I think balance can be obtained through a combination of first-infection advantage reduced by neighboring similar infections and multiple infections in that territory.
Instinctively, I'd want to give a rapid mortality rate for multiple-infection squares, but equally fast(-er) recovery. Theoretically, an early game disadvantage becomes a late game advantage. (e.g. Build that port city!)
Re: You Sooo gave me an idea
Date: August 14th, 2009 08:38 pm (UTC)From:Re: You Sooo gave me an idea
Instinctively, I'd want to give a rapid mortality rate for multiple-infection squares, but equally fast(-er) recovery. Theoretically, an early game disadvantage becomes a late game advantage. (e.g. Build that port city!)