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What should be done with games where both players successfully gain control at the end of turn 2 or 131? Should we artificially prolong the game?
There is a downside, of course. But early control isn't always that common for both players, and a delay of 2-4 days, in my opinion, won't be too high a price to pay for reducing the number of unbalanced games. During these 2-4 days, in these rare games, you can play without control and prepare for its use.
What should be done in situations where one player has a lot of objects in their "mooshna" (presumably meaning a large number of resources or advantages), while the other player's only chance to fight back is to gain control slightly earlier?
There will be some chance to gain control earlier; the size of the chance is regulated by the duration of the ban (ideally, it should be implemented based on the principle of the "Out of Harm's Way" spell, so that it can be agreed upon with the opponent). There is likely no chance of gaining control a week earlier and winning easily.
In general, I'm saying that in your proposals, you should at least try to imagine what consequences a particular proposal to change the balance will have from different perspectives.
Well, in general, I always try to do that. That's why, for example, I didn't propose a fixed number of rebuilds, although that's the first thing that comes to mind.
Награда: Лучшему игроку сезона Осень 2009 за замок Конфлюкс