Not that I dislike the idea, but when practically used it doesn't really happen... cbt's Anchor Bay was a perfectly balanced 2p/4p/8p caps map yet it is not often used for 4p caps simply because it is too balanced. (also, since it could be argued that low connectivity is the cause, Saturn is not the map of choice either.) It seems that 4p caps typically uses GBR / Dominican R., two maps which are decently fair with cap positions but are not geometrically identical. Brethren Coast (pre-rebalance) was a similar situation - win by round two or never win at all (3p). However, that has been remedied with the extra connections.
Theoretically speaking, several maps stalemate much more often than others:
- Caribbean (3p)
- Pre-rebalance Brethren Coast (3p)
- Anchor Bay (4p)
What do all of these maps have in common in caps?
Easily held and defended regions. Mathematically, this means card values do not ascend fast enough to make killing a player worth it. Let us take a normal 6p game on World Classic, for example:
Round 1: start 13, +3, fortify 2, no card - 18
Round 2: start 18, +3, card from elsewhere - 21
Round 3: start 21, +3, card from elsewhere - 24
Round 4: start 24, +3, -1 card - 26
Round 5: start 26, +3, no card - 29
Round 6: start 29, +3, -1 card - 31
Round 7: start 30, +3, + 4, 6, 8, 10, 12, or 15 set, -1 card = 37 - 48 troops after first turn in.
Double turn in value will be at 45, therefore most of the players on the board will be worth killing for two sets.
However, on this map:
Round 1: start 12, +3, kill two 3's to take home region (-4 and -2 (terit) avg), fortify 2 - 11 (this is theoretically safe unless someone else dropped with a region)
Round 2: start 11, +5, -1 card - 15
Round 3: start 15, +5, -1 card - 19
Round 4: start 19, +5, -1 card - 23
Round 5: start 23, +5, no card - 28
Round 6: start 28, +5, + 4,6,8,10,12, or 15 set, -1 card - 37-48 troops after first turn in.
Same as above. Let us progress further however: in one round when everyone is ready to turn in again:
With 40-53, the theoretical 40, 42 caps are worth killing to at last some.
With 42-53, only the 42 cap is worth killing, and the 42 cap
should be the one to turn in first.This leads to a potential stalemate later on, as any worthwhile kills will not lead to a wipe of the board and rather to, put simply, 1 less player and another which is some 20-30 troops ahead.
Thusly, easy bonuses are statistically unhealthy for capitals games. Any troop bonus per turn (over 4) will lead to a much easier stalemate with 6 players (it is even simpler with 3 players - on all but the most extreme maps 3 player capitals should stalemate with 3 excellent players and no dice shenanigans).
This brings me to the following point:
remove territory bonuses (bad for deathmatch) or
include connection lines between sin regions (bad for the perfect balance). I therefore suggest that the perfect balance be removed and connection lines be added.
tl;dr: Perfect balance along with easy bonuses in capitals is unhealthy for the game.
Not that I dislike the idea, but when practically used it doesn't really happen... cbt's Anchor Bay was a perfectly balanced 2p/4p/8p caps map yet it is not often used for 4p caps simply because it is too balanced. (also, since it could be argued that low connectivity is the cause, Saturn is not the map of choice either.) It seems that 4p caps typically uses GBR / Dominican R., two maps which are decently fair with cap positions but are not geometrically identical. Brethren Coast (pre-rebalance) was a similar situation - win by round two or never win at all (3p). However, that has been remedied with the extra connections.
Theoretically speaking, several maps stalemate much more often than others:
[list]
[li]Caribbean (3p)[/li]
[li]Pre-rebalance Brethren Coast (3p)[/li]
[li]Anchor Bay (4p)[/li]
[/list]
What do all of these maps have in common in caps? [b]Easily held and defended regions.[/b] Mathematically, this means card values do not ascend fast enough to make killing a player worth it. Let us take a normal 6p game on World Classic, for example:
Round 1: start 13, +3, fortify 2, no card - 18
Round 2: start 18, +3, card from elsewhere - 21
Round 3: start 21, +3, card from elsewhere - 24
Round 4: start 24, +3, -1 card - 26
Round 5: start 26, +3, no card - 29
Round 6: start 29, +3, -1 card - 31
Round 7: start 30, +3, + 4, 6, 8, 10, 12, or 15 set, -1 card = 37 - 48 troops after first turn in.
Double turn in value will be at 45, therefore most of the players on the board will be worth killing for two sets.
However, on this map:
Round 1: start 12, +3, kill two 3's to take home region (-4 and -2 (terit) avg), fortify 2 - 11 (this is theoretically safe unless someone else dropped with a region)
Round 2: start 11, +5, -1 card - 15
Round 3: start 15, +5, -1 card - 19
Round 4: start 19, +5, -1 card - 23
Round 5: start 23, +5, no card - 28
Round 6: start 28, +5, + 4,6,8,10,12, or 15 set, -1 card - 37-48 troops after first turn in.
Same as above. Let us progress further however: in one round when everyone is ready to turn in again:
With 40-53, the theoretical 40, 42 caps are worth killing to at last some.
With 42-53, only the 42 cap is worth killing, and the 42 cap [u]should be the one to turn in first.[/u]
This leads to a potential stalemate later on, as any worthwhile kills will not lead to a wipe of the board and rather to, put simply, 1 less player and another which is some 20-30 troops ahead.
[b]Thusly, easy bonuses are statistically unhealthy for capitals games.[/b] Any troop bonus per turn (over 4) will lead to a much easier stalemate with 6 players (it is even simpler with 3 players - on all but the most extreme maps 3 player capitals should stalemate with 3 excellent players and no dice shenanigans).
This brings me to the following point: [u]remove[/u] territory bonuses (bad for deathmatch) or [u]include[/u] connection lines between sin regions (bad for the perfect balance). I therefore suggest that the perfect balance be removed and connection lines be added.
[b]tl;dr: Perfect balance along with easy bonuses in capitals is unhealthy for the game.[/b]