Lot's of discussion and proposals in here

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Maybe it would be easier to agree to some goals rather than a specific implementation?
My top 3 wishes to a revised system would be:
1. One and only one game for the best players and all those who want to compete with the best.
2. A fair amount of easy games to allow newcomers to get a good start.
3. A fair amount of Emperor+ games.
A pretty good list of overarching goals ... now, just how mutually exclusive might they be?
I remember an old book on buying computer hardware that said, "when buying a printer, of speed, quality, and low price, you can only ever have two out of three."

The Heisenberg principle of printers?
Now, even if we agree on the goals, we eventually have to find a system that delivers the goals. So ...
Seems to me that if you have only one game per version per month (goal 1), then you split those games over time into 1/3 difficult (DI), 1/3 moderate (EM) and 1/3 "easy" (PN, apologies to the developing players who may struggle on these ...); or call it 1/2 high (DIE) and 1/2 low (MPN) ...
in any case, does that satisfy goal 2 and goal 3?
My sense is that some top players are looking for half of the games to be DI ... and the developing players might like to see half the games be PN. Seems to me no way a one game system can accomplish that.
Let's look at possibilities:
Start with a base pattern of D M I P E N D M I P E N; ( designed to alternate low and high diff games)
Anyway, to achieve goals 1 and 2: P M I P E N D M N P E N; Replaced one D with a P, one i with an N. Now there are 6 PN, 4 EM, and 2 DI. Good for goals 1 and 2 by abandoning goal 3. Rusten and Munro will cringe.
Alternate goal 1 and 2: D P I P E N D N I P E N; Replaced one E with a P, one M with an N, This has 6 PN, 2 EM and 4 DI. A bit better for goal 3 by sacrificing intermediate games. I think Niklas may cringe at this.
To achieve goals 1 and 3: D M I D E N D M I P E I; Replaced one P with D and one N with I. Now 2 PN, 4 EM, 6 DI. A howl from the developing players, as goal 2 is abandoned.
Alternate goal 1 and 3: D M I P D N D E I P I N;n Replace one E with D, one M with I. Now 4 PN, 2 EM, 6 DI. Better for goal 2 by sacrificing intermedate games.
How to optimize goals 2 and 3? Well, ignoring goal 1 have two saves, one always high, one always low. But there has been opposition to that.
Suppose a high game rotated among DIEM and a low game rotated among EMPN. Now put the EM as a common game and we get D/P, I/N, E, M over 4 months. Or D/P, E, I/N, M to alternate difficulties. Or going low to high: M, E, I/N, D/P or M, I/N, E, D/P
Half of months have a DI option (goal 3)
Half of months have a PN option (goal 2)
Half of months we all play one save at an intermediate level (goal 1)
Two saves in half the months, only one save in half the months (giving the staff a break)
No player is locked into high or low game when there are two saves.
A player can play NPME, or PMEI or MEID rotations as they choose.
Addendum ... or play the full range from N to D as well.
It doesn't get better than this!
Still have to decide if low game is eligible for awards ... but as has been said, that is a secondary concern to getting the pattern set.
dV