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Oct 22, 2001
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In another thread Tonio and I discussed a potential ”power” value algorithm to present e.g. on the stats page. A value would be presented that tried to portray the actual and potential power (economy/military) of each nation. Tonio asked to come up with a formula. I immediately started thinking and this is the preliminary result of that. As this response does not have anything to do with that particular game thread I start a new thread.


OVERVIEW

The following questions must be analysed.

A. On what features shall we base the power value?
B. Detailed analysis for each feature
C. Other

Aim: We should try and determine how to measure the power value of each feature and then also determine their relative importance – i.e. assigning some kind of weight value – e.g. a multiplier.


A. ON WHAT FEATURES SHALL WE BASE THE POWER VALUE?

Right now I can come up with the following candidates to base the power value upon.

1. Income
2. The MP pool cap
3. Army and navy morale
4. Techs
5. Ship support
6. Number of War ships and galleys
7. Forts
8. Army Size
9. Shipyards
10. Manu
11. CCs
12. Sliders

I have tried to order them according to my own view of importance. I.e. I consider income the most important feature.

Concerning sliders there are good and there are bad slider positions for sure. But I do not think they should have any influence on the power system, for the simple fact that the effect of the sliders are reflected in other features, mainly income and army morale. Thus I will ignore them.


B. DETAILED ANALYSIS OF EACH FEATURE


B1. Income:

The income is easy to obtain from the save. We should deduct income from peace and events since they do not represent lasting values. Then we should divide that income with 1+inflation (as that value is stored in the save, i.e. in the save 17% inflation is stored as 0.17).

Weight: We could e.g. set each remaining 300d in yearly income = 1 "power" point.


B2. MP pool cap.

This value must be manually fed to the program. It is much too difficult to calculate it upon stored data I think.
Weigth: Each 25,000 men in the MP pool cap could be worth 1 power point.

Note: this power value will be relative small in comparison to the value of the other features before CCs - not at all the 2nd most important. But after CCs become available it will sky rocket.


B3. Army and navy Morale.

The stats site presently gives a theoretical max value for morale (at 100% maintenance). That can be used.
I do not think it is necessary to adjust the power from navy morale for the fact that nations with low NT often have no fleet at all because the CRT level initself influences morale.

Weight: For each 0.5 in morale you get one point. Once for army and once for navy. Both values capped at 7 of course.


B4. Techs.

For each infra/trade tech level you get 6 ”tech points”.
For each LT/NT you get 1 tech point.
Some tech levels are more valueable than other (e.g. expensive levels and CRT levels) but it appears difficult to adjust to that. A bonus for these levels could however be hardcoded into the program as they are known.

Weight: Divide the added tech points (as computed according to above) by 10 and then set one remaining tech point = 1 power point


B5. Ship support

This value must also be manually fed to the program.

Since ships are much more expensive than soldiers it has more impact on the actual power. Even in the end game no one can easily build up to their ship support limit from scratch just like that but they can all do it with their MP.
Another factor is that while nations are mostly on a similar LT level there can be huge differencies for NT levels. A high ship support for Russia can e.g. be almost without any power value because they are several CRT levels behind the tech leaders. Thus to compute this value is complicated.

Weight: You could get one support point for each 100 ships supported. Then for each naval CRT you are behind the tech leader you multiply the base number with say 2. That is, if the tech leader is for example 2 CRT levels ahead of you then you get one point for every 400 ships supported (instead of 1 per 10).


B6. Number of War ships and galleys

When time passes on galleys become less useful. Also your ships become less useful if you are CRT levels behind your enemy.

Weight: Give 1 point for each 100 war ships and 1 for each 100 galleys.
For each NT CRT you are behind the tech leader multiply base value with 2.
For galleys also: If tech leader is at NT17 multiply base value for galleys with 1.5, if at NT21 multiply by 2, if at NT26 multiply by 3 if at NT if at 31 multiply by 4, if at 41 multiply with 5.


B7. Forts.

Here we have two alternatives. We could go for average fort level (already in the stats) or adding absolute numbers for forts (say 1 for each minimal, 2 for each small etc to get a total for ”fort points”). I guess average fort level is the much more important when we speak of power. Average fort levels are normally 2 point something when the game ends, i.e. on average small to medium forts.

Weight: One power point for each 0.4 average fort level.


B8. Army size.

This should be measured in army units, i.e. 10 artillery counts as 1000 men infantry/cavalry. Since it is so comparatively easy to rebuild a small army this has little impact on power. The land military strength is more accurately portrayed by MP pool and morale.

Weight: for each 200 units one power point.


B9. Shipyards

Shipyards are quite useful if you are a naval power, else mainly only useful as giving you a colonist extra.

Weight: For each 2 shipyards you get 1 power point.


B10. Manus

An important benefit of a goods manu or a refinery it their contribution to the TE/PE. However, that is covered by the income feature. What remains is thus mainly the contribution to tech investment. This makes manus very good in the beginning of the game. But almost useless very late in the game.

Also some manus are more important than other. Refineries are by far the best type (as far as you have or at least will have a good income from trade). There are too many variables involved here and a simplified approach must be applied.

Thus manus more than most other things on this list represents potential rather than acutal power. They definitively earn their place on the list in the early game and clearly carry almost no value at all on their own in say 1819.

Weight: Each refinery give 1p. Each 2 weapon manus give 1 point. The rest are added together and you get 1 for each 3 you have. If the current year is later than 1500 multiply base value with 1.5. If current year us 1600 multiply by 2. If current year is 1700 multiply with 3. If current year is 1800 multiply with 5.


B11. CCs

Do note that the importance of CCs is not so much the increased build capacity you get from them but the extra MP they provide and the latter is reflected in the MP pool cap value.

Weight: For each 10 CCs one power point.



D OTHER

If you agree with me that you ”win” a EU MP game if you are the strongest nation at the end, then this algorithm, if successfully implemented, could provide a basis for deciding who that will be. As some of you know it is a favourite theme of mine to try and establish a kind of objective system to judge the performance – as opposed to the subjective system used e.g. in DU 1.5 (not to speak about the current VP system that is essentially broken as the points distributed have little to do with skill in play).

If we want to use it to determine a winner we must weight the final number of power points according to which nation it is. Assume e.g. POR and FRA ends up with the same amount of points, then clearly POR has performed better than FRA.

We need a multiplier to fix this. I.e. we take the final number of power points and for each nation we multiply that number with that nation’s own multiplier.

Depending on scenario nations have better or worse potentials. Portugal e.g. has far better potential in Ryo’s AoD on the new map than in vanilla. A campaign starting in 1419 further more gives POR an even better position. As does maps with more gold out there to catch early on.

As can be seen a lot depends on the scenario. Thus the simplest thing is for each campaign to define their own multipliers for nations. In fact the nations can be auctioned away based upon this multiplier value, the one giving the lowest multiplier gets the nation.

As for default multipliers in vanilla 1419 the following values could perhaps be reasonable.
FRA 1
OE 1
SPA 1.1
ENG 1.1
RUS 1.2
POR 1.3
NL 1.3
SWE 1.5 (assuming no DEN)
AUS 1.7
DEN 2 (assuming no SWE)
BB 2
VEN 2
POL 2.5

And of course, if both SWE and DEN are in the game then their multipliers should be higher than suggested above. Similar considerations can be made on other parts of the maps but the Scandinavian situation is perhaps the most obvious one since the one existing will almost always eat up all of the other one.


A POSSIBLE EXAMPLE

For a really powerful nation in 1819 I predict something like this
1. Income (adjusted for inflation) : 9000 = 30 power points (PP)
2. MP pool cap: 700 = 28 PP
3. Morale: 6.5 in land, 6 at Sea = 25 PP
4. Techs: 60+60+9+8=222 = 22 PP
5. Ship support: 1200 = 12 PP
6. Number of warships and galleys: 1000 war ships: 10 PP
7. Forts: average level 2.5 = 6 PP
8. Army size: 1.000.000 men = 5 PP
9. Shipyards: 8 = 4 PP
10. Manus: 15 refineries, 10 weapon, 3 other: 3+1= 4 PP
11. CC 20 = 2 PP


ANOTHER POWER SYSTEM

Incidentally there already exists a kind of power system. AFAIK it was created by Zeitgeist and used succesfully in the Thirst of Glory campaign I and now also TfG II. But the scope of that system was not the same as described above. The TfG power system is smaller to its extent AFAIK and serves as a basis for rewards for the nextcoming sessions (the more powerful you are the more rewards you get).


FINAL WORDS

Remember, as all values in this analysis to a very large extent constitutes pure guess work I do not claim they are well chosen. They are merely suggestions.

Now let us hear from Tonio if he thinks he could program this for us and present it oin e.g. his normal stats site?

Everyone else if of course also invited to contribute to this idea.

-----

Coming to think of it, if we are reasonably successful in describing a system of this type we could post it in the EU3 thread. Who knows :)
 
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control of cots
 
If I may make a suggestion, for the end-of-game score, perhaps you could simply divide the final power by the initial power - that is,

Endgame points = power (1819) / power (1419)

? That should reflect the differences between nations quite handily. You may still need a smalll adjustment for situations like Sweden and Denmark, but it reduces the dependence on subjective multiplying factors.

About COTs, won't that be rather strongly correlated with income? It's certainly not an independent variable.

I would also suggest that you may want to take into account access to un-colonised provinces; a nation that is about to colonise South America is in a rather stronger position than one of otherwise equal strength that has yet to get outside Europe. Perhaps the simplest way to do this would be to give one power point for each 200 or 300 provinces known after the first 100; you could adjust the numbers according to the date.

Another thing to consider is the size of national cultures, though perhaps it's too correlated with income and MP.
 
The problem is that power is not absolute. Power is relative across multiple spectrums: temporal, situational, diplomatic, and skills.

Power is temporal. A difference between two nations of 50,000 cavalry in 1492 is much more distinctive than in 1792 because both warships/galleys and infantry/cavalry/artillery have different relative values. Having 100 artillery in 1492 is not nearly as useful in 1792 because fire values are increased over time. Further, if the save game happens to occur at a moment of relative weakness, lets say immediately after a great battle where many soldiers are killed, then it will be greatly distorted. Further, historical events that generate weakness/strength further distort this (Ottomans during Beys / Sweden during 30-years war).

Power is situational. Portugal may be in all characteristics equal to Venice, yet be much more powerful because of its relatively more secure position. Venice is much less powerful fighting the Ottomans in 1492 than Austria (who cannot even reach half their provinces). Denmark has a much greater enemy in Sweden than in Brandenburg, despite all other things being equal, simply due to the fact that Sweden can invade Norway without a fleet. A Portugal with Brazilian colonies is less powerful than a Netherlands with Indonesian colonies because Brazil is more accessible. Russia can be infinitely more powerful than Portugal, yet pose no danger to it at all whereas a much weaker Spain would be a significantly more dangerous foe. Venice's strength is of relatively little importance to that of Sweden; unless the two are competing for colonies.

Power is diplomatic. A Portugal with a friendly Spain is much more powerful than one with a hostile one. Every nation is strengthened or weakened by diplomatic arrangements. A very strong nation surrounded by enemies is less powerful than a less strong nation surrounded by friends.

Power is skill. A nation in the hands of one player is a mouse, in the hands of another it is a lion. Power is not determined solely by resources by magnified by the strength of the player. How often has a great player been subbed by a poor one to great effect? Or vice/versa? The nation remained the same, but the player change resulted in dramatically different outcomes.



In conclusion, any attempt to measure power in EU2 is just as doomed as any attempt to measure power in the real world. Power is not a number you can calculate. The only true measure of power is in its application in a dynamic environment, not some number on a chart.
 
Well, since I disagree completely with the assumption that to win is to be the strongest in the end, I will not discuss this idea regarding the 'winning' issue, but regarding if it is a good index of power in game.

B4. Techs:
In the naval and land techs maybe add some adjustment for number of CRTs? (or ratio of CRT at hand to all CRT). Or add some adjustment if you are over 'average' CRT or under?

B7. Forts.
Don't use the average in stats. IIRC, doesn't include non fortified provinces, so when you put a minimal fort in a province your average goes lower.

Regarding the actual values used in computation, well I guess Daniel A is going to hate it, but I guess it should be adjusted according to what we see. In other words, we use the current system and we see that put, let say, France in game X as not that powerful as the players estimate, then we change the values. Repeat until the values obtained from the system are sensible according to the players. In other words, besides the subjective opinion of 'this country is really powerful' we don't have another value with which compare the outcome of this system. So, in other to adjust it, we need to use player's opinion.

(And that makes me to think that the DU system is simply the best one after all :D )
 
well, long time ago i thought about running some formula to give the rating to the state.

There are several points about that.
First technical, there are things, which are listed in stats, and there are things, which you need to input manually, like MP, support limit or so.

So, techinical part (which you don`t need to make manual input) will be listed separately.

Number of warships and galleys. Nothing prevent to use naval.csv to make total power rating of this fleet.

Average power. It will be average statistic of all powers.

Coefficient on country difficult/start conditions and so on. I plan to show absolute power rating and relative, according coefficients.

After all, nothing prevents to use different methods of power rating, shown one after another. And nothing prevents to think that is subjective.
 
If you agree with me that you ”win” a EU MP game if you are the strongest nation at the end

I too disagree with this. If we played a competitive game with this in mind everyone would just tech til late game, fight a few opportunist wars, then end.

It would suck.

Although the idea aint bad im genrally against VPs in this game. I just dont think it works in terms of fun factor.

THe best games ive been in is where there is fluid alliances, hard politics, and frequent, varied wars.
 
Military Power is vs opponents. Someone in Spain may never fight Russia, but both may be the most evenly matched Land Powers

Economics is based on Competition some as well...not just achievements... some nations have a better economic disposition than others.

Politics is relative to your neighbors, their attitudes and past with you...

all very subjective all very very difficult to decide on a given situation. I may play a Finer Austria than any other player but 2... but as Spain I'm ranked at the lowest. You almost need a Proffessional ruling who has witnessed a portion of the match.

In some cases I've ruined fairly easy nations to run in other cases, I've created Powerhouses out of weak Nations that in turn Ruled the World. Whether clever politics, economics, luck or Military Abilities... Hard to judge

The Early Game is harder than the mid or late... Though all have their own aspects. Some people get bored of Early game and some of late game, most leave before late game arrives if they're going to.
 
Well, it may or may not be a good idea, but why not let those who think it is, play around with it? You don't have to award adjustment edits based on the rating, and it might be fun to have.
 
King of Men said:
If I may make a suggestion, for the end-of-game score, perhaps you could simply divide the final power by the initial power - that is,

Endgame points = power (1819) / power (1419)

In theory it looks brilliant. But in practice it works badly since there are so many other "objective" factors (i.e. that has nothing to do with game skill) that influence the power in 1819 than merely the starting power. Compare e.g. SPA and AUS. SPA with Columbus etc will almost always increase her power more than AUS because of this.

King of Men said:
About COTs, won't that be rather strongly correlated with income? It's certainly not an independent variable.

You are right. Many of these values are not independent. It would not be possible to only use independent values. Take ships support for instance, it is based upon a lot of things.

What we should avoid is using (parts of) features that are entirely covered by something else. A good example is the increase of PE/TE that a manu gives. That is entirely covered by the income feature and should therefore be disregarded.

King of Men said:
I would also suggest that you may want to take into account access to un-colonised provinces; a nation that is about to colonise South America is in a rather stronger position than one of otherwise equal strength that has yet to get outside Europe. Perhaps the simplest way to do this would be to give one power point for each 200 or 300 provinces known after the first 100; you could adjust the numbers according to the date.

Another thing to consider is the size of national cultures, though perhaps it's too correlated with income and MP.

Hehe, well I kind of answered this myself when I wrote that piece above about SPA and not AUS having Columbus. The truth is that these features are much too complicated for Tonio to program well. Instead the "auction" I described can take care of them or we just have to leave them aside.
 
Daniel A said:
In theory it looks brilliant. But in practice it works badly since there are so many other "objective" factors (i.e. that has nothing to do with game skill) that influence the power in 1819 than merely the starting power. Compare e.g. SPA and AUS. SPA with Columbus etc will almost always increase her power more than AUS because of this.

Instead of taking the 1419 power score as a tool to compare nations, you could try to determine the potential power of all nations by taking averages.
For example, you could take the average endgame power values of various nations from ~10 finished MP games (can be done, since Tonio's site has all those data) and take that average as the potential a nation has. This would be a good indication of the potential power of each nation.

Then you can see how good a player has scored, compared to this average.

EXAMPLE: Spain on average scores 200 power points (data collected of 10 mp games). Austria 40.
Say I score 220 power points with my Spain when we finish a campaign, then I score 10% better than the potential.
If you score in the same campaign 60 Power points with Austria, you score 50% better than the potential. This would mean that you did a better job than me.

In this way you could, more or less, objective determine who did best after a campaign.
 
ObserverDrone said:
The problem is that power is not absolute. Power is relative across multiple spectrums: temporal, situational, diplomatic, and skills.

Power is temporal.
Power is situational.
Power is diplomatic.
Power is skill.

In conclusion, any attempt to measure power in EU2 is just as doomed as any attempt to measure power in the real world. Power is not a number you can calculate. The only true measure of power is in its application in a dynamic environment, not some number on a chart.

:wacko:

Any attempt to measure power in EU2 will be more or less succesful. The possible values on a scale from say 0 to 100 are in fact exactly those, i.e. 0 to 100.

I have tried to describe a system whose success value thus lies somewhere between 0 and 100. What the exact value is I do not know. Perhaps 50 or perhaps 70. Perhaps 80 at the start of the scenario and only 20 at the end. Perhaps any other combination of values. Perhaps you think the true value is lower than these estimates. But what does all of this matter? Some people, like myself and Tonio, think this would be a nice and fun feature. We do not think we will end at a value 100. You argument is in fact a straw man's since you argue against a point of view that we do not support. When as in this case it is easy to understand what I say, for the simple reason that I quite clearly described the idea, one is perplexed as to what went on in your head when you wrote your post.

BTW, a good similar case is some team sports. Take football or icehockey for example. The team that scores the highest number of goals wins. Well, does that mean that the team that played the best wins? Of course not, we all know there are a lot of things that get unrewarded in an actual match. There is often much of randomness in what situations ends up in a goal and many good efforts are meaningless in relation to the outcome of the match. But do the players and the audience like this system of deciding who wins? A system counting the number of goals instead of instead e.g. the number of elegant passes, bicicletas or whatever? Yes you bet they do. :D They know the system does not reflect skill to a value of 100 but they still think it is great and fun. :cool:

And more, just because scientists in older times could not exactly measure the distance around the globe or the distance to the sun did not mean they did not try. It is the same with people like myself and Tonio. We are the Erathostenes of our community while you in this post give the impression of being today's representation of something else, less flattering :D
 
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FAL said:
Instead of taking the 1419 power score as a tool to compare nations, you could try to determine the potential power of all nations by taking averages.
For example, you could take the average endgame power values of various nations from ~10 finished MP games (can be done, since Tonio's site has all those data) and take that average as the potential a nation has. This would be a good indication of the potential power of each nation.

Then you can see how good a player has scored, compared to this average.

EXAMPLE: Spain on average scores 200 power points (data collected of 10 mp games). Austria 40.
Say I score 220 power points with my Spain when we finish a campaign, then I score 10% better than the potential.
If you score in the same campaign 60 Power points with Austria, you score 50% better than the potential. This would mean that you did a better job than me.

In this way you could, more or less, objective determine who did best after a campaign.

A brilliant idea FAL. Thank you very much! :) It is posts like this (and like a few other who gave constructive ideas) that anyone making a post like my first in this thread hope to see when you start the thread.

It will be exciting to see what Tonio will come up with in the end. :)
 
Just to correct another error that might confuse an occasional reader
.
ObserverDrone said:
Power is temporalFurther, if the save game happens to occur at a moment of relative weakness, lets say immediately after a great battle where many soldiers are killed, then it will be greatly distorted.

No, it will not be "greatly distorted". As you could see, if you had cared to read my post, I suggested 1 power point for each 200,000 men. Thus up to the time of CCs a big war will mostly affect the total power (by a decrease of the size of the army) with a value of 0, 1 or possibly 2. And then we are talking about a total power value of perhaps 40 or 50 or so.

The reason for your error is probably that for you "army size" is the dominant factor of power and thus you simply disregard what I wrote and again cloth yourself in the straw man's suit and attack me on a non-existent point.

What you could have added was that as well income goes down during wars (for various reasons). Had you done that your argument would have been stronger... but still of course irrelevant since, as I explained in my previous post, we do not aim at reaching 100% correspondence with "true" power. We only try to do the best we can. :)
 
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arcorelli said:
B4. Techs:
In the naval and land techs maybe add some adjustment for number of CRTs? (or ratio of CRT at hand to all CRT). Or add some adjustment if you are over 'average' CRT or under?

Well, I did write "Some tech levels are more valueable than other (e.g. expensive levels and CRT levels) but it appears difficult to adjust to that. A bonus for these levels could however be hardcoded into the program as they are known." So it is covered Arco, still to be seen if Tonio think it is worth the effort. But we can hope he does.

arcorelli said:
B7. Forts.
Don't use the average in stats. IIRC, doesn't include non fortified provinces, so when you put a minimal fort in a province your average goes lower.

Oops, a bug in Tonio's program :D I hope he sees this!

arcorelli said:
Regarding the actual values used in computation, well I guess Daniel A is going to hate it, but I guess it should be adjusted according to what we see. In other words, we use the current system and we see that put, let say, France in game X as not that powerful as the players estimate, then we change the values. Repeat until the values obtained from the system are sensible according to the players. In other words, besides the subjective opinion of 'this country is really powerful' we don't have another value with which compare the outcome of this system. So, in other to adjust it, we need to use player's opinion.

(And that makes me to think that the DU system is simply the best one after all :D )

He-he, funny that it was FAL, the Master of DU, who was the one that just a few posts above found out an objective method to determine a "true" power value for each nation, not based upon any subjective votes as in DU :D
 
cheech said:
I too disagree with this. If we played a competitive game with this in mind everyone would just tech til late game, fight a few opportunist wars, then end.

It would suck.

Although the idea aint bad im genrally against VPs in this game. I just dont think it works in terms of fun factor.

THe best games ive been in is where there is fluid alliances, hard politics, and frequent, varied wars.

Well, one could try and find features that better reflects this actitivity you describe. As they do in TfG. Number of won wars is one feature that comes to mind although then we have the eternal problem with fake wars. Or provinces taken in wars. Versus humans preferably. And so on.

But since I do not share your basic view I will not spend more thought on these issues.
 
Daniel A said:
Oops, a bug in Tonio's program :D I hope he sees this!

Yups, i know about that. But was lazy to fix :p
 
What are we trying to portray here? Power in the absolute sense, in the relative sense (compared to the actual nations at one point in time), or as a sort of performance measurement? Obviously measuring "power" as a generic value of a nation's assets is very different from weighing it into a victory determination value.
 
Daniel A said:
When as in this case it is easy to understand what I say, for the simple reason that I quite clearly described the idea, one is perplexed as to what went on in your head when you wrote your post.....

..................

We are the Erathostenes of our community while you in this post give the impression of being today's representation of something else, less flattering....

......................

As you could see, if you had cared to read my post.......

.......................

The reason for your error is probably that for you "army size" is the dominant factor of power and thus you simply disregard what I wrote and again cloth yourself in the straw man's suit and attack me on a non-existent point....

.....................

Had you done that your argument would have been stronger... but still of course irrelevant.........

The sheer depth of your unabashed arrogance is truly astounding.