since you asked for some more thoughts on VT spec... here's some in depth
looking briefly though some past larges here's some precedent of same/similar vanilla:
7/17 VT:
https://forum.mafiascum.net/viewtopic.php?f=56&t=84560
7/18 VT:
https://forum.mafiascum.net/viewtopic.php?f=160&t=85653
6/17 VT, with mod note that town PRs were designed to be actively negative utility:
https://forum.mafiascum.net/viewtopic.php?f=56&t=85191
mod spec - the last VS was considered a stomp for town, and the masonary/setup veeeeery townsided if i'm reading that right. Reasonable to assume the mod for this game would aim to factor feedback from the last one and the discussion on masons there into it (when was it designed infulences this though)
i think you're treating '3 masons or your choice of any PRs' part of the setup as being a lot less powerful than it is and assuming more PRs when 3 masons/equivalent already take up a massive chunk of the overall power of a town (+ as noted below, vig exists & nightskip both are presumably town)
conclusion on possibilities
- 7 VT is reasonable by precedent/setup/reads and not impossible or even unlikely i think... but i don't exactly design setups so maybe i'm wrong on design spec
- 1 scum in the 5 remaining is also possible and incredibly likely if the vanilla cop is a real claim
- third option is that both are true. there's multiple slots that didn't claim vanilla or not vanilla. if there's a scum goon within those slots then we can also be in a world where the town VTs claimed, but any scum who were considering claiming VT saw that you were already looking at the VTs and chose not to (this obviously also works with more than 1 scum goon and 1 claimed goon within it + probably other cases)
- fakeclaiming of VT is possible and adjusts everything here/raises other possibilities
i'm happy to assume
- Vig is town
- Scum had day shot so town have nightskip to balance out the killpower increase from a dayvig (effectively cancel out to scum making their kill during the day instead of night if both used? discounting impact of vig)
- masons and/or equivalent powers exist
- locktown reads are almost definitely town because words have definitions that give you their meaning and the definition of locktown is a townread that's so strong it's bordering on 100%, so presumably someone who's locktown is presumably close to 100% town
Also to note
- my/town in general's reads are mechanically objectively worse than Nancy's because Nancy isn't going to push a mason whereas i/town in general might
- Nancy shares most/all of my locktown reads
This is follow the
cop
stump now imo. the masons hiding is an easy win condition. actively pushing anyone feels like a bad idea at this point. going into strong townreads being far more useful IF Nancy is pushing them but not if Nancy isn't pushing them
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unrelated, but ignoring the vanilla things is imo, 100% pro town for reasons i'll explain if you want me to but not unless asked specifically