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  • Balance Bidding
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  • Bidding for sides can be a useful technique for balancing scenarios, especially for inherently unbalanced situations like the Pacific War. Normally, the players choose teams and then bid for sides. Things that could be bid for are:
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abstract
  • Bidding for sides can be a useful technique for balancing scenarios, especially for inherently unbalanced situations like the Pacific War. Normally, the players choose teams and then bid for sides. Things that could be bid for are: * Starting IPC's * Additional starting units (valued in IPC's), that must be placed in your territories or adjacent sea areas * Additional income each turn * The number of turns until all the weaker side's capitals have fallen * The number of turns until all the weaker side's territories and units have been destroyed * The number of turns until some specific measure of victory is achieved in victory cities. A 3-1 ratio is my suggestion. * The number of turns until some specific measure of victory is achieved in income. My suggestion is a 3-1 ratio. * The total income collected for the entire game (much like AAP) * The number of turns until some ratio of TUV is achieved (like 3:1) * The number of turns until some ratio of totals unit is achieved (like 4:1) * Starting techs. Choose techs and nations at random until 1 player accepts the weaker side. If a single tech causes both players to want the weaker side, roll a different tech * A level of victory cities the weaker side must achieve for sudden-death victory * A level income the weaker side must achieve for sudden-death victory * An addition to the number of victory cities held at game end in a turn-limited game. 10 turns is a good length * An addition to the income value at game end in a turn-limited game. 10 turns is a good length