So, thinking about the less neutrals suggestion (Issue 1 in post above) - would this not then exacerbate potentially the no region from drop (Issue 2 in post above)?
In other words, by fixing one issue, you could potentially make the other worse.. i.e. now a player might start with two continents rather than just 1 from the drop and have an even larger already unfair advantage over another player.. I get that it's random.. however, random isn't always best.. I really do think random with some semblance of order is better.
So, obviously not knowing how the algorithm is constructed, there's some guess work here, but I think the most fair way to start any map would be to have defined regions first, and then the drop (algorithm) provides each territory with one player of each color within that region until it is filled, alternating the first player to get a region as the last player to receive.
As an example Region 1 in Battle of Elements map defined as Eastern Air Temple with 3 territories. Territory 1 goes to neutral, 2 goes to player 1, 3 goes to player 2. Then region 2 defined as Fire Nation with 7 territories territory 1 goes to player 2(the last player to get a territory), 2 goes to neutral, 3 goes to player 1, 4 goes to player 2, 5 goes to neutral, 6 goes to player 1, 7 goes to player 2. Etc, etc.
The other switch to this might be just considering that the first territory in a region ALWAYS goes to a neutral, thereby being certain that a player never gets a continent or unfair bonus. This should solve the negative territory issues I think, so those "specials" are always occupied first by a neutral.
My thought is why not do a set of test games (maybe 10-20?) of each proposed viable solution. So test set 1 takes Matty / dough_boys suggestion of 1/5 neutrals. Test set 2 takes my suggestion of organized randomization. Just for kicks, maybe a good idea is a combination of both in test set 3 that gives 1/5 the neutrals AND organized randomization.
I'd be willing to jump in and help test if needed.
So, thinking about the less neutrals suggestion (Issue 1 in post above) - would this not then exacerbate potentially the no region from drop (Issue 2 in post above)?
In other words, by fixing one issue, you could potentially make the other worse.. i.e. now a player might start with two continents rather than just 1 from the drop and have an even larger already unfair advantage over another player.. I get that it's random.. however, random isn't always best.. I really do think random with some semblance of order is better.
So, obviously not knowing how the algorithm is constructed, there's some guess work here, but I think the most fair way to start any map would be to have defined regions first, and then the drop (algorithm) provides each territory with one player of each color within that region until it is filled, alternating the first player to get a region as the last player to receive.
As an example Region 1 in Battle of Elements map defined as Eastern Air Temple with 3 territories. Territory 1 goes to neutral, 2 goes to player 1, 3 goes to player 2. Then region 2 defined as Fire Nation with 7 territories territory 1 goes to player 2(the last player to get a territory), 2 goes to neutral, 3 goes to player 1, 4 goes to player 2, 5 goes to neutral, 6 goes to player 1, 7 goes to player 2. Etc, etc.
The other switch to this might be just considering that the first territory in a region ALWAYS goes to a neutral, thereby being certain that a player never gets a continent or unfair bonus. This should solve the negative territory issues I think, so those "specials" are always occupied first by a neutral.
My thought is why not do a set of test games (maybe 10-20?) of each proposed viable solution. So test set 1 takes Matty / dough_boys suggestion of 1/5 neutrals. Test set 2 takes my suggestion of organized randomization. Just for kicks, maybe a good idea is a combination of both in test set 3 that gives 1/5 the neutrals AND organized randomization.
I'd be willing to jump in and help test if needed.