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A place to discuss topics/games with other webDiplomacy players.
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Devonian (1871 D)
29 Jun 15 UTC
(+13)
1v1 Tournament Rules, Rankings, and Challenges
Official Rules for 1v1 Ladder Tournament
1587 replies
Open
gman314 (1016 D)
12 Mar 11 UTC
(+18)
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.
6720 replies
Open
Antiloquax (1207 D)
Sat 02 AM UTC
Why is the red box attacking me?
The red box on games with no saved moves is stressing me out! I have 2 days. What's the emergency?
11 replies
Open
nopunin10did (987 D)
Mon 18 Jun UTC
(+2)
Replace PPSC with something rank-based?
I've put together a length proposal over on PlayDip to provide a rank-based scoring system for draws that's similar to the Carnage system used in several North American Dip tournaments today.

https://www.playdiplomacy.com/forum/viewtopic.php?f=6&t=57975#p951166
102 replies
Open
Enriador (1396 D (B))
25 Apr 18 UTC
(+2)
New Variant: Crusades 1201
Hail diplomats,

New 11-players variant coming up, set in the High Middle Ages.
Enriador (1396 D (B))
25 Apr 18 UTC
(+1)
'Crusades 1201' is based on 'Crusades 1200', a variant I found lost in the Variant Bank. I streamlined it and hopefully should be a very familiar experience for you.

Map preview: https://imgur.com/a/j5j7k07
Enriador (1396 D (B))
25 Apr 18 UTC
(+1)
The start date is Spring 1201.

Powers can build on any vacant supply center they own.
The Sahara desert is impassable.
Movement is allowed between Cordoba (Cor) and Morocco (Mor).
Denmark (Den) and Constantinople (Con) are canal spaces that allow fleet and army movement.
Starting Positions:

Castille, Fleet Valladolid (Vld), Army Toledo (Tol)

Almohad Caliphate, Army Cordoba (Cor), Fleet Tunis (Tun)

England , Fleet England (Eng), Army Guyenne (Guy)

France, Army Paris (Par), Army Auvergne (Auv)

Holy Roman Empire, Army Hesse (Hes), Army Bavaria (Bav)

Denmark , Fleet Denmark (Den), Fleet Scania (Sca)

Papal States, Army Rome (Rom), Army Ravenna (Rav)

Hungary, Army Buda (Bud), Army Pest (Pes)

Rus, Fleet Novgorod (F Nov), Army Kiev (Kie)

Byzantine Empire, Army Constantinople (Con), Fleet Athens (Ath)

Egypt, Fleet Egypt (Egy), Army Jerusalem (Jer)
G-Man (2360 D)
25 Apr 18 UTC
(+1)
Sweet! Thank you!!

Why not just draw each of the African territories all the way out to the perimeter and eliminate the grey blob eyesore though?
Oli (977 D Mod (P))
25 Apr 18 UTC
You can check the preview on the variant page too: http://www.vdiplomacy.com/variants.php?variantID=114
ScubaSteve (1366 D)
25 Apr 18 UTC
(+1)
Very intriguing. I can't wait. Thanks for all you do.
Enriador (1396 D (B))
25 Apr 18 UTC
@G-Man

I don't know. I considered throwing a dragon around but it didn't work well. I kinda like the grey and the map's round form.

@ScubaSteve

I hope you will enjoy it!
G-Man (2360 D)
25 Apr 18 UTC
Love the round form, just don't like the big grey blob on the map itself. Looks like a fun variant though, will have to move it up in my queue.
Enriador (1396 D (B))
22 May 18 UTC
Turned the grey into black. =P

'Crusades 1201' should launch next week.

http://vdiplomacy.com/variants.php?variantID=114
G-Man (2360 D)
23 May 18 UTC
Moving this to the top of the queue in my Cloak & Dagger series (where we continually play new 6+ power variants each time out, with only an occasional return to a previous strong variant).

But are you talking a black blob that extends into the circular map? (I don't see anything different on the vDip map). I suggest just drawing MOR, TUN, LIB, and EGY all the way out to the circular edge, as that will play the same. Or if historical accuracy is super important to you, I would develop a new standard that looks better for impassible territories, e.g., use one of the more appropriate and less used colors from one of the states in the Divided States map (50 powers) for impassible areas, along with leaving it unnammed and explaining that it's impassible in the rules. E.g., the colors for any of Nevada, Idaho, Arizona, or Kansas. IMO, Black (and dark grey, which is near to black) has always been hard to look at for impassible areas.
Enriador (1396 D (B))
27 May 18 UTC
I am talking about the blob, yes.

I tried different colors in different shades, but none worked right - it ended up pulling attention from the map itself.

I went for gray but it got weird with the Saharan wasteland. So I went for neutral black. I think it looks better now.

I wanted some dragons around. =(
Enriador (1396 D (B))
27 May 18 UTC
P.S.: Black isn't shown of course. I like the round map bettter!
Greenflame (1000 D)
27 May 18 UTC
Make the blob a dragon ;)

Jokes aside, looks like a fun (and somewhat chaotic) map! Rus seems a tad weak to me since they can easily be denied a build if the Holy Roman Empire forces them out of Poland...

Enriador (1396 D (B))
27 May 18 UTC
I knew you would like it! =)
Rus & Hungary was incredibly hard to balance.

Originally Rus had Army Novgorod. However, it made Hungary far too exposed as Rus could take Poland *and* bully Hungary; couple that with a possible Byzantine bounce on Serbia and hostility from either HRE or Papacy and Hungary is history.

F Novgorod gives the highly besieged Hungary some breathing room, and as a bonus forces Denmark out of its comfort zone. I agree that Rus might be way weaker, but 1) they got a corner position to work with and 2) Hungary has plenty to worry about.

With just 2-units to work with, balance is a very touchy thing to tinker with.
Enriador (1396 D (B))
27 May 18 UTC
The HRE can settle the fate of Provence, take Bohemia/Netherlands/Pomerania, and possibly annoy France/Papacy by moving for Burgundy or Venice.

Reasonable Rus'sian diplomacy should push the HRE away from Poland a bit, don't you think?
Greenflame (1000 D)
27 May 18 UTC
(+1)
Well, that's certainly true. Rus does have a far more secure position than pretty much any other nation.
Mercy (2043 D)
28 May 18 UTC
Oooh nice to see a variant with powers starting with two units! That will make for some fast and tense play.
Mercy (2043 D)
28 May 18 UTC
Wait a minute.

"SCs required for solo win: 14 (of 39)"

I'd suggest to change the SCs required for solo win to 20. If players want to make the victory condition lower than half of the SCs, they can.
Enriador (1396 D (B))
28 May 18 UTC
Hey @Mercy, I am glad you liked this little aspect of the variant. The idea is Larsson's and absolutely fun. Every unit counts! Besides, it enables a large number of players (11!) without cluttering the map with dozens and dozens of extra provinces.

On the victory criteria: given how this is a 11-player variant where everyone has only 2 SCs at start, 1/2 of centers (20) felt a little too cumbersome. 1/3 of SCs (14) will still require a ton of growth - the winner will have to grow 7 times its own starting size. For comparision, a winner in Classic needs to grow 6 times over. If the victory criteria was 20, they would need to grow a whopping 10 times to win!

As you noted, any player can tweak the required number of SCs to any number they want to. Blessed be who invented this!
Mercy (2043 D)
29 May 18 UTC
Yes, I like that little aspect of the variant indeed. I like variants for more than 7 players too, but most variants creators have the tendency to create a higher number of supply centers per player than in Classic, and that usually causes the game to become quite sluggish and not as tactical as it should be in the endgame. By having just 3.5 supply centers per player, you can still see big surprises in the endgame, and the early game doesn't become less interesting from it either.

This could easily become my new favorite variant, were it not for the very weird win condition. More than half of the supply centers for a win is standard and I would say that there are good reasons for that. If someone is on the verge of winning, you want every player on the board to have some direct influence on whether or not this player will achieve a solo. In Classic this is virtually always the case; even if for example England is on the verge of winning, Turkey can help defend the stalemate line, or just help by not attacking players who are holding it. But if the victory condition is lower than half of the supply centers, then it will happen too often that you will lose a game because someone on the other side of the board won and you had no influence on it.
Secondly, I see the win condition as an extra pity because it kinda defeats the benefits of starting with less supply centers. Starting with less supply centers makes the endgame faster and more interesting, but if you lower the win condition, you won't even have an endgame. Most games will likely end in large draws because everyone will be wary of anyone who grows too close to 1/3 of the supply centers. A nice, clean 3-way draw is practically impossible.
Lastly, I don't understand why your statements are arguments in favor of having a lower victory condition. Did anyone ever say that a solo should be easy to achieve? What is wrong with having to work for it? Also, it is not like growing to 10 times your original size to win a game is outright impossible. (gameID=33308 ;-) )
In summary, a low victory condition makes draws large & victories lame.
Mercy (2043 D)
29 May 18 UTC
A small bug report by the way: on the small map, the supply center symbol of Ravenna is missing.
Mercy (2043 D)
29 May 18 UTC
Another bug: the sea north of Adriatic Sea is not named. On the large map, the name of the land province Venice is on top of the sea province.
Mercy (2043 D)
29 May 18 UTC
Yet another bug: Skagerrak is spelled "Skagerrrak" on the large map.
Mercy (2043 D)
29 May 18 UTC
I keep posting here, am I not?

Two posts earlier, I said that the sea province north of Adriatic Sea is not named. But by looking at the map info, I discovered that Adriatic Sea borders Venice and that there is no extra sea province between them.

This is the most serious bug as the connections on the map are not what they appear to be.
Enriador (1396 D (B))
29 May 18 UTC
Hey @Mercy, thanks for the bug reports. I will add the dot on Ravenna and remove the extra letter in SKA.

The sea space north of ADR is considered part of Venice, like in Classic's Denmark. The Venice dot is on the water itself... hmm, I will look into it.

> if the victory condition is lower than half of the supply centers, then it will happen too often that you will lose a game because someone on the other side of the board won and you had no influence on it.<

Oh, I don't think so. While the risk of such a thing happening is obviously greater than in Classic, by the time a power reaches anywhere close to 14 SCs there will be plenty of opportunities for some of the other 10 (!) powers to intervene. You can influence it all the same by either directly joining the coalition against the would-be winner, or as you said, not attacking the ones closer to the action.

> Starting with less supply centers makes the endgame faster and more interesting, but if you lower the win condition, you won't even have an endgame<

The endgame shouldn't be radically different; remember when I said that a victory in Classic requires one to grow over 6 times its own size? In 'Crusades 1201' it wil take 7 times, and you should consider that there are more players on the board - and thus an increased chance of someone engineering a stop-the-leader coalition. I believe that, while the scale is different, proportionally it's pretty much the same. I dare say it will be actually more dynamic due to the Build Anywhere rule spicing up the endgame.

>Most games will likely end in large draws because everyone will be wary of anyone who grows too close to 1/3 of the supply centers<

But that's the case with many variants with a 50%+1 victory criteria... in 'Crusades 1201' it will also be nigh impossible to hold a (land-based) stalemate line. Arguably, the highly fluid positions on the board should make it non-issue.

>Did anyone ever say that a solo should be easy to achieve? <

I am somewhat confused; will victories be harder to achieve (as you said, "most games will end in draw") or actually easier? Anyway, personally I don't think a win should be "easy" or "hard" to get. I only believe that a 11-player variant, where everyone starts with lowly 2 SCs, shouldn't be dragged to a slugfest - besides, England having to reach reach Eastern Europe to win in the middle of the 13th century is disturbing!.

> it is not like growing to 10 times your original size to win a game is outright impossible<

Not impossible; just way harder than it should be. It's quite a feat, but how many will pull that off? To paraphrase you: in summary, a high victory condition makes very rare victories & lame draws happen all the time.

I greatly appreciate your feedback (as always); I will keep an eye out for how the games will flow out. If need be, I shall modify the victory criteria up to 20.
Temasek22 (1035 D)
Thu 08 AM UTC
@Enriador somehow I still don't see the Ravenna dot on small map.

Thanks in advance
Enriador (1396 D (B))
Thu 10 AM UTC
I no longer have direct access to edit the variant. I already sent Oli the new files, so I guess he is pretty busy.

Patience, please! And sorry for the mistake.
Enriador (1396 D (B))
Sat 03 PM UTC
Ravenna has its dot, finally. =)
Mercy (2043 D)
Sat 04 PM UTC
Yay! And Skagerrrrrak is spelled right, too! If, on both the small map and the large map, the name of Venice would partly be on the land and partly be on the water, indicating that this is regarded as one province, or alternatively, the water part would just be removed, I would be even more happy than I already am. =)


28 replies
The Ambassador (1626 D (B) (B))
02 Sep 16 UTC
(+7)
New podcast for online Dip games
Hi everyone

Kaner and I have started a podcast about playing Diplomacy online....
178 replies
Open
WaitingCynicism (984 D)
Wed 20 Jun UTC
Notifications by email?
Is there a way I can get email notifications for my campaigns? I haven't gotten any at all, and because of that I've lost several games.
4 replies
Open
RVG1984 (993 D)
Thu 12 AM UTC
convert fleet to army
How do I convert a fleet to an army and the other way? I see people do it, but don't see the option on the dropdowns.
8 replies
Open
The Ambassador (1626 D (B) (B))
Sun 17 Jun UTC
(+1)
Padlock City
What's the deal with all the padlocks that have appeared throughout my games when viewed on the vDip homepage?
57 replies
Open
kaner406 (1559 D Mod (B) (B))
10 Mar 18 UTC
(+4)
Bourse 2018
See below:
191 replies
Open
The Ambassador (1626 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?
143 replies
Open
butterhead (975 D)
21 May 12 UTC
(+11)
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.
2409 replies
Open
nopunin10did (987 D)
Tue 12 Jun UTC
(+2)
At long last: 1900
With some help from Tobias & Oliver, my implementation of Baron VonPowell's "1900" is finally live.

47 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.
304 replies
Open
Anon (?? D)
Sat 16 Jun UTC
Would anyone like to join a Known World game?
http://www.vdiplomacy.com/board.php?gameID=35213
0 replies
Open
Frozen Dog (1000 D)
Thu 14 Jun UTC
Playtest of variant
Hi! I am trying to organize a playtest of a variant I created with some unique rules that made it not possible to implement on vdiplomacy (yet!). I have called it 'Feudal Diplomacy'. [See below for details!]
3 replies
Open
ubercacher16 (1249 D)
Tue 12 Jun UTC
Possible Change
See first post
10 replies
Open
Sky_Hopper (923 D)
Tue 12 Jun UTC
(+1)
Game Showcase
Here, feel free to share any links to games that are notable to you!
10 replies
Open
CCR (1717 D)
Wed 13 Jun UTC
Zero games variants
I thought I'd create a few games of the newest variants, and looked for those still not played, without opened games, or no new ones yet.
2 replies
Open
Mittag (1584 D)
Sat 09 Jun UTC
Sandboxes?
Does anyone know any good adjudicator, online of for Mac, that I could use for playing around with positions?
7 replies
Open
Caerus (1488 D)
04 Jun 18 UTC
Clock Watching - Sniping the NMRs
I am unaware of the actual term, but is it considered bad form here on vDip to change your orders in anticipation of an opponent's upcoming NMR?
36 replies
Open
Ghastly (986 D)
Thu 07 Jun UTC
Would appreciate a replacement for 1800 variant Prussia
I have no motivation to keep playing turns, so I figure I could give my only game to someone who does. Sorry for making a new thread, I couldn't find the game-sitters thread.
2 replies
Open
Enriador (1396 D (B))
03 Jun 18 UTC
(+1)
[New Variant] Scramble
Play as an European colonial power during the Scramble for Africa! Based on @Tristan's 'Africa' variant.

Soon on vDip: http://vdiplomacy.com/variants.php?variantID=124
13 replies
Open
Skyrock (1157 D)
03 Jun 18 UTC
Thoughts on fixing the Classic - Economic variant
See main post below.
14 replies
Open
nopunin10did (987 D)
30 May 17 UTC
(+1)
1900 for vDip: Progress Report (ongoing)
As mentioned in another thread, I've been working on the code and assets necessary to port Baron M. Powell's variant 1900 to vDip and/or webDip.

In order to keep myself accountable in some fashion to actually complete this task, and not just talk about it, I've created a small project plan where I can mark my progress.
88 replies
Open
Sky_Hopper (923 D)
01 Jun 18 UTC
[Variant] Nautical
The Classic map, but with bigger sea territories!

16 replies
Open
Enriador (1396 D (B))
28 May 18 UTC
(+1)
Taking over Civil Disorders should be free of charge
Reasoning: the player who takes over a Civil Disorder is not just putting themself in a precarious position (as they must evaluate everybody's styles and strategies) but they are also saving the game's balance and fun.

In order to reward/incentive people to take more CDs, I believe that making it free of charge (rather than current 50% discount) would be for the best. Thoughts?
62 replies
Open
d-ice (1892 D)
16 May 18 UTC
(+5)
Variants as maps, rules and tweaks
I’d like to propose a variant system that could lead to a significant increase in flexibility of testing out new variants.
12 replies
Open
Imp. Dipl.: urgent replacement for Prussia required
For following game as Prussia:
http://vdiplomacy.com/board.php?gameID=34905#gamePanel
Post your user ID/send it
3 replies
Open
00matthew2000 (2531 D)
29 May 18 UTC
New Imperial Diplomacy Game, Players Wanted
http://www.vdiplomacy.com/board.php?gameID=35028
0 replies
Open
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