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DC376 WB11 Rd 2 - Fall 1908 Results - Corrino   (May 19, 2011, 7:26 pm)
Flippety, floppety, my best dot,
First it's green and then it's not.
I took it back, "Hurray!" but when
I turn around it's green again. 





Greetings Gentlemen,



Hope you liked my little bit of doggerel.  That's about as close to poetry as you're likely to get from me.  The point, in case you were wondering, is that we saw six dots flip color this year.  Every one of the six changed either FROM green or TO green.  What was the final tally for our busy Italian?  Four up versus only two down.  That makes two on the plus side, which is good enough for him to reclaim the top spot from the Sultan, who seemed content to play for position this year.

RETREATS:
Russian A Munich can retreat to Tyrolia or off the board.
Italian F Ionian Sea can retreat to Tunis or Tyrrhenian Sea or Naples or Apulia or Albania or off the board.

ADJUSTMENTS:
See details of ownership and SC totals below, after the orders.
Building:  Italy
Removing:  France, Russia

NEXT DEADLINE:  Autumn retreats and Winter adjustments are due TOGETHER tomorrow, Friday, May 20, at
18:00 Eastern time.

Cheers,
Chris


Orders as resolved.
=======================================
England:
F Kiel Supports A Holland
F London - Yorkshire (*Fails*)
F Norwegian Sea - Edinburgh
F Wales Supports F Liverpool

France:
A Burgundy Supports A Silesia - Munich
F Gascony - Spain(nc)
F North Atlantic Ocean - Norwegian Sea
A Yorkshire - London (*Fails*)

Germany:
A Berlin Supports A Munich
A Holland Supports F Kiel (*Cut*)

Italy:
F Adriatic Sea Supports A Trieste
A Belgium - Holland (*Fails*)
F Ionian Sea Hold (*Dislodged*)
F Mid-Atlantic Ocean - Portugal
F Picardy - Brest
A Ruhr Supports A Silesia - Munich
A Silesia - Munich
A Trieste Hold
A Vienna - Bohemia (*Fails*)

Russia:
A Bohemia Supports A Munich (*Cut*)
F Liverpool Hold
A Munich Supports F Kiel (*Dislodged*)
A St Petersburg - Moscow (*Fails*)

Turkey:
F
Aegean Sea - Ionian Sea
A Albania - Serbia
F Constantinople - Aegean Sea
F Eastern Mediterranean Supports F Aegean Sea - Ionian Sea
A Galicia - Warsaw
F Greece Supports F Aegean Sea - Ionian Sea
A Moscow Supports A Warsaw - Livonia (*Cut*)
A Rumania - Ukraine
A Serbia - Rumania
A Warsaw - Livonia
===============================================

Ownership:

England (5):   Denmark, Edinburgh, Kiel, London, Sweden.
France (3):    Marseilles, Paris, Spain.
Germany (2):   Belgium, Berlin.
Italy (11):     Belgium, Brest, Budapest, Munich, Naples, Portugal, Rome, Trieste, Tunis, Venice, Vienna.
Russia (3):    Liverpool, Norway, St Petersburg.
Turkey (10):    Ankara, Bulgaria, Constantinople, Greece, Moscow, Rumania, Serbia, Sevastopol, Smyrna, Warsaw.

Adjustments:

Austria:   Supp  0
Unit  0 Build  0   ... eliminated 1903
England:   Supp  5 Unit  4 Build  0   ... no home SC available
France:    Supp  3 Unit  4 Remove  1
Germany:   Supp  2 Unit  2 Build  0
Italy:     Supp 11 Unit  9 Build  2
Russia:    Supp  3 Unit  4 Remove  1
Turkey:    Supp 10 Unit 10 Build  0

[Reply]

DC376 WB11 Rd 2 - Fall 1908 Results (Winter Blitz) ndeily May 19, 07:55 pm
A Mun retreats to Tyrolia.













From: C Morse <camorse22(at)yahoo.com>
To: Anthony Stevens <AandTStevens(at)GMail.com>; Bruce Ray <raybrucea(at)aol.com>; Joe Hackett <jhack16(at)gmail.com>; Marc Peters <madpeters(at)earthlink.net>; Mike Walters <michael.alan.walters(at)gmail.com>; Nathan Deily <ndeily(at)yahoo.com>; Nigel Phillips <nephilli99(at)hotmail.com>
Cc: blitzforum <blitz(at)diplomaticcorp.com>
Sent: Thursday, May 19, 2011 5:26 PM
Subject: DC376 WB11 Rd 2 - Fall 1908 Results










Flippety, floppety, my best dot,
First it's green and then it's not.
I took it back, "Hurray!" but when
I turn around it's green again. 






Greetings Gentlemen,

Hope you liked my little bit of doggerel.  That's about as close to poetry as you're likely to get from me.  The point, in case you were wondering, is that we saw six dots flip color this year.  Every one of the six changed either FROM green or TO green.  What was the final tally for our busy Italian?  Four up versus only two down.  That makes two on the plus side, which is good enough for him to reclaim the top spot from the Sultan, who seemed content to play for position this year.

RETREATS:
Russian A Munich can retreat to Tyrolia or off the board.
Italian F Ionian Sea can retreat to Tunis or Tyrrhenian Sea or Naples or Apulia or Albania or off the board.

ADJUSTMENTS:
See details of ownership and SC totals below, after the orders.
Building: 
Italy
Removing:  France, Russia

NEXT DEADLINE:  Autumn retreats and Winter adjustments are due TOGETHER tomorrow, Friday, May 20, at 18:00 Eastern time.

Cheers,
Chris


Orders as resolved.
=======================================
England:
F Kiel Supports A Holland
F London - Yorkshire (*Fails*)
F Norwegian Sea - Edinburgh
F Wales Supports F Liverpool

France:
A Burgundy Supports A Silesia - Munich
F Gascony - Spain(nc)
F North Atlantic Ocean - Norwegian Sea
A Yorkshire - London (*Fails*)

Germany:
A Berlin Supports A Munich
A Holland Supports F Kiel (*Cut*)

Italy:
F Adriatic Sea Supports A Trieste
A Belgium - Holland (*Fails*)
F Ionian Sea Hold (*Dislodged*)
F Mid-Atlantic Ocean - Portugal
F Picardy - Brest
A Ruhr Supports A Silesia - Munich
A Silesia - Munich
A Trieste Hold
A Vienna - Bohemia (*Fails*)

Russia:
A Bohemia
Supports A Munich (*Cut*)
F Liverpool Hold
A Munich Supports F Kiel (*Dislodged*)
A St Petersburg - Moscow (*Fails*)

Turkey:
F Aegean Sea - Ionian Sea
A Albania - Serbia
F Constantinople - Aegean Sea
F Eastern Mediterranean Supports F Aegean Sea - Ionian Sea
A Galicia - Warsaw
F Greece Supports F Aegean Sea - Ionian Sea
A Moscow Supports A Warsaw - Livonia (*Cut*)
A Rumania - Ukraine
A Serbia - Rumania
A Warsaw - Livonia
===============================================

Ownership:

England (5):   Denmark, Edinburgh, Kiel, London, Sweden.
France (3):    Marseilles, Paris, Spain.
Germany (2):   Belgium, Berlin.
Italy (11):     Belgium, Brest, Budapest, Munich, Naples, Portugal, Rome, Trieste, Tunis, Venice, Vienna.
Russia (3):    Liverpool, Norway, St Petersburg.
Turkey (10):    Ankara, Bulgaria,
Constantinople, Greece, Moscow, Rumania, Serbia, Sevastopol, Smyrna, Warsaw.

Adjustments:

Austria:   Supp  0 Unit  0 Build  0   ... eliminated 1903
England:   Supp  5 Unit  4 Build  0   ... no home SC available
France:    Supp  3 Unit  4 Remove  1
Germany:   Supp  2 Unit  2 Build  0
Italy:     Supp 11 Unit  9 Build  2
Russia:    Supp  3 Unit  4 Remove  1
Turkey:    Supp 10 Unit 10 Build  0
dc380 fall 1908 results - coryfucius   (May 19, 2011, 7:05 pm)
First things first, the DIAS fails, and the game continues.  Please remember that not casting a vote has the same effect as voting "no"on an endgame proposal...


 


Italy holds on to Spain to gain control of another center.  Austria holds off the English attack on Munich, while England successfully defends MAO.  The only unit that actually goes anywhere is the Italian army moving from Rome to Tuscany.


 


There are no retreats, so we go directly to winter 1908, for which the following adjustments are due:


  Austria:  build 1  (rebuild of unit destroyed in spring 190Cool


  England:  remove 1


  Italy:  build 1


 


The winter 1908 orders are due tomorrow, Friday 5/20 at 3pm Central (US) / 21:00 GMT.  Thanks!


 


Cory


 


-----


 


Fall 1908 results:


 


Austria:
A Bohemia Supports A Munich
A Galicia - Silesia (*Bounce*)
A Munich Supports A Silesia - Berlin (*Cut*)
A Silesia - Berlin (*Fails*)
A Tyrolia Supports A Munich
A Warsaw Supports A Galicia - Silesia (*Cut*)


 


England:
F Baltic Sea Supports A Berlin
A Belgium - Burgundy (*Bounce*)
A Berlin Supports A Burgundy - Munich (*Cut*)
A Burgundy - Munich (*Fails*)
F English Channel Supports F Mid-Atlantic Ocean
F Gascony Supports F Mid-Atlantic Ocean
A Kiel Supports A Burgundy - Munich
A Livonia - Warsaw (*Fails*)
F Mid-Atlantic Ocean Supports F Portugal - Spain(sc) (*Cut*)
F North Sea Hold
A Picardy Supports A Belgium - Burgundy (*Fails*)
F Portugal - Spain(sc) (*Fails*)
A Prussia - Silesia (*Bounce*)
A Ruhr Supports A Burgundy - Munich
A St Petersburg - Moscow (*Fails*)


 


Italy:
A Marseilles - Burgundy (*Bounce*)
F North Africa Supports F Western Mediterranean - Mid-Atlantic Ocean
A Piedmont - Marseilles (*Fails*)
A Rome - Tuscany
F Spain(sc) Supports F Western Mediterranean - Mid-Atlantic Ocean (*Cut*)


 


Turkey:
F Eastern Mediterranean - Ionian Sea (*Fails*)
F Ionian Sea - Tyrrhenian Sea (*Fails*)
A Moscow Supports A Warsaw (*Cut*)
A Sevastopol Supports A Moscow
F Tyrrhenian Sea - Western Mediterranean (*Fails*)
A Ukraine Supports A Warsaw
F Western Mediterranean - Mid-Atlantic Ocean (*Fails*)

[Reply]

dc378 fall 08 - catsfather   (May 19, 2011, 5:28 pm)
Retreats due from England, Germany, Russia, and Turkey. Then
builds/retreats due for ... eh ... well ... eh ... subject to
retreats...
Austria builds one.

England removes one.

France builds two

Germany builds two

Russia removes one ... goodbye Russia.
Retreats and builds due Friday, 20 May at 9pm GMT.


Movement results for Fall of 1908. (dc37Cool

Austria: A Budapest - Rumania.
Austria: A Serbia Supports A Budapest - Rumania.
Austria: A Trieste Supports A Serbia.

England: A Finland Supports A Moscow - St Petersburg (*Void*).
England: F Helgoland Bight Supports F North Sea - Denmark.
England: F Liverpool Hold (*Dislodged*).
England: F London - English Channel (*Dislodged*).
England: F North Sea - Denmark.
England: F Norway - North Sea (*Bounce*).
England: F Sweden Supports F North Sea - Denmark.

France: A Albania - Greece (*Fails*).
France: F Belgium - North Sea (*Bounce*).
France: A Burgundy - Belgium (*Fails*).
France: F English Channel Supports A Wales - London.
France: F Ionian Sea Supports A Albania - Greece (*Cut*).
France: F Irish Sea - Liverpool.
France: F North Atlantic Ocean Supports F Irish Sea - Liverpool.
France: F Tyrrhenian Sea Supports F Ionian Sea.
France: A Venice Hold.
France: A Wales - London.

Germany: F Baltic Sea Supports A Denmark.
Germany: A Denmark Hold (*Dislodged*).
Germany: A Galicia Supports A Budapest - Rumania.
Germany: A Holland Hold.
Germany: A Moscow Supports A Silesia - Warsaw.
Germany: A Silesia - Warsaw.

Russia: A Warsaw - Moscow (*Dislodged*).

Turkey: F Bulgaria(sc) Supports F Greece.
Turkey: A Constantinople Hold.
Turkey: F Eastern Mediterranean - Ionian Sea (*Fails*).
Turkey: F Greece Supports F Eastern Mediterranean - Ionian Sea (*Cut*).
Turkey: A Rumania Supports F Bulgaria(sc) (*Dislodged*).
Turkey: F Sevastopol Supports A Rumania.

The following units were dislodged:

German A Denmark can retreat to Kiel.
English F Liverpool can retreat to Clyde or Wales.
English F London can retreat to Yorkshire.
Turkish A Rumania can retreat to Ukraine.
Russian A Warsaw can retreat to Ukraine or Livonia or Prussia.

Unit locations:

Austria: A Rumania, A Serbia, A Trieste.
England: F Denmark, A Finland, F Helgoland Bight, F Norway, F Sweden.
France: A Albania, F Belgium, A Burgundy, F English Channel, F Ionian Sea, F
Liverpool, A London, F North Atlantic Ocean, F Tyrrhenian Sea, A
Venice.
Germany: F Baltic Sea, A Galicia, A Holland, A Moscow, A Warsaw.
Turkey: F Bulgaria(sc), A Constantinople, F Eastern Mediterranean, F Greece,
F Sevastopol.

Ownership of supply centers:

Austria: Budapest, Serbia, Trieste.
England: Denmark, Edinburgh, Liverpool, London, Norway, St Petersburg, Sweden.
France: Belgium, Brest, Greece, Marseilles, Naples, Paris, Portugal, Rome,
Spain, Tunis, Venice.
Germany: Berlin, Holland, Kiel, Moscow, Munich, Vienna.
Russia: Warsaw.
Turkey: Ankara, Bulgaria, Constantinople, Rumania, Sevastopol, Smyrna.

Austria: 3 Supply centers, 3 Units: Builds 0 units.
England: 7 Supply centers, 5 Units: Builds 0 units.
France: 11 Supply centers, 10 Units: Builds 1 unit.
Germany: 6 Supply centers, 5 Units: Builds 0 units.
Italy: 0 Supply centers, 0 Units: Builds 0 units.
Russia: 1 Supply center, 0 Units: Builds 0 units.
Turkey: 6 Supply centers, 5 Units: Builds 0 units.

The next phase of dc378 will be Retreats for Fall of 1908.

[Reply]

DC386: Winter 1763 adjudication - smileyrob   (May 19, 2011, 5:24 pm)

[Reply]

dc371: Wi06 Results! - dknemeyer   (May 19, 2011, 3:27 pm)
Gents,




Prelims due in just over 24 hours; fall orders next Tuesday!




Dirk




***

PLAYERS
 Carthage - alhabashi / Jim Tapp / namaanbathing(at)yahoo.com 
 Egypt - ConradW / Charles Welsh / welsh_stroud(at)msn.com
 Greece - fencertim / Tim Crosby / tim_crosby(at)hotmail.com
 Persia - pedros / Pete Dale / pete(at)atlantichouse.org.uk

 Rome - DrSwordopolis / Nick Powell / nick.s.powell(at)gmail.com

***
HEADLINES



 Egyptian war galleys set sail from Alexandria

 Grecian generals wagering Rome trustworthy




***




Greece: 

Disband A Dachia




Egypt: 

Build F Alexandria











***



Ownership of supply centers

Carthage: Carthage, Cirta, Leptis, Numidia, Thapsus

Egypt: Alexandria, Crete, Cyprus, Cyrene, Jerusalem, Memphis, Petra, Sidon, Thebes, Tyre

Greece: Byzantium, Macedonia, Miletus, Sinope, Sparta

Persia: Antioch, Chersonesus, Damascus

Rome: Athens, Baleares, Dalmatia, Massilia, Neapolis, Ravenna, Roma, Saguntum, Sardinia, Sicilia, Vindonona


Carthage:    5 Supply centers,  5 Units:  Remove   0.
Egypt:     11 Supply centers,  11 Units:  Build   0.
Greece:    8 Supply centers,  8 Units:  Remove   0.
Persia:      1 Supply centers,  1 Units:  Remove   0.
Rome:     10 Supply centers,  10 Units:  Build   0.




***
Upcoming Deadlines (all orders are due at 5 PM EST, GMT -5)



 Spring 07 Prelims, Friday May 20





 Spring 07 Orders, Tuesday May 24





 Summer 07 Retreats, Thursday May 26


 Fall 07 Prelims, Friday May 27





 Fall 07 Orders, Tuesday May 31






 Winter 07 Retreats and Adjustments, Thursday June 2

***

[Reply]

dc374 Form Copyright & End Game - hapolley   (May 19, 2011, 3:16 pm)
Press:


Russia, Turkey, France and England served me large slices of humble pie in this game.  I will take these lessons to heart in any future game.  I neglected to put a copy right notice on my 'Diplomacy Introduction Form', find same Attached.  Feel free to use it so long as copyright is affixed.

[Reply]

DC379 - Fall 1908 - Results - TrustMe   (May 19, 2011, 2:19 pm)
379 Board:

Austria - alhabashi - jim tapp - naamanbathing(at)yahoo.com
England - Stark - Mathew Power - mathew.t.power(at)gmail.com
France - tfletch33 - Thomas Fletcher - tfletch33(at)yahoo.com
Germany - MagDox - Gareth Griffiths - gnr.griffiths(at)gmail.com
Italy - ilovethechiefs - Philip King - ilovethechiefs(at)gmail.com
Russia - metalwarlord - Stuart Winch - stuartandmaria(at)googlemail.com
Turkey - DancingQueen - Dancing Queen - dance.scholar(at)gmail.com

GM Notes:

No retreats. On a side note, if you only send one set of orders I will use those, regardless of the Season or Year on them.

Also, coming up, June 13 - 17, I will be at Scout Camp with no access to my computer. Assuming the game is still going, I will need to find an alternate GM. The next week I will be travelling for work, so adjudications may be delayed a bit.

Map:

http://www.diplomaticcorp.com/hgames/dc379083.gif

Deadline:

Winter '08 is due Friday May 20th 3 PM EDST (GMT -4) 1900 GMT

Orders and Results:

Austria:
A Budapest - Galicia
A Moscow - Livonia
A Rumania - Ukraine
A Serbia - Trieste
A Sevastopol - Moscow (*Bounce*)
F Trieste - Adriatic Sea
A Tyrolia Supports A Tuscany - Piedmont (*Void*)
A Venice Supports A Tyrolia

England:
A Clyde - Liverpool
F Norwegian Sea - North Atlantic Ocean (*Fails*)
A St Petersburg - Moscow (*Bounce*)
F Wales - Irish Sea (*Fails*)

France:
A Burgundy - Gascony
F English Channel - Mid-Atlantic Ocean (*Bounce*)
F Liverpool Supports F North Atlantic Ocean - Clyde (*Disbanded*)
A Paris Supports A Picardy
A Picardy Supports A Burgundy - Belgium (*Void*)
A Piedmont Hold

Germany:
A Belgium Supports A Munich - Burgundy
F Denmark - North Sea (*Fails*)
A Holland Supports A Belgium
A Munich - Burgundy
F North Sea - English Channel (*Fails*)
A Ruhr Supports A Munich - Burgundy
A Yorkshire Supports A Clyde - Liverpool

Turkey:
A Armenia Hold
A Bulgaria Supports A Greece
A Greece Supports A Bulgaria
F Ionian Sea - Aegean Sea
F Irish Sea - Mid-Atlantic Ocean (*Bounce*)
F North Atlantic Ocean - Liverpool (*Fails*)
A Tuscany - Rome
F Tyrrhenian Sea - Ionian Sea
F Western Mediterranean - Tyrrhenian Sea

Supply Center and Unit Count:

Austria: Supp 9 Unit 8 Build 1
England: Supp 5 Unit 4 Build 1
France: Supp 5 Unit 5
Germany: Supp 7 Unit 7
Italy: eliminated
Russia: eliminated
Turkey: Supp 8 Unit 9 Remove 1

[Reply]

dc354 game end - draw! - mgsmuhammad   (May 19, 2011, 1:23 pm)
"Due to his strange messages, everyone in the south believed the Samurai to be working with the other powers, while he actually stayed on his own, and became a non-factor soon after."


 


You heard it from the lion's mouth, people..


Well, let my.. "performance" be a lesson to all: don't try to roleplay in a diplomacy game.


Especially not with an honour code as strict as the Samurai.


 


Nonetheless, it was fun while it lasted, and my clearing of the Nomad menace from the south allowed greater gains for those around me.


 


To balance: I don't feel the Samurai are that over-powered. From the very start of the game, I had to consider leaving a unit back in Magrathea, as both the Hobbits and Leprechauns can reach it in two seasons.


My gamble paid off (even if it was ruined by my diplomacy), but it shows how vulnerable more cautious Samurai can be - having only two units mobile is a significant disadvantage.


 


That said, the Nomads are painfully weak in the south, there's no denying it.


I'd heartily approve of starting up with a Nomad homeland in the south between the Samurai and Ogres, for future games.


 


When all's be said and done - Thank you, Mike. Thank you, everyone.

--- On Thu, 19/5/11, Jeff Hall <hall.jeff(at)gmail.com> wrote:




From: Jeff Hall <hall.jeff(at)gmail.com>
Subject: Re: dc354 game end - draw!
To: "max victory" <maxatrest(at)yahoo.co.uk>
Cc: "Matthias Matzinger" <Spinozas(at)gmx.net>, "Balthazar Logan" <baz.dip(at)gmail.com>, alwayshunted(at)hotmail.com, pjh5000(at)hotmail.com, dc354(at)diplomaticcorp.com, michael.alan.walters(at)gmail.com, tomjnkns.il(at)gmail.com, mrh(at)panix.com, wealllovekatamari(at)yahoo.com, kelly058(at)verizon.net, markjsmith60(at)gmail.com, justin(at)darkenedpath.com, jdtsoft(at)jdtsoft.com, dan.i.sinensky(at)gmail.com, githraine(at)yahoo.com, kielmarch(at)hotmail.com, welsh_stroud(at)msn.com, mike(at)fuzzylogicllc.com, ndeily(at)yahoo.com
Date: Thursday, 19 May, 2011, 16:58



I also enjoyed the game but the after action comments are leaving me a bit concerned. I would suggest to those of you that participated in the initial "alliance" that you strongly reconsider whether that's the best thing for the game. It introduces questions of fairness and it strikes me that it's only one step better then me inviting my wife and brother to join the next game. Such metagaming is somewhat inevitable but to do it on such a broad basis right from the start is, to me at least, anathema to the game of Diplomacy. Factoring in past performance when evaluating a potential ally is one thing (hopefully the Archers have a better understanding of how I play so that we can avoid these problems next time... and despite Gary's stab, I felt like he was largely upfront with me and, had I committed to a Gnome assault like I should have he might not have stabbed me when he did). But beyond those considerations, such broad pacts (in my
opinion) have a distinct negative impact on the game. It detracts from the fun of others (it sure feels like, after reading those after game emails, that I wasn't invited to the "cool kids" table and I therefore never had a chance) and it creates situations unlikely to lead to solos (which ought to be most people's goal when they sit down at the table).
/rant off

At least I now recognize that the "fix was in" so to speak on my initial position. Gary was in an enviable position and frankly was well positioned to fight the hobbits for a potential solo.

As for board fixes

Mike and I have talked a bit about tweaking the Barbarians. I think that there initial position is untenable but not so bad that it can't be remedied. I think the Leprechauns and Mages and Undead could also use a slight look. The Fairies are the only race that strike me as being too strong (and probably were set up well in this game for success if not for the
above mentioned alliance). Wizards and Samurai also strike me as being slightly above average. The nice thing about diplomacy, however, is that those things tend to be somewhat self-balancing. Mike could rearrange it so that the Trolls started with 6 units and it wouldn't result in the Trolls having an overwhelming victory percentage because others would gang up. If the Fairies are recognized as being particularly strong then people will be predisposed to move aggressively against them earlier. However, weaker powers often work the other way. Why not put the Nomads out of their misery early? Or the Barbarians?

I view the Nomads (and the Dwarves to a lesser degree) like playing diplomacy on expert mode. You're disadvantaged from the start (although the Dwarves are at least in a defensible position) but if you can make "lemonade out of lemons" then you can be very proud of yourself. The nomads especially have some issues. I can think of four
individual tweaks that might lead to better Nomad performance (although all of these are almost certainly too "strong" they could at least get you thinking).
1) Don't allow their home SCs to be conquered in Y1. This would give them some additional flexibility in pursuing builds.
2) They start with 6 units (but only 3 SCs means that they're bound to lose some if they don't capture some neutrals.
3) The map is rearranged such that they have an adjacent "natural" that can only be taken away from them by an ALLIANCE of two players (i.e. no ONE player can force it away from them in year one)... This one might require significant board alterations.
4) The Nomads have a special power that all conquered spaces are buildable (that feels very "nomad-y"Wink.

The only issue with the Dwarves is that they've got 3 starting units and they sit on the games only real "resource" (underworld access). They also have terrible stalemate lines to defend
against (the "concurrent" spaces architecture creates very, very difficult to hold stalemate lines (in fact, only Mount Nimrod can be held from the underground). Those are more considerations for the Dwarven player then considerations for the map maker however.

I know Michael has considered bridging across the north and south. I think that should be done delicately so as not to create a completely untenable position for the Knights/Ogres and to avoid Icereach becoming some sort of hypercritical stalemate line (if Icereach and Devil's Canyon are merged) or a super easy stalemate line (if Icereach and Devil's Canyon are deemed to be touching). A better (but unfortunately more extensive) solution is to model the north/south border similar to the east/west border such that there's not an easy stalemate line.

Definitely the biggest problem with the map (and I mean problem in the sense of "strategic challenge" not a problem with the actual map)
is that where, in normal diplomacy, if you make your first conquest successfully you're generally on a good start. In this variant, when you make that first conquest you need to be immediately positioning yourself to make your second conquest. And the supply lines are long with the EBCs helping alleviate that slightly but not significantly. Someone earlier suggested more EBCs. That's one way to go (certainly other "world" variants have opted for either all EBCs or "convertable" EBCs in essence). The idea of a home SC for each race being an EBC makes a lot of sense (although that Nomad EBC would be TOAST without some additional consideration). It creates an interesting conflict dynamic in how a victim is parsed out to the allies.

Either way, the lesson I learned from this game is that you have to capitalize on your momentum more than in regular dip. Many times, I've conquered France as England and then taken 1 year to "catch my breath"...
finishing off French stragglers and/or repositioning for moving to Germany/Russia/Italy as needed. In this variant, you can't catch your breath until you've made a couple conquests and have comfortably created a corner for yourself (As the Knights did early).

I enjoyed the game and I'd love to play in a second game.

[Reply]

dc354 game end - draw! - laxrulz777   (May 19, 2011, 11:58 am)
I also enjoyed the game but the after action comments are leaving me a bit concerned. I would suggest to those of you that participated in the initial "alliance" that you strongly reconsider whether that's the best thing for the game. It introduces questions of fairness and it strikes me that it's only one step better then me inviting my wife and brother to join the next game. Such metagaming is somewhat inevitable but to do it on such a broad basis right from the start is, to me at least, anathema to the game of Diplomacy. Factoring in past performance when evaluating a potential ally is one thing (hopefully the Archers have a better understanding of how I play so that we can avoid these problems next time... and despite Gary's stab, I felt like he was largely upfront with me and, had I committed to a Gnome assault like I should have he might not have stabbed me when he did). But beyond those considerations, such broad pacts (in my opinion) have a distinct negative impact on the game. It detracts from the fun of others (it sure feels like, after reading those after game emails, that I wasn't invited to the "cool kids" table and I therefore never had a chance) and it creates situations unlikely to lead to solos (which ought to be most people's goal when they sit down at the table).

/rant off


At least I now recognize that the "fix was in" so to speak on my initial position. Gary was in an enviable position and frankly was well positioned to fight the hobbits for a potential solo.

As for board fixes


Mike and I have talked a bit about tweaking the Barbarians. I think that there initial position is untenable but not so bad that it can't be remedied. I think the Leprechauns and Mages and Undead could also use a slight look. The Fairies are the only race that strike me as being too strong (and probably were set up well in this game for success if not for the above mentioned alliance). Wizards and Samurai also strike me as being slightly above average. The nice thing about diplomacy, however, is that those things tend to be somewhat self-balancing. Mike could rearrange it so that the Trolls started with 6 units and it wouldn't result in the Trolls having an overwhelming victory percentage because others would gang up. If the Fairies are recognized as being particularly strong then people will be predisposed to move aggressively against them earlier. However, weaker powers often work the other way. Why not put the Nomads out of their misery early? Or the Barbarians?


I view the Nomads (and the Dwarves to a lesser degree) like playing diplomacy on expert mode. You're disadvantaged from the start (although the Dwarves are at least in a defensible position) but if you can make "lemonade out of lemons" then you can be very proud of yourself. The nomads especially have some issues. I can think of four individual tweaks that might lead to better Nomad performance (although all of these are almost certainly too "strong" they could at least get you thinking).

1) Don't allow their home SCs to be conquered in Y1. This would give them some additional flexibility in pursuing builds.
2) They start with 6 units (but only 3 SCs means that they're bound to lose some if they don't capture some neutrals.

3) The map is rearranged such that they have an adjacent "natural" that can only be taken away from them by an ALLIANCE of two players (i.e. no ONE player can force it away from them in year one)... This one might require significant board alterations.

4) The Nomads have a special power that all conquered spaces are buildable (that feels very "nomad-y"Wink.

The only issue with the Dwarves is that they've got 3 starting units and they sit on the games only real "resource" (underworld access). They also have terrible stalemate lines to defend against (the "concurrent" spaces architecture creates very, very difficult to hold stalemate lines (in fact, only Mount Nimrod can be held from the underground). Those are more considerations for the Dwarven player then considerations for the map maker however.


I know Michael has considered bridging across the north and south. I think that should be done delicately so as not to create a completely untenable position for the Knights/Ogres and to avoid Icereach becoming some sort of hypercritical stalemate line (if Icereach and Devil's Canyon are merged) or a super easy stalemate line (if Icereach and Devil's Canyon are deemed to be touching). A better (but unfortunately more extensive) solution is to model the north/south border similar to the east/west border such that there's not an easy stalemate line.


Definitely the biggest problem with the map (and I mean problem in the sense of "strategic challenge" not a problem with the actual map) is that where, in normal diplomacy, if you make your first conquest successfully you're generally on a good start. In this variant, when you make that first conquest you need to be immediately positioning yourself to make your second conquest. And the supply lines are long with the EBCs helping alleviate that slightly but not significantly. Someone earlier suggested more EBCs. That's one way to go (certainly other "world" variants have opted for either all EBCs or "convertable" EBCs in essence). The idea of a home SC for each race being an EBC makes a lot of sense (although that Nomad EBC would be TOAST without some additional consideration). It creates an interesting conflict dynamic in how a victim is parsed out to the allies.


Either way, the lesson I learned from this game is that you have to capitalize on your momentum more than in regular dip. Many times, I've conquered France as England and then taken 1 year to "catch my breath"... finishing off French stragglers and/or repositioning for moving to Germany/Russia/Italy as needed. In this variant, you can't catch your breath until you've made a couple conquests and have comfortably created a corner for yourself (As the Knights did early).


I enjoyed the game and I'd love to play in a second game.

[Reply]

DC 373: Fall 1905 Adjudication - AceRimmer   (May 19, 2011, 11:46 am)
???O mighty Caesar! dost thou lie so low?
Are all thy conquests, glories, triumphs, spoils,
Shrunk to this little measure????
- Act III, Scene i, lines 148-150

Turkey is a nation without a unit! Like great Caesar???s ghost, he remains a figment of our memories (as exhibited by the yellow markings in Sevastopol) even after his corporeal existence has ceased.

Elsewhere, the narrative of this game continues with motion on the flanks but silence in the middle. In the south, France misses an opportunity to seize TyS (not an easy guess to make). Italy must now ask the question: is Austria???s fleet in Naples friend or foe?

In the North, the relations between England and Germany are definitely a puzzle. England???s western units act as though ready to launch against the Kaiser. His eastern units vacate Scandinavia as though they have complete trust in Germany. Dirk, if this were a Constantine-themed game, I???d say, ???Sure, go ahead! Divide thine empire east and west!??? But this is a Julius Caesar-themed game, and you appear to be more like unto ???poor Brutus, with himself at war???.

There are no retreats. The only dislodged unit (Turkish A Sevastopol) has nowhere to go. Jack, I fear your active role in this game is done, though your elimination will not be final until the Winter.

So, we advance to Fall 1905, due next Wednesday, May 25th, at 10:00 a.m. CST.


S1905 Adjudication

Austria:
a vie-tyr (*Fails*)
a tyr-mun (*Fails*)
a boh s a tyr-mun
f ion-nap
a rum s RUSSIAN f arm-sev
a sil-ber (*Fails*)
a alb-gre

England:
F Bar S StP
A Edi - Yor
F NRG - NTH
F NTH - Hel
A StP S Swe - Fin
F Swe ??? Fin

France:
Fleet Western Med Support Army Tunis
Army Tunis Holds while partying at the local pub
Fleet Gulf Of Lyon Support Army Marseilles Move To Piedmont
Fleet Brest Move To Mid Atlantic Ocean
Army Burgundy Support German Army Munich
Army Marseilles Move To Piedmont (*Fails*)

Germany:
F Denmark-Skag
F Baltic Sea S F Prussia
F Prussia S A Berlin
A Berlin S A Munich (*Cut*)
A Munich S A Berlin (*Cut*)
A Ruhr S A Munich

Italy:
F Aeg-Ion
A Support Pie from Tus
All others hold

Russia:
Fin to Bot
Mos Supports Arm to Sev
War to Ukr
Arm to Sev

Turkey:
Army, Hold (*Disbanded*)

[Reply]

DC 373: Fall 1905 Adjudication (dc373) AceRimmer May 25, 11:10 am
I am thinking that Matt's armies may want an inspirational speech (delivered by Caesar to his soldiers, albeit in third-person -- Volume 3 of Caesar's "Civil Wars"Wink:
"if all their attempts were not crowned with success, the defects of Fortune must be supplied by industry; and whatever loss had been sustained, ought to be attributed rather to her caprices than to any faults in [Caesar]... but whether their own terror or some mistake, or whether Fortune herself had interrupted a victory almost secured and certain, they ought all now to use their utmost efforts to repair by their valor the loss which had been incurred; if they did so, their misfortunes would turn to their advantage, as it happened at Gergovia, and those who feared to face the enemy would be the first to offer themselves to battle.
Once again, all of the activity is on the flanks. More precisely, all of the significantly failed action is on the flanks. [Germany is the king of failed actions: void, cut, cut, bounce, bounce]. Only five units actually move anywhere, and most of those are behind-the-lines mobilizations:
French F Mid-Atlantic Ocean -> North Africa
Austrian A Rumania -> Galicia
Russian A Ukraine -> Moscow
Russian A Moscow -> Warsaw
English A Yorkshire -> Denmark
Ah, yes. Yorkshire. Denmark. Maybe it's part of a bold E-G plan to advance an English army quickly toward Russia. And maybe it's a stab. Actually, I'm going to venture a guess (with my usual no promises and no refunds guarantee) that it is a stab. Fortune has interrupted German victory. But Matt, remember Gergovia! And now industry and valor must repair your losses and turn misfortune to advantage.
But lest we forget... chief among the aforementioned failed actions: F Naples -> Tyrrhenian Sea (*Fails*). Don't think that went unnoticed. Austria builds and Italy disbands.
There are no retreats, so Winter 1905 orders will be due from all survivors except France and Russia tomorrow at 10:00 a.m. CST. Turkey is officially eliminated. But Russia is unable to use the build, as all his home centers are occupied (doh!). Also, as mentioned above, England wrests a build from Germany, and Austria takes a unit from Italy.
Austria: Supp 8 Unit 7 Build 1
England: Supp 7 Unit 6 Build 1
France: Supp 6 Unit 6 Build 0
Germany: Supp 5 Unit 6 Remove 1
Italy: Supp 3 Unit 4 Remove 1
Russia: Supp 5 Unit 4 Build 0

Fall 1905 Adjudication:
Austria:
f nap-tys (*Fails*)
a gre h
a vie-tyr (*Fails*)
a tyr-mun (*Fails*)
a boh s a tyr-mun
a rum-gal
a sil-ber (*Fails*)
England:
F Bar - StP (*Fails*)
F Fin - Swe (*Bounce*)
F Hel H
F NTH C Yor - Den
A StP - LVN (*Bounce*)
A Yor - Den
France:
Fleet Western Med Support Tunis
Army Tunis HOLD
Fleet Gulf of Lyon Support Army Marseilles Move To Piedmont
Army Marseilles Move To Piedmont (*Fails*)
Army Mid Atlantic Ocean Move To North Africa
Army Burgundy Move To Munich (*Fails*)
Germany:
F Bal S English F Fin-GoB (*Void*)
A Ber S Mun (*Cut*)
A Mun S Ber (*Cut*)
F Pru - LVN (*Bounce*)
A Ruh S Mun
F Ska - Swe (*Bounce*)
Italy:
F Tyn-Tun (*Fails*)
F Ion Support F Tyn-Tun
A Pie Hold
A Tus Support A Pie
Russia:
Mos to War
Ukr to Mos
Sev Holds
Bot to Swe (*Bounce*)
DC372 - Autumn 1904 - Viper   (May 19, 2011, 11:10 am)

[Reply]

DC372 - Autumn 1904 - Viper   (May 19, 2011, 11:02 am)

[Reply]

DC372 - Autumn 1904 (dc372) Viper May 19, 11:10 am
dc354 game end - draw! - pieandmash   (May 19, 2011, 9:26 am)

[Reply]

dc374 Fall '08 - notasb   (May 19, 2011, 8:23 am)
Board:

Austria        Matthew ODonnell - eliminated '06
England        Alex Phillips
France         Warren Fleming
Germany         Hugh Polley - eliminated '08
Italy        Mark Weiskircher - eliminated '04
Russia          Jeremiah Lee
Turkey          Andrew Cassese

Deadline:

Retreats, Builds & Disbands are due Friday May 20th 8 AM CDST  (GMT -5)  1300 GMT

Orders and Results:

England:
F Baltic Sea Supports F Denmark - Kiel
F Denmark - Kiel
F Edinburgh Hold
A London - Yorkshire
A Norway Hold
F Picardy - Belgium
A Sweden - Denmark

France:
A Burgundy Supports F Picardy - Belgium
F Gulf of Lyon - Marseilles (*Bounce*)
A Marseilles - Spain
F Mid-Atlantic Ocean Supports A Marseilles - Spain
A Venice Hold

Germany:
A Belgium - Burgundy (*Disbanded*)
F North Sea - Holland (*Fails*)
A Ruhr Supports A Belgium - Burgundy (*Cut*)

Russia:
A Berlin - Munich (*Fails*)
A Galicia - Budapest
F Holland Supports A Burgundy - Belgium (*Void*)
A Moscow - Ukraine
A Munich - Ruhr (*Fails*)
A Serbia Supports A Venice - Trieste (*Void*)
F St Petersburg(nc) - Norway (*Fails*)
A Ukraine - Galicia

Turkey:
F Aegean Sea - Ionian Sea
A Albania - Serbia (*Fails*)
A Armenia Supports A Sevastopol
F Black Sea Supports A Rumania
F Ionian Sea - Tunis
A Piedmont - Marseilles (*Bounce*)
A Rome - Venice (*Fails*)
A Rumania Hold
A Sevastopol Supports A Rumania
F Spain(sc) Supports A Piedmont - Marseilles (*Dislodged*)
F Tyrrhenian Sea - Gulf of Lyon (*Fails*)

Forced Disband:

German A Belgium has no retreats, disbanded.

Retreat Due:

Turkish F Spain(sc) can retreat to Portugal or Western Mediterranean or OTB.

Builds Due:

England:     9 /  7 Build  2
Russia:      9 /  8 Build  1
Turkey:     12 / 11 Build  1 ( 11 / 10 Build  1, 11 / 11 No further adjustments due,  Dependent on Retreat. )

Disbands Due:

France:      4 /  5 Remove  1 ( 5 /  5 No adjustments due, dependent on Retreat)
Germany:     0 /  2 Remove  2


------------
"We are not retreating-we are advancing in another direction."
- General Douglas MacArthur

[Reply]

dc354 game end - draw! - Spinoza   (May 19, 2011, 8:03 am)
Hi guys,
I agree with Mike and Baz that the starting positions as they are only work in a fog of war game.
The Nomads are spread around the board, and can't really form a coherent strategy. The Ogres and Samurai are secure, and have relatively easy early grabs, making their positions nearly impregnable if they work together (in contrast to the north, where there are three border-powers, and three always turn into a two-against-one sooner or later).
The problem of Elves, Leps and Archers is that their most obvious early moves either pit them against each other, or force them to move some armies away from defensive lines against the guys in their backs. Both options lead to easy dominance by Ogres/Samurai or Barbarians/Gnomes.
I'd suggest to radically alter the southern starting positions for regular games:
Nomads start with F TGR, F OLD and F PWY (relocating the SC from FAN). This gives them a base, creates a naval power in the central ocean (which is lacking as of now), and is within their "racial profile" as seafaring wanderers.
Elves start F GEL, F AUR, A MOM, wedging them in between Ogres and Samurai. The SC in GAR is relocated to POW, to give the Leps an easier early grab and incentives to move against the Samurai (or vice versa).
The Ogres start in the same place, but with two armies instead of one.
I can't say anything about the Archers, as I've not payed enough attention to the peculiarities of their position.
These changes might be too much, but I can't see how the Leps, Nomads, Elves or Archers will survive otherwise in a regular game (short of massive amounts of luck/sweet-talk extraordinaire). The record of games thus far speaks for itself.

To the game:
I foolishly chose the Elves, as I was operating under the misconception that this would be a Fog of War game. After my rude awakening, I came to the conclusion that the Elves couldn't co-exist with the Ogres in the long run (especially when they're played by a veteran), and had a stab lined up as soon as fall 01, but it collapsed when the Nomad went AWOL, and I had to reconsider my strategy.
After the Ogres' massive gains, my only option was to throw myself at their feet, and to start working to bring around Wizards and Hobbits against him.
Due to his strange messages, everyone in the south believed the Samurai to be working with the other powers, while he actually stayed on his own, and became a non-factor soon after.
While initially reluctant to move openly against the Ogre, Hobbits and Wizards came around when Max defected from the VA. The prospect of experienced players mopping us up in cold blood was terrifying enough to pressure us to work together. Lucky for me, this was just before the Ogre tried to stab me, and allowed me to prolong my mediocre existence for a while.
I tried to get another front moving with Dwarves and Undead, to prevent Rogues and Trolls from linking up with Leps/Ogres, but that again collapsed when the Undead finally decided to shed the Un-, and was thrown into CD.
The Lep and I got off on the wrong foot, and never managed to come to terms, which in the end allowed the Hobbits to nearly finish us of. I still maintained cordial relations with the Dwarves, as we both were reduced to life our lives out on the pastures, he being chased around the map by the Wizards, and I cowering before the steam-rolling Hobbits.
I still think that Charles could have pulled off a solo, if he had waited with his stab on me until the Ogre was dead. He was superbly positioned to stab the Wizards and/or Pirates, and had a firm grip on the underworld. Lucky for me (and others) that he was content with the draw.
This being my first game on the site, and generally the first in a long time, I had my share of panic reactions and paranoia, not to speak of ridiculous misconceptions and delusions of grandeur. But I really enjoyed this game, and look forward to play against or with you in games to come.
Cheers, Matt

-------- Original-Nachricht --------
Datum: Wed, 18 May 2011 20:51:03 -0400
Von: Balthazar Logan
An: Warren Fleming
CC: Nathan Deily , mike(at)fuzzylogicllc.com, welsh_stroud(at)msn.com, Garry Bledsoe , githraine(at)yahoo.com, dan.i.sinensky(at)gmail.com, jdtsoft(at)jdtsoft.com, justin(at)darkenedpath.com, markjsmith60(at)gmail.com, hall.jeff(at)gmail.com, kelly058(at)verizon.net, wealllovekatamari(at)yahoo.com, Mike Hoffman , maxatrest(at)yahoo.co.uk, spinozas(at)gmx.net, tomjnkns.il(at)gmail.com, michael.alan.walters(at)gmail.com, dc354(at)diplomaticcorp.com, pjh5000(at)hotmail.com
Betreff: Re: dc354 game end - draw!
Helle everyone,

Regarding the starting positions: Like Mike said, in a fog of war game,
the
Nomad's initial spread and special power worked to their advantage with a
wider view of the map, especially if they could hide the fact that they
only
had one unit in any given area. In a regular game, they're made too easy
of
a target. With the Magicians, their problem is a localized version of the
Nomads issue. With none of their home centers bordering each other, it's
difficult to keep a line of defense once their position gets jeopardized.
Perhaps something as simple as making Sable's Swamp a home center and
Tarsis a neutral territory could fix it.

The only other starting position issue I could see is the advantage of the
Ogres/Samurai in the south and the Knights/Centaurs in the north. No
other
power on the board can have an unassailable rear. Perhaps something to
make
the map wrap north-south could resolve this. Maybe splitting Devil's
Canyon
into an East and West, and then connecting them to Icereach and Crystal
Lake? Just a though, I'm not really sure how it would play.

As far as this game, my initial strategy was going to be to move
aggressively against the Elves and Hobbits, eliminate those powers closest
to me, and expand from there. After seeing the potential strength of the
Ogres/Samurai in previous games, I tried to organize the Elves, Hobbits,
and
Leps against them and that also fell through. Perhaps it was my status as
a
newcomer to the site that people didn't trust.

Thankfully, Charles reached out to me from the beginning, and I resolved
myself to working with him, at least in the early years. The hardest
decision for me was whether or not to stab the Hobbits immediately in
spring
of 02. I was seriously tempted, but I didn't have many other alliance
prospects. Once the Pirates were brought in and the Elves were willing to
replace my units in the south, I was able to capitalize on the chaos in
the
middle of the map. The Nomads and Archers were eradicated fairly quickly,
the Pirates didn't bring any fleets in my direction, the Dwarves got
hemmed
in, and the Faeries were late to the party, allowing me to secure Myth
Drannor and Great Glacier. I think I was able to expand without pissing
anyone off (at least, until they weren't in any position to do anything
about it), which allowed me to continue working with the Dwarves and
Faeries
until the very end.

I think the last thing that worked in our favor was that people were
clearly
concerned about the veterans alliance. All you had to do was look at
their
profiles and see what kind of quality players the Rogues, Trolls, and
Ogres
were. Anyone joining their alliance was more than likely going to end up
as
the odd man out by the endgame, whereas our group was more of an unknown
quality, perhaps allowing the Elves, Dwarves, and Faeries to think they'd
fare better factoring into the draw on our side.

Of course, Garry was the straw that broke the camel's back. I had hoped
we
could turn him for a few seasons before he finally jumped ship, but it
made
sense once he got hemmed in up north. It would have been a good fight if
Garry had stayed with the Rogues, Trolls, and Gnomes and we had to fight
it
out to the bloody end.

Overall, great game. This map was the reason I joined DC to begin with,
and
I had a hell of a time trying to stay afloat. I look forward to playing
with each and every one of you again, especially the next time the Haven
map
gets played.

-Baz

On Wed, May 18, 2011 at 5:36 PM, Warren Fleming
wrote:

I agree with Nathan about the nomads... but consider the poor
Magicians,
who fell rapidly again. A few things about that spot make them targets
imho.

Warren

------------------------------
Date: Wed, 18 May 2011 14:15:49 -0700
From: ndeily(at)yahoo.com
Subject: Re: dc354 game end - draw!
To: mike(at)fuzzylogicllc.com; alwayshunted(at)hotmail.com; baz.dip(at)gmail.com;
welsh_stroud(at)msn.com; kielmarch(at)hotmail.com; githraine(at)yahoo.com;
dan.i.sinensky(at)gmail.com; jdtsoft(at)jdtsoft.com; justin(at)darkenedpath.com;
markjsmith60(at)gmail.com; hall.jeff(at)gmail.com; kelly058(at)verizon.net;
wealllovekatamari(at)yahoo.com; mrh(at)panix.com; Maxatrest(at)yahoo.co.uk;
Spinozas(at)gmx.net; tomjnkns.IL(at)gmail.com; michael.alan.walters(at)gmail.com;
dc354(at)diplomaticcorp.com; pjh5000(at)hotmail.com


Interestingly the phrase: "There is no honor among thieves" (or Rogues)
was
disproven and the idea that Knights abide by a code of honor and
chivalry
was utterly discredited...

In all seriousness - I think the model is balancing well but the Nomads
seem to me to be at a huge disadvantage relative to any other power...

All in all the variant continues to trend positive and I enjoyed my
experience (even the utter reaming I took).

Nathan

*From:* Michael Sims
*To:* alwayshunted(at)hotmail.com; baz.dip(at)gmail.com; welsh_stroud(at)msn.com;
Garry Bledsoe ; Jason Koelewyn
;
dan.i.sinensky(at)gmail.com; jdtsoft(at)jdtsoft.com; justin(at)darkenedpath.com;
markjsmith60(at)gmail.com; hall.jeff(at)gmail.com; kelly058(at)verizon.net;
wealllovekatamari(at)yahoo.com; ndeily(at)yahoo.com; mrh(at)panix.com;
Maxatrest(at)yahoo.co.uk; Spinozas(at)gmx.net; tomjnkns.IL(at)gmail.com;
michael.alan.walters(at)gmail.com; dc354 ;
pjh5000(at)hotmail.com; justin(at)darkenedpath.com
*Sent:* Wednesday, May 18, 2011 2:08 PM
*Subject:* dc354 game end - draw!

Surrender or die!

You can make demands like that when 4 powers control 2/3 of the centers
on
the board. 63 to 39 is pretty overwhelming. The real question that
lingers
is what might have happened if the game played on for a bit. Can one do
better in the game? I dunno - nobody has ever managed to solo this
variant,
and it's already a pretty small draw. So congrats to our top 4! Max,
Garry, Charles, and Baz. The other 8 do squeak out survivals, some only
half a year away from elimination.

So now that everyone has all agreed to world peace, what do you take
away
from the game? Has it made you a better person? Has it altered your
love
for Ogres and Trolls? Perhaps your belief in Leprechauns and Hobbits?
And
why oh why do such seemingly happy peaceful creatures fight like that?
Why
is it that Wizards consistently outperform Magicians, even tho both have
access to the same books of spells? What about those Nomads and Dwarves
that start scattered - they didn't so so well this round. All this, and
more, I'm sure, to follow in many EGS's. Smile

I would like to make a few map tweaks and then run another game in a
little
bit. So any ideas you have be sure to bring up!

Also we're in need of the next Standard GM... so if you want to run a
game
let me know!
Enjoy,
-mike





--
Empfehlen Sie GMX DSL Ihren Freunden und Bekannten und wir
belohnen Sie mit bis zu 50,- Euro! https://freundschaftswerbung.gmx.de

[Reply]

dc354 game end - draw! - Githraine   (May 19, 2011, 7:18 am)
I will Parrot the line about the M7.  from the start it seemed like a fun and different way to cut down the field on this very large map.
My opening moves and chatter were of course based on that and when the pressure on the wizards from the pirates failed to appear, I was badly out of position and over extended.
I had the option of flipping sides and growing at the expense of M7 ally Leprechauns, but decided to try and make it work anyway. And we all know how that turned out  Wink

Good game everyone!
I will of course be willing to play again!




From: Balthazar Logan <baz.dip(at)gmail.com>
To: Warren Fleming <alwayshunted(at)hotmail.com>
Cc: Nathan Deily <ndeily(at)yahoo.com>; mike(at)fuzzylogicllc.com; welsh_stroud(at)msn.com; Garry Bledsoe <kielmarch(at)hotmail.com>; githraine(at)yahoo.com; dan.i.sinensky(at)gmail.com; jdtsoft(at)jdtsoft.com; justin(at)darkenedpath.com; markjsmith60(at)gmail.com; hall.jeff(at)gmail.com; kelly058(at)verizon.net; wealllovekatamari(at)yahoo.com; Mike Hoffman <mrh(at)panix.com>; maxatrest(at)yahoo.co.uk; spinozas(at)gmx.net; tomjnkns.il(at)gmail.com; michael.alan.walters(at)gmail.com; dc354(at)diplomaticcorp.com; pjh5000(at)hotmail.com
Sent: Wed, May 18, 2011 8:51:03 PM
Subject: Re: dc354 game end - draw!



Helle everyone,




Regarding the starting positions: Like Mike said, in a fog of war game, the Nomad's initial spread and special power worked to their advantage with a wider view of the map, especially if they could hide the fact that they only had one unit in any given area.  In a regular game, they're made too easy of a target.  With the Magicians, their problem is a localized version of the Nomads issue.  With none of their home centers bordering each other, it's difficult to keep a line of defense once their position gets jeopardized.  Perhaps something as simple as making Sable's Swamp a home center and Tarsis a neutral territory could fix it.






The only other starting position issue I could see is the advantage of the Ogres/Samurai in the south and the Knights/Centaurs in the north.  No other power on the board can have an unassailable rear.  Perhaps something to make the map wrap north-south could resolve this.  Maybe splitting Devil's Canyon into an East and West, and then connecting them to Icereach and Crystal Lake?  Just a though, I'm not really sure how it would play.





As far as this game, my initial strategy was going to be to move aggressively against the Elves and Hobbits, eliminate those powers closest to me, and expand from there.  After seeing the potential strength of the Ogres/Samurai in previous games, I tried to organize the Elves, Hobbits, and Leps against them and that also fell through.  Perhaps it was my status as a newcomer to the site that people didn't trust.





Thankfully, Charles reached out to me from the beginning, and I resolved myself to working with him, at least in the early years.  The hardest decision for me was whether or not to stab the Hobbits immediately in spring of 02.  I was seriously tempted, but I didn't have many other alliance prospects.  Once the Pirates were brought in and the Elves were willing to replace my units in the south, I was able to capitalize on the chaos in the middle of the map.  The Nomads and Archers were eradicated fairly quickly, the Pirates didn't bring any fleets in my direction, the Dwarves got hemmed in, and the Faeries were late to the party, allowing me to secure Myth Drannor and Great Glacier.  I think I was able to expand without pissing anyone off (at least, until they weren't in any position to do anything about it), which allowed me to continue working with the Dwarves and Faeries until the very end.





I think the last thing that worked in our favor was that people were clearly concerned about the veterans alliance.  All you had to do was look at their profiles and see what kind of quality players the Rogues, Trolls, and Ogres were.  Anyone joining their alliance was more than likely going to end up as the odd man out by the endgame, whereas our group was more of an unknown quality, perhaps allowing the Elves, Dwarves, and Faeries to think they'd fare better factoring into the draw on our side.





Of course, Garry was the straw that broke the camel's back.  I had hoped we could turn him for a few seasons before he finally jumped ship, but it made sense once he got hemmed in up north.  It would have been a good fight if Garry had stayed with the Rogues, Trolls, and Gnomes and we had to fight it out to the bloody end.





Overall, great game.  This map was the reason I joined DC to begin with, and I had a hell of a time trying to stay afloat.  I look forward to playing with each and every one of you again, especially the next time the Haven map gets played.





-Baz


On Wed, May 18, 2011 at 5:36 PM, Warren Fleming <alwayshunted(at)hotmail.com> wrote:





 I agree with Nathan about the nomads... but consider the poor Magicians, who fell rapidly again. A few things about that spot make them targets imho.



Warren



Date: Wed, 18 May 2011 14:15:49 -0700
From: ndeily(at)yahoo.com
Subject: Re: dc354 game end - draw!
To: mike(at)fuzzylogicllc.com; alwayshunted(at)hotmail.com; baz.dip(at)gmail.com; welsh_stroud(at)msn.com; kielmarch(at)hotmail.com; githraine(at)yahoo.com; dan.i.sinensky(at)gmail.com; jdtsoft(at)jdtsoft.com; justin(at)darkenedpath.com; markjsmith60(at)gmail.com; hall.jeff(at)gmail.com; kelly058(at)verizon.net; wealllovekatamari(at)yahoo.com; mrh(at)panix.com; Maxatrest(at)yahoo.co.uk; Spinozas(at)gmx.net; tomjnkns.IL(at)gmail.com; michael.alan.walters(at)gmail.com; dc354(at)diplomaticcorp.com; pjh5000(at)hotmail.com







Interestingly the phrase: "There is no honor among thieves" (or Rogues) was disproven and the idea that Knights abide by a code of honor and chivalry was utterly discredited...



 


In all seriousness - I think the model is balancing well but the Nomads seem to me to be at a huge disadvantage relative to any other power...


 


All in all the variant continues to trend positive and I enjoyed my experience (even the utter reaming I took).  


 


Nathan










From: Michael Sims <mike(at)fuzzylogicllc.com>
To: alwayshunted(at)hotmail.com; baz.dip(at)gmail.com; welsh_stroud(at)msn.com; Garry Bledsoe <kielmarch(at)hotmail.com>; Jason Koelewyn <githraine(at)yahoo.com>; dan.i.sinensky(at)gmail.com; jdtsoft(at)jdtsoft.com; justin(at)darkenedpath.com; markjsmith60(at)gmail.com; hall.jeff(at)gmail.com; kelly058(at)verizon.net; wealllovekatamari(at)yahoo.com; ndeily(at)yahoo.com; mrh(at)panix.com; Maxatrest(at)yahoo.co.uk; Spinozas(at)gmx.net; tomjnkns.IL(at)gmail.com; michael.alan.walters(at)gmail.com; dc354 <dc354(at)diplomaticcorp.com>;
pjh5000(at)hotmail.com; justin(at)darkenedpath.com
Sent: Wednesday, May 18, 2011 2:08 PM

Subject: dc354 game end - draw!








Surrender or die!


 


You can make demands like that when 4 powers control 2/3 of the centers on the board.  63 to 39 is pretty overwhelming.  The real question that lingers is what might have happened if the game played on for a bit.  Can one do better in the game?  I dunno - nobody has ever managed to solo this variant, and it's already a pretty small draw.  So congrats to our top 4!  Max, Garry, Charles, and Baz.  The other 8 do squeak out survivals, some only half a year away from elimination.



 


So now that everyone has all agreed to world peace, what do you take away from the game?  Has it made you a better person?  Has it altered your love for Ogres and Trolls?  Perhaps your belief in Leprechauns and Hobbits?  And why oh why do such seemingly happy peaceful creatures fight like that?  Why is it that Wizards consistently outperform Magicians, even tho both have access to the same books of spells?  What about those Nomads and Dwarves that start scattered - they didn't so so well this round.  All this, and more, I'm sure, to follow in many EGS's.  Smile



 


I would like to make a few map tweaks and then run another game in a little bit.  So any ideas you have be sure to bring up!


 


Also we're in need of the next Standard GM... so if you want to run a game let me know!


Enjoy,


-mike


 


 

[Reply]

DC368 Spring 1907 - stendaswargames   (May 19, 2011, 1:14 am)
Italy has NMRed.


The draw proposal was defeated!


 


French A Munich can retreat to Ruhr or Kiel or Bohemia or Tyrolia.


 


Retreat due Thursday 19 May 24:00 GMT


 


England:



A Berlin Supports A Silesia - Munich


A Galicia - Silesia


F Irish Sea - English Channel


F Kiel - Holland


F Liverpool Supports F Norwegian Sea - North Atlantic Ocean


A Livonia - Prussia


A London Hold


A Moscow - Ukraine


F North Sea Supports F Irish Sea - English Channel


F Norwegian Sea - North Atlantic Ocean


A Sevastopol Supports A Moscow - Ukraine


A Warsaw Supports A Galicia - Silesia


 


France:



F Brest - Mid-Atlantic Ocean


F Gulf of Lyon Supports F Tunis - Tyrrhenian Sea


A Marseilles - Piedmont


F Mid-Atlantic Ocean - Western Mediterranean


A Munich Hold (*Dislodged*)


F North Africa - Tunis (*Fails*)


A Paris - Burgundy


A Trieste Supports A Vienna - Budapest


F Tunis - Tyrrhenian Sea (*Fails*)


A Venice Supports A Trieste


A Vienna - Budapest


 


Italy:



F Tyrrhenian Sea Hold


 


Russia:



A Silesia - Munich


A Ukraine - Rumania


 


Turkey:



F Aegean Sea - Ionian Sea


A Apulia Supports F Tyrrhenian Sea - Rome (*Void*)


A Constantinople - Bulgaria


F Ionian Sea - Adriatic Sea


F Naples Supports F Tyrrhenian Sea


A Serbia Supports A Ukraine - Rumania


A Smyrna - Armenia


 


 




Dorian Love


ICT Teacher


Roedean School (SA)


Tel: +27 (011) 647-3200


Fax: + 27 (086) 589-0231







 






From: Dorian Love


Sent: Wednesday, May 18, 2011 8:07 PM

To: Dorian Love; 'Blueraider0(at)gmail.com'; 'hf_rainer(at)hotmail.com'; 'gonzlena(at)gmail.com'; 'rgall.dip(at)btinternet.com'; 'jeffcole854(at)gmail.com'; 'Nadrojtayl(at)hotmail.com'; 'RICH3520(at)AOL.COM'; 'dc368(at)diplomaticcorp.com'; 'nick.s.powell(at)gmail.com'

Subject: RE: DC368 Winter 1906






 






adjudication delayed I'm afraid as I can't access my files. sorry about that.






 












From: Dorian Love

Sent: 17 May 2011 10:40 AM

To: Dorian Love; 'Blueraider0(at)gmail.com'; 'hf_rainer(at)hotmail.com'; 'gonzlena(at)gmail.com'; 'rgall.dip(at)btinternet.com'; 'jeffcole854(at)gmail.com'; 'Nadrojtayl(at)hotmail.com'; 'RICH3520(at)AOL.COM'; 'dc368(at)diplomaticcorp.com'; 'nick.s.powell(at)gmail.com'

Subject: RE: DC368 Winter 1906








Spring due 24:00 GMT today. If I have not receipted your orders I have not received them!


 




Dorian Love


ICT Teacher


Roedean School (SA)


Tel: +27 (011) 647-3200


Fax: + 27 (086) 589-0231







 






From: Dorian Love


Sent: Wednesday, May 11, 2011 7:58 AM

To: Dorian Love; 'Blueraider0(at)gmail.com'; 'hf_rainer(at)hotmail.com'; 'gonzlena(at)gmail.com'; 'rgall.dip(at)btinternet.com'; 'jeffcole854(at)gmail.com'; 'Nadrojtayl(at)hotmail.com'; 'RICH3520(at)AOL.COM'; 'dc368(at)diplomaticcorp.com'; 'nick.s.powell(at)gmail.com'

Subject: RE: DC368 Winter 1906






 


Spring 1907 due Tuesday 17 May 2011


 


An EF Draw has been proposed. Please vote with the Spring. Silence is a no vote.


 


England:



Build A London


Build F Liverpool


 


France:



Build A Paris


Build A Marseilles


 


Italy:



Remove F Western Mediterranean


Remove A Tyrolia


Remove F Tuscany


 


Turkey:



Build A Constantinople


Build A Smyrna


 


 




Dorian Love


ICT Teacher


Roedean School (SA)


Tel: +27 (011) 647-3200


Fax: + 27 (086) 589-0231







 











Information contained in any e-mail or attachment from Roedean School (SA) is confidential. You should not disseminate, distribute or copy this e-mail. The views and opinions expressed in this email may not reflect those of any member of Roedean School. If
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[Reply]

DC 338 Spring 2016 Results - derekthefeared2   (May 18, 2011, 10:20 pm)
Here are the Spring 2016 Results.  Austria loses Mun but takes Ber.  England takes some more of the Turkish homeland.


Let's set the deadline for Fall 2016 to be next Monday May 23rd at 4:00 PM US eastern time.



Austria:
A Bulgaria - Constantinople (*Fails*)
F Constantinople - Black Sea (*Bounce*)
A Greece Supports A Serbia - Bulgaria (*Fails*)
A Livonia - St Petersburg (*Fails*)
A Moscow Supports A Livonia - St Petersburg
A Munich - Berlin
A Prussia Supports A Munich - Berlin
A Serbia - Bulgaria (*Fails*)
A Silesia Supports A Munich - Berlin
A Trieste Supports A Venice
A Tyrolia Supports A Venice (*Cut*)
A Ukraine - Sevastopol
A Venice Supports A Tyrolia (*Cut*)
A Vienna Supports A Trieste
A Budapest - Galicia


England:
F Aegean Sea - Smyrna
F Baltic Sea Supports A Berlin
A Berlin Supports A Burgundy - Munich (*Disbanded*)
F English Channel Convoys A London - Brest
A Finland Supports A St Petersburg
A Kiel Supports A Burgundy - Munich
F Mid-Atlantic Ocean - Spain(sc)
A Ruhr Supports A Burgundy - Munich
A St Petersburg Hold
A Tunis Hold
F Ankara - Black Sea (*Bounce*)
F Edinburgh - North Sea
A London - Brest


France:
A Burgundy - Munich
F Gulf of Lyon - Tyrrhenian Sea
A Piedmont - Tyrolia (*Fails*)
F Tyrrhenian Sea - Ionian Sea
F Western Mediterranean Hold


Italy:
F Adriatic Sea - Venice (*Fails*)
A Rome Supports F Adriatic Sea - Venice


 

[Reply]

DC 338 Spring 2016 Results (dc338) derekthefeared2 Jun 03, 12:13 am
 Here are the Spring 1917 results.  England and Austria battle while Italy and France struggle to remain alive.


 


There is on retreat although I think the choice is obvious.  The English fleet in Smy can retreat to EAS, SYR, or OTB.  Shown EAS on the map. 


 


I will be away without internet access until Monday.  England if you could please reply to everyone directly to let them know your reteat as soon as you can that would be great.


 


 


Let's set the next deadline for Wednesday June 8th at 4:00 PM US Eastern time.



Austria:
F Aegean Sea Convoys A Greece - Smyrna
A Armenia Supports A Greece - Smyrna
A Berlin Supports A Kiel
A Bohemia Supports A Tyrolia
A Bulgaria - Constantinople
A Greece - Smyrna
A Livonia - St Petersburg (*Fails*)
A Moscow Supports A Livonia - St Petersburg
A Silesia Supports A Berlin
A Trieste - Venice
A Tyrolia Supports A Trieste - Venice
A Venice - Apulia


England:
F Baltic Sea Supports A Kiel
F Brest - Mid-Atlantic Ocean
F Constantinople - Ankara
F English Channel Convoys A London - Belgium
A Finland Supports A St Petersburg
A Kiel Supports A Munich (*Ordered to Move*)
A North Africa - Tunis (*Fails*)
A Paris - Burgundy
A Ruhr Supports A Paris - Burgundy
F Smyrna - Aegean Sea (*Dislodged*)
F Spain(sc) - Marseilles (*Bounce*)
A St Petersburg Hold
A London - Belgium
A Liverpool - Wales
F Edinburgh - North Sea


France:
A Munich - Burgundy (*Fails*)
F Naples Hold
A Piedmont - Marseilles (*Bounce*)
F Tunis Hold
F Tyrrhenian Sea - Western Mediterranean


Italy:
A Rome Hold
DC 338 Spring 2016 Results (dc338) MrBallgame Jun 05, 11:11 am
England confirms retreat F to Eas Med.

 


From: Derek eyler [mailto:derekthefeared2(at)yahoo.com]
Sent: Friday, June 03, 2011 1:14 AM
To: dc338(at)diplomaticcorp.com
Cc: rk(at)giorsoine.dk; tcooperstein730(at)att.net; paulnaples(at)hotmail.com; dipcorp.player(at)gmail.com; sanjat312(at)yahoo.com; mountaindew(at)btconnect.com; sigvaldprivat(at)gmail.com
Subject: DC 338 Spring 2016 Results


 




 Here are the Spring 1917 results.  England and Austria battle while Italy and France struggle to remain alive.



 



There is on retreat although I think the choice is obvious.  The English fleet in Smy can retreat to EAS, SYR, or OTB.  Shown EAS on the map. 



 



I will be away without internet access until Monday.  England if you could please reply to everyone directly to let them know your reteat as soon as you can that would be great.



 



 



Let's set the next deadline for Wednesday June 8th at 4:00 PM US Eastern time.




Austria:
F Aegean Sea Convoys A Greece - Smyrna
A Armenia Supports A Greece - Smyrna
A Berlin Supports A Kiel
A Bohemia Supports A Tyrolia
A Bulgaria - Constantinople
A Greece - Smyrna
A Livonia - St Petersburg (*Fails*)
A Moscow Supports A Livonia - St Petersburg
A Silesia Supports A Berlin
A Trieste - Venice
A Tyrolia Supports A Trieste - Venice
A Venice - Apulia



England:
F Baltic Sea Supports A Kiel
F Brest - Mid-Atlantic Ocean
F Constantinople - Ankara
F English Channel Convoys A London - Belgium
A Finland Supports A St Petersburg
A Kiel Supports A Munich (*Ordered to Move*)
A North Africa - Tunis (*Fails*)
A Paris - Burgundy
A Ruhr Supports A Paris - Burgundy
F Smyrna - Aegean Sea (*Dislodged*)
F Spain(sc) - Marseilles (*Bounce*)
A St Petersburg Hold
A London - Belgium
A Liverpool - Wales
F Edinburgh - North Sea



France:
A Munich - Burgundy (*Fails*)
F Naples Hold
A Piedmont - Marseilles (*Bounce*)
F Tunis Hold
F Tyrrhenian Sea - Western Mediterranean



Italy:
A Rome Hold




 
dc354 game end - draw! - balthazar   (May 18, 2011, 7:51 pm)

[Reply]

DC 347, Autumn 1908 - alwayshunted   (May 18, 2011, 5:16 pm)
Italy retreats to Albania, Germany to Kiel. 




The GM continues to struggle with the mac version of Realpolitik, which will not let me copy the status report. But it will let me copy the orders... so just fill in the blanks below for your adjustments please. I'll make them due on Friday May 20, 17:00 MDT.







England: 

Build

Build




France: 

Build




Germany: 

Remove




Italy: 

Remove

Remove




Russia: 

Build




I have attached the RP file. One of these days when I got on a proper computer I'll send out .gif files and update the diplomaticcorp website.




Have fun.




Warren

[Reply]

dc354 game end - draw! - alwayshunted   (May 18, 2011, 4:36 pm)
I agree with Nathan about the nomads... but consider the poor Magicians, who fell rapidly again. A few things about that spot make them targets imho.



Warren

Date: Wed, 18 May 2011 14:15:49 -0700
From: ndeily(at)yahoo.com
Subject: Re: dc354 game end - draw!
To: mike(at)fuzzylogicllc.com; alwayshunted(at)hotmail.com; baz.dip(at)gmail.com; welsh_stroud(at)msn.com; kielmarch(at)hotmail.com; githraine(at)yahoo.com; dan.i.sinensky(at)gmail.com; jdtsoft(at)jdtsoft.com; justin(at)darkenedpath.com; markjsmith60(at)gmail.com; hall.jeff(at)gmail.com; kelly058(at)verizon.net; wealllovekatamari(at)yahoo.com; mrh(at)panix.com; Maxatrest(at)yahoo.co.uk; Spinozas(at)gmx.net; tomjnkns.IL(at)gmail.com; michael.alan.walters(at)gmail.com; dc354(at)diplomaticcorp.com; pjh5000(at)hotmail.com



Interestingly the phrase: "There is no honor among thieves" (or Rogues) was disproven and the idea that Knights abide by a code of honor and chivalry was utterly discredited...


 


In all seriousness - I think the model is balancing well but the Nomads seem to me to be at a huge disadvantage relative to any other power...


 


All in all the variant continues to trend positive and I enjoyed my experience (even the utter reaming I took).  


 


Nathan












From: Michael Sims <mike(at)fuzzylogicllc.com>
To: alwayshunted(at)hotmail.com; baz.dip(at)gmail.com; welsh_stroud(at)msn.com; Garry Bledsoe <kielmarch(at)hotmail.com>; Jason Koelewyn <githraine(at)yahoo.com>; dan.i.sinensky(at)gmail.com; jdtsoft(at)jdtsoft.com; justin(at)darkenedpath.com; markjsmith60(at)gmail.com; hall.jeff(at)gmail.com; kelly058(at)verizon.net; wealllovekatamari(at)yahoo.com; ndeily(at)yahoo.com; mrh(at)panix.com; Maxatrest(at)yahoo.co.uk; Spinozas(at)gmx.net; tomjnkns.IL(at)gmail.com; michael.alan.walters(at)gmail.com; dc354 <dc354(at)diplomaticcorp.com>;
pjh5000(at)hotmail.com; justin(at)darkenedpath.com
Sent: Wednesday, May 18, 2011 2:08 PM
Subject: dc354 game end - draw!








Surrender or die!


 


You can make demands like that when 4 powers control 2/3 of the centers on the board.  63 to 39 is pretty overwhelming.  The real question that lingers is what might have happened if the game played on for a bit.  Can one do better in the game?  I dunno - nobody has ever managed to solo this variant, and it's already a pretty small draw.  So congrats to our top 4!  Max, Garry, Charles, and Baz.  The other 8 do squeak out survivals, some only half a year away from elimination.


 


So now that everyone has all agreed to world peace, what do you take away from the game?  Has it made you a better person?  Has it altered your love for Ogres and Trolls?  Perhaps your belief in Leprechauns and Hobbits?  And why oh why do such seemingly happy peaceful creatures fight like that?  Why is it that Wizards consistently outperform Magicians, even tho both have access to the same books of spells?  What about those Nomads and Dwarves that start scattered - they didn't so so well this round.  All this, and more, I'm sure, to follow in many EGS's.  Smile


 


I would like to make a few map tweaks and then run another game in a little bit.  So any ideas you have be sure to bring up!


 


Also we're in need of the next Standard GM... so if you want to run a game let me know!


Enjoy,


-mike


 


 

[Reply]

dc354 game end - draw! - offdisc   (May 18, 2011, 4:36 pm)

[Reply]

dc354 game end - draw! - ndeily   (May 18, 2011, 4:15 pm)
Interestingly the phrase: "There is no honor among thieves" (or Rogues) was disproven and the idea that Knights abide by a code of honor and chivalry was utterly discredited...


 


In all seriousness - I think the model is balancing well but the Nomads seem to me to be at a huge disadvantage relative to any other power...


 


All in all the variant continues to trend positive and I enjoyed my experience (even the utter reaming I took).  


 


Nathan












From: Michael Sims <mike(at)fuzzylogicllc.com>
To: alwayshunted(at)hotmail.com; baz.dip(at)gmail.com; welsh_stroud(at)msn.com; Garry Bledsoe <kielmarch(at)hotmail.com>; Jason Koelewyn <githraine(at)yahoo.com>; dan.i.sinensky(at)gmail.com; jdtsoft(at)jdtsoft.com; justin(at)darkenedpath.com; markjsmith60(at)gmail.com; hall.jeff(at)gmail.com; kelly058(at)verizon.net; wealllovekatamari(at)yahoo.com; ndeily(at)yahoo.com; mrh(at)panix.com; Maxatrest(at)yahoo.co.uk; Spinozas(at)gmx.net; tomjnkns.IL(at)gmail.com; michael.alan.walters(at)gmail.com; dc354 <dc354(at)diplomaticcorp.com>;
pjh5000(at)hotmail.com; justin(at)darkenedpath.com
Sent: Wednesday, May 18, 2011 2:08 PM
Subject: dc354 game end - draw!








Surrender or die!


 


You can make demands like that when 4 powers control 2/3 of the centers on the board.  63 to 39 is pretty overwhelming.  The real question that lingers is what might have happened if the game played on for a bit.  Can one do better in the game?  I dunno - nobody has ever managed to solo this variant, and it's already a pretty small draw.  So congrats to our top 4!  Max, Garry, Charles, and Baz.  The other 8 do squeak out survivals, some only half a year away from elimination.


 


So now that everyone has all agreed to world peace, what do you take away from the game?  Has it made you a better person?  Has it altered your love for Ogres and Trolls?  Perhaps your belief in Leprechauns and Hobbits?  And why oh why do such seemingly happy peaceful creatures fight like that?  Why is it that Wizards consistently outperform Magicians, even tho both have access to the same books of spells?  What about those Nomads and Dwarves that start scattered - they didn't so so well this round.  All this, and more, I'm sure, to follow in many EGS's.  Smile


 


I would like to make a few map tweaks and then run another game in a little bit.  So any ideas you have be sure to bring up!


 


Also we're in need of the next Standard GM... so if you want to run a game let me know!


Enjoy,


-mike


 


 

[Reply]

dc354 game end - draw! - FuzzyLogic   (May 18, 2011, 4:08 pm)
Surrender or die!


 


You can make demands like that when 4 powers control 2/3 of the centers on the board.  63 to 39 is pretty overwhelming.  The real question that lingers is what might have happened if the game played on for a bit.  Can one do better in the game?  I dunno - nobody has ever managed to solo this variant, and it's already a pretty small draw.  So congrats to our top 4!  Max, Garry, Charles, and Baz.  The other 8 do squeak out survivals, some only half a year away from elimination.


 


So now that everyone has all agreed to world peace, what do you take away from the game?  Has it made you a better person?  Has it altered your love for Ogres and Trolls?  Perhaps your belief in Leprechauns and Hobbits?  And why oh why do such seemingly happy peaceful creatures fight like that?  Why is it that Wizards consistently outperform Magicians, even tho both have access to the same books of spells?  What about those Nomads and Dwarves that start scattered - they didn't so so well this round.  All this, and more, I'm sure, to follow in many EGS's.  Smile


 


I would like to make a few map tweaks and then run another game in a little bit.  So any ideas you have be sure to bring up!


 


Also we're in need of the next Standard GM... so if you want to run a game let me know!


Enjoy,


-mike


 


 

[Reply]

dc354 game end - draw! (dc354) ndeily May 18, 04:15 pm
Interestingly the phrase: "There is no honor among thieves" (or Rogues) was disproven and the idea that Knights abide by a code of honor and chivalry was utterly discredited...


 


In all seriousness - I think the model is balancing well but the Nomads seem to me to be at a huge disadvantage relative to any other power...


 


All in all the variant continues to trend positive and I enjoyed my experience (even the utter reaming I took).  


 


Nathan












From: Michael Sims <mike(at)fuzzylogicllc.com>
To: alwayshunted(at)hotmail.com; baz.dip(at)gmail.com; welsh_stroud(at)msn.com; Garry Bledsoe <kielmarch(at)hotmail.com>; Jason Koelewyn <githraine(at)yahoo.com>; dan.i.sinensky(at)gmail.com; jdtsoft(at)jdtsoft.com; justin(at)darkenedpath.com; markjsmith60(at)gmail.com; hall.jeff(at)gmail.com; kelly058(at)verizon.net; wealllovekatamari(at)yahoo.com; ndeily(at)yahoo.com; mrh(at)panix.com; Maxatrest(at)yahoo.co.uk; Spinozas(at)gmx.net; tomjnkns.IL(at)gmail.com; michael.alan.walters(at)gmail.com; dc354 <dc354(at)diplomaticcorp.com>;
pjh5000(at)hotmail.com; justin(at)darkenedpath.com
Sent: Wednesday, May 18, 2011 2:08 PM
Subject: dc354 game end - draw!








Surrender or die!


 


You can make demands like that when 4 powers control 2/3 of the centers on the board.  63 to 39 is pretty overwhelming.  The real question that lingers is what might have happened if the game played on for a bit.  Can one do better in the game?  I dunno - nobody has ever managed to solo this variant, and it's already a pretty small draw.  So congrats to our top 4!  Max, Garry, Charles, and Baz.  The other 8 do squeak out survivals, some only half a year away from elimination.


 


So now that everyone has all agreed to world peace, what do you take away from the game?  Has it made you a better person?  Has it altered your love for Ogres and Trolls?  Perhaps your belief in Leprechauns and Hobbits?  And why oh why do such seemingly happy peaceful creatures fight like that?  Why is it that Wizards consistently outperform Magicians, even tho both have access to the same books of spells?  What about those Nomads and Dwarves that start scattered - they didn't so so well this round.  All this, and more, I'm sure, to follow in many EGS's.  Smile


 


I would like to make a few map tweaks and then run another game in a little bit.  So any ideas you have be sure to bring up!


 


Also we're in need of the next Standard GM... so if you want to run a game let me know!


Enjoy,


-mike


 


 
dc354 game end - draw! (dc354) offdisc May 18, 04:36 pm
dc354 game end - draw! (dc354) alwayshunted May 18, 04:36 pm
I agree with Nathan about the nomads... but consider the poor Magicians, who fell rapidly again. A few things about that spot make them targets imho.



Warren

Date: Wed, 18 May 2011 14:15:49 -0700
From: ndeily(at)yahoo.com
Subject: Re: dc354 game end - draw!
To: mike(at)fuzzylogicllc.com; alwayshunted(at)hotmail.com; baz.dip(at)gmail.com; welsh_stroud(at)msn.com; kielmarch(at)hotmail.com; githraine(at)yahoo.com; dan.i.sinensky(at)gmail.com; jdtsoft(at)jdtsoft.com; justin(at)darkenedpath.com; markjsmith60(at)gmail.com; hall.jeff(at)gmail.com; kelly058(at)verizon.net; wealllovekatamari(at)yahoo.com; mrh(at)panix.com; Maxatrest(at)yahoo.co.uk; Spinozas(at)gmx.net; tomjnkns.IL(at)gmail.com; michael.alan.walters(at)gmail.com; dc354(at)diplomaticcorp.com; pjh5000(at)hotmail.com



Interestingly the phrase: "There is no honor among thieves" (or Rogues) was disproven and the idea that Knights abide by a code of honor and chivalry was utterly discredited...


 


In all seriousness - I think the model is balancing well but the Nomads seem to me to be at a huge disadvantage relative to any other power...


 


All in all the variant continues to trend positive and I enjoyed my experience (even the utter reaming I took).  


 


Nathan












From: Michael Sims <mike(at)fuzzylogicllc.com>
To: alwayshunted(at)hotmail.com; baz.dip(at)gmail.com; welsh_stroud(at)msn.com; Garry Bledsoe <kielmarch(at)hotmail.com>; Jason Koelewyn <githraine(at)yahoo.com>; dan.i.sinensky(at)gmail.com; jdtsoft(at)jdtsoft.com; justin(at)darkenedpath.com; markjsmith60(at)gmail.com; hall.jeff(at)gmail.com; kelly058(at)verizon.net; wealllovekatamari(at)yahoo.com; ndeily(at)yahoo.com; mrh(at)panix.com; Maxatrest(at)yahoo.co.uk; Spinozas(at)gmx.net; tomjnkns.IL(at)gmail.com; michael.alan.walters(at)gmail.com; dc354 <dc354(at)diplomaticcorp.com>;
pjh5000(at)hotmail.com; justin(at)darkenedpath.com
Sent: Wednesday, May 18, 2011 2:08 PM
Subject: dc354 game end - draw!








Surrender or die!


 


You can make demands like that when 4 powers control 2/3 of the centers on the board.  63 to 39 is pretty overwhelming.  The real question that lingers is what might have happened if the game played on for a bit.  Can one do better in the game?  I dunno - nobody has ever managed to solo this variant, and it's already a pretty small draw.  So congrats to our top 4!  Max, Garry, Charles, and Baz.  The other 8 do squeak out survivals, some only half a year away from elimination.


 


So now that everyone has all agreed to world peace, what do you take away from the game?  Has it made you a better person?  Has it altered your love for Ogres and Trolls?  Perhaps your belief in Leprechauns and Hobbits?  And why oh why do such seemingly happy peaceful creatures fight like that?  Why is it that Wizards consistently outperform Magicians, even tho both have access to the same books of spells?  What about those Nomads and Dwarves that start scattered - they didn't so so well this round.  All this, and more, I'm sure, to follow in many EGS's.  Smile


 


I would like to make a few map tweaks and then run another game in a little bit.  So any ideas you have be sure to bring up!


 


Also we're in need of the next Standard GM... so if you want to run a game let me know!


Enjoy,


-mike


 


 
dc354 game end - draw! (dc354) balthazar May 18, 07:51 pm
dc354 game end - draw! (dc354) Githraine May 19, 07:18 am
I will Parrot the line about the M7.  from the start it seemed like a fun and different way to cut down the field on this very large map.
My opening moves and chatter were of course based on that and when the pressure on the wizards from the pirates failed to appear, I was badly out of position and over extended.
I had the option of flipping sides and growing at the expense of M7 ally Leprechauns, but decided to try and make it work anyway. And we all know how that turned out  Wink

Good game everyone!
I will of course be willing to play again!




From: Balthazar Logan <baz.dip(at)gmail.com>
To: Warren Fleming <alwayshunted(at)hotmail.com>
Cc: Nathan Deily <ndeily(at)yahoo.com>; mike(at)fuzzylogicllc.com; welsh_stroud(at)msn.com; Garry Bledsoe <kielmarch(at)hotmail.com>; githraine(at)yahoo.com; dan.i.sinensky(at)gmail.com; jdtsoft(at)jdtsoft.com; justin(at)darkenedpath.com; markjsmith60(at)gmail.com; hall.jeff(at)gmail.com; kelly058(at)verizon.net; wealllovekatamari(at)yahoo.com; Mike Hoffman <mrh(at)panix.com>; maxatrest(at)yahoo.co.uk; spinozas(at)gmx.net; tomjnkns.il(at)gmail.com; michael.alan.walters(at)gmail.com; dc354(at)diplomaticcorp.com; pjh5000(at)hotmail.com
Sent: Wed, May 18, 2011 8:51:03 PM
Subject: Re: dc354 game end - draw!



Helle everyone,




Regarding the starting positions: Like Mike said, in a fog of war game, the Nomad's initial spread and special power worked to their advantage with a wider view of the map, especially if they could hide the fact that they only had one unit in any given area.  In a regular game, they're made too easy of a target.  With the Magicians, their problem is a localized version of the Nomads issue.  With none of their home centers bordering each other, it's difficult to keep a line of defense once their position gets jeopardized.  Perhaps something as simple as making Sable's Swamp a home center and Tarsis a neutral territory could fix it.






The only other starting position issue I could see is the advantage of the Ogres/Samurai in the south and the Knights/Centaurs in the north.  No other power on the board can have an unassailable rear.  Perhaps something to make the map wrap north-south could resolve this.  Maybe splitting Devil's Canyon into an East and West, and then connecting them to Icereach and Crystal Lake?  Just a though, I'm not really sure how it would play.





As far as this game, my initial strategy was going to be to move aggressively against the Elves and Hobbits, eliminate those powers closest to me, and expand from there.  After seeing the potential strength of the Ogres/Samurai in previous games, I tried to organize the Elves, Hobbits, and Leps against them and that also fell through.  Perhaps it was my status as a newcomer to the site that people didn't trust.





Thankfully, Charles reached out to me from the beginning, and I resolved myself to working with him, at least in the early years.  The hardest decision for me was whether or not to stab the Hobbits immediately in spring of 02.  I was seriously tempted, but I didn't have many other alliance prospects.  Once the Pirates were brought in and the Elves were willing to replace my units in the south, I was able to capitalize on the chaos in the middle of the map.  The Nomads and Archers were eradicated fairly quickly, the Pirates didn't bring any fleets in my direction, the Dwarves got hemmed in, and the Faeries were late to the party, allowing me to secure Myth Drannor and Great Glacier.  I think I was able to expand without pissing anyone off (at least, until they weren't in any position to do anything about it), which allowed me to continue working with the Dwarves and Faeries until the very end.





I think the last thing that worked in our favor was that people were clearly concerned about the veterans alliance.  All you had to do was look at their profiles and see what kind of quality players the Rogues, Trolls, and Ogres were.  Anyone joining their alliance was more than likely going to end up as the odd man out by the endgame, whereas our group was more of an unknown quality, perhaps allowing the Elves, Dwarves, and Faeries to think they'd fare better factoring into the draw on our side.





Of course, Garry was the straw that broke the camel's back.  I had hoped we could turn him for a few seasons before he finally jumped ship, but it made sense once he got hemmed in up north.  It would have been a good fight if Garry had stayed with the Rogues, Trolls, and Gnomes and we had to fight it out to the bloody end.





Overall, great game.  This map was the reason I joined DC to begin with, and I had a hell of a time trying to stay afloat.  I look forward to playing with each and every one of you again, especially the next time the Haven map gets played.





-Baz


On Wed, May 18, 2011 at 5:36 PM, Warren Fleming <alwayshunted(at)hotmail.com> wrote:





 I agree with Nathan about the nomads... but consider the poor Magicians, who fell rapidly again. A few things about that spot make them targets imho.



Warren



Date: Wed, 18 May 2011 14:15:49 -0700
From: ndeily(at)yahoo.com
Subject: Re: dc354 game end - draw!
To: mike(at)fuzzylogicllc.com; alwayshunted(at)hotmail.com; baz.dip(at)gmail.com; welsh_stroud(at)msn.com; kielmarch(at)hotmail.com; githraine(at)yahoo.com; dan.i.sinensky(at)gmail.com; jdtsoft(at)jdtsoft.com; justin(at)darkenedpath.com; markjsmith60(at)gmail.com; hall.jeff(at)gmail.com; kelly058(at)verizon.net; wealllovekatamari(at)yahoo.com; mrh(at)panix.com; Maxatrest(at)yahoo.co.uk; Spinozas(at)gmx.net; tomjnkns.IL(at)gmail.com; michael.alan.walters(at)gmail.com; dc354(at)diplomaticcorp.com; pjh5000(at)hotmail.com







Interestingly the phrase: "There is no honor among thieves" (or Rogues) was disproven and the idea that Knights abide by a code of honor and chivalry was utterly discredited...



 


In all seriousness - I think the model is balancing well but the Nomads seem to me to be at a huge disadvantage relative to any other power...


 


All in all the variant continues to trend positive and I enjoyed my experience (even the utter reaming I took).  


 


Nathan










From: Michael Sims <mike(at)fuzzylogicllc.com>
To: alwayshunted(at)hotmail.com; baz.dip(at)gmail.com; welsh_stroud(at)msn.com; Garry Bledsoe <kielmarch(at)hotmail.com>; Jason Koelewyn <githraine(at)yahoo.com>; dan.i.sinensky(at)gmail.com; jdtsoft(at)jdtsoft.com; justin(at)darkenedpath.com; markjsmith60(at)gmail.com; hall.jeff(at)gmail.com; kelly058(at)verizon.net; wealllovekatamari(at)yahoo.com; ndeily(at)yahoo.com; mrh(at)panix.com; Maxatrest(at)yahoo.co.uk; Spinozas(at)gmx.net; tomjnkns.IL(at)gmail.com; michael.alan.walters(at)gmail.com; dc354 <dc354(at)diplomaticcorp.com>;
pjh5000(at)hotmail.com; justin(at)darkenedpath.com
Sent: Wednesday, May 18, 2011 2:08 PM

Subject: dc354 game end - draw!








Surrender or die!


 


You can make demands like that when 4 powers control 2/3 of the centers on the board.  63 to 39 is pretty overwhelming.  The real question that lingers is what might have happened if the game played on for a bit.  Can one do better in the game?  I dunno - nobody has ever managed to solo this variant, and it's already a pretty small draw.  So congrats to our top 4!  Max, Garry, Charles, and Baz.  The other 8 do squeak out survivals, some only half a year away from elimination.



 


So now that everyone has all agreed to world peace, what do you take away from the game?  Has it made you a better person?  Has it altered your love for Ogres and Trolls?  Perhaps your belief in Leprechauns and Hobbits?  And why oh why do such seemingly happy peaceful creatures fight like that?  Why is it that Wizards consistently outperform Magicians, even tho both have access to the same books of spells?  What about those Nomads and Dwarves that start scattered - they didn't so so well this round.  All this, and more, I'm sure, to follow in many EGS's.  Smile



 


I would like to make a few map tweaks and then run another game in a little bit.  So any ideas you have be sure to bring up!


 


Also we're in need of the next Standard GM... so if you want to run a game let me know!


Enjoy,


-mike


 


 
dc354 game end - draw! (dc354) Spinoza May 19, 08:03 am
Hi guys,
I agree with Mike and Baz that the starting positions as they are only work in a fog of war game.
The Nomads are spread around the board, and can't really form a coherent strategy. The Ogres and Samurai are secure, and have relatively easy early grabs, making their positions nearly impregnable if they work together (in contrast to the north, where there are three border-powers, and three always turn into a two-against-one sooner or later).
The problem of Elves, Leps and Archers is that their most obvious early moves either pit them against each other, or force them to move some armies away from defensive lines against the guys in their backs. Both options lead to easy dominance by Ogres/Samurai or Barbarians/Gnomes.
I'd suggest to radically alter the southern starting positions for regular games:
Nomads start with F TGR, F OLD and F PWY (relocating the SC from FAN). This gives them a base, creates a naval power in the central ocean (which is lacking as of now), and is within their "racial profile" as seafaring wanderers.
Elves start F GEL, F AUR, A MOM, wedging them in between Ogres and Samurai. The SC in GAR is relocated to POW, to give the Leps an easier early grab and incentives to move against the Samurai (or vice versa).
The Ogres start in the same place, but with two armies instead of one.
I can't say anything about the Archers, as I've not payed enough attention to the peculiarities of their position.
These changes might be too much, but I can't see how the Leps, Nomads, Elves or Archers will survive otherwise in a regular game (short of massive amounts of luck/sweet-talk extraordinaire). The record of games thus far speaks for itself.

To the game:
I foolishly chose the Elves, as I was operating under the misconception that this would be a Fog of War game. After my rude awakening, I came to the conclusion that the Elves couldn't co-exist with the Ogres in the long run (especially when they're played by a veteran), and had a stab lined up as soon as fall 01, but it collapsed when the Nomad went AWOL, and I had to reconsider my strategy.
After the Ogres' massive gains, my only option was to throw myself at their feet, and to start working to bring around Wizards and Hobbits against him.
Due to his strange messages, everyone in the south believed the Samurai to be working with the other powers, while he actually stayed on his own, and became a non-factor soon after.
While initially reluctant to move openly against the Ogre, Hobbits and Wizards came around when Max defected from the VA. The prospect of experienced players mopping us up in cold blood was terrifying enough to pressure us to work together. Lucky for me, this was just before the Ogre tried to stab me, and allowed me to prolong my mediocre existence for a while.
I tried to get another front moving with Dwarves and Undead, to prevent Rogues and Trolls from linking up with Leps/Ogres, but that again collapsed when the Undead finally decided to shed the Un-, and was thrown into CD.
The Lep and I got off on the wrong foot, and never managed to come to terms, which in the end allowed the Hobbits to nearly finish us of. I still maintained cordial relations with the Dwarves, as we both were reduced to life our lives out on the pastures, he being chased around the map by the Wizards, and I cowering before the steam-rolling Hobbits.
I still think that Charles could have pulled off a solo, if he had waited with his stab on me until the Ogre was dead. He was superbly positioned to stab the Wizards and/or Pirates, and had a firm grip on the underworld. Lucky for me (and others) that he was content with the draw.
This being my first game on the site, and generally the first in a long time, I had my share of panic reactions and paranoia, not to speak of ridiculous misconceptions and delusions of grandeur. But I really enjoyed this game, and look forward to play against or with you in games to come.
Cheers, Matt

-------- Original-Nachricht --------
Datum: Wed, 18 May 2011 20:51:03 -0400
Von: Balthazar Logan
An: Warren Fleming
CC: Nathan Deily , mike(at)fuzzylogicllc.com, welsh_stroud(at)msn.com, Garry Bledsoe , githraine(at)yahoo.com, dan.i.sinensky(at)gmail.com, jdtsoft(at)jdtsoft.com, justin(at)darkenedpath.com, markjsmith60(at)gmail.com, hall.jeff(at)gmail.com, kelly058(at)verizon.net, wealllovekatamari(at)yahoo.com, Mike Hoffman , maxatrest(at)yahoo.co.uk, spinozas(at)gmx.net, tomjnkns.il(at)gmail.com, michael.alan.walters(at)gmail.com, dc354(at)diplomaticcorp.com, pjh5000(at)hotmail.com
Betreff: Re: dc354 game end - draw!
Helle everyone,

Regarding the starting positions: Like Mike said, in a fog of war game,
the
Nomad's initial spread and special power worked to their advantage with a
wider view of the map, especially if they could hide the fact that they
only
had one unit in any given area. In a regular game, they're made too easy
of
a target. With the Magicians, their problem is a localized version of the
Nomads issue. With none of their home centers bordering each other, it's
difficult to keep a line of defense once their position gets jeopardized.
Perhaps something as simple as making Sable's Swamp a home center and
Tarsis a neutral territory could fix it.

The only other starting position issue I could see is the advantage of the
Ogres/Samurai in the south and the Knights/Centaurs in the north. No
other
power on the board can have an unassailable rear. Perhaps something to
make
the map wrap north-south could resolve this. Maybe splitting Devil's
Canyon
into an East and West, and then connecting them to Icereach and Crystal
Lake? Just a though, I'm not really sure how it would play.

As far as this game, my initial strategy was going to be to move
aggressively against the Elves and Hobbits, eliminate those powers closest
to me, and expand from there. After seeing the potential strength of the
Ogres/Samurai in previous games, I tried to organize the Elves, Hobbits,
and
Leps against them and that also fell through. Perhaps it was my status as
a
newcomer to the site that people didn't trust.

Thankfully, Charles reached out to me from the beginning, and I resolved
myself to working with him, at least in the early years. The hardest
decision for me was whether or not to stab the Hobbits immediately in
spring
of 02. I was seriously tempted, but I didn't have many other alliance
prospects. Once the Pirates were brought in and the Elves were willing to
replace my units in the south, I was able to capitalize on the chaos in
the
middle of the map. The Nomads and Archers were eradicated fairly quickly,
the Pirates didn't bring any fleets in my direction, the Dwarves got
hemmed
in, and the Faeries were late to the party, allowing me to secure Myth
Drannor and Great Glacier. I think I was able to expand without pissing
anyone off (at least, until they weren't in any position to do anything
about it), which allowed me to continue working with the Dwarves and
Faeries
until the very end.

I think the last thing that worked in our favor was that people were
clearly
concerned about the veterans alliance. All you had to do was look at
their
profiles and see what kind of quality players the Rogues, Trolls, and
Ogres
were. Anyone joining their alliance was more than likely going to end up
as
the odd man out by the endgame, whereas our group was more of an unknown
quality, perhaps allowing the Elves, Dwarves, and Faeries to think they'd
fare better factoring into the draw on our side.

Of course, Garry was the straw that broke the camel's back. I had hoped
we
could turn him for a few seasons before he finally jumped ship, but it
made
sense once he got hemmed in up north. It would have been a good fight if
Garry had stayed with the Rogues, Trolls, and Gnomes and we had to fight
it
out to the bloody end.

Overall, great game. This map was the reason I joined DC to begin with,
and
I had a hell of a time trying to stay afloat. I look forward to playing
with each and every one of you again, especially the next time the Haven
map
gets played.

-Baz

On Wed, May 18, 2011 at 5:36 PM, Warren Fleming
wrote:

I agree with Nathan about the nomads... but consider the poor
Magicians,
who fell rapidly again. A few things about that spot make them targets
imho.

Warren

------------------------------
Date: Wed, 18 May 2011 14:15:49 -0700
From: ndeily(at)yahoo.com
Subject: Re: dc354 game end - draw!
To: mike(at)fuzzylogicllc.com; alwayshunted(at)hotmail.com; baz.dip(at)gmail.com;
welsh_stroud(at)msn.com; kielmarch(at)hotmail.com; githraine(at)yahoo.com;
dan.i.sinensky(at)gmail.com; jdtsoft(at)jdtsoft.com; justin(at)darkenedpath.com;
markjsmith60(at)gmail.com; hall.jeff(at)gmail.com; kelly058(at)verizon.net;
wealllovekatamari(at)yahoo.com; mrh(at)panix.com; Maxatrest(at)yahoo.co.uk;
Spinozas(at)gmx.net; tomjnkns.IL(at)gmail.com; michael.alan.walters(at)gmail.com;
dc354(at)diplomaticcorp.com; pjh5000(at)hotmail.com


Interestingly the phrase: "There is no honor among thieves" (or Rogues)
was
disproven and the idea that Knights abide by a code of honor and
chivalry
was utterly discredited...

In all seriousness - I think the model is balancing well but the Nomads
seem to me to be at a huge disadvantage relative to any other power...

All in all the variant continues to trend positive and I enjoyed my
experience (even the utter reaming I took).

Nathan

*From:* Michael Sims
*To:* alwayshunted(at)hotmail.com; baz.dip(at)gmail.com; welsh_stroud(at)msn.com;
Garry Bledsoe ; Jason Koelewyn
;
dan.i.sinensky(at)gmail.com; jdtsoft(at)jdtsoft.com; justin(at)darkenedpath.com;
markjsmith60(at)gmail.com; hall.jeff(at)gmail.com; kelly058(at)verizon.net;
wealllovekatamari(at)yahoo.com; ndeily(at)yahoo.com; mrh(at)panix.com;
Maxatrest(at)yahoo.co.uk; Spinozas(at)gmx.net; tomjnkns.IL(at)gmail.com;
michael.alan.walters(at)gmail.com; dc354 ;
pjh5000(at)hotmail.com; justin(at)darkenedpath.com
*Sent:* Wednesday, May 18, 2011 2:08 PM
*Subject:* dc354 game end - draw!

Surrender or die!

You can make demands like that when 4 powers control 2/3 of the centers
on
the board. 63 to 39 is pretty overwhelming. The real question that
lingers
is what might have happened if the game played on for a bit. Can one do
better in the game? I dunno - nobody has ever managed to solo this
variant,
and it's already a pretty small draw. So congrats to our top 4! Max,
Garry, Charles, and Baz. The other 8 do squeak out survivals, some only
half a year away from elimination.

So now that everyone has all agreed to world peace, what do you take
away
from the game? Has it made you a better person? Has it altered your
love
for Ogres and Trolls? Perhaps your belief in Leprechauns and Hobbits?
And
why oh why do such seemingly happy peaceful creatures fight like that?
Why
is it that Wizards consistently outperform Magicians, even tho both have
access to the same books of spells? What about those Nomads and Dwarves
that start scattered - they didn't so so well this round. All this, and
more, I'm sure, to follow in many EGS's. Smile

I would like to make a few map tweaks and then run another game in a
little
bit. So any ideas you have be sure to bring up!

Also we're in need of the next Standard GM... so if you want to run a
game
let me know!
Enjoy,
-mike





--
Empfehlen Sie GMX DSL Ihren Freunden und Bekannten und wir
belohnen Sie mit bis zu 50,- Euro! https://freundschaftswerbung.gmx.de
dc354 game end - draw! (dc354) pieandmash May 19, 09:26 am
dc354 game end - draw! (dc354) laxrulz777 May 19, 11:58 am
I also enjoyed the game but the after action comments are leaving me a bit concerned. I would suggest to those of you that participated in the initial "alliance" that you strongly reconsider whether that's the best thing for the game. It introduces questions of fairness and it strikes me that it's only one step better then me inviting my wife and brother to join the next game. Such metagaming is somewhat inevitable but to do it on such a broad basis right from the start is, to me at least, anathema to the game of Diplomacy. Factoring in past performance when evaluating a potential ally is one thing (hopefully the Archers have a better understanding of how I play so that we can avoid these problems next time... and despite Gary's stab, I felt like he was largely upfront with me and, had I committed to a Gnome assault like I should have he might not have stabbed me when he did). But beyond those considerations, such broad pacts (in my opinion) have a distinct negative impact on the game. It detracts from the fun of others (it sure feels like, after reading those after game emails, that I wasn't invited to the "cool kids" table and I therefore never had a chance) and it creates situations unlikely to lead to solos (which ought to be most people's goal when they sit down at the table).

/rant off


At least I now recognize that the "fix was in" so to speak on my initial position. Gary was in an enviable position and frankly was well positioned to fight the hobbits for a potential solo.

As for board fixes


Mike and I have talked a bit about tweaking the Barbarians. I think that there initial position is untenable but not so bad that it can't be remedied. I think the Leprechauns and Mages and Undead could also use a slight look. The Fairies are the only race that strike me as being too strong (and probably were set up well in this game for success if not for the above mentioned alliance). Wizards and Samurai also strike me as being slightly above average. The nice thing about diplomacy, however, is that those things tend to be somewhat self-balancing. Mike could rearrange it so that the Trolls started with 6 units and it wouldn't result in the Trolls having an overwhelming victory percentage because others would gang up. If the Fairies are recognized as being particularly strong then people will be predisposed to move aggressively against them earlier. However, weaker powers often work the other way. Why not put the Nomads out of their misery early? Or the Barbarians?


I view the Nomads (and the Dwarves to a lesser degree) like playing diplomacy on expert mode. You're disadvantaged from the start (although the Dwarves are at least in a defensible position) but if you can make "lemonade out of lemons" then you can be very proud of yourself. The nomads especially have some issues. I can think of four individual tweaks that might lead to better Nomad performance (although all of these are almost certainly too "strong" they could at least get you thinking).

1) Don't allow their home SCs to be conquered in Y1. This would give them some additional flexibility in pursuing builds.
2) They start with 6 units (but only 3 SCs means that they're bound to lose some if they don't capture some neutrals.

3) The map is rearranged such that they have an adjacent "natural" that can only be taken away from them by an ALLIANCE of two players (i.e. no ONE player can force it away from them in year one)... This one might require significant board alterations.

4) The Nomads have a special power that all conquered spaces are buildable (that feels very "nomad-y"Wink.

The only issue with the Dwarves is that they've got 3 starting units and they sit on the games only real "resource" (underworld access). They also have terrible stalemate lines to defend against (the "concurrent" spaces architecture creates very, very difficult to hold stalemate lines (in fact, only Mount Nimrod can be held from the underground). Those are more considerations for the Dwarven player then considerations for the map maker however.


I know Michael has considered bridging across the north and south. I think that should be done delicately so as not to create a completely untenable position for the Knights/Ogres and to avoid Icereach becoming some sort of hypercritical stalemate line (if Icereach and Devil's Canyon are merged) or a super easy stalemate line (if Icereach and Devil's Canyon are deemed to be touching). A better (but unfortunately more extensive) solution is to model the north/south border similar to the east/west border such that there's not an easy stalemate line.


Definitely the biggest problem with the map (and I mean problem in the sense of "strategic challenge" not a problem with the actual map) is that where, in normal diplomacy, if you make your first conquest successfully you're generally on a good start. In this variant, when you make that first conquest you need to be immediately positioning yourself to make your second conquest. And the supply lines are long with the EBCs helping alleviate that slightly but not significantly. Someone earlier suggested more EBCs. That's one way to go (certainly other "world" variants have opted for either all EBCs or "convertable" EBCs in essence). The idea of a home SC for each race being an EBC makes a lot of sense (although that Nomad EBC would be TOAST without some additional consideration). It creates an interesting conflict dynamic in how a victim is parsed out to the allies.


Either way, the lesson I learned from this game is that you have to capitalize on your momentum more than in regular dip. Many times, I've conquered France as England and then taken 1 year to "catch my breath"... finishing off French stragglers and/or repositioning for moving to Germany/Russia/Italy as needed. In this variant, you can't catch your breath until you've made a couple conquests and have comfortably created a corner for yourself (As the Knights did early).


I enjoyed the game and I'd love to play in a second game.
dc354 game end - draw! (dc354) mgsmuhammad May 19, 01:23 pm
"Due to his strange messages, everyone in the south believed the Samurai to be working with the other powers, while he actually stayed on his own, and became a non-factor soon after."


 


You heard it from the lion's mouth, people..


Well, let my.. "performance" be a lesson to all: don't try to roleplay in a diplomacy game.


Especially not with an honour code as strict as the Samurai.


 


Nonetheless, it was fun while it lasted, and my clearing of the Nomad menace from the south allowed greater gains for those around me.


 


To balance: I don't feel the Samurai are that over-powered. From the very start of the game, I had to consider leaving a unit back in Magrathea, as both the Hobbits and Leprechauns can reach it in two seasons.


My gamble paid off (even if it was ruined by my diplomacy), but it shows how vulnerable more cautious Samurai can be - having only two units mobile is a significant disadvantage.


 


That said, the Nomads are painfully weak in the south, there's no denying it.


I'd heartily approve of starting up with a Nomad homeland in the south between the Samurai and Ogres, for future games.


 


When all's be said and done - Thank you, Mike. Thank you, everyone.

--- On Thu, 19/5/11, Jeff Hall <hall.jeff(at)gmail.com> wrote:




From: Jeff Hall <hall.jeff(at)gmail.com>
Subject: Re: dc354 game end - draw!
To: "max victory" <maxatrest(at)yahoo.co.uk>
Cc: "Matthias Matzinger" <Spinozas(at)gmx.net>, "Balthazar Logan" <baz.dip(at)gmail.com>, alwayshunted(at)hotmail.com, pjh5000(at)hotmail.com, dc354(at)diplomaticcorp.com, michael.alan.walters(at)gmail.com, tomjnkns.il(at)gmail.com, mrh(at)panix.com, wealllovekatamari(at)yahoo.com, kelly058(at)verizon.net, markjsmith60(at)gmail.com, justin(at)darkenedpath.com, jdtsoft(at)jdtsoft.com, dan.i.sinensky(at)gmail.com, githraine(at)yahoo.com, kielmarch(at)hotmail.com, welsh_stroud(at)msn.com, mike(at)fuzzylogicllc.com, ndeily(at)yahoo.com
Date: Thursday, 19 May, 2011, 16:58



I also enjoyed the game but the after action comments are leaving me a bit concerned. I would suggest to those of you that participated in the initial "alliance" that you strongly reconsider whether that's the best thing for the game. It introduces questions of fairness and it strikes me that it's only one step better then me inviting my wife and brother to join the next game. Such metagaming is somewhat inevitable but to do it on such a broad basis right from the start is, to me at least, anathema to the game of Diplomacy. Factoring in past performance when evaluating a potential ally is one thing (hopefully the Archers have a better understanding of how I play so that we can avoid these problems next time... and despite Gary's stab, I felt like he was largely upfront with me and, had I committed to a Gnome assault like I should have he might not have stabbed me when he did). But beyond those considerations, such broad pacts (in my
opinion) have a distinct negative impact on the game. It detracts from the fun of others (it sure feels like, after reading those after game emails, that I wasn't invited to the "cool kids" table and I therefore never had a chance) and it creates situations unlikely to lead to solos (which ought to be most people's goal when they sit down at the table).
/rant off

At least I now recognize that the "fix was in" so to speak on my initial position. Gary was in an enviable position and frankly was well positioned to fight the hobbits for a potential solo.

As for board fixes

Mike and I have talked a bit about tweaking the Barbarians. I think that there initial position is untenable but not so bad that it can't be remedied. I think the Leprechauns and Mages and Undead could also use a slight look. The Fairies are the only race that strike me as being too strong (and probably were set up well in this game for success if not for the
above mentioned alliance). Wizards and Samurai also strike me as being slightly above average. The nice thing about diplomacy, however, is that those things tend to be somewhat self-balancing. Mike could rearrange it so that the Trolls started with 6 units and it wouldn't result in the Trolls having an overwhelming victory percentage because others would gang up. If the Fairies are recognized as being particularly strong then people will be predisposed to move aggressively against them earlier. However, weaker powers often work the other way. Why not put the Nomads out of their misery early? Or the Barbarians?

I view the Nomads (and the Dwarves to a lesser degree) like playing diplomacy on expert mode. You're disadvantaged from the start (although the Dwarves are at least in a defensible position) but if you can make "lemonade out of lemons" then you can be very proud of yourself. The nomads especially have some issues. I can think of four
individual tweaks that might lead to better Nomad performance (although all of these are almost certainly too "strong" they could at least get you thinking).
1) Don't allow their home SCs to be conquered in Y1. This would give them some additional flexibility in pursuing builds.
2) They start with 6 units (but only 3 SCs means that they're bound to lose some if they don't capture some neutrals.
3) The map is rearranged such that they have an adjacent "natural" that can only be taken away from them by an ALLIANCE of two players (i.e. no ONE player can force it away from them in year one)... This one might require significant board alterations.
4) The Nomads have a special power that all conquered spaces are buildable (that feels very "nomad-y"Wink.

The only issue with the Dwarves is that they've got 3 starting units and they sit on the games only real "resource" (underworld access). They also have terrible stalemate lines to defend
against (the "concurrent" spaces architecture creates very, very difficult to hold stalemate lines (in fact, only Mount Nimrod can be held from the underground). Those are more considerations for the Dwarven player then considerations for the map maker however.

I know Michael has considered bridging across the north and south. I think that should be done delicately so as not to create a completely untenable position for the Knights/Ogres and to avoid Icereach becoming some sort of hypercritical stalemate line (if Icereach and Devil's Canyon are merged) or a super easy stalemate line (if Icereach and Devil's Canyon are deemed to be touching). A better (but unfortunately more extensive) solution is to model the north/south border similar to the east/west border such that there's not an easy stalemate line.

Definitely the biggest problem with the map (and I mean problem in the sense of "strategic challenge" not a problem with the actual map)
is that where, in normal diplomacy, if you make your first conquest successfully you're generally on a good start. In this variant, when you make that first conquest you need to be immediately positioning yourself to make your second conquest. And the supply lines are long with the EBCs helping alleviate that slightly but not significantly. Someone earlier suggested more EBCs. That's one way to go (certainly other "world" variants have opted for either all EBCs or "convertable" EBCs in essence). The idea of a home SC for each race being an EBC makes a lot of sense (although that Nomad EBC would be TOAST without some additional consideration). It creates an interesting conflict dynamic in how a victim is parsed out to the allies.

Either way, the lesson I learned from this game is that you have to capitalize on your momentum more than in regular dip. Many times, I've conquered France as England and then taken 1 year to "catch my breath"...
finishing off French stragglers and/or repositioning for moving to Germany/Russia/Italy as needed. In this variant, you can't catch your breath until you've made a couple conquests and have comfortably created a corner for yourself (As the Knights did early).

I enjoyed the game and I'd love to play in a second game.
dc354 game end - draw! (dc354) offdisc May 23, 12:51 pm
On Thu, May 19, 2011 at 10:58 AM, Jeff Hall <hall.jeff(at)gmail.com> wrote:


I also enjoyed the game but the after action comments are leaving me a bit concerned. I would suggest to those of you that participated in the initial "alliance" that you strongly reconsider whether that's the best thing for the game. It introduces questions of fairness and it strikes me that it's only one step better then me inviting my wife and brother to join the next game. Such metagaming is somewhat inevitable but to do it on such a broad basis right from the start is, to me at least, anathema to the game of Diplomacy. Factoring in past performance when evaluating a potential ally is one thing (hopefully the Archers have a better understanding of how I play so that we can avoid these problems next time... and despite Gary's stab, I felt like he was largely upfront with me and, had I committed to a Gnome assault like I should have he might not have stabbed me when he did). But beyond those considerations, such broad pacts (in my opinion) have a distinct negative impact on the game. It detracts from the fun of others (it sure feels like, after reading those after game emails, that I wasn't invited to the "cool kids" table and I therefore never had a chance) and it creates situations unlikely to lead to solos (which ought to be most people's goal when they sit down at the table).

/rant off


At least I now recognize that the "fix was in" so to speak on my initial position. Gary was in an enviable position and frankly was well positioned to fight the hobbits for a potential solo.





Being the 'ringleader' of the M7 / Veterans Alliance, I just wanted to clear up my thinking so as not to be cast anyone in a shadow, or relegate them to eating lunch on the steps behind the building. (Jeff, I *know* what it's like NOT to be the "cool kids" Smile Many years ago, but it's still there)


I totally agree that Meta-gaming detracts from the individual game. On the other hand, do we also not carry our historical prejudices against us? We learn each others' play styles and they always sit in the back of our minds.

That being said, I have played in every Haven game, either as an original or as a replacement. I have been eliminated a couple times, survived a couple, and been on the winning side once. I *think* I understand the vagaries of the board after this experience. However, I can safely say that in the M7, I have only played closely with 4 of the members. I have played closely with 3 of the 'uninvited'. My point being that, in making up my call for alliance, I did not focus on my personal experiences (thus true Meta-Gaming), but on the historical experience of the players themselves.


What I was after was a personal 'game-test': Could experience with the board layout, with the poisitonal advantages and disadvantages of each power, be leveraged into a fast victory? A quick elimination of the other powers followed by a fight-to-the-death amongst the experienced? The 'fight-to-the-death was the proposed 'next step' once M7 were the remaining competitors.


Seeing the results, what do you think? Once word of the "Vets" went public, the opposing force was considerable! The final outcome shows that many of the M7 survived, but only 2 were part of the overall Draw win. Without Max' defection, would that outcome be different? Maybe, maybe not. One certain result: I may be part of an alliance like this again, but, obviously, my diplomacy skills weren't strong enough to hold it together and I won't be creating one in the future.


I had always fully expected the M7 to break down once only 1 or 2 others remained -- first to strike usually gains the competitive advantage. I was surprised how quickly Max jumped ship, but I see his reasoning and he absolutely made the correct decision! He read his opponents well and capitalized on his advantage. A veteran move? Definitely!


So, Jeff, I am sorry that you now feel that "uninvited", but I disagree that the "fix was in". I was 100% truthful with you in our negotiations. I was actively attempting to steer both Garry and Warren towards the Faeries instead of you --- mostly so that when the M7 started to break down, I could call on you to help me take either (or both) of them out! Smile Put the Barbs into the final battles and you carry considerable positional advantage! A T/R/B alliance can do a lot of damage against G/K.

Alas, both Warren and Garry were not to be persuaded, and the Faeries assisted in your eventual demise. I had no influence over them, and Garry and Nathan were slow to attack and draw them away from you.

Bad Luck -- but certainly not a "fix".


Mike
dc354 game end - draw! (dc354) laxrulz777 May 23, 02:39 pm
I may have sounded more bitter then I meant. I will absolutely play again and I recognize that political intrigue is a necessary and healthily unhealthy component of diplomacy. I also recognize that a certain amount of "consider the human not just the country" meta-gaming is inevitable in a hobby where you see the same people time and time again. I played against Bruce Ray (that some of you know) in a A&E game in which he lied to me nearly every turn as to his intentions. I can't and won't be able to forget that if/when I play with him again.



In diplomacy, experience is a double edged sword and it showed here. Experience means your ally grows strong. It also means that on that turn when he gets three builds and you get none, you're likely to feel the knife quickly and professionally placed into your back. I was virtually eliminated by the time knowledge of the Vets broke around the table. Ultimately, I think Max would have helped me but he was probably one year away from being able to provide any meaningful help.



My own mistake was in not taking advantage of the one turn that the Warren (Gnomes) left himself open. I feel reasonably certain that had I moved decisively in that one year, Gary would have happily hung him out to dry (only Gary can confirm this I suppose). I also feel reasonably comfortable that the Fairies would not have stabbed me as quickly, either.



As for your original proposition, I think it falls flat (both in theory and, now, in practice). A large alliance is probably good for securing a survival but it presents very real problems when / if progress begins to stall. A single defect can have tremendous negative ramifications (not unlike OPEC and oil). I also think that specific board experience is less important then general diplomacy experience. Granted, this is a somewhat tricky board but it's far, far more important that you have open, frequent, concise and substantive discussions with lots of people really, really quickly. Just in my sphere of influence, both the Centaurs and the Archers were eliminated because they failed to reach out (in my opinion) in those kinds of ways.



A couple suggestions for people who play the next time around (which will hopefully include me Smile

Once the triangle at the roof of the world resolves (Centaurs/Knights/Barbarians) into one power, I think it's really, really unlikely that they'll be stopped short of 8-10 SCs at least (enough to probably demand a part in a draw). The Gnomes don't have particularly great attack avenues and the Trolls are too distant. I tried with the "You're giving the game to Gary" thing with the Fairies and the Gnomes but they'd already made up their mind.



I still think the Fairies have the strongest position in the game. It took a backstab and some piling on for Michael to be truly torn apart. The fairies are the only race to have never been eliminated (although this was very close). I think that the biggest thing is that they have SUCH a good chance to get a 3 build first year and that that isn't fully offset by Early Leader Syndrome in a 19 player variant.


I think the "logical" thing to do under the current board setup is to just viciously eliminate the Nomads. It only makes matters worse that they're surrounded by Pirates, Undead and Ogres Wink

I'm looking forward to Michael's board tweaks. No variant is ever going to be perfect (doesn't Italy's performance in Standard tell us that?) but this is a really, really good board and a good one to build off for a "World War" variant.


My expectations for board changes
slight tweaks to the barbarians and perhaps elves and leprechauns starting positions to make them just a tiny bit better off.
slight tweaks that might weaken the Ogres and Fairies

potentially major tweaks to connect north and south and potentially make the Nomads stronger








On Mon, May 23, 2011 at 1:51 PM, Mike Hoffman <mrh(at)panix.com> wrote:






On Thu, May 19, 2011 at 10:58 AM, Jeff Hall <hall.jeff(at)gmail.com> wrote:



I also enjoyed the game but the after action comments are leaving me a bit concerned. I would suggest to those of you that participated in the initial "alliance" that you strongly reconsider whether that's the best thing for the game. It introduces questions of fairness and it strikes me that it's only one step better then me inviting my wife and brother to join the next game. Such metagaming is somewhat inevitable but to do it on such a broad basis right from the start is, to me at least, anathema to the game of Diplomacy. Factoring in past performance when evaluating a potential ally is one thing (hopefully the Archers have a better understanding of how I play so that we can avoid these problems next time... and despite Gary's stab, I felt like he was largely upfront with me and, had I committed to a Gnome assault like I should have he might not have stabbed me when he did). But beyond those considerations, such broad pacts (in my opinion) have a distinct negative impact on the game. It detracts from the fun of others (it sure feels like, after reading those after game emails, that I wasn't invited to the "cool kids" table and I therefore never had a chance) and it creates situations unlikely to lead to solos (which ought to be most people's goal when they sit down at the table).



/rant off


At least I now recognize that the "fix was in" so to speak on my initial position. Gary was in an enviable position and frankly was well positioned to fight the hobbits for a potential solo.







Being the 'ringleader' of the M7 / Veterans Alliance, I just wanted to clear up my thinking so as not to be cast anyone in a shadow, or relegate them to eating lunch on the steps behind the building. (Jeff, I *know* what it's like NOT to be the "cool kids" Smile Many years ago, but it's still there)



I totally agree that Meta-gaming detracts from the individual game. On the other hand, do we also not carry our historical prejudices against us? We learn each others' play styles and they always sit in the back of our minds.


That being said, I have played in every Haven game, either as an original or as a replacement. I have been eliminated a couple times, survived a couple, and been on the winning side once. I *think* I understand the vagaries of the board after this experience. However, I can safely say that in the M7, I have only played closely with 4 of the members. I have played closely with 3 of the 'uninvited'. My point being that, in making up my call for alliance, I did not focus on my personal experiences (thus true Meta-Gaming), but on the historical experience of the players themselves.



What I was after was a personal 'game-test': Could experience with the board layout, with the poisitonal advantages and disadvantages of each power, be leveraged into a fast victory? A quick elimination of the other powers followed by a fight-to-the-death amongst the experienced? The 'fight-to-the-death was the proposed 'next step' once M7 were the remaining competitors.



Seeing the results, what do you think? Once word of the "Vets" went public, the opposing force was considerable! The final outcome shows that many of the M7 survived, but only 2 were part of the overall Draw win. Without Max' defection, would that outcome be different? Maybe, maybe not. One certain result: I may be part of an alliance like this again, but, obviously, my diplomacy skills weren't strong enough to hold it together and I won't be creating one in the future.



I had always fully expected the M7 to break down once only 1 or 2 others remained -- first to strike usually gains the competitive advantage. I was surprised how quickly Max jumped ship, but I see his reasoning and he absolutely made the correct decision! He read his opponents well and capitalized on his advantage. A veteran move? Definitely!



So, Jeff, I am sorry that you now feel that "uninvited", but I disagree that the "fix was in". I was 100% truthful with you in our negotiations. I was actively attempting to steer both Garry and Warren towards the Faeries instead of you --- mostly so that when the M7 started to break down, I could call on you to help me take either (or both) of them out! Smile Put the Barbs into the final battles and you carry considerable positional advantage! A T/R/B alliance can do a lot of damage against G/K.


Alas, both Warren and Garry were not to be persuaded, and the Faeries assisted in your eventual demise. I had no influence over them, and Garry and Nathan were slow to attack and draw them away from you.

Bad Luck -- but certainly not a "fix".



Mike








--
The square root of soon is never
dc354 game end - draw! (dc354) FuzzyLogic May 23, 03:27 pm
Many have brought up this link of of the north to south poles.  I am thinking about this a lot because it has significant ramifications...


 


The Pros...


 


Gives the victorious northern power and victorious southern power another front behind their lines, so they can't just sit with back to the wall and expand outward.


 


The Cons...


 


Looking at the Ogre position, with which I'm most familiar from the game I played in which Hoffman was the Ogres - they are indeed very strong - if they get situated, they will become invulnerable.  Their problem is going to be supply lines.  The Ogres inevitably build so many armies that when their conquering of the southern continent is complete, they have nowhere else to go.  New fleets built at home take several years to reach open waters, and the closest useful EBC is way out in NNL, sure to be held by someone other than the Ogres.  This dynamic ultimately limits the Ogres to around 1/3 of the centers of the board, with no chance for solo.  Compare that to say, if the Elves take out the southern continent, at that point they are ready to go to tackle the central island and beyond.  ANY other power that wins out in the south would end up better off than the Ogres.


 


Now if we connect the south to the north, and the Ogres capture that passage, now they need never build a single fleet - for if they do conquer their continent, they can still proceed, via the land bridge, right to the other large continent.  Does this not oversimplify the Ogre goals too much?  Now instead of worrying about when to stop building armies and when to start building fleets, they just go army army army all the way.


 


"but so-and-so can just block the pass" I hear you say. 


 


Of course they can.  But if the pass will just be blocked then what's the point?  Whether it requires 1 or 2 or 3 armies to block, Once (for example) the Ogres win out in the south and the Knights win out in the north and both agree to block it, it's closed off anyways.


 


 


 


 






From: Jeff Hall [mailto:hall.jeff(at)gmail.com]
Sent: Mon 5/23/2011 2:39 PM
To: mrh(at)panix.com
Cc: max victory; Matthias Matzinger; Balthazar Logan; alwayshunted(at)hotmail.com; pjh5000(at)hotmail.com; dc354; michael.alan.walters(at)gmail.com; tomjnkns.il(at)gmail.com; wealllovekatamari(at)yahoo.com; kelly058(at)verizon.net; markjsmith60(at)gmail.com; justin(at)darkenedpath.com; jdtsoft(at)jdtsoft.com; dan.i.sinensky(at)gmail.com; Jason Koelewyn; Garry Bledsoe; welsh_stroud(at)msn.com; Michael Sims; ndeily(at)yahoo.com
Subject: Re: dc354 game end - draw!




I may have sounded more bitter then I meant. I will absolutely play again and I recognize that political intrigue is a necessary and healthily unhealthy component of diplomacy. I also recognize that a certain amount of "consider the human not just the country" meta-gaming is inevitable in a hobby where you see the same people time and time again. I played against Bruce Ray (that some of you know) in a A&E game in which he lied to me nearly every turn as to his intentions. I can't and won't be able to forget that if/when I play with him again.

In diplomacy, experience is a double edged sword and it showed here. Experience means your ally grows strong. It also means that on that turn when he gets three builds and you get none, you're likely to feel the knife quickly and professionally placed into your back. I was virtually eliminated by the time knowledge of the Vets broke around the table. Ultimately, I think Max would have helped me but he was probably one year away from being able to provide any meaningful help.

My own mistake was in not taking advantage of the one turn that the Warren (Gnomes) left himself open. I feel reasonably certain that had I moved decisively in that one year, Gary would have happily hung him out to dry (only Gary can confirm this I suppose). I also feel reasonably comfortable that the Fairies would not have stabbed me as quickly, either.

As for your original proposition, I think it falls flat (both in theory and, now, in practice). A large alliance is probably good for securing a survival but it presents very real problems when / if progress begins to stall. A single defect can have tremendous negative ramifications (not unlike OPEC and oil). I also think that specific board experience is less important then general diplomacy experience. Granted, this is a somewhat tricky board but it's far, far more important that you have open, frequent, concise and substantive discussions with lots of people really, really quickly. Just in my sphere of influence, both the Centaurs and the Archers were eliminated because they failed to reach out (in my opinion) in those kinds of ways.

A couple suggestions for people who play the next time around (which will hopefully include me Smile

Once the triangle at the roof of the world resolves (Centaurs/Knights/Barbarians) into one power, I think it's really, really unlikely that they'll be stopped short of 8-10 SCs at least (enough to probably demand a part in a draw). The Gnomes don't have particularly great attack avenues and the Trolls are too distant. I tried with the "You're giving the game to Gary" thing with the Fairies and the Gnomes but they'd already made up their mind.

I still think the Fairies have the strongest position in the game. It took a backstab and some piling on for Michael to be truly torn apart. The fairies are the only race to have never been eliminated (although this was very close). I think that the biggest thing is that they have SUCH a good chance to get a 3 build first year and that that isn't fully offset by Early Leader Syndrome in a 19 player variant.

I think the "logical" thing to do under the current board setup is to just viciously eliminate the Nomads. It only makes matters worse that they're surrounded by Pirates, Undead and Ogres Wink

I'm looking forward to Michael's board tweaks. No variant is ever going to be perfect (doesn't Italy's performance in Standard tell us that?) but this is a really, really good board and a good one to build off for a "World War" variant.

My expectations for board changes
slight tweaks to the barbarians and perhaps elves and leprechauns starting positions to make them just a tiny bit better off.
slight tweaks that might weaken the Ogres and Fairies
potentially major tweaks to connect north and south and potentially make the Nomads stronger







On Mon, May 23, 2011 at 1:51 PM, Mike Hoffman <mrh(at)panix.com> wrote:







On Thu, May 19, 2011 at 10:58 AM, Jeff Hall <hall.jeff(at)gmail.com> wrote:


I also enjoyed the game but the after action comments are leaving me a bit concerned. I would suggest to those of you that participated in the initial "alliance" that you strongly reconsider whether that's the best thing for the game. It introduces questions of fairness and it strikes me that it's only one step better then me inviting my wife and brother to join the next game. Such metagaming is somewhat inevitable but to do it on such a broad basis right from the start is, to me at least, anathema to the game of Diplomacy. Factoring in past performance when evaluating a potential ally is one thing (hopefully the Archers have a better understanding of how I play so that we can avoid these problems next time... and despite Gary's stab, I felt like he was largely upfront with me and, had I committed to a Gnome assault like I should have he might not have stabbed me when he did). But beyond those considerations, such broad pacts (in my opinion) have a distinct negative impact on the game. It detracts from the fun of others (it sure feels like, after reading those after game emails, that I wasn't invited to the "cool kids" table and I therefore never had a chance) and it creates situations unlikely to lead to solos (which ought to be most people's goal when they sit down at the table).
/rant off

At least I now recognize that the "fix was in" so to speak on my initial position. Gary was in an enviable position and frankly was well positioned to fight the hobbits for a potential solo.






Being the 'ringleader' of the M7 / Veterans Alliance, I just wanted to clear up my thinking so as not to be cast anyone in a shadow, or relegate them to eating lunch on the steps behind the building. (Jeff, I *know* what it's like NOT to be the "cool kids" Smile Many years ago, but it's still there)

I totally agree that Meta-gaming detracts from the individual game. On the other hand, do we also not carry our historical prejudices against us? We learn each others' play styles and they always sit in the back of our minds.
That being said, I have played in every Haven game, either as an original or as a replacement. I have been eliminated a couple times, survived a couple, and been on the winning side once. I *think* I understand the vagaries of the board after this experience. However, I can safely say that in the M7, I have only played closely with 4 of the members. I have played closely with 3 of the 'uninvited'. My point being that, in making up my call for alliance, I did not focus on my personal experiences (thus true Meta-Gaming), but on the historical experience of the players themselves.

What I was after was a personal 'game-test': Could experience with the board layout, with the poisitonal advantages and disadvantages of each power, be leveraged into a fast victory? A quick elimination of the other powers followed by a fight-to-the-death amongst the experienced? The 'fight-to-the-death was the proposed 'next step' once M7 were the remaining competitors.

Seeing the results, what do you think? Once word of the "Vets" went public, the opposing force was considerable! The final outcome shows that many of the M7 survived, but only 2 were part of the overall Draw win. Without Max' defection, would that outcome be different? Maybe, maybe not. One certain result: I may be part of an alliance like this again, but, obviously, my diplomacy skills weren't strong enough to hold it together and I won't be creating one in the future.

I had always fully expected the M7 to break down once only 1 or 2 others remained -- first to strike usually gains the competitive advantage. I was surprised how quickly Max jumped ship, but I see his reasoning and he absolutely made the correct decision! He read his opponents well and capitalized on his advantage. A veteran move? Definitely!

So, Jeff, I am sorry that you now feel that "uninvited", but I disagree that the "fix was in". I was 100% truthful with you in our negotiations. I was actively attempting to steer both Garry and Warren towards the Faeries instead of you --- mostly so that when the M7 started to break down, I could call on you to help me take either (or both) of them out! Smile Put the Barbs into the final battles and you carry considerable positional advantage! A T/R/B alliance can do a lot of damage against G/K.
Alas, both Warren and Garry were not to be persuaded, and the Faeries assisted in your eventual demise. I had no influence over them, and Garry and Nathan were slow to attack and draw them away from you.

Bad Luck -- but certainly not a "fix".

Mike







--
The square root of soon is never
dc354 game end - draw! (dc354) laxrulz777 May 23, 04:33 pm
I was initially negative on the idea but after further thought I'm coming around. But it needs to be done right. I think the general fear (from both me and others) is that Michael would choose one of the following two bad solutions


1) Icereach connects to Devil's (easy stalemate line... a single army holds it forever)
2) Icereach and Devil's become the same territory (incredibly difficult stalemate line to hold. Now the person that loses it needs to deploy 4-5 units to defend all of the adjacent territories).


Someone earlier suggested splitting devil's canyon and then making Icereach/Crystal Lake/Devil's Canyon A/Devil's Canyon B all border each other. That's a solution that makes a lot of sense. Now it takes two units to hold and allows the conqueror of BOTH of them on one side of the line to actually project some force. I think if this is done, it's probably logical to move ICE as a SC (maybe just move it to Arctic Barrens slightly strengthening the Barbarians??).


The only thing it doesn't do is address Michael's (legitimate) concern about oversimplifying the Ogres' goal.
dc354 game end - draw! (dc354) ndeily May 23, 04:39 pm
W/re to the Polar centers - one possible solution might be to make them connect to the Underground... swapping Hoarluk for Devil's Canyon/Snow Witch and Artic Barrens or Icereach for Tymwevenne or Knurremarre.


 


That would effectively rule out the stalemate line issues, connect all the regions in all directions and make the Dwarves either much more powerful or vulnerable, depending how one looks at it.


 


Nathan












From: Jeff Hall <hall.jeff(at)gmail.com>
To: Michael Sims <mike(at)fuzzylogicllc.com>
Cc: mrh(at)panix.com; max victory <maxatrest(at)yahoo.co.uk>; Matthias Matzinger <Spinozas(at)gmx.net>; Balthazar Logan <baz.dip(at)gmail.com>; alwayshunted(at)hotmail.com; pjh5000(at)hotmail.com; dc354 <dc354(at)diplomaticcorp.com>; michael.alan.walters(at)gmail.com; tomjnkns.il(at)gmail.com; wealllovekatamari(at)yahoo.com; kelly058(at)verizon.net; markjsmith60(at)gmail.com; justin(at)darkenedpath.com; jdtsoft(at)jdtsoft.com;
dan.i.sinensky(at)gmail.com; Jason Koelewyn <githraine(at)yahoo.com>; Garry Bledsoe <kielmarch(at)hotmail.com>; welsh_stroud(at)msn.com; ndeily(at)yahoo.com
Sent: Monday, May 23, 2011 2:33 PM
Subject: Re: dc354 game end - draw!



I was initially negative on the idea but after further thought I'm coming around. But it needs to be done right. I think the general fear (from both me and others) is that Michael would choose one of the following two bad solutions

1) Icereach connects to Devil's (easy stalemate line... a single army holds it forever)
2) Icereach and Devil's become the same territory (incredibly difficult stalemate line to hold. Now the person that loses it needs to deploy 4-5 units to defend all of the adjacent territories).

Someone earlier suggested splitting devil's canyon and then making Icereach/Crystal Lake/Devil's Canyon A/Devil's Canyon B all border each other. That's a solution that makes a lot of sense. Now it takes two units to hold and allows the conqueror of BOTH of them on one side of the line to actually project some force. I think if this is done, it's probably logical to move ICE as a SC (maybe just move it to Arctic
Barrens slightly strengthening the Barbarians??).

The only thing it doesn't do is address Michael's (legitimate) concern about oversimplifying the Ogres' goal.
dc354 game end - draw! (dc354) laxrulz777 May 23, 05:08 pm
dc354 game end - draw! (dc354) alwayshunted May 23, 10:21 pm
How do you connect north and south on a globe?  Everyone is at a pole, just depends which way you hold the globe.... 'cept the nomads.

 

W
 
dc354 game end - draw! (dc354) pieandmash May 24, 02:47 am
I agree leave poles alone. Its no different from standard, each country has different strength and weakness, combined with player skills and the variables are what make it interesting. If it aint broke dont fix it, except nomads, either improve or remove, they are too weak

On Tue, 24 May 2011 04:21 BST Warren Fleming wrote:


How do you connect north and south on a globe? Everyone is at a pole, just depends which way you hold the globe.... 'cept the nomads.

W



Subject: RE: dc354 game end - draw!
Date: Mon, 23 May 2011 15:27:00 -0500
From: mike(at)fuzzylogicllc.com
To: hall.jeff(at)gmail.com; mrh(at)panix.com
CC: maxatrest(at)yahoo.co.uk; Spinozas(at)gmx.net; baz.dip(at)gmail.com; alwayshunted(at)hotmail.com; pjh5000(at)hotmail.com; dc354(at)diplomaticcorp.com; michael.alan.walters(at)gmail.com; tomjnkns.il(at)gmail.com; wealllovekatamari(at)yahoo.com; kelly058(at)verizon.net; markjsmith60(at)gmail.com; justin(at)darkenedpath.com; jdtsoft(at)jdtsoft.com; dan.i.sinensky(at)gmail.com; githraine(at)yahoo.com; kielmarch(at)hotmail.com; welsh_stroud(at)msn.com; ndeily(at)yahoo.com




Many have brought up this link of of the north to south poles. I am thinking about this a lot because it has significant ramifications...

The Pros...

Gives the victorious northern power and victorious southern power another front behind their lines, so they can't just sit with back to the wall and expand outward.

The Cons...

Looking at the Ogre position, with which I'm most familiar from the game I played in which Hoffman was the Ogres - they are indeed very strong - if they get situated, they will become invulnerable. Their problem is going to be supply lines. The Ogres inevitably build so many armies that when their conquering of the southern continent is complete, they have nowhere else to go. New fleets built at home take several years to reach open waters, and the closest useful EBC is way out in NNL, sure to be held by someone other than the Ogres. This dynamic ultimately limits the Ogres to around 1/3 of the centers of the board, with no chance for solo. Compare that to say, if the Elves take out the southern continent, at that point they are ready to go to tackle the central island and beyond. ANY other power that wins out in the south would end up better off than the Ogres.

Now if we connect the south to the north, and the Ogres capture that passage, now they need never build a single fleet - for if they do conquer their continent, they can still proceed, via the land bridge, right to the other large continent. Does this not oversimplify the Ogre goals too much? Now instead of worrying about when to stop building armies and when to start building fleets, they just go army army army all the way.

"but so-and-so can just block the pass" I hear you say.

Of course they can. But if the pass will just be blocked then what's the point? Whether it requires 1 or 2 or 3 armies to block, Once (for example) the Ogres win out in the south and the Knights win out in the north and both agree to block it, it's closed off anyways.







From: Jeff Hall [mailto:hall.jeff(at)gmail.com]
Sent: Mon 5/23/2011 2:39 PM
To: mrh(at)panix.com
Cc: max victory; Matthias Matzinger; Balthazar Logan; alwayshunted(at)hotmail.com; pjh5000(at)hotmail.com; dc354; michael.alan.walters(at)gmail.com; tomjnkns.il(at)gmail.com; wealllovekatamari(at)yahoo.com; kelly058(at)verizon.net; markjsmith60(at)gmail.com; justin(at)darkenedpath.com; jdtsoft(at)jdtsoft.com; dan.i.sinensky(at)gmail.com; Jason Koelewyn; Garry Bledsoe; welsh_stroud(at)msn.com; Michael Sims; ndeily(at)yahoo.com
Subject: Re: dc354 game end - draw!


I may have sounded more bitter then I meant. I will absolutely play again and I recognize that political intrigue is a necessary and healthily unhealthy component of diplomacy. I also recognize that a certain amount of "consider the human not just the country" meta-gaming is inevitable in a hobby where you see the same people time and time again. I played against Bruce Ray (that some of you know) in a A&E game in which he lied to me nearly every turn as to his intentions. I can't and won't be able to forget that if/when I play with him again.

In diplomacy, experience is a double edged sword and it showed here. Experience means your ally grows strong. It also means that on that turn when he gets three builds and you get none, you're likely to feel the knife quickly and professionally placed into your back. I was virtually eliminated by the time knowledge of the Vets broke around the table. Ultimately, I think Max would have helped me but he was probably one year away from being able to provide any meaningful help.

My own mistake was in not taking advantage of the one turn that the Warren (Gnomes) left himself open. I feel reasonably certain that had I moved decisively in that one year, Gary would have happily hung him out to dry (only Gary can confirm this I suppose). I also feel reasonably comfortable that the Fairies would not have stabbed me as quickly, either.

As for your original proposition, I think it falls flat (both in theory and, now, in practice). A large alliance is probably good for securing a survival but it presents very real problems when / if progress begins to stall. A single defect can have tremendous negative ramifications (not unlike OPEC and oil). I also think that specific board experience is less important then general diplomacy experience. Granted, this is a somewhat tricky board but it's far, far more important that you have open, frequent, concise and substantive discussions with lots of people really, really quickly. Just in my sphere of influence, both the Centaurs and the Archers were eliminated because they failed to reach out (in my opinion) in those kinds of ways.

A couple suggestions for people who play the next time around (which will hopefully include me Smile

Once the triangle at the roof of the world resolves (Centaurs/Knights/Barbarians) into one power, I think it's really, really unlikely that they'll be stopped short of 8-10 SCs at least (enough to probably demand a part in a draw). The Gnomes don't have particularly great attack avenues and the Trolls are too distant. I tried with the "You're giving the game to Gary" thing with the Fairies and the Gnomes but they'd already made up their mind.

I still think the Fairies have the strongest position in the game. It took a backstab and some piling on for Michael to be truly torn apart. The fairies are the only race to have never been eliminated (although this was very close). I think that the biggest thing is that they have SUCH a good chance to get a 3 build first year and that that isn't fully offset by Early Leader Syndrome in a 19 player variant.

I think the "logical" thing to do under the current board setup is to just viciously eliminate the Nomads. It only makes matters worse that they're surrounded by Pirates, Undead and Ogres Wink

I'm looking forward to Michael's board tweaks. No variant is ever going to be perfect (doesn't Italy's performance in Standard tell us that?) but this is a really, really good board and a good one to build off for a "World War" variant.

My expectations for board changes
slight tweaks to the barbarians and perhaps elves and leprechauns starting positions to make them just a tiny bit better off.
slight tweaks that might weaken the Ogres and Fairies
potentially major tweaks to connect north and south and potentially make the Nomads stronger






On Mon, May 23, 2011 at 1:51 PM, Mike Hoffman wrote:




On Thu, May 19, 2011 at 10:58 AM, Jeff Hall wrote:

I also enjoyed the game but the after action comments are leaving me a bit concerned. I would suggest to those of you that participated in the initial "alliance" that you strongly reconsider whether that's the best thing for the game. It introduces questions of fairness and it strikes me that it's only one step better then me inviting my wife and brother to join the next game. Such metagaming is somewhat inevitable but to do it on such a broad basis right from the start is, to me at least, anathema to the game of Diplomacy. Factoring in past performance when evaluating a potential ally is one thing (hopefully the Archers have a better understanding of how I play so that we can avoid these problems next time... and despite Gary's stab, I felt like he was largely upfront with me and, had I committed to a Gnome assault like I should have he might not have stabbed me when he did). But beyond those considerations, such broad pacts (in my opinion) have a
distinct negative impact on the game. It detracts from the fun of others (it sure feels like, after reading those after game emails, that I wasn't invited to the "cool kids" table and I therefore never had a chance) and it creates situations unlikely to lead to solos (which ought to be most people's goal when they sit down at the table).
/rant off

At least I now recognize that the "fix was in" so to speak on my initial position. Gary was in an enviable position and frankly was well positioned to fight the hobbits for a potential solo.



Being the 'ringleader' of the M7 / Veterans Alliance, I just wanted to clear up my thinking so as not to be cast anyone in a shadow, or relegate them to eating lunch on the steps behind the building. (Jeff, I *know* what it's like NOT to be the "cool kids" Smile Many years ago, but it's still there)

I totally agree that Meta-gaming detracts from the individual game. On the other hand, do we also not carry our historical prejudices against us? We learn each others' play styles and they always sit in the back of our minds.
That being said, I have played in every Haven game, either as an original or as a replacement. I have been eliminated a couple times, survived a couple, and been on the winning side once. I *think* I understand the vagaries of the board after this experience. However, I can safely say that in the M7, I have only played closely with 4 of the members. I have played closely with 3 of the 'uninvited'. My point being that, in making up my call for alliance, I did not focus on my personal experiences (thus true Meta-Gaming), but on the historical experience of the players themselves.

What I was after was a personal 'game-test': Could experience with the board layout, with the poisitonal advantages and disadvantages of each power, be leveraged into a fast victory? A quick elimination of the other powers followed by a fight-to-the-death amongst the experienced? The 'fight-to-the-death was the proposed 'next step' once M7 were the remaining competitors.

Seeing the results, what do you think? Once word of the "Vets" went public, the opposing force was considerable! The final outcome shows that many of the M7 survived, but only 2 were part of the overall Draw win. Without Max' defection, would that outcome be different? Maybe, maybe not. One certain result: I may be part of an alliance like this again, but, obviously, my diplomacy skills weren't strong enough to hold it together and I won't be creating one in the future.

I had always fully expected the M7 to break down once only 1 or 2 others remained -- first to strike usually gains the competitive advantage. I was surprised how quickly Max jumped ship, but I see his reasoning and he absolutely made the correct decision! He read his opponents well and capitalized on his advantage. A veteran move? Definitely!

So, Jeff, I am sorry that you now feel that "uninvited", but I disagree that the "fix was in". I was 100% truthful with you in our negotiations. I was actively attempting to steer both Garry and Warren towards the Faeries instead of you --- mostly so that when the M7 started to break down, I could call on you to help me take either (or both) of them out! Smile Put the Barbs into the final battles and you carry considerable positional advantage! A T/R/B alliance can do a lot of damage against G/K.
Alas, both Warren and Garry were not to be persuaded, and the Faeries assisted in your eventual demise. I had no influence over them, and Garry and Nathan were slow to attack and draw them away from you.

Bad Luck -- but certainly not a "fix".

Mike


--
The square root of soon is never
dc354 game end - draw! (dc354) FuzzyLogic May 24, 07:35 am
Interesting point.


I wonder if we rotated the globe and redrew it so that the Archers were at the north pole and the Magicians were at the south pole, how ppl would view their nations.  Is this more a perception thing?  The Ogres (south pole) do start surrounded by 3 other players with whom they come into immediate contact.






From: Warren Fleming [mailto:alwayshunted(at)hotmail.com]
Sent: Mon 5/23/2011 10:21 PM
To: Michael Sims; hall.jeff(at)gmail.com; Mike Hoffman
Cc: maxatrest(at)yahoo.co.uk; spinozas(at)gmx.net; baz.dip(at)gmail.com; pjh5000(at)hotmail.com; dc354; michael.alan.walters(at)gmail.com; tomjnkns.il(at)gmail.com; wealllovekatamari(at)yahoo.com; kelly058(at)verizon.net; markjsmith60(at)gmail.com; justin(at)darkenedpath.com; jdtsoft(at)jdtsoft.com; dan.i.sinensky(at)gmail.com; Jason Koelewyn; Garry Bledsoe; welsh_stroud(at)msn.com; Nathan Deily
Subject: RE: dc354 game end - draw!




How do you connect north and south on a globe?  Everyone is at a pole, just depends which way you hold the globe.... 'cept the nomads.
 
W
 
DC372 - Fall 1904 - Viper   (May 18, 2011, 3:41 pm)

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