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(Dark Ages)


Post:< 17494 >
Subject:< DC-322 - Dark Ages Revision Thread 
Topic:< dc322 >
Category:< Active Games >
Author:Kenshi777
Posted:Aug 14, 2010 at 9:21 pm
Viewed:1348 times

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so then, I have to give them more external distractions/more appealing options - close the gap with the Norse perhaps, and boost the spoils in between?  Or close the gap between the Anglo-Saxons and the Scots on the coast - and give them more to fight about than Deira?  I can't just leave any position with only one clear-cut option for success, and I'm not about to scrap the most successful variant I have Smile
 
Perhaps the answer is just to make it harder for the Scots and Gaels to fight each other at all - isolate the Scots entirely like Italy in Standard?  Low early SC gain opportunity in a neutral direction, then equal odds of entering the fight against the Gaels or the Norse?  (who would both be compensated for being on the receiving end of the 7th position wildcard aggression)  Currently the Anglo-Saxons fill this role for me, but no reason that the Scots couldn't do it instead.
 
I really do want to break this game down into two triangles, plus a 7th - which is roughly how i feel Standard usually plays out, with some variance.  N/S/D are close to that.  I agree that G/C/B never will be - but if I shifted the focus (and spoils) - perhaps G/B/A could be a triangle?

B.


On Sat, Aug 14, 2010 at 9:07 PM, <dc322(at)diplomaticcorp.com> wrote:


Packrat posted in dc322. The message was...

The short answer to the geal/scot question is - you can't.  The Scots have more to gain
by convincing the anglos and bretons to fight while the scots go after the gaels.  That is the
best way to play the whole thing since the gaels have to go around any one of, if not even

all of, them in order to get to the east.  I'll look it over some more, but I think it's a matter
of geography more than anything else.  The three dots are just too tempting while the east
is sorting itself out.  You can choke the center of the island too easily and that more or less

forces war in the south.

That being said, if I had played a bit more conservatively it might have gone better for me,
but either way, I think the scots will always hit the
gaels.

From: Benjamin Hester <screwtape777(at)gmail.com>

To: F Bielschowsky <dipcorp.player(at)gmail.com>
Cc: The White Wolf <cloudhurler77(at)yahoo.com>; Christopher Martin <dance.scholar(at)gmail.com>; Scott Troemel <brn2dip(at)yahoo.com>; Darren McAdam-OConnell <dmcaoc(at)gmail.com>; DC322 Forum <dc322(at)diplomaticcorp.com>; Mike Morris <mikemorris101(at)yahoo.com>; Steve Emmert <steve.emmert(at)cox.net>

Sent: Sat, August 14, 2010 7:55:41 PM
Subject: DC-322 - Dark
Ages Revision Thread


Here we go - I have found that this process works best if we all focus on the same list of points to discuss, rather than free-form.  That said, feel free to add new points to the list!

 
Fundamental assumptions of the variant:
 
1 - Crossing the North Sea is an option in the early game, not a requirement to win.  There are 19 SCs on the British Isles + Zetland, and there are 19 SC in Scandinvia, the Continent, and Zetland.  So pairing up with a good ally to make the jump to the other side is meant to be a viable option.  So is trying to win it all with ruthless stabs in your own backyard.  Which one is best should be determined by how fast development is occuring on the other side. 



2 - the prevalence of coastal SCs means that fleets should be favored over armies.  I have heard this assumption strongly challenged already, and would like to hear more detail please.
 
Specifics -
 

Does the new Eider river canal let the Norse and Swedes have a lasting alliance?
 
Lindholm is a key early gain that the Norse in particular have to consider going for, as they tend to be more SC starved than the Danes or Swedes in the first year?  (True or False - should the Danes consider allowing this to happen, or too risky?)

 
How should I fix the Anglo-Saxon / Briton border so that conflict is not so inevitable?
 
How can I make the Scots and Gaels at least have a good peace option, if not an active alliance aimed at a third party? 

 
Some of this Frank, Chris, and Scott have already touched in in their remarks, please review those emails as well!
 
Thanks!
B.

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www.texasdiplomacy.com


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Realpolitik files available here for the Sengoku, Balkans1860, South American Supremacy, and DarkAges Diplomacy Variants

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Realpolitik files available here for the Sengoku, Balkans1860, South American Supremacy, and DarkAges Diplomacy Variants

This message is in reply to post 17493:

The short answer to the geal/scot question is - you can't.  The Scots have more to gain
by convincing the anglos and bretons to fight while the scots go after the gaels.  That is the
best way to play the whole thing since the gaels have to go around any one of, if not even
all of, them in order to get to the east.  I'll look it over some more, but I think it's a matter
of geography more than anything else.  The three dots are just too tempting while the east
is sorting itself out.  You can choke the center of the island too easily and that more or less
forces war in the south.

That being said, if I had played a bit more conservatively it might have gone better for me,
but either way, I think the scots will always hit the
gaels.

From: Benjamin Hester <screwtape777(at)gmail.com>
To: F Bielschowsky <dipcorp.player(at)gmail.com>
Cc: The White Wolf <cloudhurler77(at)yahoo.com>; Christopher Martin <dance.scholar(at)gmail.com>; Scott Troemel <brn2dip(at)yahoo.com>; Darren McAdam-OConnell <dmcaoc(at)gmail.com>; DC322 Forum <dc322(at)diplomaticcorp.com>; Mike Morris <mikemorris101(at)yahoo.com>; Steve Emmert <steve.emmert(at)cox.net>
Sent: Sat, August 14, 2010 7:55:41 PM
Subject: DC-322 - Dark
Ages Revision Thread


Here we go - I have found that this process works best if we all focus on the same list of points to discuss, rather than free-form.  That said, feel free to add new points to the list!
 
Fundamental assumptions of the variant:
 
1 - Crossing the North Sea is an option in the early game, not a requirement to win.  There are 19 SCs on the British Isles + Zetland, and there are 19 SC in Scandinvia, the Continent, and Zetland.  So pairing up with a good ally to make the jump to the other side is meant to be a viable option.  So is trying to win it all with ruthless stabs in your own backyard.  Which one is best should be determined by how fast development is occuring on the other side. 


2 - the prevalence of coastal SCs means that fleets should be favored over armies.  I have heard this assumption strongly challenged already, and would like to hear more detail please.
 
Specifics -
 
Does the new Eider river canal let the Norse and Swedes have a lasting alliance?
 
Lindholm is a key early gain that the Norse in particular have to consider going for, as they tend to be more SC starved than the Danes or Swedes in the first year?  (True or False - should the Danes consider allowing this to happen, or too risky?)
 
How should I fix the Anglo-Saxon / Briton border so that conflict is not so inevitable?
 
How can I make the Scots and Gaels at least have a good peace option, if not an active alliance aimed at a third party? 
 
Some of this Frank, Chris, and Scott have already touched in in their remarks, please review those emails as well!
 
Thanks!
B.

--
Diplomacy in Texas!
www.texasdiplomacy.com

http://www.dipwiki.com/
Realpolitik files available here for the Sengoku, Balkans1860, South American Supremacy, and DarkAges Diplomacy Variants

There are 6 Messages in this Thread:


DC-322 - Dark Ages Revision Thread (Kenshi777) Aug 14, 06:55 pm

DC-322 - Dark Ages Revision Thread (packrat) Aug 14, 09:07 pm

DC-322 - Dark Ages Revision Thread (Kenshi777) Aug 14, 09:21 pm

DC-322 - Dark Ages Revision Thread (Kenshi777) Aug 14, 09:21 pm

DC-322 - Dark Ages Revision Thread (TheWhiteWolf) Aug 14, 10:24 pm

DC-322 - Dark Ages Revision Thread (Kenshi777) Aug 15, 05:26 pm

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DC-322 Norse EOG (Kenshi777)

DC-322 Swede EOG (Dancing_Queen) [2 Replies]

DC-322 Autumn 830 (TheWhiteWolf) [6 Replies]

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DC-322 Fall 830 (TheWhiteWolf) [9 Replies]

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DC-322 End-Game Proposal (TheWhiteWolf)

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DC-322 Winter 829 (TheWhiteWolf)

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