power depending on the current year. If you earn say 1000d in they year 1500 that should perhaps result in as much power points you get from earning 10,000d in 1819.
Below I will deal with each aspect of power. But first I will start with some common things and then describe each aspect of power for it itself, both presenting the current formula and the revised one.
COMMON THINGS
YEAR MODIFIER
Through out I will use a year modifier to solve problem 3 above.
When analysing games it can be found that income increase with about 0.8% per year. However the rate of expansion is not linear. In some periods – especially early on - income increase more rapidly than else. If we set a base value of 1 for the year 1500 (well, really 1499) realistic mulitpliers used (assuming the multiplier aims at transforming values from different eras into comparable values) will look something like this
< 1450 2
< 1475 1.5
< 1500 1
< 1525 0.8
< 1550 0.6
< 1575 0.5
< 1600 0.4
< 1625 0.35
< 1650 0.3
< 1675 0.28
< 1700 0.25
< 1725 0.23
< 1750 0.2
< 1775 0.19
< 1800 0.17
Later 0.15
Example: if a session ends say in 1499 then 1 is used as year multiplier, if it ends in 1776 0.19 is used as multiplier. Assume income in 1776 is 10,000d per year. Then it will be multiplied by 0.19 and thus give a value of 1,900. Thus we can make a fair comparison of income from two different years. Of course, this value must then be transformed into power points by more adjustments.
An alternative would be for Tonio’s program to count the number of years played since start and the compute the year modifier based upon an “inflation” of 0.8% per year. That would be give a more accurate value for years far from the middle of my intervals but would less accurately portray the more rapid expansion early on.
You will find this year modifier used for almost all aspects of power we calculate.
I will call this modifier YM when presenting the formulas.
VALUE MODIFIER
After having computed an economic value for an aspect (be it manus or army etc) we must then transform that into power points. Presently I am contemplating giving 1 power point for each 500d in value. Please note that income is different from other aspects. As an example: would you prefer to have 9,000d in yearly income and assets (CCs, shipyards, manus, armies etc) worth 1000d or would you prefer income of 1,000d and assets of 9,000? Well, of course you would prefer the former alternative. Thus the value modifier for income will be special, presently I am contemplating giving 1 power point for each 50d.
I will call this modifier VM when presenting the formulas.
INFLATION MODIFIER
In all applicable cases we will multiply the value of the aspect with a decimal number portraying the inflation of the nation in question. Assume inflation is 10%, then we will divide by 1.1.
I will call this modifier IM.
DETAILED ANALYSIS OF OUR DIFFERENT ASPECTS OF POWER
PP = power point.
A) INCOME
Previously it was:
For each 300d (adjusted by inflation) in yearly income (peace and event income not included) you get 1 PP.
Formula: ((All income – income from peace and events) / (1+ stored value of inflation)) / 300.
Now I propose:
For each 50d in yearly income (peace and event income not included) you get 1 PP after adjustments that are IM, YM and the special AM for income.
Formula: ((All income – income from peace and events) / IM) * YM /VM
Example: Year is 1819. Yearly income except event and peace is 10,000. Inflation is 10%.
10,000/1.1 * 0.15 / 50 = 27,2
B) CURRENT MP POOL
Note that the cap of the MP pool is unfortunately not stored in the save and instead we have to do with the current value. This is bad but the size of the MP pool is such an important thing that we cannot just disregard it.
Previously it was:
For each 25,000 men in your current MP pool you get 1 PP.
Formula: Current MP pool value / 25000
Now I propose
You get 1 PP for each 4,000 in your MP pool after applying the year modifier.
Formula: Current MP pool * YM / 4000
Example: year is 1819 and the MP pool is 700,000.
700,000*0.15/4000 = 26.25
As you can see we in this case use the year modifier for a non-economic value. This is not ideal as the speed in increasing MP does not exactly mimic the eco growth but it is not that far away and for simplicity it has been chosen. Incidentally this is a big change compared to how it is today in that the value for the MP pool will be much higher for early sessions. However for late sessions the value will be just about what it was before.
C) ARMY AND NAVY MORALE
Previously it was:
For each 0.1 higher morale at 100% maintenance your army has compared to the one human player who has the lowest such morale you get 1 PP.
Same for navy morale.
Formula: (Your morale at 100% maintenance - the lowest human ditto) * 10.
As the values for many other aspects will in early sessions increase a lot with this new system I suggest a change. Also army morale is arguable more important than naval morale. Thus I propose
a) you get 1 PP for every 0.05 higher army morale
b) you get 1 PP for every 0.1 higher naval morale
D) TECHS
Previously it was:
For each 10 "tech points" you get 1 PP.
For each infra/trade tech level you get 6 tech points. For each LT/NT you get 1 tech point.
Formula: (trade tech level * 10 + infra level * 10 + land tech level + naval tech level) / 10.
Note there is an error in this old formula, the eco techs should be multiplied with 6 not with 10, as can be understood when reading the text).
Now I propose
Same basic formula, but then applying the YM and then an appropriate weight factor (comparable to the division by 10 in the old formula. I am presently contemplating a weight factor of 0.5.
Formula: (trade level * 6 + infra level * 6 + land tech level + naval tech level) * YM * 0.5
Example: year is 1819 and you have maxed all techs.
(60+60+60+60) * 0.15 * 0.5 = 18
Note: for early sessions this will make tech much more important than before.
E) FLEET SIZE
Previously it was:
Formula:
Min(40,
(
( number of warships * (sum of your shock and fire value for war ships)
+ number of galleys * (sum of your shock and fire value for galleys)
)
/
sum of human tech leader's shock and fire values for war ships and galleys
/ 20
)
Now I propose:
((Number of galleys * cost for a galley for that nation) +
(Number of warships * cost for a war ship for that nation))
/IM *YM /VM
With a cap on 20.
Example: year is 1819 and you have 700 warships and no galleys, inflation at 10%. Each warship costs 60d.
(0 + 700*60) / 1.1. * 0.15 / 500 = 11.45
F) FORTRESSES
Previously it was: For each 1/10 of average fort level you have more than the one human player with the lowest average fort level you get 1 PP.
Formula: (Your average fort level - the lowest average fort level) * 10.
To build a fortress at offensive 5 and 0% inflation costs
level 1 = 125d
level 2 = 250d
level 3 = 375d
level 4 = 625d
level 5 = 1250d
level 6 = 2500d
As can be seen the ration of increase of cost for forts is not linear.
The true value of a certain fortress level must include the cost of building all minor levels as well. Thus the ratio between fortress investment in a provinces is:
level 1 = 1
level 2 = 3
level 3 = 6
level 4 = 11
level 5 = 21
level 6 = 41
Thus what we need to do when computing the dividend is not using the fortress level but their cost ratio. So if you have two provinces, one with a minimal fortress and one with a maximal fortress your average "fortress level" (i.e. fortress level when computing power points) should not be 3.5 but should be 21.
Thus I propose
( number of minimal fortresses * 1
+ number of small fortresses * 3
+ number of medium fortresses * 6
+ number of large fortresses * 11
+ number of mighty fortresses * 21
+ number of maximal fortresses * 41)
/ number of city provinces
Then we must decide upon how much PP you should get for having a better average of fortress level than the one with the lowest. We cannot any longer give 1 PP for every 0.1 higher since the differences will be much larger with this new system. There for I suggest: For each 0.25/10 of average fort level you have more than the one human player with the lowest average fort level you get 1 PP.
Formula: (Your average fort level - the lowest average fort level) * 4.
G) ARMY SIZE
Same algorithm as for fleets. But now we have three types, infantry, cavalry and guns.
H) SHIPYARDS
Previously it was: Formula: number of shipyards / 2
Shipyards presents a new problem. The cost for a shipyard is not static. The first costs 1000d and for each new one you have to pay 100d more than for the previous one. Thus the value for the shipyards is not that easy to calculate. If Tonio can compute a correct sum for having for example 6 shipyards (which is 1000+1100+1200+1300+1400+1500=7500d) that would be swell. Else I suggest using an average value of 1200 since the number of shipyards at the end perhaps usually is around 5. So if you have 5 shipyards they add up to 6000d using the average method formula.
I propose: value of shipyards / IM * YM / VM
Example: year is 1819 and you have 10% inflation and you have 5 shipyards and we use the average value of 1200.
5*1200 / 1.1 * 0.15 / 500 = 1.63
I) MANUS
Previously it was quite complicated.
Formula: (number of refineries + number of weapon * 0.5 + sum of other manus * 0.33) * year multiplier
Each refinery gives 1 manu point.
Each weapon manufactory gives 0.5 manu poinst
Other kind of manu give 0.33 points.
The year multiplier was a special one used to really get the late game value of manus down to almost nothing.
I you want to use the cost of building the manus, like we did for shipyards, instead of these arbitrary values previously used then we face an even more complicated problem than for shipyards because the basic cost algorithm for manus has because of its complexity never been officially analysed and published. But if we allow us to be a little simplistic we can say that basically each new manu costs 200d more than the previous one. For simplicity we will also stop make a difference between different kind of manus. So here again: if Tonio can compute an exact value we will use that, else we will use an average value. Assuming the number of manus you have at the end will be around 15-20 the average cost will be around 2000d a piece.
Thus I propose:
Formula: Manu value / IM * YM / VM.
Example: Year is 1819, inflation at 10% and you have 16 manus. Average value of 2000d assumed.
16 * 2000 / 1.1. * 0.15 / 500 = 8.72
J) CCs
Previously it was: Formula: number of CC / 10
For CCs the initial cost is 1000d and then they increase with 250d per new CC. Again we have two alternatives: if Tonio can manage to compute the exact cost we use that, else we use an average value. Assuming you have around 15 CCs at the end the average cost will be around 2500.
Thus I propose:
Formula: CC value / IM * YM / VM.
Example: Year is 1819, inflation at 10% and you have 15 CCs. Average value of 2500d assumed.
15*2500 / 1.1 * 0.15 / 500 = 10.22
K) TREASURY
Previously it was: Treasury size / (1+ stored value of inflation) * year multiplier / 200
The year modifier used was the same as I propose now, although with values only for every 50th year instead of every 25th year.
Now I propose (as you will by now guess if you have read everything so far)
Treasury size / M * YM / VM.
Example: year is 1819, inflation at 10%, 5000d in treasury.
5000/1.1*0.5/500=4.54
L) CoT:s OWNED
Previously this was not implemented. I thought it was aptly portrayed by the income for the owner and, in case of embargo, of income from the embargoed. However they represent a big potential value that can be used at any time, i.e. even if you do not presently embargo a nation you may do so at any time (providing you do not have a truce or TA) and thus it should be taken into the power formula after all.
Ideally you should use the value of the COTs to calculate the power, however that is not accessible in the save, so we have to resort to simply counting them.
I propose you get 2 power points for each COT owned.
=====================
As can be seen this new proposed system is far from as subjective as the previous one was. All aspects that can be transformed to ducats are transformed alike with the exception for income that is valued higher than other aspects. This means that the system does not say it is smarter to buy refineries than FAAs, nor FAAs than shipyards etc. It simply calculates the worth. I believe this means a much better system than the previous one in which I tried to guess at a “true” power value for different aspects of power – sometimes ending up at arguably crazy values as Tonio posted about when I introduced the power value for treasury.
And lastly, it is possible to create a new category, ownership of CCs. That would be very simple I think, just give some power points for each CC, I do not think we should use any year modifier although you normally own fewer at the start. Because after some 150-200 of years the number of CCs owned by humans in the game almost stop to increase, they are almost all already taken.
-----------
If all players in ToS agree to this new system and Tonio have time and interest to implement it on his stats page it is my wish that we adopt it in ToS.
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