A skill is worth what the era pays for it, a pure shooter worth more today than in 1985, a back-to-basket post scorer worth less. The engine moves a player across eras and shows which forces lift him and which sink him, on the same universal scale, without ever touching his real number.
Move the same player across eras and his skills keep their quality but change their price. This is a composite back-to-the-basket big who was a hub in his own era. His locked number never moves; the era projection re-prices what those skills are worth in another game.
Nine points of value moved, and not one of his skills changed. The engine re-prices the skill set against what the target era rewards, which is a different question from how good he was, and it keeps the two separate.
Illustrative engine 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 engine breaks the target era into the forces that actually move value, and reads how each one 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. This is the honest version of a cross-era take, not a hot take about who would dominate, but a force-by-force account of what the era pays for and what it does not.
Illustrative engine read on the real game-evolution force decomposition. Demonstration figures.
The same engine that sinks a post big in the modern game lifts a modern skill set moved backward, or forward. The era read is a separate, lower-confidence, model-derived projection that branches off the locked OVERALL; the OVERALL itself never moves in any direction.
The modern big loses value going back for the same reason the old big loses value coming forward: the era does not pay for the skill. Neither read is a claim that the player was good or bad. Both are re-prices, and both leave the locked OVERALL exactly where it was.
Illustrative engine read. Era projections are lower-confidence, model-derived, and never modify the OVERALL KR. Composite player, demonstration figures.
The barroom question, who would dominate across eras, is usually a fight about loyalty. The engine turns it into arithmetic. It does not rank the players; it prices the skills against what each era actually rewarded, and shows the forces doing the lifting and the sinking. A legend re-priced low today was not overrated then; his game simply fetched a different price in a different market. The quality is fixed. The value floats. And the one number the engine will never move to win an argument is the real one.
Era Projection prices a skill set against any era's game, in either direction, without touching the real number.