chapcrap wrote:chapcrap wrote:I've been trying to work on the XML for this, but I've not done it before and I'm a little slow...
Anyone who wants to offer lessons, I'm a quick learner and good worker.
Anyway...
the drop on this really needs fixed so that one person/team doesn't get all of the decaying neutrals.
The dust/decay territories should be lumped into starting positions (each terr in a different starting position). If the underlying territories are then coded as neutral starts the dust terrs will be handed out equally. However, this will change the total deployment as the remaining 24 terrs will be divided up equally among players. This will change the number of terrs each as follows:
2p - 6 dust, 8 normal = 14 total
3p - 4 dust, 8 normal = 12 total
4p - 3 dust, 6 normal = 9 total
5p - 2 dust, 4 normal = 6 total (6 terrs start neutral - 2 dust, 4 normal)
6p - 2 dust, 4 normal = 6 total
7p - 1 dust, 3 normal = 4 total (8 terrs start neutral - 5 dust, 3 normal)
8p - 1 dust, 3 normal = 4 total (4 terrs start neutral - all dusty)
Given how easy it is to take the dust regions off a player it doesn't seem worth capping the number that get given out, especially as it would need to be capped at 3 to have an effect, which would leave too many neutrals in the centre to start.