WidowMakers wrote:Well how to starting positions work?
I mean don't we set them individually for each game type?
The best place to get your head around them is in this thread: viewtopic.php?f=466&t=68154
Essentially, you code groups of starting positions; those starting positions are then randomly (and equally) assigned to however many players are taking part in the game. The territories in any position groups that are not allocated to players (ie where 6 groups shared between 4 players) are divided out to players in the usual way.
So, if you use 3 starting position groups, these would only be used in 2 or 3 player games. In a 2p game, each player would receive all of the territories in one starting position group. The remainder in the third group would be added to all the other territories, which would then be divided into thirds in the usual way (1/3 neutral). In a 3p game, each player would receive all the territories in one starting position group - all the other territories on the map are dealt out in the usual way. The starting positions would be ignored in 4/5/6/7/8player games.
I was trying to see if there was a way to divide the hexes into 6 starting positions, to help ensure a fairer start in 2/3/4/5/6p games. The hexes in the 3-clusters can be split into 6 groups in such a way to ensure that nobody starts with a 3-hex-cluster in 3/6 player games, and minimal chance of getting them in 4/5p games. The side-effect is that it pretty much ensures (80%) that somebody will start with one 3-hex-cluster - although the groupings mean that nobody would start with more than one 3-hex-cluster. I couldn't decide how much of a problem this really was