M
Mowers
Guest
Well I can certainly say that the MGC4 experience has definitely been alot better from what I learnt from the MGC3.
The rules for the MGC4 were hotly debated and I am still out on some and they were very experiemental but I can report back with some preliminary findings.
What did work?
I can say that the 20% inflation rule and the manufactory tax ruling have been an outstanding success. I am extremely pleased with this, it effectively stopped a large gameplay problem dead in the water.
I was also pleased with the maximum 4 colony rule. This stopped alot of exploiting. I am tempted to add a rule for trading posts as well.
The BB rule seemed ineffective for a long time but I do believe that it works, although the last century of our current game will show us if it works effectively or not.
What didnt work or what mistakes did I make?
I wouldnt suggest dropping a country when it does badly. There needs to be a ruling when a country is utterly knackered for whatever reason. I would suggest that inflation over 60% counts as knackered and the country is vassalised by the last country it went to war with or countrols the most of its territory for a minimum of 10 years. Peace must be instant. Inflation is reduced to 30%, and 3 vassals are released and vassalisation cancelled.
With the 20% inflation and manufactory tax there was no need for a lot of the other little rules I added such as fortification and tech reduction.
I didnt get the Spanish rules sorted effectively. I believe there is going to be a change in V1.06 but I have some new rules worked out. My inflation penalty rules didnt work at all.
I also have found the tax free manufactory ruling confusing for me. A very good list needs to be kept and a regular check must be made.( thats really a 'mowers get more organised point') Its important as the sums involved are significant.
I am also unsure if the free manufactory ruling actually had an effect as individual gameplay has been very different in this game. Whilst I still believe that there needs to be a way of implementing the economic development that followed in the wake of the reformation I am not sure how to do it.
New rules
After 1730 there is no manufactory tax. (Thanks to Peter E's maths)
I would suggest that for event inheritance exploit that it is allowed but that 3BB is given per province gained.
1) You may only convert to CRC once.
2) You must answer peace offers within one month
3) Manufactories, tax them or just ban or cap them. I use the tax rule, Manufactories may only be built at the end of a session. For each one you build you must have 1,000 D that can be deducted from the file as a tax. For every mutiple of 10 thereafter the price increases by 1000 D. After 1730, everyone shifts a level down on the manufactory tax scheme.
4) Players are not allowed to force conversions of pagans through peace treaties in the ToT
5) You may only take 3 provinces from any European AI in a peace. Trade posts and unfinished colonies count as half. You receive 3BB per province for exploiting inheritance rules.
6) CC's are limited to 10 builds per country until the French revolution occurs when you can implement as many as you like.
7) You may only have 4 colonies and 4 TP's in development at any one time
8) Portugal and Holland may not be politically annexed.
9) You may not transfer money to other countries in the last 10 years of your rule.
10) If at any time your BB goes over 35 then you must release vassals until it goes below 35. If BB is over 35 during a break it will be reduced by by 1BB for every stability point lost. If the French revolution or American revolution happens then the max limit is increased to 45.
11) Playable countries can not be attacked when not played, and when attacked by one a white peace must be gained.
12) REMOVED
13) All gold producing provinces in America are reduced by 3/4 in 1570.
14) Holland, Russia, New German state and any new world power recieve a one off bonus of 7000K upon starting as that country.
15) All playable countries start with a one off 20% inflation increase. You may not reduce inflation below this level. If reduced by event then it must subsequently be altered.
16) If any countries are protestant or Reformist post 1600 they pay only 70% of the manufactory tax. If you the country in question stops being Protestant or reformist then they must pay back the difference within 10 years unless they change again.
17) If a country has inflation over 60% counts then the country is vassalised by the last country it went to war with or countrols the most of its territory for a minimum of 10 years. Peace must be instant. Inflation is reduced to 30%, and 3 vassals are released and those vassalisations cancelled. No territory exchange may occur.
18) When a country is totally occupied, it must accept vassalisation as a single option.
PLAYABLE COUNTRIES FOR SIMULATION PURPOSES
France
England
Spain
Ottoman Empire
Austria
Portugal (1492-1600)
Holland (Emergence-1700)*
Russia (1600-1820)
USA (Emergence-1820)
South American State (Emergence-1820)
Any German state (1700-1820)
Mameluks OR Venice (1492- Emergence of Holland)
Poland OR Sweden OR Denmark (1492- Emergence of New world power)
*Players choice to be Holland or any German state thereafter..
The rules for the MGC4 were hotly debated and I am still out on some and they were very experiemental but I can report back with some preliminary findings.
What did work?
I can say that the 20% inflation rule and the manufactory tax ruling have been an outstanding success. I am extremely pleased with this, it effectively stopped a large gameplay problem dead in the water.
I was also pleased with the maximum 4 colony rule. This stopped alot of exploiting. I am tempted to add a rule for trading posts as well.
The BB rule seemed ineffective for a long time but I do believe that it works, although the last century of our current game will show us if it works effectively or not.
What didnt work or what mistakes did I make?
I wouldnt suggest dropping a country when it does badly. There needs to be a ruling when a country is utterly knackered for whatever reason. I would suggest that inflation over 60% counts as knackered and the country is vassalised by the last country it went to war with or countrols the most of its territory for a minimum of 10 years. Peace must be instant. Inflation is reduced to 30%, and 3 vassals are released and vassalisation cancelled.
With the 20% inflation and manufactory tax there was no need for a lot of the other little rules I added such as fortification and tech reduction.
I didnt get the Spanish rules sorted effectively. I believe there is going to be a change in V1.06 but I have some new rules worked out. My inflation penalty rules didnt work at all.
I also have found the tax free manufactory ruling confusing for me. A very good list needs to be kept and a regular check must be made.( thats really a 'mowers get more organised point') Its important as the sums involved are significant.
I am also unsure if the free manufactory ruling actually had an effect as individual gameplay has been very different in this game. Whilst I still believe that there needs to be a way of implementing the economic development that followed in the wake of the reformation I am not sure how to do it.
New rules
After 1730 there is no manufactory tax. (Thanks to Peter E's maths)
I would suggest that for event inheritance exploit that it is allowed but that 3BB is given per province gained.
1) You may only convert to CRC once.
2) You must answer peace offers within one month
3) Manufactories, tax them or just ban or cap them. I use the tax rule, Manufactories may only be built at the end of a session. For each one you build you must have 1,000 D that can be deducted from the file as a tax. For every mutiple of 10 thereafter the price increases by 1000 D. After 1730, everyone shifts a level down on the manufactory tax scheme.
4) Players are not allowed to force conversions of pagans through peace treaties in the ToT
5) You may only take 3 provinces from any European AI in a peace. Trade posts and unfinished colonies count as half. You receive 3BB per province for exploiting inheritance rules.
6) CC's are limited to 10 builds per country until the French revolution occurs when you can implement as many as you like.
7) You may only have 4 colonies and 4 TP's in development at any one time
8) Portugal and Holland may not be politically annexed.
9) You may not transfer money to other countries in the last 10 years of your rule.
10) If at any time your BB goes over 35 then you must release vassals until it goes below 35. If BB is over 35 during a break it will be reduced by by 1BB for every stability point lost. If the French revolution or American revolution happens then the max limit is increased to 45.
11) Playable countries can not be attacked when not played, and when attacked by one a white peace must be gained.
12) REMOVED
13) All gold producing provinces in America are reduced by 3/4 in 1570.
14) Holland, Russia, New German state and any new world power recieve a one off bonus of 7000K upon starting as that country.
15) All playable countries start with a one off 20% inflation increase. You may not reduce inflation below this level. If reduced by event then it must subsequently be altered.
16) If any countries are protestant or Reformist post 1600 they pay only 70% of the manufactory tax. If you the country in question stops being Protestant or reformist then they must pay back the difference within 10 years unless they change again.
17) If a country has inflation over 60% counts then the country is vassalised by the last country it went to war with or countrols the most of its territory for a minimum of 10 years. Peace must be instant. Inflation is reduced to 30%, and 3 vassals are released and those vassalisations cancelled. No territory exchange may occur.
18) When a country is totally occupied, it must accept vassalisation as a single option.
PLAYABLE COUNTRIES FOR SIMULATION PURPOSES
France
England
Spain
Ottoman Empire
Austria
Portugal (1492-1600)
Holland (Emergence-1700)*
Russia (1600-1820)
USA (Emergence-1820)
South American State (Emergence-1820)
Any German state (1700-1820)
Mameluks OR Venice (1492- Emergence of Holland)
Poland OR Sweden OR Denmark (1492- Emergence of New world power)
*Players choice to be Holland or any German state thereafter..
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