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Notably, for whatever reason when playing in Party Mode, bids must be in increments of 100. Not too big a deal in a larger group, but it makes finessing from a smaller amount of players much harder to do.
Hi Uchidan!
Thanks for your feedback - We’re sorry to hear that you felt the game didn’t work at this size for you. We’ve had lots of feedback from players who played at the numbers you’re describing and felt it balanced, but we’ll take what you said into consideration.
We’ve also found that when Regions are imbalanced that players know this, and resort to other tactics to get their votes to pass - Alliances, agreements, you vote for me, I’ll vote for you. The game, after all, is not just a strategy game it’s also a social game!
Like I said, we’re aware that some players are having issues at different sizes, so we’re looking at ways to improve it. Bear with us! This is not an easy design solution to solve and we have a large amount on our plate right now.
I've never felt that it was particularly unbalanced due to player numbers. Theres so much unpredictability involved in what events will come up.
And more significantly, the king has a lot of power to favor or target specific factions. A wise ruler will try to bring down whoever is the biggest threat
This requires a lot of paint-by-numbers play where the monarch and/or shortstacked faction(s) have to play "optimally" if they want any control over the proceedings. And frankly, that's boring for me and presumably a lot of other players.
This is an issue specific to having exactly 5-6 players, especially 5. Once you're past 7, the two minority factions can overcome a monarch+majority faction block, which is enough to keep things divergent.
My suggestion: Any faction that has exactly one player in it should have their votes and funding count double. It should be simple to implement, covers the 5-6 player gap, and doesn't affect larger games.
^ This would be a great simple fix!