[GP/UI] Increase Escalating Spoils to Avoid Stalemates

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codierose
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Re: [GP/UI] Increase Escalating Spoils to Avoid Stalemates

Post by codierose »

really you think this will stop stalemates :lol: :lol:
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slytown
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Re: [GP/UI] Increase Escalating Spoils to Avoid Stalemates

Post by slytown »

i like it , and even in " standard" games but how about make it an option just like round limits ; 2 buttons to choose , escalating , vs super-escalating
i've just played a few 6 people 20 round trench games that were won by troop count and last few rounds the bonuses were > 100 so i wouldn't suggest super-escalating as automatic; it could be aggravating in games with round limits of 20-30,... though over time it would just be one more factor to enter into strategy
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spiesr
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Re: [GP/UI] Increase Escalating Spoils to Avoid Stalemates

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hambone
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Re: [GP/UI] Increase Escalating Spoils to Avoid Stalemates

Post by hambone »

I would like to request that in the future feature changes with as large an impact as this were called out a little more explicitly.

I just turned in with 4 cards thinking I was forgoing about 10% of the troops I might get by waiting for the 5th card. Spoils were at 200, and I thought there might be 4 others who might turn in (a 12-player game with 8 people left). My thoughts being that if I waited for the 5th card, I might get 220 troops... Imagine my surprise when I noticed that the next round of cards would be worth 235! So now if I waited for my 5th card, I might have received 370 troops. So I just potentially left 170 troops on the table as opposed to 20.

A drastic feature change like this deserves to A) be opt-in or B) widely (more than once) and loudly (more than a link in an announcement post) advertised before being implemented.
codierose
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Re: [GP/UI] Increase Escalating Spoils to Avoid Stalemates

Post by codierose »


shocking ](*,) ](*,) ](*,) ](*,) my head hurts :evil:
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