Didn't want to just gloss over this, lol. I understand the sentiment but if you're gonna play the game this way you're playing it anti-town, regardless of the number of other alignments in the game.
I see where you're coming from, but I think mafia is slightly beneficial to town.
Mafia win if they outnumber town and no non-mafia threats to town exist. From this I can gather:
- Mafia threats to town exist
- Non-mafia threats to town exist
- Therefore, being mafia is not threat-to-town indicative any more than being origin-aligned, self-aligned, etc.
- Mafia is incentivized to eliminate other threats to town and reduce (but not eliminate) town
I think I'd treat them as a more aggressive and better coordinated self-aligned player. Potentially dangerous to town, but not really more so than any other non-town alignment. I'm not opposed to arresting mafia, but I think focusing too heavily on them will harm our chances against other town threats that may exist.
I'd really like to know how transformations change this picture though. I suspect a fair number of people start as mafia, town, or origin-aligned and have the potential to transform into more esoteric alignments more so than the other way around. If that's true, mafia should be incentivized to protect town, so long as they don't know how many members are left, because a townie transformation could force their loss.
Rubik should give us more info in the paper, though.