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Diplomaticcorp Discussion Forum:  dc394

(Haven 1.2)


Post:< 21440 
Subject:< dc394 - some info >
Topic:< dc394 >
Category:< Active Games >
Author:FuzzyLogic
Posted:Aug 24, 2011 at 7:49 am
Viewed:958 times

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Dont forget spring 01 prelims today!  Moves aren't due today, I just need to make sure the game gets off to a good start.  With this many players it's hard to track everyone down, but it's a lot easier if everyone sends in prelims.






From: Michael Sims
Sent: Mon 8/22/2011 1:47 PM
Cc: dc394
Subject: dc394 - some info








Hey everyone,


 


Now that we're off and running, I've gotten a few queries on the map.  I have to remember that only about half of you have played before, so there's lots to learn.  For those of you who know this already, well, you can just sit back and relax w the knowledge that you're one step ahead of the group... give yourself a pat on the back.  (put down your dagger first or it could be an embarrassing way to go out)


 


The Haven is played predominantly in what's referred to as the Overworld.  This is the big circular map you see.  It's a pretty normal map, all things considered.  While I toiled with the idea of building a Diplomacy world on a Mobius Strip or even a Kline Bottle, this is, alas, just a Sphere.  Like any modern-day sphere, this one is *round*, not *flat*... and so, it wraps around the edge.  I tried to draw somewhat intuitive indications of what wraps around on the other side.  Like you see Sable's Swamp in the northwest corner?  Well you also see a sliver of it in the northeast.  Thus, a fleet there could move to any of the spaces that it connects to, on either side of the map.


 


Some other features you might notice in the Haven are...


 


Rivers.  Lots of them.  Rivers work like canals (Con, Kiel) in Diplomacy - they connect spaces as if they're coastal.  Thus a fleet can move from one space to another, as long as the river connects there.  Take that starting Barbarian fleet for example.  It looks landlocked, but it's actually right on a fork in the river, and thus has a lot of first turn movement choices.  It can move to any space adjacent that is along the river - that is any direction but east/northeast.


 


Arrows.  Snappy red ones.  Where you see these, the spaces are connected.  Arrows that point to two land spaces mean those land spaces are considered adjacent, even tho it doesn't look like they are.  Armies and/or fleets can both follow these arrows or give support to the neighboring space as if they were actually touching.  And arrows that connect sea zones... see them all around the High Seas... make movement out there a little more fluid (heh).  This idea was cannibalized from Ancient Med that first invented Arrows back around 220BC to designate a 4-way crossover in the central sea zones of that variant.


 


Important:  The other thing of interest we see are the two different types of supply centers... normal round dots, and then larger circles with a crosshairs in them.  These larger ones are called Eternal Build Centers, or "EBC's".  Anyone who owns one of these centers (and per typical build rules, has it vacant and a build available on a winter turn) can build a unit in their Home Centers *or* an EBC.  This makes them extremely valueable forward build points - that are in most cases right in the back yard of several players.  On this redraw of the Haven map, the number of EBCs was raised from 9 to 12.


 


The other place action will take place is the Underworld.  A much smaller map in the lower right.  The Dwarves start here, and many other powers have historically visited here - since you can span vast distances in the Overworld via only a couple hops underground.  Want to move from Cave of Ordeals to Icereach?  Well that's about 7 spaces across the Overworld, but only *2 hops* via the Underworld.  Consider these warp points, stalemate breakers, or just headaches in a box cuz they will will certainly give you a lot to think about.  The Overworld is connected to the Underworld via 8 spaces (they are colored a lighter gray on the Underworld map) that exist on *both* maps.  A unit in one of these crossover spaces is actually in both spots, even tho it will only be shown in the Overworld.  Only armies can go underground... tho fleets can enter a few of the crossover spaces that adjoin rivers or lakes.


 


Also note the Underworld wraps around too.  There are 5 little arrows that point off to the sides, with some labels in a box that they point to indicating a space on the other side.


 


Altogether, these features are intended to create a fluid large-scale map that is *not* prone to eventual end in continental stalemates.


 


Enjoy,


-mike


 






From: Michael Sims
Subject: dc394 Game Start!






Here we go!


Had a little breather there while I confirmed everyone's interest and swapped out a couple critters but now our lineup is set.  These will be your enemies going forward!


 


For those logistically minded wizardly types who are interested in statistical sorts of things, the folks who turned in prefs outnumbered those who had none by 11 to 8.  A little over half.


 


First deadline:  Monday 8/29, 3pm Central.  That's a week, which is about half a Troll's hair longer than a normal turn which will usually be 5 days followed by 2 days for retreats and/or builds.


 


But before that, everyone *must* send me a prelim set of Spring 01 orders immediately!  These are prelims.  They're not final.  You can change them any time, but you should always turn them in early.  On the first turn they're required.  So pls take a moment to send in your best guess as to what your Spring 01 orders may be.  This is due by Wed 8/24, 3pm Central.  This ensures we will have a full turn and I can put out the results right on time, which everyone loves..


 


So what are we waiting for?  Go!  Fight!  Win!  Let me know how things go.  I'm always interested in hearing about how to make maps better and how the map affects early negotiations.  In particular for those who have played before, how the changes affect things...


 


PRESS:  Press is certainly welcome.  Anonymous type stuff you can submit with your orders to have published with the results.  Go crazy.


 


If you can't read the chart below (HTML) then you can find the player lineup online... www.diplomaticcorp.com/game_page.php?game_id=dc394.


 


If you don't show a "Location" below, pls take a moment to update your profile.  It's always fun to know where our players are from.  A worldly game here, with the majority of players from the US, but representation also from the UK, Canada, Netherlands, Switzerland, and Germany.


 


Enjoy!


-mike


 


 








ID


Country


Name


Email


Location



balthazar


Samurai


balthazar logan


baz.dip(at)gmail.com


Philadelphia, PA, US



bielf11


Magicians


Frank Bielschowsky


dipcorp.player(at)gmail.com


Soest, UT, NL



briandiffell


Knights


Brian Diffell


diplomacy(at)diffell.net


Arlington, VA, US



chaosonejoe


Hobbits


Joe Babinsack


chaosonejoe(at)yahoo.com


Butler, PA, US



ConradW


Gnomes


Charles Welsh


welsh_stroud(at)msn.com


Ellicott City, MD, US



garry.bledsoe


Wizards


Garry Bledsoe


kielmarch(at)hotmail.com


Little Rock , AR, US



initdoby5


Nomads


Dan Sinensky


dan.i.sinensky(at)gmail.com


US



jerome777


Centaurs


Jerome Payne


jerome777(at)ymail.com


Peterborough, CAMBS, UK



Jim-Bob


Dwarves


Jim Burgess


jfburgess(at)gmail.com


Providence, RI, US



mgsmuhammad


Archers


Stuart Coutts


wealllovekatamari(at)yahoo.com


London, GLONDON, UK



mjn82


Ogres


Mike Norton


mjn82(at)yahoo.com






offdisc


Rogues


Mike Hoffman


mrh(at)panix.com


Denver, CO, US



sandiegosmith


Leprechauns


Mark Smith


sandiegosmith(at)hotmail.com


San Diego, CA, US



Spinoza


Undead


Matthias Matzinger


Spinozas(at)gmx.net


Zurich, CH



Telcontar


Trolls


Greg Kovas


kingkovas(at)gmail.com


Ann Arbor, MI, US



The_Blurbist


Elves


Chris Lockheardt


clockheardt(at)yahoo.com


Andover, MA, US



tiga124


Barbarians


Markus Paeuser


tiga124(at)aol.com


Walldorf, DE



Tomahaha


Pirates


Tom Reinecker


tomahaha(at)frontiernet.net






Viper


Faeries


Michael Penner


mvpenner(at)yahoo.com


Winnipeg, MB, CA

This message is in reply to post 21419:

Hey everyone,


 


Now that we're off and running, I've gotten a few queries on the map.  I have to remember that only about half of you have played before, so there's lots to learn.  For those of you who know this already, well, you can just sit back and relax w the knowledge that you're one step ahead of the group... give yourself a pat on the back.  (put down your dagger first or it could be an embarrassing way to go out)


 


The Haven is played predominantly in what's referred to as the Overworld.  This is the big circular map you see.  It's a pretty normal map, all things considered.  While I toiled with the idea of building a Diplomacy world on a Mobius Strip or even a Kline Bottle, this is, alas, just a Sphere.  Like any modern-day sphere, this one is *round*, not *flat*... and so, it wraps around the edge.  I tried to draw somewhat intuitive indications of what wraps around on the other side.  Like you see Sable's Swamp in the northwest corner?  Well you also see a sliver of it in the northeast.  Thus, a fleet there could move to any of the spaces that it connects to, on either side of the map.


 


Some other features you might notice in the Haven are...


 


Rivers.  Lots of them.  Rivers work like canals (Con, Kiel) in Diplomacy - they connect spaces as if they're coastal.  Thus a fleet can move from one space to another, as long as the river connects there.  Take that starting Barbarian fleet for example.  It looks landlocked, but it's actually right on a fork in the river, and thus has a lot of first turn movement choices.  It can move to any space adjacent that is along the river - that is any direction but east/northeast.


 


Arrows.  Snappy red ones.  Where you see these, the spaces are connected.  Arrows that point to two land spaces mean those land spaces are considered adjacent, even tho it doesn't look like they are.  Armies and/or fleets can both follow these arrows or give support to the neighboring space as if they were actually touching.  And arrows that connect sea zones... see them all around the High Seas... make movement out there a little more fluid (heh).  This idea was cannibalized from Ancient Med that first invented Arrows back around 220BC to designate a 4-way crossover in the central sea zones of that variant.


 


Important:  The other thing of interest we see are the two different types of supply centers... normal round dots, and then larger circles with a crosshairs in them.  These larger ones are called Eternal Build Centers, or "EBC's".  Anyone who owns one of these centers (and per typical build rules, has it vacant and a build available on a winter turn) can build a unit in their Home Centers *or* an EBC.  This makes them extremely valueable forward build points - that are in most cases right in the back yard of several players.  On this redraw of the Haven map, the number of EBCs was raised from 9 to 12.


 


The other place action will take place is the Underworld.  A much smaller map in the lower right.  The Dwarves start here, and many other powers have historically visited here - since you can span vast distances in the Overworld via only a couple hops underground.  Want to move from Cave of Ordeals to Icereach?  Well that's about 7 spaces across the Overworld, but only *2 hops* via the Underworld.  Consider these warp points, stalemate breakers, or just headaches in a box cuz they will will certainly give you a lot to think about.  The Overworld is connected to the Underworld via 8 spaces (they are colored a lighter gray on the Underworld map) that exist on *both* maps.  A unit in one of these crossover spaces is actually in both spots, even tho it will only be shown in the Overworld.  Only armies can go underground... tho fleets can enter a few of the crossover spaces that adjoin rivers or lakes.


 


Also note the Underworld wraps around too.  There are 5 little arrows that point off to the sides, with some labels in a box that they point to indicating a space on the other side.


 


Altogether, these features are intended to create a fluid large-scale map that is *not* prone to eventual end in continental stalemates.


 


Enjoy,


-mike


 






From: Michael Sims
Subject: dc394 Game Start!






Here we go!


Had a little breather there while I confirmed everyone's interest and swapped out a couple critters but now our lineup is set.  These will be your enemies going forward!


 


For those logistically minded wizardly types who are interested in statistical sorts of things, the folks who turned in prefs outnumbered those who had none by 11 to 8.  A little over half.


 


First deadline:  Monday 8/29, 3pm Central.  That's a week, which is about half a Troll's hair longer than a normal turn which will usually be 5 days followed by 2 days for retreats and/or builds.


 


But before that, everyone *must* send me a prelim set of Spring 01 orders immediately!  These are prelims.  They're not final.  You can change them any time, but you should always turn them in early.  On the first turn they're required.  So pls take a moment to send in your best guess as to what your Spring 01 orders may be.  This is due by Wed 8/24, 3pm Central.  This ensures we will have a full turn and I can put out the results right on time, which everyone loves..


 


So what are we waiting for?  Go!  Fight!  Win!  Let me know how things go.  I'm always interested in hearing about how to make maps better and how the map affects early negotiations.  In particular for those who have played before, how the changes affect things...


 


PRESS:  Press is certainly welcome.  Anonymous type stuff you can submit with your orders to have published with the results.  Go crazy.


 


If you can't read the chart below (HTML) then you can find the player lineup online... www.diplomaticcorp.com/game_page.php?game_id=dc394.


 


If you don't show a "Location" below, pls take a moment to update your profile.  It's always fun to know where our players are from.  A worldly game here, with the majority of players from the US, but representation also from the UK, Canada, Netherlands, Switzerland, and Germany.


 


Enjoy!


-mike


 


 








ID


Country


Name


Email


Location



balthazar


Samurai


balthazar logan


baz.dip(at)gmail.com


Philadelphia, PA, US



bielf11


Magicians


Frank Bielschowsky


dipcorp.player(at)gmail.com


Soest, UT, NL



briandiffell


Knights


Brian Diffell


diplomacy(at)diffell.net


Arlington, VA, US



chaosonejoe


Hobbits


Joe Babinsack


chaosonejoe(at)yahoo.com


Butler, PA, US



ConradW


Gnomes


Charles Welsh


welsh_stroud(at)msn.com


Ellicott City, MD, US



garry.bledsoe


Wizards


Garry Bledsoe


kielmarch(at)hotmail.com


Little Rock , AR, US



initdoby5


Nomads


Dan Sinensky


dan.i.sinensky(at)gmail.com


US



jerome777


Centaurs


Jerome Payne


jerome777(at)ymail.com


Peterborough, CAMBS, UK



Jim-Bob


Dwarves


Jim Burgess


jfburgess(at)gmail.com


Providence, RI, US



mgsmuhammad


Archers


Stuart Coutts


wealllovekatamari(at)yahoo.com


London, GLONDON, UK



mjn82


Ogres


Mike Norton


mjn82(at)yahoo.com






offdisc


Rogues


Mike Hoffman


mrh(at)panix.com


Denver, CO, US



sandiegosmith


Leprechauns


Mark Smith


sandiegosmith(at)hotmail.com


San Diego, CA, US



Spinoza


Undead


Matthias Matzinger


Spinozas(at)gmx.net


Zurich, CH



Telcontar


Trolls


Greg Kovas


kingkovas(at)gmail.com


Ann Arbor, MI, US



The_Blurbist


Elves


Chris Lockheardt


clockheardt(at)yahoo.com


Andover, MA, US



tiga124


Barbarians


Markus Paeuser


tiga124(at)aol.com


Walldorf, DE



Tomahaha


Pirates


Tom Reinecker


tomahaha(at)frontiernet.net






Viper


Faeries


Michael Penner


mvpenner(at)yahoo.com


Winnipeg, MB, CA

There are 2 Messages in this Thread:


dc394 - some info (FuzzyLogic) Aug 22, 01:47 pm

dc394 - some info (FuzzyLogic) Aug 24, 07:49 am

There are 116 Threads in dc394:


Hello!!! (chaosonejoe)

DC394 Knights EOG (briandiffell) [6 Replies]

Elves Reply to Ogre EoG (The_Blurbist) [4 Replies]

Haven victory (FuzzyLogic) [10 Replies]

DC394 Wizard EOG (garry.bledsoe)

Eleves Reply to Dwarves EoG (The_Blurbist) [2 Replies]

Haven victory (An OgresTale) (mjn82)

Haven victory Gnomes comments (ConradW)

Haven victory (A Faerie's Take) (Viper)

Elves on Hobbit EoG (The_Blurbist)

Haven Clouds (FuzzyLogic)

dc394 s20 retreats! (FuzzyLogic)

dc394 s20 results! (FuzzyLogic)

dc394 w19 builds! (FuzzyLogic) [3 Replies]

dc394 Bad day to be small (FuzzyLogic) [2 Replies]

dc394 s19 results! (FuzzyLogic) [9 Replies]

Haven food for thought (FuzzyLogic)

DC394 f18: Beyond the Ken of Ogres and Dwarves (The_Blurbist)

dc394 f18 results - Baby Steps! (FuzzyLogic) [6 Replies]

dc394 w18 builds! (FuzzyLogic)


1 - 20 of 116 shown [More]

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