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ethics question. is it right for an experienced player to take over a leaderless country in an existing game which appears to have been set up as a beginners game? or is it ok to join as long as you don't win?
In anonymous live games, I find myself doubting everyone whenever I lose. But I realize that it is probably not the case that there are cheaters in nearly every game I play, but there are probably cheaters in some. So, what is the likely prevalence of cheating? My guess would be about 1 in 5 games, taking into account communicating with other players in a gunboat game or meta-gaming. Is that accurate?
game name: One Week @ A Time. game map: Classic. phase length: 7 days. joining period: 30 mins. gameID=32305 . a real strategy game. use an entire week to plan a strategy and make allies and coerce people!
I would be interested in suggestions for specific success stories coming out of the work of the UN - and any of its constituent agencies... I am not implying that I think the UN is a failure, just trying to get a list going. It is for a discussion.
I have a fleet at Mid-Atlantic Ocean moving to Spain south coast. I have a fleet at Gascony. Can the fleet at Gascony support this move? Could the fleet at Gascony only support a move to the north coast and not the south coast of Spain?
Not discussing game specifics. You can't even figure out which game it is as it is anonymous so it won't show under my profile. And I'm not asking for help or advice, just discussing the overall merits and challenges of the world map as a gunboat.
I gotta say, I love it so far. But it is so much more challenging when you reach the point that there are a hdanful of strong players but no one player has pulled so far away to be a major threat of a win yet. The weak are slowly getting eliminated and the strong are getting stronger while bumping into each other and trading tit-for-tat.
So anyone who wants to join in, lets talk about the merits of this game and the challenges involved in having so many more options when there are half a dozen or more players with 8-10 SCs or more.
Yeah, that does suck if your neighbors go after you. But you can still communicate intent and possibly allow a neighbor to work around you and together grow. I can't discuss the nationality I'm in at the moment, but I have a lot of neighbors and I've managed to help a neighbor of a neighbor grow at the expense of the guy who was attacking me by issuing supports wen I read the N of N's intent. That has refocues my enemy elsewhere and allowed me to regroup.
No you cannot. I signaled my intentions by supporting neighbours from the very first move, but the divided nation of SA cannot support itself - you simply cannot get enough reinforcements down to protect either the South African part or the Antarctic part. Worse still, you are sitting next to Kenya which has arguably the best starting position of all - a complex mix, but with SA being so piss poor weak and Kenya being able to both feed again and again on the African continent and also keep launching fleets so easily and into such rich waters - it is a stand out to progress.
What this means is that even though I support FA to move quickly to take extra territories down south and show friendship, he still wipes me out and there is nothing I can do - I cannot have more than two units there in time and I block the SC with any defence; and even though I signal to Kenya by supporting him as well - he just doesn't stop and rolls straight over me. Again, I cannot get the builds. Worse still, with only two home SCs in Africa anyway, you end up having to block at least one of them in order to mount even a half-hearted defence.
If you get one build (if!), do you plonk that on the ice of Antarctica to try the futile exercise of holding your single SC there? If you place that unit (if you can) on the mainland of Africa instead, the Antarctic is the proverbial dead duck in less than it takes to shoot a penguin.