1. Brazil 1
2. Italy 1
3. Lithuania 1
4. Croatia 1
5. Israel 1
6. Netherlands & Flanders 1
7. Netherlands & Flanders 2
8. Netherlands & Flanders 3
9. West US 1
10. East US 1
11. Central US 1
12. Great Britain & Ireland 1
13. Great Britain & Ireland 2
14. Australia & New Zealand 1
15. Germany 1
16. Central US 2
17. Poland 1
18. Norway 1
19. Austria & Switzerland 1
20. Brazil 2
21. Brazil 3
22. Great Britain & Ireland 3
23. Czech and Slovak
24. France 1
25. France 2
26. Poland 2
27. Poland 3
28. Croatia 2
29. Serbia 1
30. Central US 3
31. Canada 1
32. Poland 4
Is that it guys, i think i will give until sunday for more teams registrations, otherwise we can do the seedings and sort out the games with this very good 32 number of teams.
2nd Nations Cup - REGISTRATIONS: 2013-07-05 15:15:27
I hope you make it so that two teams of the same country can only meet eachother in the Finals
If there are 3 or 4 teams make the first meeting possible in the semi-finals. It is not nice for countries to fight eachother quite soon. I think that if a country has multiple good teams then they should all have a change to reach the finals, and not have to eliminate eachother in the quarterfinals or so.
2nd Nations Cup - REGISTRATIONS: 2013-07-05 16:07:55
I personally think that the 3 neutral armies on every territory was part of the fun though, since that forced you to really work as a team to take bonusses. Quite often, you'd have to plan your takeovers with your teammates where you could get a territory by having someone else pick off a single army first and vice versa. The way a team handled the expansion phase was what often set apart the good teams from the bad. In my opinion, the 3 neutral armies is an essential part of the template and should be used more often in 0% luck, straight round team games.
2nd Nations Cup - REGISTRATIONS: 2013-07-06 15:36:18
i dont know the exact template, but usually: big teams(5 is that more or less) means a bigger map and thus a lot of expansion after the first run on bonuses, i m currently experimenting with higher army-values for neutrals while players starting out with more armies on starting spots.
2nd Nations Cup - REGISTRATIONS: 2013-07-06 21:49:18
Count me with Kingu (sorry JSA, Brisk): what's the point of having team games if you don't promote teamwork? Sure, you can be a team when the fighting starts (and there it will also make a big difference), but the three-armies-per-neutral gives a small edge to a group of players working as a team even when it doesn't seem immediately necessary yet.
When fighting an actual enemy, you never know exactly how many armies a territory is going to have, so 0%-luck-straight-round doesn't make as big a difference as you'd expect. It's precisely against neutrals where you can juggle (the timing of) your attacks in such a way as to take more territories and bonuses quicker. (Yes, it is a form of micro-management and some people hate that. Then again, doesn't the same apply to strategic templates, where getting your first bonus one turn too late pretty much means you've lost the game...?)
2nd Nations Cup - REGISTRATIONS: 2013-07-06 22:31:53
European Borders, Eastern Asia, Europe AD 1600, Rise of Rome (No superbonuses on any) seem to be the best options for 5v5 to me. Please no straight round 0%, that makes it too easy for someone to puppet the rest of the team if they have the time.