Move a player across eras and see which forces lift him and which sink him.
Move the same player across eras and his skills keep their quality but change their price. A composite back-to-the-basket big, a hub in his own era. His locked number never moves; the projection re-prices what those skills are worth.
Nine points of value moved, not one skill changed. The skill set is re-priced against what the target era rewards, a different question from how good he was.
Illustrative read on the real era and game-evolution model (deterministic, does not modify the OVERALL KR). Composite player, demonstration figures.
The projection is a decomposition, not a verdict. The target era splits into the forces that move value, and each lifts or sinks this specific player. Same big, moved to today.
Spacing and post-up value do most of the damage; a rule change even helps a little. The honest version of a cross-era take: not who would dominate, but a force-by-force account of what the era pays for.
Illustrative read on the real game-evolution force decomposition. Demonstration figures.
The same read that sinks a post big in the modern game lifts a modern skill set moved backward. The era read is a separate, lower-confidence branch off the locked OVERALL, which never moves in any direction.
The modern big loses value going back for the same reason the old big loses it coming forward: the era does not pay for the skill. Neither read judges the player. Both are re-prices, and both leave the locked OVERALL exactly where it was.
Illustrative read. Era projections are lower-confidence, model-derived, and never modify the OVERALL KR. Composite player, demonstration figures.
The quality is fixed, the value floats, and the real number never moves to win an argument.
Price a skill set against any era's game, in either direction, without touching the real number.