I have been thinking about the rules concerning Areas of Operation
(AoO) and believe that they are moving from a McGuffin to chrome with
each rule change.
Giving more options is allowing the early players to block the later
players more than giving the later players an option.
I see your point. I'm concerned, though, that to do so then makes this into
18EU on a different map.
I'm willing to give it a try while I'm in UK, but I'm less enthused by it
than you are. I'd rather go back to an older dispensation--where a player
who had a qualifying company could contest another player's attempt to open
a particular major, using an auction system. This would then replace phase 3
of the initial auction.
The version I used with Bill Jaffe was an open, sequential auction system:
when a player decided to open a company, other players with qualifying
companies could jump in and contest this, leading to an auction by multiples
of f.5. The high player then paid his tab to the bank and opened the
company.
It's also possible that players should secretly decide which companies
they're willing to bid for, akin to the concession system in 1841, though
not using the sealed-bidding system.
But either approach takes (at least some of) the curse off of being too far
down in the order.
Perhaps you could have a minor penalty, e.g left one on the spc, if you
start outside the correct area. You will probably need to let all the
proper conversions go first, to stop players stealing matching companies
from following players.
Well, yeah...not really what I was aiming for.
>> I'm willing to give it a try while I'm in UK, but I'm less enthused by it
>> than you are. I'd rather go back to an older dispensation--where a player
>> who had a qualifying company could contest another player's attempt to
>> open
>> a particular major, using an auction system. This would then replace
>> phase 3
>> of the initial auction.
>>
>> The version I used with Bill Jaffe was an open, sequential auction
>> system:
>> when a player decided to open a company, other players with qualifying
>> companies could jump in and contest this, leading to an auction by
>> multiples
>> of f.5. The high player then paid his tab to the bank and opened the
>> company.
>>
>>
> This seems like giving the best choice to the richest player, which is
> fine, but stuffing the poorest player, which is not.
Not necessarily. Since the winners have to pay their bid to the bank, it has
the effect of taking a bit of cash out of the hands of the richest players.
Also, bear in mind that in this situation, "richest" isn't the criterion:
it's "disposable cash after what you need to start the company". A player
who wants to start the Belge with #14, trading at f.110, needs f.440 to
start it: another player who wants to start it with #13, trading at f.60,
only needs f.240. I'm going to guess that the latter will have more
disposable cash to bid with.
>> It's also possible that players should secretly decide which companies
>> they're willing to bid for, akin to the concession system in 1841, though
>> not using the sealed-bidding system.
>>
>> But either approach takes (at least some of) the curse off of being too
>> far
>> down in the order.
>>
> It moves the curse to being the poorest (or furthest from the cash
> needed to start a company at the price of your minor).
>
> Perhaps you could have a minor penalty, e.g left one on the spc, if you
> start outside the correct area. You will probably need to let all the
> proper conversions go first, to stop players stealing matching companies
> from following players.
>
The more we talk about it, the more I think it's just going to be an
artifact of too few companies being fought over by too many players. There's
only six public companies: necessarily, under any dispensation, the fourth
and fifth players will be disadvantaged.
It's possible that the game simply doesn't lend itself to play with that
many, but I have to say that--having played mostly 4-player games, and a few
3-player--I've not seen the game get too far out of whack.
I suggest we try a few of the things we've talked about before we give up
entirely.
--- On Mon, 6/7/09, David G.D. Hecht <bar...@earthlink.net> wrote:
"It's possible that the game simply doesn't lend itself to play with that many, but I have to say that--having played mostly 4-player games, and a few 3-player--I've not seen the game get too far out of whack." |
I suspect you are right. With 4 players, it seems relatively straightforward to get 4 minors which can start any of 4 companies. You might not get your first choice, but you must get at least one company. But with 5 players, getting 3 minors with a choice of 5 companies is much tougher - you might be better off trying to corner the market (although not all players can do this). |
----- Original Message -----From: Ian D WilsonSent: Monday, July 06, 2009 4:34 PMSubject: [dtg-proto] Re: Areas of Operation
(DH) And of course it's much harder with all the new options, which is where Jon started this conversation! :-)
The version I used with Bill Jaffe was an open, sequential auction system:
when a player decided to open a company, other players with qualifying
companies could jump in and contest this, leading to an auction by multiples
of f.5. The high player then paid his tab to the bank and opened the
company.
The 40% cert for a 5-share company is a big advantage. Perhaps it could
be changed to a 20% cert? (+1 to cert limits all round to allow for this.)
Lots of options to try at ManorCon or before.
Jon
>
I've been thinking about this and I have yet another thought.
I'm thinking we're addressing this from the wrong end. Suppose the problem
is--as you rightly point out--an inability to acquire a proper portfolio of
stock. We've also identified that 5-share companies are pretty powerful as
revenue generators, and I certainly see some correlation between the ability
to keep your company a smallboy the entire game and winning.
So what if I simply go back to the classic company holding limit of 60
percent, unless you buy from the pool? In other words, you wouldn't have the
ability, as you currently do, to simply gobble up 80 or 100 percent of your
first company right out of the box: you'd have to allow others to play in
your sandbox, at least until they got bored with it.
This would (potentially) kill three birds with one stone: (1) the tendency
to put all your eggs in your own proprietary basket, (2) the lack of
diversification that plagues the stock side of the game to a great degree,
and (3) the structural imbalance you have identified between minor-company
holders and public-company holders.
I would keep the 1844 rule--if people want to sell off your stock, you
should have the ability to repatriate it--and it would also allow you to
bulk up if you issued stock to the pool to raise capital: people do this now
when they convert to 10-share, but you'd have the ability to do it in
5-share as well if people didn't invest in your company.
The problem with filling up your portfolio is not so much a lack of
quality stock as a lack of any stock.
I have been thinking about AoO - if you want to keep them they should be
used more often. For example, change the rule allowing minors to merge
from "must be connected" to "must be in the AoO" for phases 3-4.
>
That might work, although it will prevent people from building some of the
large networks I've seen (e.g. 9-12-14 or 13-3-15). I think it will take us
back to the undesirable "circle the wagons" phenomenon we've essentially
eliminated.
I'm surprised that you don't see holding 80 or 100 percent of a company as a
huge advantage. I just see it as the inverse of the Anthony Carver theory,
which basically (I'm oversimplifying) says, if I'm not getting at least half
of my company's revenue (and more than anyone else--no 50-50 splits with
another player), I may as well use it as a train factory.
In the one game in Portland that I won by a lot, I had two 100 percent
5-share companies. There were no minors, and I had a 4-train on one and a
3-train and a 4-train on the other. So I didn't even have the best train mix
or the highest stock values, and I was still killing them.
> So what if I simply go back to the classic company holding limit of 60
> percent, unless you buy from the pool? In other words, you wouldn't
> have the
> ability, as you currently do, to simply gobble up 80 or 100 percent
> of your
> first company right out of the box: you'd have to allow others to
> play in
> your sandbox, at least until they got bored with it.
Do I understand correctly that, before phase 5, this would prevent
the president from merging two or more minors into a single 5-share
company? She could only put a single minor into a 5-share company?
Mark Geary
>
Correct. That's a serious issue, and a serious game change: your comments
would be welcome.
I like the idea of letting other people buy in, but I don't like the fact
that the rule prevents you from getting your company 100% funded right
away if you have the money and no one else is willing to buy it.
So I suggest this alternative rule:
* A player may buy shares, one at a time, from any source, without any
limit on the number of shares of one company.
* However, if you already hold 60% or more of the company, any additional
shares you buy *from the initial offering* become only "tentatively owned"
by you. That means that other players may buy them, directly from you, at
the market price as if they were in the bank pool -- but only if there are
no shares of that company in the bank pool.
* If a player who buys a "tentatively owned" share sells any (the same or
different) shares of that company during the same stock round, you have
the right to rescue the shares. This works as in 1870 except that you
can choose to rescue all, some, or none. Rescued shares are fully owned.
* At the end of a stock round, all "tentatively owned" shares become
fully owned.