ZFR: JoeSapphire 6 - flubb (129), Ixam (156), bler (165), agent (178), ZFR (204), P1na (223)
Let's look at #6 there, P1na.
I'm having hard time seeing a [scum!P1na do stuff]...
So, my view is you always risk missing the larger picture - I think esp. in this game with no maj requirement - if you don't look at the spread and just focus on the main wagon.
agent 2 - cristi (65),
town (233)
ZFR 2 - SirP (122), muddy (160)
town 6 - flubb (129), Ixam (156), bler (165), agent (178), ZFR (204), P1na (223)
P1na 2 - HSL (24),
town (149)
If you are town!ZFR assuming town!P1na...what's left there? That second vote on agent comes in the final few hours, but he was at 1 vote for nearly all of phase 2, and most of D1.
Town!You in this proposition basically has a situation where either mafia were never seriously in danger (at which point theorycraft starts to become even mushier), or you have to go farther back to earlier vote tallies and make a case, and even then it's probably...thin. SPF was theoretically in the mix at some point(?) but albeit I was distracted I don't recall much feeling there. Etc.
Now, if maf!ZFR, then the wagons become infinitely more compelling. Any lower than that...eh. Analysis is possible but still probably thin.
I'm curious if HSL is doing his spreadsheet vote tracker.
P1na: Good morning everyone!! I made it!!!!
cristigale: Woot! Congrats!
I'm not enitrely sure why, but I really like this post. It feels natural and unforced, that's hard for most scum to fake.
Nailed the opener D1 too, fwiw.
ZFR: In this modified version however a no-lynch is not happening. So mafia have their lynch guaranteed - all they have to do is ensure that lynch is not one of them. But they got an even better possibility: lynch
two townies instead of one.
Therfore in this setup, there is no reason for mafia to be latecomers to a wagon. In fact, as long as no mafia member is in danger, they want the town wagons to be low: gives less info to town after the flip and makes a bigger chance of of double-lynch. It's not to their advantage to get one town wagon to stand out from other town wagons.
Going with NAI, but I really don't think this logic/strategy follows your premise.
If maf aren't in immediate danger, low wagons maaaaybe do what you say, though I doubt it, since the ultimate outcome would depend on final marginal votes, not the setup. So maf would be better hanging off to make it happen, if they felt like they could do it, or splitting up with some on and some off (as is typical in a standard voting structure as well).
Worse, depending on the gamestate that strategy also significantly increases the odds of an unpredicted swing onto self or buddy that might force an unnatural slip/response.
Beyond that, it's really most likely going to come down to which players are maf, not some overarching strategy that you can normalize, since Lift strongly implied in the OP there's no daychat.
And again, being off the main wagon(s) is still info. I'll grant it's info most players tend to ignore. But it's info. Sometimes very valuable info.
As a general observation I think you're also waaay overvaluing and overthinking this double-wagon thing in general, esp in terms of D1.