Ah, yes, I see now. The 'a' for instance was the 10 for the dom strength. But the important lesson here is that most of that stuff doesn't matter if a portion can be decoded and then thought about rationally. Father of Serpents was the only pretender that lined up with Nature and Death, and imprisoned was the only option that added up with a sane level of dom, while dom10 was what filled in from there. So basically I took the two bits of information that was trivial to decode (magic levels & scales) and reverse engineered the sane build from there. A few numbers granted from the sane build reinforced, but weren't really needed.
Now, in theory you could have taken this further. Turn 1, for instance, is a relatively simple turn in which most of us will either prophet our scout, our commander, or recruit a mage we intent to prophet on turn 2. Mayhaps 5% will instead recruit a mid-level mage with the intent to later recruit a top-level mage the prophet on turn 3 or beyond. As for movement strat, that is simple as well given that there is 0 intel to be had-- either someone is going ballsy and attacking blind this turn or they are researching(if they are awake) and waiting for scout intel. Another variable would be the tax rate for those using their initial stack to patrol (I.E. not prophetting the commander & not attacking blind with the stack) Research target is also pre-known. So ultimately the only bit of information you couldn't have declared in pregame is the direction your scout is heading, assuming you arn't prophetting your scout, as that is the only decision anyone can make on turn 1 that is influenced by information gained between turn 0 and turn 1.