Fire Emblem Fates: Birthright Part 6: Moneyball Challenge!

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Fire Emblem but now it's also a sports simulator franchise mode. Lunatic mode or nothing

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The Moneyball challenge is ruleset for Fire Emblem that I've recently started doing, and I received a couple of requests to post the rules to it. The goal of this challenge is to combine a sports franchise simulator such as Out of the Park Baseball with Fire Emblem, although interest in sports is entirely irrelevant outside of understanding the influence for this ruleset. The title of the run, for example, comes from the book (and film) Moneyball.

I've been running this on Fates: Birthright, and obviously it would work with any game and can be tailored as desired.

Without further ado, here are the rules (currently):

Difficulty: Lunatic/Casual

1. Deploying units will cost payroll.

2. Every map of the game will have a payroll cap: a limit on how much can be spent to deploy units.

3. Units will be divided into tiers based on their current rating (combination of all stats; this is a simplistic measure, and is inspired by Moneyball and how it criticizes sports teams for taking overly-simplistic views of players instead of factoring in unique abilities or skills).

4. The amount that each unit costs will be based on which tier they're in.

5. The tiers will be for the following amounts: $1,000,000; $5,000,000; $10,000,000; $15,000,000; $20,000,000; and $30,000,000.

6. Units that are recruited during a map cost $600,000. This is a rookie contract and must be accounted for in preps.

7. Captured generics cost $600,000 for their first deployed map. Unique captures (such as Daniella) are immediately tiered based on their rating.

8. Royals are all automatically tiered one tier higher than their rating would suggest (Again, Moneyball market inefficiency).

9. The payroll cap is based on deployment slots in a map: $7,000,000 * # of deployment slots.

10. Corrin is the "Face of the Franchise," and their cost will be adjusted every map based on their rating. The price will be an average of the two units closest to Corrin's rating.

11. Units must be signed to contracts that will lock them in from anywhere from 1 - 10 maps. The amount payed for that unit each map is based on the contract length:

1 map: 150% of the tier value

2 maps: 125% of the tier value

3 maps: 100% of the tier value

4 maps: 90% of the tier value for maps 1-3; 100% of the tier value for map 4

5 maps: 90% of the tier value for maps 1-4; 115% of the tier value for map 5.

6 - 10 maps: 80% of the tier value for maps 1-3; 90% of the tier value for map 4; 100% of the tier value for map 5; 110% of the tier value for map 6; 125% of the tier value for map 7; 150% the tier value for map 8; 200% of the tier value for map 9; 250% of the tier value for map.

12. After a contract expires, the unit is re-tiered based on their current rating.

13. Units who are killed are considered injured and must be benched for the following map. If they are under contract while injured, their contract counts against your payroll cap.

14. Contracts may be eaten (i.e. you take all the remaining money owed to unit on their current contract and have it all get paid in one map). You cannot restructure contracts to move money from one year to another outside of eating the contract (this is because this ruleset using Major League Baseball as a template rather than, say, the NFL).







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