[GP] Amount of starting territories in 1vs1

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Geger
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Re: Amount of starting territories in 1vs1

Post by Geger »

Dang! There is a list :lol:

... I'll look why the suggestion was rejected :roll:
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thenobodies80
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Re: Amount of starting territories in 1vs1

Post by thenobodies80 »

More than rejected it stalled (although I know it was archieved as rejected). As said previously I'm really interested to find out a couple of person to help me to find a solution for those unfair maps. If you want to help just send me a PM. ;)
Chariot of Fire
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Re: Amount of starting territories in 1vs1

Post by Chariot of Fire »

Cuban Missile Crisis - another map where in 1v1 the person starting has 4 armies for 12 terrs.

I thought Ace had something to do with this map's creation? Some irony there.
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Geger
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Re: Amount of starting territories in 1vs1

Post by Geger »

I will comment on suggestion for games 1vs1 only, other types of games seem more complicated to find the ideal solution :mrgreen:

I can conclude after reading some people disagree with this suggestion because it does not solve the problem of the 1st starter's advantages in 1vs1 games. But somehow this suggestion makes the games 1vs1 more fair between the first and second starter. The bigger the map the effect is smaller.

Therefore, for the first step, I support the suggestion to add 1 to 3 neutrals start for map with 36 to 38 territories, so that each player starts with 11 territories. And after seeing the process of making a map right now (eg Eurasia), this is easy to do.
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thenobodies80
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Re: Amount of starting territories in 1vs1

Post by thenobodies80 »

In general all maps with 72+ regions give a significant advantage to the first player, so for those there's no real solution, in fact the gameplay balancing for that maps is more focused to have fair team games.
Yes add some neutral with certain maps could be a solution but the placement must be done in a well manner or the current gameplay could change too much.

I'll take a look at that list in the next couple of days, if there's interest in having this issue fixed, we'll find a solution soon. ;)
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