MrBenn wrote:Just so I get this straight in my head - you're planning on fixing the positions for 1v1 games using starting positions, as laid out above?
For more than 1v1 games, those same positions would be dealt out randomly? Is that right?
Correct. Two starting positions only, so they'd be ignored in games of 3 or more players.
MrBenn wrote:You mention that with 10 terrs on the drop, you'll get 5 armies... I'm assuming that players won't also get the standard +3? (so they will only get 5, rather than 5+3).
Right again MrBenn. The five army drop is based on the accelerated rate of one army/two cities.
MrBenn wrote:How would the numbers pan out for other numbers of players (I'm too tired to work it out myself

) It could be worth adjusting the deployment to +3 for up to 7; +4 for 9, +5 for 11 etc...
All games other than two player games would start with the normal three army drop... for example:
Three players = 7 cities each = 3 armies in the first round.
Four players = 5 cities each = 3 armies (since three is the minimum).
The concern I have is whether or not we want two players to start with 5 each. I could easily code two more territories neutral to make it 9 terits/player, which gives a +4. OR I could code only those cities that border the Route cities and let the remaining cities fall randomly between the two starting players and a neutral; this would mean five automatic placements/player, plus three of the remaining 11 cities/player, for a total of 8 cities each. Wait, that sucks - it's five more neutrals, and losing one city in the first round takes you down a notch.
Better yet, code all of the Route bordering cities as starts, code two more strategically determined territories as starts = probably two southern cities to guarantee some north/south balance, and let the last nine go random; nine starts/player, 4 armies on the first turn, only three additional cities going neutral, there'd be some variety in the starts.