Actually, I wrote about it for a couple of alternate histories. Butterflies made Maximilian I, formerly of Mexico, the solution to the problem of king, having loltacular impacts on the 1870s.EDIT: That's the problem with not being American, you don't remember those kind of things off the hat. I'd bet that you would have to check what's the deal behind the 1869 event.
The way to assign prestige has been set in stone for more or less a year, and there've been no complaints about it so far. Obviously it depends on the mod, but claims of favoritism impacting the outcome just haven't come up. Maybe it's because I don't have any obvious favorites. That's not really the issue.The problem with assigning prestige or something similar and more meta is that it would still be assigned by a mod. In my NESes, there are always some mathematics that go with my decisions, so, going along those lines, you could have a rule like 'if state x participates in a war-turn with 20 or more lost divisions, state x gets a prestige point.' Maybe other points could be awarded for stories that are echoed by a certain number of players and become an important part of the NES canon. The problem with these sorts of things, of course, is if the rules are known, they're easy to game, and if the rules are hidden, out come the shouts of favoritism.
Actually, I wrote about it for a couple of alternate histories. Butterflies made Maximilian I, formerly of Mexico, the solution to the problem of king, having loltacular impacts on the 1870s.
He wasn't considered for the Spanish throne in OTL because he was inconveniently dead at the time, chief. Also, I find it amusing that you're presuming to lecture me about the international history of Europe in the 1860s and 1870s, much less by recommending that I visit the inbred community at AH.com.Erm, I guess that you are saying that, in your alt-history, Maximilian I becomes the King of Spain. Though, in RL he wasn't even considered for the role, because the Spanish Parliament wouldn't have considered anyone that wasn't willing to become a king with very limited powers, and, if I am not mistaken, the Austrians were all but passed over by the people that were making the decisions. Amadeo of Savoy was chosen over Leopold because France complained when they heard about this and Leopold withdrew his candidacy.
Watch for "A Prussian in the Spanish Throne" in Alternatehistory.com for how could history have gone if the French never learned about Leopold's candidacy.
The way to assign prestige has been set in stone for more or less a year, and there've been no complaints about it so far. Obviously it depends on the mod, but claims of favoritism impacting the outcome just haven't come up. Maybe it's because I don't have any obvious favorites. That's not really the issue.
As far as the in-character thing goes, I don't think sabermetrics will work in the same way you'd use them for the economy or military; it'd be like attempting to mathematically analyze the text of a book in search of the answer to the question "why is this a good book". Arbitrary mechanics like the number of stories that are influenced by another story (which barely happens anyway, in my experience) or combat losses miss the point. Of course it's subjective, but it'd ideally be subjective in a way that's generally agreed upon or at the very least generally understood.
I don't think that's a very good answer either, because it's not like the goal is to vote people off the NES for not playing in character, but to encourage playing in character and/or playing to create a good story through positive reinforcement. Player's choice awards have other unfortunate implications of the "popularity contest" and "political clash" varieties (especially given the apparently stratified community we have between FFHers, EQNES players, and "everybody else"). Plus, they can't see each others' orders. The whole thing would serve very poorly as a judge of who is working to create the best story, and while it might not degenerate into a popularity contest immediately, it'd be too tainted by something like that such as to be virtually useless.Then I suppose the core issue for you is how to standardize qualitativeness, or something like that. To which the simplest answer is--short end of the NES poll amongst players. Works on Survivor.
What I'm looking for is more like ideas about how to judge actions that are deliberately oriented towards creating a good story. What makes history interesting, in other words? Should I have players inform me about why they are enacting every policy they do, and why they make every decision that they do, with regards to the meta-story of the NES?
I think that you don't really understand the concept of "prestige" as it's implemented in DaNES and PerfNES. It's not just rewarding competence and/or success, although that certainly occurs, because you don't just get prestige for winning wars or whatever. Like I said in the first post, it's an attempt to tie that together with actions that are important for roleplaying. In theory, Iggy, playing a stereotypically insular state and not embarking on any real wars for the whole NES, could gain maximum prestige and "win" the NES by simply making his country the best place to live in the world. (In theory.) In theory, the Papacy (if it were playable) could gain the most prestige by inducing conversions, building magnificent cathedrals, and so forth without actually engaging in the equivalent of the Italian wars.Well regarding prestige, I really don't play to win. I think it makes sense if you view it more as how well known either positive or negatively a nation/ruler is. I guess I just don't personally have a want or a need for a stat to determine a 'winner.' But like stated before I do like Prestige as a guage to how other nations should/do view mine.
I view story writing and interesting play more as being rewarded by the mod either through favorable (or like regarding Napoleonic events) perhaps semi positive events. Yes France lost, but they did create a whole new system of conscription/military. (Yes I dumbed this down signifigantly).
EDIT - This is probably why I tend not to 'win' in the NESing sense since I am more in it to have fun and roleplay.
Well, the whole proposal involves more work for the mod, so it's not like I'm averse to that. It's not really the amount of work, it's more the willingness of the mod to do it and do it quickly.Adrogans said:EDIT 2 due to x-post -
I suppose you could. This might not be a bad idea because if their answer is along the lines of "because I want income" as opposed to "because the country needs to revitalize its industry to avoid falling behind it's neighbors." It would at least give you an idea how they view the NES and how you can appoach them. It would be more work for the Mod though.
Should I have players inform me about why they are enacting every policy they do, and why they make every decision that they do, with regards to the meta-story of the NES?
This is not a discussion of the name of the stat, it's a discussion of what the stat should be measuring and how. "As see fit" is the problem, because I'm not entirely sure what to be counting.Yes, but I do not approach it like that because I really don't care to win. I know that you intended to make it a measure of success, which if you wish to add in simply being interesting and roleplaying regardless of outcome then why not simply call it score and score players as you see fit?
It doesn't matter what the orders' actual ramifications are, it matters what the orders' intended ramifications are, I think. Say a first-time player bumbles around and accidentally destroys his economy, oops - let's say, by recruiting a colossal military from people who would have no business wielding a sword, in a totally out of character way, akin to the current debate about "powergaming" in IOT. Should I really be giving out an award for that? On the other hand, say somebody deliberately decides to overmint or something and destabilize her currency for the sake of making a more interesting setting - isn't that exactly what I want to be encouraging?Well, to be fair, orders that don't have obvious ramifications in update don't impact the NES in an interesting way, now do they? Espionage is the obvious hole in my assertion, but even spy activity often builds up to create flashy events obviously linked with a specific player. However, if what you're looking for is be the sole judge of yet another stat, I'm not terribly sure what's wrong with prestige, as it seems to already work, as you say. One mechanism that might play out the way you're thinking is spotlights, but that's hardly a new idea. Maybe more than one per update, in a way that makes them pseudo-awards?
Also, I find it amusing that you're presuming to lecture me about the international history of Europe in the 1860s and 1870s, much less by recommending that I visit the inbred community at AH.com.
I dunno, we've had pretty decent turnover in the last several years, it just doesn't look as good because the community's smaller. Besides, the comment was half about the mindset of the community at AH.com and half about the Michigan Militia.Inbred? Compared to a NESing community that makes the Habsburgs look like paragons of miscegenation? Hehe.
What this other award would do is encourage deliberately suboptimal play, as opposed to prestige, which does not. There's no point in redefining prestige for the purposes of encompassing suboptimal play for in-character purposes, because then prestige would cease to serve its own intended purpose, namely, striking a balance between competitive play and roleplaying. Hence the suggestion for a new stat, to encourage other kinds of play and give a player a tangible reason to go about creating an interesting story. It wouldn't make any sense to hand out individual awards per update for this, because we're looking at what makes the NES, overall, interesting - although obviously a running tally of this stat (possibly something like "best actor", for both meanings of the word actor, and no, that's not my idea) would be kept and updated with the updates.
I don't think spotlights encourage much of anything. They certainly didn't when I played in NESes that had them.Well, as I said before, spotlights can encourage deliberately suboptimal play. But if you want a new stat, and you don't like the idea that nations in a mess can be prestige-ful, maybe the name of what you're looking for is virtue. Which can be tabulated based on (in-culture) principled actions, whether they are foolhardy or smart.