So what was the consensus on still having a chance for another auction if plot goes unsold? I still think the game plays better with it left in the game.
I guess the original developers did that to save time. If nobody wants to buy a plot of land it may be tiresome to wait to end 3 land auctions. But you could argue that the current plot was not interesting but the next might be (e.g. 4 crystite yield).
I'm not sure why people keep assuming the developers ended land auctions to save time. I like watching a player hoard money to buy land, and then no land is able to be bought. They usually get stuck in first... it's a gamble. To guarantee land makes for too much routine. Routine is becoming too prevalent in Planet MULE games, but that's a different thread.
That's corrected now. The maximum is 3 land auctions.
[I posted this in another thread, but I meant to post it here.]
Kroah's M.U.L.E. Decompilation document states (at least for the Atari version):
"The number of colony land auctions is limited by the number of lands still available and equal to the normal distribution of 1 with an amplitude of 2 for the Tournament level."
This gives the following probabilities:
Plots for sale
0 31.126%
1 37.748%
2 24.303%
3 6.248%
4 0.562%
5 0.013%"
As we see, 5 plots could be up for auction in a round. One of my emulated C64 M.U.L.E. games had a 4 plot plot land auction, so I can confirm the possibility of greater than 3 plot sales.