Some people have been curious about how this works. I hope this will be helpful.
In military tradition rules, in order to make war more rewarding, the quality of your random leaders is determined by how many wars you fight, and whether you win those wars. So if you're one of the only warlike players in a game of powertechers, it will actually help you as your leaders will generally be superior to more peaceful players, giving you a strong edge. Conversely, if you're one of the few peaceful players in a warlike game, you're more likely to be forced out of your shell. Of course there are still great material benefits to playing an eco game, but MT balances this out by rewarding those who take the war path in a material, realistic way as well.
How it works exactly is this: For the first war of every session, you gain one point. For every other war, you gain .5 of a point. For every war you win, you gain another .5. My definition of a war is every conflict between two countries, so if France is at war with an alliance of Spain and Austria, it counts as two wars for France, 1 point for one of them, and .5 for the other, giving France 1.5 points so far. If France lost land to Spain but gained land from Austria, the French player would recieve another .5 for winning one of the wars. There's no penalty for losing a war.
After having concluded its wars with the Hapsburgs, France has 2 points. Assuming no other wars were fought involving France, it would then have a potential of getting leaders with 9 total stats. 7 of that comes from your default value, the base that MT points build upon. MT points are always added to this for the total score. Now if the generator happened to generate a 444 leader, having a total value of 12 points, 3 points would have to be taken off, because France's score of 9 would be that much lower. Tonio's leader generator handles this automatically, and randomizes which points are taken off. If you were using a different generator, you'd have to subtract points manually in the save. Doing it this way, it's best to just take the points off evenly, and in order from maneuver, fire, shock, and seige, alternating which you start with for every subsequent leader, so the first would start down the line with maneuver, then starting with fire on the next leader and so on. But as I said, Tonio's generator handles it automatically
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To keep points relevant, to ensure that there continues to be disparity between nations, without everyone getting a score higher than is necessary for the maximum potential random leader stats, it's necessary to subtract points regularly. My way of doing it is to take 1/2 off everyone's score on every other session. In a really warlike game, it might even be a good idea to do this every session.
Here's one session's MT scores from WAR, to help illustrate score keeping.
The degradation is taken from the points a player had at the start of the session, before any of these wars were fought. So if you had 7.5 before the last session, you would get -3.75 before adding points for wars done during that session.
In military tradition rules, in order to make war more rewarding, the quality of your random leaders is determined by how many wars you fight, and whether you win those wars. So if you're one of the only warlike players in a game of powertechers, it will actually help you as your leaders will generally be superior to more peaceful players, giving you a strong edge. Conversely, if you're one of the few peaceful players in a warlike game, you're more likely to be forced out of your shell. Of course there are still great material benefits to playing an eco game, but MT balances this out by rewarding those who take the war path in a material, realistic way as well.
How it works exactly is this: For the first war of every session, you gain one point. For every other war, you gain .5 of a point. For every war you win, you gain another .5. My definition of a war is every conflict between two countries, so if France is at war with an alliance of Spain and Austria, it counts as two wars for France, 1 point for one of them, and .5 for the other, giving France 1.5 points so far. If France lost land to Spain but gained land from Austria, the French player would recieve another .5 for winning one of the wars. There's no penalty for losing a war.
After having concluded its wars with the Hapsburgs, France has 2 points. Assuming no other wars were fought involving France, it would then have a potential of getting leaders with 9 total stats. 7 of that comes from your default value, the base that MT points build upon. MT points are always added to this for the total score. Now if the generator happened to generate a 444 leader, having a total value of 12 points, 3 points would have to be taken off, because France's score of 9 would be that much lower. Tonio's leader generator handles this automatically, and randomizes which points are taken off. If you were using a different generator, you'd have to subtract points manually in the save. Doing it this way, it's best to just take the points off evenly, and in order from maneuver, fire, shock, and seige, alternating which you start with for every subsequent leader, so the first would start down the line with maneuver, then starting with fire on the next leader and so on. But as I said, Tonio's generator handles it automatically
To keep points relevant, to ensure that there continues to be disparity between nations, without everyone getting a score higher than is necessary for the maximum potential random leader stats, it's necessary to subtract points regularly. My way of doing it is to take 1/2 off everyone's score on every other session. In a really warlike game, it might even be a good idea to do this every session.
Here's one session's MT scores from WAR, to help illustrate score keeping.
King John said:MT 1640
France 6.75* (.75 decrease)
(-3.75 degradation)
(1 for war with Russia)
(.5 + .5 for victory over Spain)
(.5 + .5 for victory over Austria)
Austria 9* (1 decrease)
(-5 degradation)
(1 + .5 for victory over Russia)
(.5 + .5 for victory over Brandenburg)
(.5 for war with France)
(.5 for 2nd war with Brandenburg)
(.5 for war with Sweden)
Spain 4.5* (1.5 decrease)
(-3 degradation)
(.5 for victory over England- carried from previous session)
(1 for war with France)
England 2.875 (2.875 decrease)
(-2.875 degradation)
Sweden 5.5* (1.5 increase)
(-2 degradation)
(.5 for victory over England carried from previous session)
(1 + .5 for victory over Portugal)
(.5 + .5 for 2nd victory over Portugal)
(.5 for war with Austria)
Russia 3.875* (.875 decrease)
(-2.375 degradation)
(1 for war with France)
(.5 for war with Austria)
Brandenburg 3.75* (.25 increase)
(-1.75 degradation)
(1 for 1st war with Aus)
(.5 + .5 for victory over Aus)
Portugal 2.25* (.75 increase)
(-.75 degradation)
(1 for first war with Swe)
(.5 for 2nd war with Swe)
Ottoman Empire 1.625 (1.625 decrease)
(-1.625 degradation)
The degradation is taken from the points a player had at the start of the session, before any of these wars were fought. So if you had 7.5 before the last session, you would get -3.75 before adding points for wars done during that session.