Suppose we define, in configuration, a variable called avgland. Further suppose there are 'n' players in the game. Let 'x' be the total amount of land in the game.
Then let a (average) = x / n
I propose that the amount of land people earn with scouting is then proportional to (suppose l=their land): max(0, (n*avgland - x)*a/l)
In essence, the land they earn scouting is inversely proportional to the portion of the game land that they hold. The total pool available for scouting is what remains before everyone fills up the average land.
Average land, thus, would literally influence how much land players can make. Dropping land would not affect the balance, as people would be able to make more via scouting.
Of course the rough edges of the formula need to be smoothed to provide scouting over turns.
Average Land Factor
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ohmyjapan16
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Wouldn't that penalise players who come late to a set? Then their max lands would be limited to pretty much avgland (assuming that all other players have grabbed everything), and they won't be able to build up to compete, so earlier players with more military, hawks, etc. will just use them as sources for land?
also, what happens when ppl are killed/disabled/dropped? a sneaky way to raise the land cap would be to keep creating accounts and then deleting it so that 'n' keeps going up. if 'n' does not go up per account creation, but per active players, then newcomers get even more penalized?
also, what happens when ppl are killed/disabled/dropped? a sneaky way to raise the land cap would be to keep creating accounts and then deleting it so that 'n' keeps going up. if 'n' does not go up per account creation, but per active players, then newcomers get even more penalized?
- Ruddertail
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Well, I generally don't like the idea of caps on how much land can be brought into the game. Also, I don't see how dropping land would not affect it, because if it works on the basis of average, and someone drops land, then the average goes down...
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