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Subject: Random space chart biased in some cases. rss

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Ingólfur Valsson
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The chart for random spaces in Non-player games can be biased if I understand it correctly.

When I hit a space that doesn't fit I travel down the chart. Lets say I have to find a random city. It is then heavily biased towards Neiva that it will hit in 1/3 rolls. This is because there are so many non city spaces before it. Cúcuta and Cali are 1/9, 4 others are 2/27 and rest is 1/27.

I guess this isn't intentional!
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Mark Evans
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That bias exits in all COIN games, I assumed it was intentional, but not critical as the rules state that the players can agree to an equal chance die roll. I have often had this conversation in my solo games. I can never agree with myself so I stick with the chart.
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Volko Ruhnke
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The chart and map have to function for selecting a number of different types of candidates and so are not perfect for any, or at least not for all. Some biases are intentional, but you are right many are not.

If the city selection bothers, you can always use straight die rolls for an even chance among candidate cities. Number the cities 1 to 11; first roll designates low if 1-3, high if 4-6; second roll is then either 1-6 if low, 7-12 if high, with 12 meaning reroll both dice.

In AA, I kept the arrows a bit neater on the map. In A Distant Plain, I got less concerned with that and more particular about relative likelihoods like the one you mention. I have gone a touch further in that direction in Fire in the Lake. So there is a designer's learning process too!

Regards, Volko
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Ingólfur Valsson
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Volko wrote:
The chart and map have to function for selecting a number of different types of candidates and so are not perfect for any, or at least not for all. Some biases are intentional, but you are right many are not.

If the city selection bothers, you can always use straight die rolls for an even chance among candidate cities. Number the cities 1 to 11; first roll designates low if 1-3, high if 4-6; second roll is then either 1-6 if low, 7-12 if high, with 12 meaning reroll both dice.

In AA, I kept the arrows a bit neater on the map. In A Distant Plain, I got less concerned with that and more particular about relative likelihoods like the one you mention. I have gone a touch further in that direction in Fire in the Lake. So there is a designer's learning process too!

Regards, Volko


Not sure if it will bother me. I just received my copy and set up for a 1 player game and noticed this. I could always create a randomizer that creates a permutation and pick the first there that matches. I just wanted to make sure that there was no obvious reason for it to be this way (Neiva a strategic point) but it seems to be more of a location thing.
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Ed Bradley
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If the number of possible destination areas is less than or equal to 6 we usually just dice for it. That's often the case with cities.

Interesting observation though. I wonder if there is any advantage to be had from this nugget of information...
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Ed Bradley
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It's also nice to know the reason for the ADP randomiser being so much harder to follow!
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Don't Blink
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You could give this mobile-friendly randomizer a try. http://felipe1982.com/aa
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Jordan Hall
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felipe1982 wrote:
You could give this mobile-friendly randomizer a try. http://felipe1982.com/aa


This is very useful, thanks for putting it up. I had to laugh, though, that the first space it offered me was Nieva!

I've definitely noticed a few other biases as well, like the pop 0 regions. It makes, I suppose, that the AI players other than Cartel would generally want to stay away from them.
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