Some topics written by Brashen in the Tournament thread have gotten me thinking. Being that that thread is already horribly unwieldy and hard to keep up with, I thought it would be better to start another thread here

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So here's the problem: There are times when the random Secret Ally distribution very much favors one side. It doesn't happen too often, but it does happen, and when it happens to you it is noooo fun

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Ok, so here is a possible solution: How about having different game types that randomize Secret Allies in a specific way? That way you know both opponents have a relatively equal setup in the beginning, and you may be able to make guesses on where the opponent's allies are, but you can't be sure. That changes the strategy a little, and adds a lot of comfort in the fact that you know you will have even footing with your opponent. The Dice won't prove your downfall, just the raw skill of the enemy.
Here are a couple examples:
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Core combat - Each opponent has a group of secret allies that are relatively focused to one area of the map.
Advantages: You know for certain you're in for a good game of tactical skill. To overwhelm the opponent at his core will take a great deal of good planning and resource management.
Disadvantages: The enemy knows exactly where your secret allies will be centered around. They could enter neutral countries away from your core without fear.
Modification: DMZ - This one would have the enemies split down the center of the map, making sure there is a buffer zone in between them. This could lead to some very interesting game dynamics, totally different than a current World War. There could be some Huge land and naval battles involved as the players vie for the central neutral territories.
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The scattering - Each player has their allies scattered such that there is a high probability that their allies won't touch each other.
Advantages - Normally this setup would cause you to consider surrendering a game outright against a good opponent. In this case you know your enemy is scattered as well. This would lead to having a lot of individual battles going on in the map as you try to consolidate your forces.
Disadvantages - Again, the enemy could easily guess where your allies are (or maybe more appropriately - are not). Again taking a little strategy out of the game as some players figure out the system.
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Small foundation with satellites - Each player is guarunteed to have at least two allies together. The other secret allies would be scattered about randomly, away from your foundation and each other.
Advantages - Sneak attacks are back in! You can have secret allies right next to the enemy center just waiting for the right opportunity to strike. All the fun of the original World War without giving unfair advantage to one side.
Disadvantages - Once again, people learning the system, but less apparent in this case. This is a descent all around approach.
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I'm interested in hearing what people think about these ideas as gameplay improvements. Pick them apart and lets make them better!