Start Now + Anonymous -- Most Competitive Start

So I have a whole thread about how the game could be changed by the devs to make the game more competitive. THIS thread is to share what I consider to be the most competitive start that we as players can achieve given the tools already available to us.
1. Create a 10 player Anonymous mode game.
2. (optional) Use public chat to establish rules like: like "No inviting friends," "No private chat before all players have joined," "Never attempt to share or guess player identities until the game is over," -- "If anyone sees another player attempt to break or circumvent these rules, report it on the public chat."
3. When the game reaches 8-9 players (or however many you wish to play with), the host hits the "Start Now" button.
When Start Now is pushed, it randomizes everyone's starting outpost configuration, and position on the map in relation to each other. If you use the rule about "No private chat," this is now the point at which players may privately chat. Also after this point, the game counts quitting as a resignation (and a last place finish). Amazingly, the game automatically grants extra time to account for the disorientation of having been randomized, which is key to making this work. Unfortunately however, the colors are not randomized (if it wern't, we wouldnt even really need a no private chat rule because you wouldnt know who you were chatting with).
The end result is this: Players dont know who each other are (unless they break the rules). They can't quit and rejoin to seek optimal starting outpost configs. Everyone has equal amount of time to negotiate diplomacy.
^This is as close as it gets to a truly competitive and fair start. If anyone has ideas on how to improve it, please share!
1. Create a 10 player Anonymous mode game.
2. (optional) Use public chat to establish rules like: like "No inviting friends," "No private chat before all players have joined," "Never attempt to share or guess player identities until the game is over," -- "If anyone sees another player attempt to break or circumvent these rules, report it on the public chat."
3. When the game reaches 8-9 players (or however many you wish to play with), the host hits the "Start Now" button.
When Start Now is pushed, it randomizes everyone's starting outpost configuration, and position on the map in relation to each other. If you use the rule about "No private chat," this is now the point at which players may privately chat. Also after this point, the game counts quitting as a resignation (and a last place finish). Amazingly, the game automatically grants extra time to account for the disorientation of having been randomized, which is key to making this work. Unfortunately however, the colors are not randomized (if it wern't, we wouldnt even really need a no private chat rule because you wouldnt know who you were chatting with).
The end result is this: Players dont know who each other are (unless they break the rules). They can't quit and rejoin to seek optimal starting outpost configs. Everyone has equal amount of time to negotiate diplomacy.
^This is as close as it gets to a truly competitive and fair start. If anyone has ideas on how to improve it, please share!