I know that the foundry likes to minimise the number of neutrals in any given game, with "nice" numbers like 60, 72 etc... but this (IMO) is an incorrect approach (especially for large maps). Hopefully I can explain why:
Territory count is a fundamental principle within the game of CC - i.e. the obtaining of 1 extra man per 3 territories controlled.
In all forms of the game, but especially those that amount to 1v1 (i.e 2 player, 4 player dubs, trips, and 4v4), knocking one or more players into a lower territory band is a fundamental tactic. When each player starts with 12 or 15 territories, then in say 4 player doubles, the team that happens to go first gets a huge advantage. Personally CC is a strategy game for me, and thus I like to minimise as many of the luck factors as possible - the dice are enough randomness surely
![Smile :)](./images/smilies/icon_e_smile.gif)
The setup (in terms of territory count alone) that is least advantageous to the player and/or team that happens to go first is for for each player to start with one less territory than the next band, i.e. 11(or less),14,17,20,23 etc.
I have analysed the numbers (within a spreadsheet you can download from here), and found that the following are the "golden numbers", which create a drop that in all (or most) forms of the game require a full 3 territories to be taken from a player before they are disadvantaged because of territory count and happening to not go first:
35 and less (the most you can start with is 11)
42,43,44 - It's no surprise that the many maps with these "classic" numbers of territories are so popular.
52,53 - the best sizes for slightly larger than standard maps
70,71 - the best sizes for large maps
80 - 5 & 6 player games require 2 conquers
88,89 - 4 player games require 2 conquers and 7 players only 1
104 - a great number (what a saddo I am
![Smile :)](./images/smilies/icon_e_smile.gif)
141,142,143 - 5 player games require only 2 conquers
160 - 4 & 7 player games require only 2 conquers
190,191 - 6 player games require 2 conquers and 7 only 1
I have included 7 and 8 player games as they (well 8 anyway) are on Lack's to do list. I also think that 3,5 and 7 player games are significantly less important to optimise than 2,4,6,8, which of course also incorporate all the team games.
It should also be noted that for the very large maps a fair bit of this is irrelevant (for games with few players, 2 in particular): If you receive 9 or more armies going first then simply by deploying them in one place and attacking 3 3s, you are more than 60% (Coleman's recent retracted definition of a "broken first turn") likely to knock them into the band below. This occurs at 81 territories for 2,3 player games, 108 for 4, 135 for 5, 162 for 6, 189 for 7 and 216 for 8.
Moreover, with the very large maps gaining one less army is the least of your worries if your opponent(s) got great dice. In fact I think that this analysis is only really relevant for maps up to 104 territories (which I really hope Cairnswk chooses as the number for Waterloo
![Wink :wink:](./images/smilies/icon_e_wink.gif)
Note: territory count in all the above is after enforced neutrals are discounted.
As a related aside, a practical example: I adore the D-Day map except for a couple of minor things (which I wish I had brought up at the appropriate time, but which have really only been solidified in my mind by actually playing some games - btw when will we get a playtest area?): a) with 72 territories (a very very poor number within the parameters of the above analysis), it clearly advantages those going first. b) whilst I totally agree with the strategic benefit of the paratroopers and thus their -1 "bonus", this strategic benefit almost never applies to the drop. In fact I have faced my first turn with only two armies to deploy where most others had four! I know that mibi and Coleman may well disagree with me (as well as the wider CC community for that matter), but for me the map would be greatly improved by making the 2 planes start neutral (maybe set at only 1 or 2). This would slightly increase the number of neutrals deployed by the game engine on the drop, but only significantly for 8 player games.
Up until this point it seems as though minimising the number of starting neutrals has been the main (sole?) consideration, I hope this can start a debate as to how many territories we want in our maps - although of course the final opinion will always be that of the individual cartographer...
(Also - I'm not infallible and would appreciate it if someone could double check my findings)