CultureClash wrote:We are taught not to attack on our first turn in part as you don't want to be first to 5 and have to cash in a rubbish set of cards.
The real reason is that power is important. When SoC staff only goes in a clinch in classic escalating set up, some of us need to cash first. Cash first might not be the biggest challenge. Every player has a individual style and individual point of view even the basics is the same. What`s important is power, timing and to read the board + experience, practice, learning by lots of failing and some luck.
We prefer not to attack in first round for two combined reasons. #1 No rush, really. #2 We want at least 5 troops on our attacking spot. 5 troops minus 2 (loss) = 3.
CultureClash wrote:How much does the troop number for cashing in go up for each set of cards deployed?
After the value of 15 troops it`s + 5 for each set. When skilled players meet, one set often reach the value of (much) more than 50 troops.
CultureClash wrote:Is there an ideal number to get on the spoils bandwagon?
(ie. where the troop number becomes worthwhile but not too far into the game that you've allready lost too much ground to those who have allready cashed in.)
I guess no. It all rely on the circumstances.
CultureClash wrote:Side question, are there maps you teach/play on where going for some region bonuses does pay off in escalateing games? (ie on huge maps like 2.1)
It depends on the circumstances. Once I ran the whole World 2.1 where I was the only player without bonus areas. I did cash a set of 50 and received 3 troops for 4-5 terits.