Tabanli,
tabanli wrote:I can imagine that someone already proposed this. However I don't think it gives the second player any advantage whatsoever.
It's a big advantage for player 2. You either didn't understand my example or didn't think it through completely.
Example 1: Player 1 captures a city with his Barbarian and starts production of a defender. Player 2 has a nearby Wolfrider that he attacks with and ambushes the Barbarian because there is only a lone Barbarian in the city. Now look at the reverse. Player 2 captures a city with his Barbarian and starts production of a defender. A unit is immediately produced. Player 1 has a nearby Wolfrider but he can't attack because there is now 1 Hv Inf defending the Barbarian. That's hugely unfair.
Example 2: Player 1 captures a city and starts vectoring armies there. Player 2 has 3 turns to stop these arriving armies: his turn, his next turn (armies in transit 1 turn), his turn after that (armies in transit 2 turns). Now look at the reverse. Player 2 captures a city and starts vectoring armies there. Player 1 has only 2 turns to stop these arriving armies because immediately all player 2's production happens allowing his armies to get a 1 turn jump on player 1. That's again unfair.
Example 3: Player 1 captures a city and decides to leave 1 unit defending it while sending the rest of the stack on toward the next neutral. He does this because player 2 has a nearby crow. Now look at the reverse. Player 2 captures and city and moves his whole stack on toward the next neutral. He does this because even though player 1 has a nearby crow it's impossible for him to lose his city because a unit will be immediately produced there. I know you think this case isn't important, but it is. Because lets say the remaining stack was only 3 units of Lt Calv and the next nearby neutral has 1 Lt Calv defender. Being able to use 3 Lt Calv ensures a 90% victory while only being able to use 2 (leaving 1 behind) drops that to only 79% chance to win thus giving one player a risk free extra city.
tabanli wrote:Under those conditions, everybody would still prefer to be the first player.
Not true at all. I agree that on some smaller maps going first matters. But on many larger maps or well designed maps it doesn't matter at all because you won't meet for a long time and then I'd always want to go 2nd to get those free advantages I mentioned above.
tabanli wrote:Let's say that each part has 20 cities and producing 2 turn units and each turn approximately they have 10 new army. They reach a point where both have 100 armies. Now at the beginning of the next turn first player is attacking with 110 armies and player 2 is defending with 100 armies. When the new turn begins, now player 2 has 110 armies attacking and player 1 is defending with 110 equality is reach. So every turn, player 1 has an advantage in attacking.
This is a fallacy that comes from doing theoretical analyzation vs actual game play.
It's true player 1 has 110 units. But this is not Risk where you can stack 110 units on 1 territory and attack 100 units on adjacent territory. So it should be totally obvious that not all 110 units can be used each turn to attack player 2 unless you are constructing a specialized map where every city is right next to every other city so that all 110 men can be used to attack 100 men of the other player. Furthermore there is no guarantee that those extra 10 men produce a victory of any kind (there may be equal losses or one player or the other may lose more) given there is a stack limit of 8 for both players and 32 for the defender in a city. In reality it takes times for armies to reach places they can attack from. Well designed maps recognize this.
For example if you have something like
P1----P1----P2----P2
Where P1/P2 are cities and P1 and P2 can reach each other immediately then there is an advantage for player 1 since his armies arrive and he can attack player 2 as you noted. However if P1 and P2 are spread out so that you have to spend a turn in the open then there is no advantage because the turn in the open allows player 2's armies to arrive in time to defend.
Thus any advantage player 1 gets is
wholly from the map design and not from how the game works.
And as I said and you realize once turns go by and players acquire cities at different rates it becomes impossible to say who is getting an advantage. The example I gave above where P2 gets his 2nd city before P1 means P2 is then technically ahead in production due to capturing a city earlier than player 1 did. So giving him an added advantage like you want to do makes no sense.
KGB