Game History
Round: 1 Purchase Units - Germans Germans buy 1 carrier, 1 destroyer and 1 submarine; Remaining resources: 0 PUs; Combat Move - Germans 3 armour moved from Greater Southern Germany to France 1 artillery moved from Western Germany to France 3 infantry moved from Western Germany to France 2 artilleries moved from Holland Belgium to France 2 infantry moved from Holland Belgium to France 3 armour moved from Holland Belgium to France 4 mech_infantrys moved from Western Germany to France 1 submarine moved from 124 Sea Zone to 111 Sea Zone 1 submarine moved from 118 Sea Zone to 111 Sea Zone 1 submarine moved from 108 Sea Zone to 110 Sea Zone 1 submarine moved from 103 Sea Zone to 110 Sea Zone 1 tactical_bomber moved from Germany to 110 Sea Zone 2 tactical_bombers moved from Western Germany to 110 Sea Zone 1 fighter moved from Holland Belgium to 110 Sea Zone 2 fighters moved from Western Germany to 110 Sea Zone 1 fighter moved from Norway to 111 Sea Zone 1 tactical_bomber moved from Western Germany to 111 Sea Zone 1 bomber moved from Germany to 111 Sea Zone 1 battleship moved from 113 Sea Zone to 111 Sea Zone 1 bomber moved from Germany to 110 Sea Zone 1 submarine moved from 117 Sea Zone to 106 Sea Zone 1 tactical_bomber moved from Poland to Yugoslavia 1 fighter moved from Slovakia Hungary to Yugoslavia 6 infantry moved from Greater Southern Germany to Yugoslavia 1 armour moved from Slovakia Hungary to Yugoslavia 1 armour moved from Romania to Yugoslavia Combat - Germans British scrambles 3 units out of United Kingdom to defend against the attack in 110 Sea Zone Battle in 111 Sea Zone Germans attack with 1 battleship, 1 bomber, 1 fighter, 2 submarines and 1 tactical_bomber British defend with 1 battleship, 1 cruiser and 1 destroyer Units damaged: 1 battleship owned by the British Units damaged: 1 battleship owned by the Germans 1 fighter owned by the Germans, 1 bomber owned by the Germans and 1 tactical_bomber owned by the Germans retreated 1 battleship owned by the Germans and 2 submarines owned by the Germans retreated to 112 Sea Zone British win with 1 battleship and 1 cruiser remaining. Battle score for attacker is 8 Casualties for British: 1 destroyer Battle in Yugoslavia Germans attack with 2 armour, 1 fighter, 6 infantry and 1 tactical_bomber Neutral_Allies defend with 5 infantry Germans win, taking Yugoslavia from Neutral_Allies with 2 armour, 1 fighter, 3 infantry and 1 tactical_bomber remaining. Battle score for attacker is 6 Casualties for Germans: 3 infantry Casualties for Neutral_Allies: 5 infantry Battle in 110 Sea Zone Germans attack with 1 bomber, 3 fighters, 2 submarines and 3 tactical_bombers British defend with 1 battleship, 1 cruiser and 2 fighters; French defend with 1 cruiser and 1 fighter Units damaged: 1 battleship owned by the British Germans win with 1 bomber, 2 fighters, 2 submarines and 1 tactical_bomber remaining. Battle score for attacker is 42 Casualties for Germans: 1 fighter and 2 tactical_bombers Casualties for British: 1 battleship, 1 cruiser and 2 fighters Casualties for French: 1 cruiser and 1 fighter Battle in France Germans attack with 6 armour, 3 artilleries, 5 infantry and 4 mech_infantrys British defend with 1 armour and 1 artillery; French defend with 1 aaGun, 1 airfield, 1 armour, 1 artillery, 1 factory_major, 1 fighter and 6 infantry Germans captures 19PUs while taking French capital Germans converts factory_major into different units Germans win, taking France from French with 6 armour, 1 artillery and 2 mech_infantrys remaining. Battle score for attacker is 22 Casualties for Germans: 2 artilleries, 5 infantry and 2 mech_infantrys Casualties for French: 1 aaGun, 1 armour, 1 artillery, 1 fighter and 6 infantry Casualties for British: 1 armour and 1 artillery Battle in 106 Sea Zone Germans attack with 1 submarine British defend with 1 destroyer and 1 transport Germans win, taking 106 Sea Zone from Neutral with 1 submarine remaining. Battle score for attacker is 15 Casualties for British: 1 destroyer and 1 transport Trigger Germans Conquer France: Setting switch to true for conditionAttachment_French_1_Liberation_Switch attached to French triggerFrenchDestroyPUsGermans: Setting destroysPUs to true for playerAttachment attached to French Non Combat Move - Germans 1 bomber, 1 fighter and 1 tactical_bomber moved from 111 Sea Zone to Western Germany 2 fighters moved from 110 Sea Zone to 112 Sea Zone 1 tactical_bomber moved from 110 Sea Zone to Western Germany 1 bomber moved from 110 Sea Zone to Western Germany 3 infantry moved from Norway to Finland Germans take Finland from Neutral_Axis 1 infantry moved from Romania to Bulgaria Germans take Bulgaria from Neutral_Axis 1 fighter moved from Yugoslavia to Southern Italy 1 tactical_bomber moved from Yugoslavia to Western Germany 1 aaGun moved from Western Germany to France 1 aaGun moved from Western Germany to Holland Belgium 2 infantry moved from Denmark to Western Germany 1 cruiser and 1 transport moved from 114 Sea Zone to 112 Sea Zone 1 aaGun moved from Germany to Slovakia Hungary 1 aaGun moved from Germany to Poland 1 infantry moved from Germany to Poland 1 artillery moved from Greater Southern Germany to Western Germany 1 artillery moved from Greater Southern Germany to Germany Place Units - Germans 1 carrier, 1 destroyer and 1 submarine placed in 112 Sea Zone Turn Complete - Germans Germans collect 39 PUs; end with 58 PUs Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 63 PUs Objective Germans 1 Trade with Russia: Germans met a national objective for an additional 5 PUs; end with 68 PUsLeague General Discussion Thread
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@gamerman01 You’re obviously the kind of guy that keeps civilization going. Again, many thanks!
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While others pick up the stones to build Rome, I sit back with my laptop and tally them.
Hey, we need to know how many more stones we’ll need, and I could save other laborer’s backs -
In this metaphor I am the one who analyzed the current bureaucracy and optimized it in a way so that the city manages itself with minimal maintenance interference from workers and citizens?
Did I just create the deep state?
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@MrRoboto NOOOO!
You are humble enough to govern by consent of the polis. Without the consent and appreciation of the polis you would just be rearranging 1 and 0 for a handful of troglodytes or neophytes.
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@MrRoboto said in League General Discussion Thread:
Did I just create the deep state?
You ARE the deep state lol
Unelected behind the scenes government workers who have lots of power that no one sees, who can’t be ousted
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max334 just signed up for PtV playoffs!!
Which reminds me that it is TIME to sign up for the 2023 PLAYOFFS
6 games for BM, 3 games OOB, or 3 games PtV are required to participate in the 2023 playoffs
Seeding will be done with the rankings spreadsheet we’ve always had, because that was set by the 2023 league rules 1 year ago.
All you have to do is PM me and I will add you to the list (which is a new sheet on the spreadsheet)
Do it before Jan 1 if you can so the playoffs can start promptly after 12/31/2023
And get ready to kiss good-bye to the year 2023
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Balanced Mod 4 is the default in the Balanced Mod tournament
Meaning, both players would have to agree to BM3, otherwise it must be BM4
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2024 League rules will be rolled out soon, probably 1/15 or earlier.
The biggest change will be the ELO ranking system being ushered in.
That is, the average PPG system will be discontinued after 12/31.If you’ve been fighting in Siberia or New Guinea lately and cut off from world news, the link is here: https://docs.google.com/spreadsheets/d/1Larckt6iOuBZtZ-AVzDPv-HEofZJdeN8ptXXotun0Og/edit#gid=0
The 2024 playoffs (that begin 1/1/25, a year from now) will be seeded by ELO as of 12/31/24. You will still need to complete 6 games BM, or 3 OOB, or 3 PtV to participate in the respective playoff.
This means life-time reputation will be a factor, but the more games you play in 2024 the more that your 2024 games will be a factor.
For many years, playoff seeding/start positions have been determined by that year’s performance only.
There are alternatives (to my favored course of action), but my (cough) authoritative decision is to simply go by 12/31 ELOs. I can change course on this if many players have a better idea.Will remain that everyone who wants to participate in playoffs will be given a seat. Only requirement is to meet minimum # of games.
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The 2024 league rules have been updated and posted as a sticky thread. The previous one has been kept in case changes want to be analyzed, but unstickied.
Mostly shortening up redundant language that has lingered from a previous moderator,
Eliminated the limitations on playing the same player over and over
And much shorter ranking rules because the system doesn’t need to be explained. -
I may be a bit late, but wanna share these two thoughts:
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Matches in our League take much more time than in other sports. So there occurs a difference, if new ELO ratings base on the values at the time when game started or when it ends. Because most matches are called by surrender before given victory conditions are met I suggest to from tomorrow on compare ELO as it was when game was started. This way deliberations about benefits by delaying resign are avoided.
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Triggered by the issue @oysteilo had brought I wonder if the K-factor serves us well truly. At least in terms of transparency new players who wanna boost their ELO should be advised to play low rated League players first. For my part I prefer to see ELO of new players with even more reservation until they at all got possibility to join playoffs. Without doubt formula is even more simple without K-factor.
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I.e. formula needs a K-factor but it does not have to vary with numbers of games played.
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Might it be viable to implement a fixed game value for matches against new players (like 25) UNTIL his or her first win? With the first win the new player is considered to have started that game with his/her opponent’s ELO
Example (with an overall K-factor of 50)
A new guy looses two games, then wins the third against a 1500 ELO player. His ELO from here would be
1500 +25 (for last win) -25*2 = 1475It is just an idea I just got. Only if it appears of interest I want to elaborate on it.
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I also considered the timing of games starting and ending, but thought that it’s OK to just let it come out on average.
If someone delays a resignation because they want to wait for somebody else’s result to come in first, I think it’s just another minor inherent flaw of the ELO system being used for our super long brainy and dicey games.
But I admit I didn’t think about it very long and welcome discussion.
I think the vast majority of players will continue to resign when they feel suffocated, and over all on average that works out.I remind myself that this is not a science - we are not measuring the temperature of the air, where there is only one correct number. Every system will have weaknesses, we just want one that’s going to do a really good job at reporting to us the information that we want.
I don’t like the idea where a new guy doesn’t get a deduction from his 1500 ELO until after he wins one…
I love the idea of looking harder at the k factors and not having more different ranges than necessary. I confess I should have invested more thought energy into that sooner, but I’ll do that now.
As Mr Roboto said, those factors are definitely not set in stone. He put them out as a starting point, and I tweaked them a couple times and then quit. -
I agree with @pacifiersboard in the request for the ELO to be based on the beginning status of the 2 players, not just for the effect of timing on the gain/loss on purpose. The effect of timing for not on purpose.
Not so hypothetical: A game last 6 months. We judge ELO affect based on when games ends.
Player Axis simultaneously plays and finishes 10 games while player Allies only finishes 4 other games, the ELO affect for both players on the game is largely different than when they started. For those of you trying to improve your ELO, you are probably, just as before, going to choose you opponents and the attention given to games for maximum effect. Or at least give it some weight. Hard to do that when the ELO maybe very different when its scored than the current information would predict.
By only scoring at the end, when the game itself can go for months while ELO scores on both sides are changing, seems a bit like making a bet on a football game when the spread is allowed to change between the time the bet is placed and the end of the game.
I am no mathematician, but I think that the variable K factor would compound this problem for experienced established players going up against an unknown new to league player.
I have no skin in this game. I am unsure if I will ever go for play-offs, where this matters, as my life quite often prevents me from playing consistently, and that’s not fair to my opponents or the league at large at the play off level. But I do have this weird thing for general fairness. Which, to me, also includes knowing as much as is reasonable to predict what you sign up for when you sign for it.
My 2 cents. Well, that’s probably 5 with current inflation.
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Wait, BombsAway is back in 2023 after last game in league before was November 10, 2015?! That’s newsworthy
I’m doing some tests on BombsAway and Booper who are new to BM this year and played 5 or 6 games to see if the sensitivity is enough to apparently give them a fair shot at a fair seed in the playoffs.
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I’ll read Mainah’s post in a minute. I’m in the middle of looking at k factors
110 for games 1-3
90 for games 4-6We currently have 3 game minimum for OOB and PTV, and 6 for BM, is the reason for these ranges.
Looking at Booper and Bombs Away, who had 5 or 6 games of BM completed this year, their ending ELO looks appropriate to me based on who they played.
Interestingly, BOTH played our beloved Dawg, TWICE, FIRST. Getting the rust off, getting the feel of the game, it would seem.
@BombsAway, a veteran of the game but maybe not with BM, rips off 3 more wins and loses to MrRoboto. 2 of the wins were very impressive, Me1945 and Wizmark.
His ELO today is a little lower than Me1945 and Wizmark. Appropriate because he’s only played 6 games, and he did lose to MrRoboto at the end.
He’ll get a seat at the table, the chance to win the 2023 championship game, if 2-3 more players above him don’t participate. Let that sink in. He can enter the top playoff, albeit a low seed, after 2 impressive wins. Seems the ELO k factors are definitely sufficiently sensitive. IMO he shouldn’t be as high as Wizmark and Me1945 even though he beat them. He only played 6 games and he lost one. 2 of the wins were against good ol’ Dawg.@Booper , After warming up TWICE on good ol’ Dawg (our grizzled, veteran trainer), beat Simon twice and learned a lesson or two from @GeneralDisarray. 5 games is not enough to qualify for the playoffs, so a 6th would give more information. (And this is a good example of why 6 are required) He has an ELO today of 1536, slightly above average. Seems right to me.
I eliminated range 6-10 games and just made 6+ to 50 sensitivity as it was for 11+ before. Little change, just everyone in the top 25 that I looked at dropped a couple points and there were a couple minor position changes for players who were already close, as would be expected. So I’m thinking 50 k factor for games 7+, about the right size that you get a noticeable bump up or down for a win or loss, but not too much.
These factors can be changed in future years. We’re just rolling it out now, I really don’t think we need to fine-tune k factors perfectly right now, it can be done later too, all the data is in there.
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I think elo should be based on ranking when game result is posted. Using the start date of the game is just an extra complicating factor that in most cases will have very little impact. I could write much more but this is the bottom line.
However, I only see one problem and that is with the case of mass forfeits. How is that handled? One player decides to forfeit six (or many) games in the same day. In this situation the players ranking should count for all forfeits, right? @MrRoboto @gamerman01
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@oysteilo said in League General Discussion Thread:
I think elo should be based on ranking when game result is posted. Using the start date of the game is just an extra complicating factor that in most cases will have very little impact. I could write much more but this is the bottom line.
However, I only see one problem and that is with the case of mass forfeits. How is that handled? One player decides to forfeit six (or many) games in the same day. In this situation the players ranking should count for all forfeits, right? @MrRoboto @gamerman01
I knew someone could say it better than me, thank you for that.
I am also a little bit concerned with game results that come in on the same day. I don’t know which the system calculates first, and that’s one for programmer MrRoboto
Players ranking counts for all forfeits, same as before, if I understand you correctly. Issue is the order of the calculations, AFAIK
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@gamerman01 said in League General Discussion Thread:
Wait, BombsAway is back in 2023 after last game in league before was November 10, 2015?! That’s newsworthy
I’m doing some tests on BombsAway and Booper who are new to BM this year and played 5 or 6 games to see if the sensitivity is enough to apparently give them a fair shot at a fair seed in the playoffs.
Unfortunately I’m not going to be able to participate in playoffs this year. Been busier than anticipated, and have not been able to play much this latter part of the year.
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@mainah a lot of interesting thoughts and points. I’ll just leave one with you, off the top of my head.
Especially if you’re not talking about veteran players, your opponent may actually be improving over the 6 months that you are playing him. He is learning things from his other games, and you may be actually playing an increasingly good player over the months that you are playing him! So there is a weakness to counting ELO’s at game start, as well.
This is not intended as a complete answer, but one thought that I think may be another thought to consider. I like your post.