However a map-specific escalating spoils would be fun. Make some sort of formula, which calculates the escalation of spoils by the amount of troops given out by the map.
See, some maps like the hive, world 2.1, city mogul etc. give out ridiculous amounts of troops, which makes the whole point of escalating spoils almost moot. So if we could have escalating spoils where the escalation was based on the amount of troops given by the map, so that the spoil cashes would be balanced against the troop bonuses of each map, this would make escalating games on these large maps more interesting.
escalating +1 or +2 would indeed be an awesome option. Ive played it on another site, and quite frankly im surprised it isnt here yet. It allows for the skill of escalating, but discounts the extreme luck of timing that escalating +5 can have.
It would be a great additional option. No downside whatsoever, except for actually having to program it.
I'm Spanking Monkey now....err...I mean I'm a Spanking Monkey now...that shoots milk Too much. I know.
I think that would be better because some games get ruined by those cards being worth so much. It takes away strategy when suddenly cards are worth more than all the troops on the map.
Strength lies not in defence but in attack--Adolf Hitler
I used to play risk with my friends and most often we played escalating by 1. The reason is because we found that escalating by 5 was too much, and set value was too low and is based on luck (sometimes you get too many infantry cards and are forced to cash for only 4 troops).
Escalating by 1 is fair and balances the importance of cashes with the strategy of trying to hold continents. It would only be much later in the game when the cashes might reach very high levels that the cashes would become significantly more important than holding continents. But by then players would probably be in strong positions and it would be hard for any one player to run over the entire opposition in one turn and win the game as happens in escalating.
In normal escalating games as we have them now, continents are much less important and instead it is important to eliminate players for cards, then do another cash in the same turn, and eliminate another player. I find that the strategy aspect of risk is lost to a great degree in escalating, and its all about cashing and unloading on weak players to get their cards, and repeating this process. Ive noticed in my time here that by the time the cash ins hit the range of 25-45 the games are over, usually with one run by a player who eliminates multiple opponents in the same turn with multiple cashes.
Escalating by 2 I think would also work well, though I prefer escalating by 1. Escalating by 3 I think is borderline, though I think its still a big improvement over escalating by 5 as it is now.
i think we should change this site to match the way every newcomer plays the game at home, especially if they are too tight to buy the premium that keeps this site running.
Personally I refuse to play escalating Spoils games. There is little strategy involved, just playing along till someone gets lucky and chain attacks when the spoils gets high enough.
Me neither. While any suggestion for a new option or change needs to be evaluated for viability I don't see any way this could be abused or cause any problems except for the home base issue I was unaware of. But that can be worked around I'm sure. Outside of that it is just another feature to add enjoyment to the games. At least that's the way I see it.