the Ogre's get constant requests to hold their breaths! I don't understand why???
From: "tomahaha(at)frontiernet.net" <tomahaha(at)frontiernet.net>
To: mike(at)fuzzylogicllc.com; baz.dip(at)gmail.com; dipcorp.player(at)gmail.com; diplomacy(at)diffell.net; chaosonejoe(at)yahoo.com; welsh_stroud(at)msn.com; kielmarch(at)hotmail.com; dan.i.sinensky(at)gmail.com; jerome777(at)ymail.com; jfburgess(at)gmail.com; wealllovekatamari(at)yahoo.com; mjn82(at)yahoo.com; mrh(at)panix.com; sandiegosmith(at)hotmail.com; spinozas(at)gmx.net; kingkovas(at)gmail.com; clockheardt(at)yahoo.com; tiga124(at)aol.com; tomahaha(at)frontiernet.net; mvpenner(at)yahoo.com; dc394(at)diplomaticcorp.com
Sent: Monday, August 29, 2011 12:40 PM
Subject: RE: dc394 - today!
Hey that's unfair!
The Undead can hold their breath longer than the rest of us!?
Maybe the magicians or wizards have tricks up their sleeves as well,
but the rest of us can't wait so long to breathe!!!!!
Original Message:
-----------------
From: Michael Sims mike(at)fuzzylogicllc.com
Date: Mon, 29 Aug 2011 12:22:16 -0500
To: baz.dip(at)gmail.com, dipcorp.player(at)gmail.com, diplomacy(at)diffell.net,
chaosonejoe(at)yahoo.com, welsh_stroud(at)msn.com, kielmarch(at)hotmail.com,
dan.i.sinensky(at)gmail.com, jerome777(at)ymail.com, jfburgess(at)gmail.com,
wealllovekatamari(at)yahoo.com, mjn82(at)yahoo.com, mrh(at)panix.com,
sandiegosmith(at)hotmail.com, Spinozas(at)gmx.net, kingkovas(at)gmail.com,
clockheardt(at)yahoo.com, tiga124(at)aol.com, tomahaha(at)frontiernet.net,
mvpenner(at)yahoo.com, dc394(at)diplomaticcorp.com
Subject: dc394 - today!
Just about 3 hours left...
For anyone who wants to hold their breath in anticipation, now is the
official time to start holding...
-mike
________________________________
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
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