Moderator: Cartographers


Actually no, in this case we can reduce the # of starts/player in 1v1 without changing the total # of territories in the starting pool simply by removing some of the predetermined starts, as I've explained at length in the previous post. Right now there are 21 "starting" territories, but I'd coded 1v1 starts so that each player opened the game with 8.MrBenn wrote:Any changes to the number of starting territories in 1v1 will de-facto effect the number of starting territories in all other game types.
If you reduce the number of starts per player to 8 (or 6) in 1v1, then there will only be 24 (or 18) starting territories available for all other game-types.
Yes, it is possible. It would be quite simple: pre-set three starting territories per player. The 15 remaining territories would be split evenly among P1, P2, and N; 3+5=8.AndrewB wrote:Is there any way to start the 1vs1 game with 8 territories? Cause the proposed solution is not fixing the problem, really.
Currently u need just 1 territory to get extra 1 army in round 1. So does the proposed solution.
If they would start with 6 territories, then it would be ideal. Second best options is to start with 8 (but starting with 6 is better).
Then P2 crashes through a neutral and takes out an opponent, pushing his per turn deployment to six and knocking P2's to four, and the game is over. Wasn't the concern allowing one player to have access to a deployment advantage?AndrewB wrote:Ok, make it 10 then... Really any even number is better...


I agree that 6 is best, but I don't agree that 8 is better than 7. I still think it's best to start folks with three armies in round one and let them roll to get up to four. Why is better for both players to have a deployment of four in round one than for both players to have the same odds of having a deployment of four in round two? Since getting up to 10 territories seems to be the magic number that kicked off this whole discussion, why not delay that for as long as possible?AndrewB wrote:How about starting 6 in 1vs1? Would that be possible?
7 starting is better then 9. But 8 is better then 7. And 6 is the best of them all...


Congratulations oaktown, your shiny new medal is well-earned 


It's planned that way.demonfork wrote:In 1v1 Is it normal(planned that way) to get initial drops that have no bordering territories with your opponent? Or was this just a chance happening?(talking about the one and only game I have played on this map so far)