Duke,
As always I appreciate your attention to detail and your willingness to speak out on matters you feel strongly about. I tend to agree with you, it is the predominant strategy used for those who try to win games within the first 8-12 turns, or as you stated "the fastest surest path to victory." I disagree, however, that your other most salient point of your argument: "Frankly... you have to overlap picks," in that this makes things stale.
I enjoy the showmanship of players who can identify the best strategy and either block each other from it (overlap picks) or defy them completely by employing less superior strategy and beating them through shrewdness and cunning.
Also, I must add that I do not think it is predominant to the point that it is a problem. It is a good strategy to use against me (and perhaps you) because I am always looking for the counter pick and its a tough strategy to counter when successful, as you pointed out. In other words, a 9 income on turn 1 completely shatters me when I place all my income to rush on turn 0 and now am left with a 5 deployment and no way to get a bonus in my other two spots.
- One solution is to let it be and try to grind out a spreading battle:
http://warlight.net/MultiPlayer.aspx?GameID=1408545
- This is one of my latest games where I was concerned about him getting West Africa in one but decided that I would win so long as I was first to Brazil (N.A had no wastelands so I had better spreadability and could have also blockaded Iran if I was left alone in Asia). Also, Lungren was fortunate that Africa had no wastelands. In cases where North or South Africa have one the position is even less dominant. And I know that you'll say that I only won because I also took Central in 1, but thats precisely why I tend to agree that Lungren's picks was still the predominant strategy but he still needs to be fortunate on turn 0 and play a near perfect game to win.
For sake of conversation I have a few ideas that would address Duke's concerns but I am willing to bet that he is dead set against most of, or all of them, thus the problem with trying to satisfy the preferences of ~ 120 ladder participants, no less one person.
1) Bump the luck percentage to as high as 20%. I know Duke prefers 0% luck which is why I found his argument to be rather ironic upon first read.
2) Force people to pick game-counts in increments of two: people preferring to play in two games will always have one auto-distribution and one manual distribution game going one (people choosing four would get two of each). This just addresses the mundane/predictability of always playing in games whereas one feels compelled to overlap picks to prevent against a lopsided game.
3) Do not play with random Warlords.
4) Have it announced prior to each game who will be getting the first pick selection. This would invariably change the way players make their first 3-4 selections.
5) change the base income to four per turn (or maybe just set it to 4 for turn 0). This disables any scenario where someone can get a set on turn 0 except for rare exceptions where a 3-sets can be had.