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A place to discuss topics/games with other webDiplomacy players.
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New Variant: Dawn of the Enlightenment
It is on a temporary homepage, http://davidecohen.wixsite.com/diplomiscellany, since I am having a bit of trouble editing my main website. Please take a look. I would love to get comments, suggestions and criticism.
3 replies
Open
nopunin10did (1011 D)
Mon 02 PM UTC
Email notifications?
Does vDiplomacy not have an option to send email notifications upon important game events?

I just recently set up a game, then came back to check on it a couple days later only to find that I'd NMR'd it without even knowing. I couldn't find anything in my email, even in Spam or Trash.
8 replies
Open
Prove your historical knowledge!
Since some discrepancies arose from the Winning thread, (what else is new?) here we go. We start with a question, and the person that correctly answers it posts a question of their own, and it continues.
9 replies
Open
Dr. Recommended (1635 D Mod (B))
24 Dec 16 UTC
(+2)
Variant Tournaments
I've really enjoyed playing variant-specific tournaments such as the Known World 15x15 currently underway.
621 replies
Open
Argentinean Empire (1002 D)
Wed 17 Jan UTC
(+3)
Cold War Tournament
I am looking to start a rated Cold War tournament consisting of group and knockout stages. Groups of 4 will face each other twice, once as each country. The top two (or three, pending interest) from each group will move on to the knockout stage, with each matchup lasting two games. Users will play as each country once. If tied 1-1, an additional two games are played until a winner is determined.
6 replies
Open
gman314 (1016 D)
12 Mar 11 UTC
(+17)
Winning
Oli won.
On Imperial Civilization's off-topic thread (link inside), there was a brief stint of Second to Last Person to Post Wins. Now that the thread is closed, Oli won.
6321 replies
Open
Devonian (1882 D)
29 Jun 15 UTC
(+12)
1v1 Tournament Rules, Rankings, and Challenges
Official Rules for 1v1 Ladder Tournament
1485 replies
Open
Greatdjenkins (1021 D)
Mon 04 PM UTC
Ambassidor is a crybaby
ambassidor, and argentinaian empire looooooooooove fluttershy and dora, although i think argentianian empire might like boots ( doras pet monkey, hes a boy )
1 reply
Open
Flame (1058 D (B))
Tue 09 Jan UTC
Western Known World 901
Please join the testgame
http://lab.diplomail.ru/board.php?gameID=67
4 replies
Open
butterhead (975 D)
21 May 12 UTC
(+10)
Advertise your NON-live games here!
In an effort to compromise the pro-ads versus anti-ads for games: Post here for your non-live games to cut down on the number of ads but still advertise games. Post game link, WTA or PPSC, and the bet. Note: this doesn't count for special rules games.
2235 replies
Open
kaner406 (1479 D Mod (B) (B))
Fri 19 Jan UTC
(+1)
Mod announcement
Please join us in welcoming gopher to our mod-team. We promise not to let him use his newfound powers to win the "winning" thread.
8 replies
Open
Safari (1549 D (B))
Fri 05 Jan UTC
(+1)
Austrian Succession: New and Improved
After four years, War of Austrian Succession is nearing completion! Please come help test it so that I can perfect the balance.
It would be very helpful if we could have no NMRs for the first few phases. http://lab.diplomail.ru/board.php?gameID=64
13 replies
Open
Temasek22 (1231 D)
Thu 18 Jan UTC
Help
I can’t login for the next few days. Would appreciate if anyone can help step in
0 replies
Open
The Ambassador (1652 D (B) (B))
27 Oct 17 UTC
1066 Tournament
As discussed in episode 23 of the Diplomacy Games podcast I'm thinking of putting together a 1066 tournament. Interested takers?
132 replies
Open
WWII Tournament
I would like to start a tournament. I've seen the Known World and 1v1 tournaments, and those are great fun. So why not apply it to World War II? I'm still working out the details, but I'll post some details.
156 replies
Open
SKIZM (1000 D)
Sun 14 Jan UTC
A noob question about R###
Hey Guys, new to the site (and fairly new to diplomacy).
Next to players names are their diplomacy points, I get all that, but next to that is an R### number, I may be missing it, but I cant see this in the rules. (ie name is NAME(1000/R92). What does this number mean?
5 replies
Open
karajandiem (1230 D)
Sun 14 Jan UTC
Ancient Mediterranean
Looking for more players for a chill Ancient Med game! http://vdiplomacy.com/board.php?gameID=33453
2 replies
Open
Technostar (1187 D)
03 Sep 17 UTC
(+1)
"Divided States" - New variant in progress
"Divided States" is a variant where every US state is a country. I am looking for advice about it. See reply for details.
53 replies
Open
Flame (1058 D (B))
Thu 11 Jan UTC
C. Kostick. The Art of Correspondence in the Game of Diplomacy
Stabbeurfou.org informs:
New book about game Diplomacy is avalible on Amazon
https://www.amazon.com/Art-Correspondence-Game-Diplomacy-ebook/dp/B015XAJFM0/
0 replies
Open
Greatdjenkins (1021 D)
22 Dec 17 UTC
New game
if i made a new game with 36 people would anyone be interested, its a ww2 map
4 replies
Open
kaner406 (1479 D Mod (B) (B))
Sun 07 Jan UTC
Mod recruitment.
Hello all. We are currently looking for a new moderator to help out around the site.
6 replies
Open
Captainmeme (1399 D Mod (B))
Mon 08 Jan UTC
WebDiplomacy 2018 GvI and FvA Showdowns - Signups now open!
More info (and signup form) here: http://webdiplomacy.net/contrib/phpBB3/viewtopic.php?f=7&t=84
0 replies
Open
BenjaminHester (1029 D)
03 Jan 18 UTC
Global Admin Message for Players of Siege of the Ishiyama Honganji
Bug reported regarding last season results. Please pause.
1 reply
Open
Greatdjenkins (1021 D)
04 Jan 18 UTC
I'm better than everyone
No one can beat me it's like your all tiny, puny ants, and I'm the giant that squashes you haha. Fight me puny crybaby girls. Come at meeeeee!!!!!this me
5 replies
Open
Flame (1058 D (B))
26 Nov 17 UTC
(+2)
Punic Wars COMING soon!
Punic Wars based on Sail Ho variant.
Coming soon.

http://lab.diplomail.ru/variants.php?variantID=201
15 replies
Open
BenjaminHester (1029 D)
21 Nov 17 UTC
Sengoku Nagashino Feedback Thread
Hi Sengoku Nagashino players - please deposit your thoughts here for designer digestion as the first round of games resolves.

Please do not directly comment on the situation/players etc. of any active games. Please limit your comments to the variant design itself, as it appears at gamestart. Once a game has completed, it is fair game for analysis, but not before please.
pleased to see that none of the positions seem significantly unbalanced, at least not with glaring problems. all positions seem to have at least one instance of a positive outcome thus far.
In the full press game, I think Oda has an advantage over gunboat. A good press player can work it to his favor and pick up lots of independent SCs quicker because of the greater starting position than the others. If he gets the others fighting each other he can quickly grow to the point of being unstoppable.

Of course, in gunboat, the opposite happens because he becomes an early target and can't use his forked tongue to talk his way out of it and cheat death. :-)
Flame (1058 D (B))
30 Nov 17 UTC
Reduce Oda's starting SCs to 5
tantrumizer (1614 D)
30 Nov 17 UTC
In the Gunboat game just finished, I think the 2 pairs of minnows in the west and east started fighting each other and Oda steamrolled through. Everyone fought back well, but the end result was a 5-way draw, which is a little unsatisfactory. I'm not sure if it would always play out like that though, but I felt as Mori that I was in a fight to the death with my other small neighbour right from the start. And when Oda was finally coralled, I had turned my eye back to attacking Shimazu again, but it seemed too risky.

I'd support Flame's suggestion.

I was also wondering if it is deliberate that the armies can do the coastal moves, just like the fleets. I remember someone mentioning the rules should be clarified to say that they can't, but if I recall correctly, they were allowed by the engine.
BenjaminHester (1029 D)
30 Nov 17 UTC
(+1)
It is intentional that the armies can do the coastal moves as well as the fleets. Small scale ferrying actions, particularly in the west were common to the era, and are also necessary for map balance.

One thing that I am not seeing much of (that I expected to) is players supporting neutral armies to hold as buffers. This is a critical element of containment in the design, both as a strategy to deter Oda from heading towards a specific peripheral power, and for Oda to defend against a strong alliance of either the northern or southern pair. This is both historical (the spiderweb of minor daimyo alliances) and for balance. The peripheral powers need to view and use at least some of the neutral armies as their own for containment, even if that delays their own growth slightly. The starting unit count of three for peripheral powers is intentional with this in mind.

It is also definitely intended by design that if Shimazu and Mori fight each other, and Uesugi and Hojo do the same, that Oda definitely should steamroll to a quick victory. Likewise, there is extremely high border tension built into those peripheral pairs (exacerbated even more so by the coastal rules) so that they assume high risk when they do work together.

All that to say, reducing Oda to 5 is definitely on the table if the playtests demonstrate a need, but a significant number of the games I'm spectating right now suggest that it may not be necessary, either in gunboat or full press. The two that have been finished so far certainly had positive outcomes for Oda, but that is not the case elsewhere. More to follow on that when other games finish, we can't discuss the specifics of those yet.
One other change I am considering to throw out for consideration. I may remove the Kumano Sea Zone altogether and make that area coastal, such that Oda could claim Tosa on in the first season. I am concerned that I am seeing Oda move against Mori, Uesugi, and Hojo, but not against Shimazu. I think I may have inadvertently made that expansion route less accessible than the others, and the intent is to give Oda as equal an incentive as possible to attack any of their four peripheral neighbors.
one final note before I shut up and listen for responses: note the positioning of Oda's six starting units/SCs and the impact on balance. They have two SCs on the western coast, and two on the eastern. They have one army oriented north (Mino) and one army oriented south (Yamashiro.) Removing any of these may have a profound effect on influencing Oda to favor attacking the northern peripheral powers or the southern ones, and the design is intended to give Oda equal incentive to choose either route.
Shah (1924 D)
30 Nov 17 UTC
(+1)
I do not think you should remove the Kumano Sea Zone. The map, as it is, favors building armies over fleets, and if you make that area another coastal zone, it further reduces the need for fleets.
This is true. In dealing with the linear nature of any map of Japan and the intent of creating an asymmetric variant, this design probably does favor armies over fleets. I had hoped with only eight truly landlocked SCs, this would not be the case, but the limited need for convoys does devalue fleets somewhat.

But...I still need Oda to be able to reach Shimazu more easily (and vice versa!)

Any suggestions on how I could increase the value of fleets in the variant? Or offset the addition of a coastal sea zone (really, all coastal sea zones) to make fleets more appealing as a build option? I suppose taking away chaos builds is one option. *That* would certainly make building fleets necessary, particularly towards the endgame.

Getting some great feedback in this thread from all posters, very appreciated.
excuse me - coastal areas, not coastal sea zones. I need to be careful with my terminology to avoid rules confusion. Coastal areas are not zones at all.
tantrumizer (1614 D)
30 Nov 17 UTC
(+1)
Can armies retreat to anywhere they can move? If they couldn't, it could boost the power of fleets a bit. With the retreat options, I was too scared to hit the high seas and leave my dots unoccupied in the case of sneaky retreats.
BenjaminHester (1029 D)
30 Nov 17 UTC
(+1)
Yes, for reasons of simplicity (and coding also I think) we have only one definition of adjacency. If you can move there, you can retreat there. That said, sneaky retreats (IMHO) are fun, and intentional part of the design and the historical era.

Allow me to share with you the story of Amago Katsuhisa. Once the powerful lords of Izumo province and rivals of Mori Motonari, the Amago clan suffered defeat from in-fighting and the military prowess of the Mori. Katsuhisa himself fled to the Wako (loosely, pirate) island of Oki after his father and grandfather were killed by a relative and the Mori drove him from the mainland. Katsuhisa would later return at the head of an army and conquer Tajima and Inaba provinces in the name of Oda Nobunaga's successor, Toyotomi Hideyoshi. Mori's allies, the Kobayakawa and Kikkawa, defeated Amago in Mori's name, and eventually became powerful daimyo in their own right after the Mori clan submitted to Hideyoshi.

All that to say, the daimyo of this period were shuffled around - a lot. Of the five players in this variant, Shimazu and Mori alone would retain their ancestral holdings at the end of the Sengoku Jidai, and then only under the authority of the Tokugawa shogun.
The message board on Kamikaze Coastlines was extremely heartwarming
http://vdiplomacy.net/board.php?gameID=33085

Oda won with ease in this full press playtest. :-) Take what you will out of it, but I think any moderately skilled diplomat can talk the ends into fighting and get a solo.
slypups (1928 D)
18 Dec 17 UTC
Played two press games. The second one flamed out when one player missed two moves and we agreed to cancel the game. This map is a disaster if a player misses moves - it unbalances very easily.
In the first game, I think the players were figuring out the mechanics, but the minnows to either side of Oda united and beat him from both sides, and one minnow strategically gobbled up his partner at just the right time when he was a bit behind in growth.
In press, Oda has a lot of opportunity to sow dissent and at least be in the end-game, if not outright win. But if the sides stick to their early alliances until Oda is more even sized with them, Oda will probably get knocked out as center position is generally more disadvantageous.

I like how this map gives the player in the center a head-start to offset this standard disadvantage of center positions. Interesting dynamic. I wouldn't change anything yet - need more playtime with this one. But I would advise the bookends to stick together at least until they catch up in size to Oda - otherwise asking for trouble. And if one of the bookends decide to fight each other early - easy win for Oda.
Now now, let's not be influencing ongoing games by telling the little guys what they need to do. I'm sure they can figure that out on their own. :-) Plus, us Oda lovers don't need any more challenges thrown our way.
The variant isn't very forgiving of NMRs or order errors, that's true. Kind of a signature on most of my variants that hostilities start almost immediately between players, there's not much build up before you come into direct contact (and conflict) with each other.
Four solos for Oda already in the playtests. I may have to revisit Flame's suggestion above.
Yeah, Oda is as strong as any two nations at the start and holds one third of the starting SCs. That is too much. The other option would be to make everyone else start with 4 SCs.
Flame (1058 D (B))
19 Dec 17 UTC
Or ODA with 5
CCR (1699 D)
03 Jan 18 UTC
@Oli
Fix adjacency: Mino x Totomi
In a recent game, my army Mino had a retreat option to Totomi (10), but these provinces should not connect to each other.
I see Mino cam support hold Totomi too. That is a definite bug.
I just had the most inexplicable thing happen. I ordered Army Izumo to Bungo. Clicked save in the afternoon, clicked preview (on desktop computer). The arrows correctly showed the army in Izumo moving to Bungo (with two supports.) Checked *again* on smartphone just before the deadline, as these were stab orders - clicked preview again. The arrows indicated the correct intended moves. Results are posted, and Army Izumo moves to Bingo instead. In both previous orders previews, Bingo was (as intended) completely vacant (no arrows pointed to this location) - I noted this specifically, as I was concerned about that spot as a potential retreat for another unit (Shimazu unit in Awa.)

I am completely baffled. I checked and re-checked this order set twice before the deadline, on two different devices, and used the preview feature both times to ensure the orders were entered correctly. If I had just entered the orders and clicked save, I would have assumed I made an error. But there was simply too much QC and redundancy here for that to be possible. Bug report submitted - thinking maybe something happened with the mobile site? Or is there something else I'm supposed to do that I did not? (I didn't click "ready" but then I never have in the past either, only save - and have not had problems.)

This result horribly skews the playtest - on the most critical order of the most critical turn I have had in this game :-(
Bungo, Bingo. Similar names...
true, if this were PBEM, I would assume that's what happened. But when I'm looking at arrows pointing at a map in preview, the province might as well be called peanut butter - the arrow was pointing at the correct place.
Flame (1058 D (B))
Fri 05 Jan UTC
Benjamin, we got 4 solos for Oda in the end. Why are you against to reduce start-centres for Oda to 5?
BenjaminHester (1029 D)
Fri 05 Jan UTC
Not firmly against it, but not yet convinced it is a good change.

1 - one of those four Oda solos is a heavily rules-modded game (13 SC win count) that has no real value in evaluating the variant.

2 - there are several more games ongoing now where Oda is not at all running away with it. I think after a period of initial familiarization, repeat players are gaining a greater understanding of the asymmetric map and effective strategies re: Oda. (they're learning to pass on some stab opportunities against their peripheral neighbors.) This variant is designed to play very differently from symmetric/parity variants (~90+% of existing variants) and it's understandably taking a second for players to break old habits. I still don't see many peripheral players choosing to support border neutrals to contain Oda while they build up their own strength. This and other valid strategies for checking Oda growth largely remain unexplored.

3 - if there is a need to rein in Oda's overall strength level, I think there may be more effective ways to do it, that also accomplish some other tweaks I would like to make (namely, improving the effective distance/access between the Shimazu and Oda starting positions) Also, Oda's starting SCs and units are very precisely selected with the intent of giving them equal incentive to focus against Uesugi/Hojo or Shimazu/Mori. (Note: I think perhaps I don't have this quite right yet, Oda seems to consistently lean towards Uesugi/Hojo.) But also notice the specifics of their start position - one fleet on each coast, two armies oriented towards each peripheral pair. I have considered dropping Oda to five, but have not found a way (even with significant border redraws) to create equal incentive to engage either peripheral pair when doing so. So I am leaning towards nerfing Oda (slightly) through other methods.

All this to say, I'm not blowing you off, I'm just still evaluating the variant. After an initial surge (as expected), Oda's results appear to be on the decline now, and I want to observe that more. I had a very good run as Mori going myself until a (bug? orders botch? still have no idea what happened) just hopelessly skewed that game's value for evaluating the variant. Very frustrated right now.
BenjaminHester (1029 D)
Fri 05 Jan UTC
also, ubercacher's solo as Oda was in a gunboat game, which also favors Oda heavily. So for evaluation purposes, I'm considering that I have seen two solid Oda solos, and several games where Oda is either on the ropes, or at least roughly equal to the other positions.
BenjaminHester (1029 D)
Fri 05 Jan UTC
(not trying to take anything away from ubercacher's accomplishment there, it was a solid win. just saying I'm considering full press/rulebook press games more heavily for variant design purposes than gunboat. that's all.


29 replies
Greatdjenkins (1021 D)
30 Dec 17 UTC
what happened to our game argentinaen empire
whats the deal, i cant find the game anymore.
3 replies
Open
BobRoss (1678 D)
03 Jan 18 UTC
Still looking for replacements (3 games)
Other obligations make it impossible for me to play my games as they ought to be played.
1 reply
Open
gopher27 (1226 D Mod)
30 Dec 17 UTC
Deep philosophical question about American culture
So I teach at a major public research university. And I keep noticing that my male students in their early 20s seem with a surprisingly high probability to be intimately familiar with the movie Don't Be a Menace to South Central While Drinking Your Juice in the Hood. This movie came out when I was in high school. And at the same time, they seem ignorant of In Living Color which is readily available on Youtube. So why DBAMTSCWDYJITH and not, for example, I'm Gonna Git You Sucka?
6 replies
Open
CCR (1699 D)
12 Dec 17 UTC
A Reconquista variant
http://www.variantbank.org/results/rules/i/iberian.htm
27 replies
Open
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