Master of Magic — Tier System and MIRR

The “broken” strategies are entrepreneurial bets with exceptionally high MIRR at specific time windows. Games are won at turn 15 when one player has T3 and everyone else has T1.

Links: MIRR — 4X Framework (the portable thesis; this page contributes the option-value, stacking, and time-window refinements), MoM Economic Analysis, BattleValue, MOO1 MIRR Analysis, Risk and Entrepreneurship, Value and Profit


The Tier System as a Time-Value Problem

Combat units aren’t just “stronger” at higher tiers — they’re gated by escalating investment. Each tier requires more upfront cost (buildings, books, research, mana) but delivers disproportionately more combat power. The question isn’t “which unit is best?” but “which unit is best right now given what I’ve invested so far?”

Approximate Tiers

Tier Examples Gate Available
T1 Swordsmen, Spearmen Barracks (cheap) Turn 1-5
T2 Halberdiers, War Bears, Cavalry Fighters’ Guild, Nature Uncommon Turn 10-20
T3 Wraiths, Nightblades, Longbowmen Death Rare + books, Fighters’ Guild (race-specific) Turn 15-30
T4 Paladins, Doom Drakes Armorer’s Guild + Cathedral chain, full building tree Turn 30-50
T5 Great Drake, Sky Drake, buffed Heroes Very Rare research + massive mana/building investment Turn 40+

Higher tiers completely dominate lower tiers — the Markov simulator shows Great Drake wins 100% against everything T3 and below. The game is decided by when you reach each tier relative to your opponents.

The Wraith Rush — MIRR at Its Purest

The classic “11 Death books” opening:

Investment:

Return:

MIRR analysis:

This is structurally identical to the MOO1 colony ship decision: massive upfront investment for compounding returns that dominate a specific time window.

The Halfling Slinger Problem — Multiplicative Stacking

Base BV captures individual unit combat power. But MoM’s buff system creates multiplicative scaling that makes certain base units disproportionately powerful when fully invested:

Halfling Slingers (base stats):

With full investment (Champion level + Adamantium + enchantments):

The math: Effective BV isn’t base + buffs. It’s base * exp_multiplier * weapon_multiplier * enchant_1 * enchant_2 * .... With 8 figures, every multiplicative buff is 8x more effective than on a single-figure unit. A fully buffed Halfling Slinger can take down Great Drakes because the stacked multipliers on 8 ranged figures with Lucky generates more total damage than a single 30-melee dragon.

Implication for BV: We need a “stacking curve” — how BV scales with investment level (experience, weapons, enchantments). Units with high figure counts and Lucky will have steeper curves. The base BV ranking and the fully-invested BV ranking will be very different.

MIRR Beyond Direct Returns — Option Value

Buildings don’t just produce resources. They unlock capabilities:

Building Direct return Option value
Sawmill (40 prod) +25% production Unlocks Longbowmen (High Elves)
Smithy (40 prod) Enables magic weapons Unlocks Swordsmen, gates Armorer’s Guild
Armorer’s Guild (200 prod) Nothing directly Unlocks Paladins, best armor tier
Cathedral (400 prod) Religious power, unrest Required for Paladins alongside Armorer’s Guild

The Sawmill’s MIRR as a production building is straightforward (same as MOO1 factory MIRR). But its value as a gate to Longbowmen is harder to measure — the “return” is access to a unit type, not a resource flow.

How to model option value:

  1. Compute MIRR of the building’s direct economic return (production, gold, research bonuses)
  2. Compute BV of the units it unlocks
  3. The “option value” is the BV/Cost improvement of the unlocked unit over the best currently available unit, discounted by the turns until you can actually build it
  4. Total building MIRR = direct MIRR + option MIRR

This is exactly how financial options work: the Sawmill is a call option on Longbowmen, and the strike price is the building cost.

The Strategic Decision

Every turn, the player faces the same decision tree as MOO1, but with more branches:

  1. Build economy (Sawmill, Marketplace) — lowers future build times, compounds
  2. Build military now (Barracks → T1 units) — immediate but weak combat power
  3. Build toward higher tier (Smithy → Armorer’s Guild → Cathedral → Paladins) — delayed but dominant
  4. Research spells (invest in spell research) — unlocks fantastic creatures and combat enchantments
  5. Cast summoning spells (mana → fantastic creatures) — bypass building tree entirely

The “broken” strategies are paths through this tree with the highest MIRR at critical time windows:

Each strategy is an investment thesis. The simulator + MIRR framework should be able to quantify why each works and when each is optimal.

Open Questions

Tags

games, strategy, economics, game-theory