I definitely prefer going second. There’s quite a few advantages - elementals, dark stalker, etc. But that’s just my typical builds. Players with lots of very-first-turn collectors are better off starting first.
IMHO when thinking about this you need to try to make the advantage on even turns match that on odd turns. In other words, each turn should have an equal advantage (or as close as you can get) over the previous turn, regardless of whether it’s an odd or even turn.
So when you say getting extra prairie and +2 faeria - that’s only for even/second-player turns. The next turn the first player gets an extra card, prairie (-1 + 2 prairies = +1, ignoring other powerwheel options for now), and +1 faeria (-2 +3 = +1). So the mean difference is 1 faeria (player 2) vs 1 card (player 1).
Obviously there are other gameplay factors to consider, e.g. exponential growth issues (who gets the faeria 1st? usually the 1st player).
With yellow rush, it does feel slightly easier to defend going 2nd, I’ll agree. But again, that’s probably partly my decks. (and a first-turn 2-prairie neutral harvester opening puts you in front). And different matchups will have different first-vs-second biases. Early-game builds (e.g. rushes) will have more variability in these biases.
[quote=“Uraxor, post:1, topic:7176”]
In previous game I played / VIP’d / worked for, Duel of Champions, this was pretty much the solution developers after two years of gathering data settled for
[/quote]I don’t think you can derive balance info like this from other games though. It’s apples and oranges. It’s like trying to balance chess pawn movement using checkers data. (I’m not saying experience doesn’t count, just that observations from one game don’t translate to the other directly).
It’d be interesting if they’ve been collecting stats and can tell us. I would be very surprised if it were more than 2% from the middle.
You’ll never get it 100% perfect though.
[quote=“Uraxor, post:1, topic:7176”]
Simply granting extra land or 2 faeria would be enough. Possibly allow player to choose.
[/quote]I’d be surprised if that were true. That seems way too big of a nerf.
If second really is better, my solution would be to make explore cost 1F or 2F (still get 2F back when played), and the cost goes down by 1 every turn in your hand or deck. So in 1 or 2 turns it’s the same explore we have now. That’s slightly complex, but any balance idea needs to be worth less than 1F IMHO.