Cult Balance Thread

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Post Post #14 (isolation #0) » Fri Jun 20, 2014 6:09 pm

Post by FakeGod »

In post 12, Psyche wrote:well at least i was right about it being a viable modification
Hey, Psyche. Here's a fun question.

Can you prove that given that all players are faithfully playing to their current win con and that all lynches/recruits are random, a basic cult game, which is defined as day-start game with N players (1 Cult Leader, N-1 VTs, N is a positive integer greater than 2), will never have higher than 33.33% for the expected win rate for town?
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Post Post #16 (isolation #1) » Fri Jun 20, 2014 6:47 pm

Post by FakeGod »

awww what

fine
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Post Post #18 (isolation #2) » Sat Jun 21, 2014 3:24 am

Post by FakeGod »

Oops, you're right. I fucked up the maths
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