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I want to learn how to code, but am having trouble deciding where to start. Their are many free resources, online classes, boot camps, etc. I would prefer to teach myself, but lack the knowledge to know what language I should be learning first and so on. Any tips from the experienced code writers here on WebDip?
Is there a rule against holding a stalemate indefinitely even though the situation is clear? I think he's hoping the rest of us give up and leave, which if it isn't against the rules yet then it should be.
I don't particularly care for PPSC. But saw that another thread was having this discussion as a sidebar and thought it fair to start a discussion thread. There is reasonable support for PPSC and regardless of the majority opinion the minority's should be heard.
I don’t know if this has been suggested but: 1. In draws have everyone alive share the pot equally (As they should because SoS is garbage) 2. In a solo, the soloist gains a portion of the pot equal to 18* divided by the number of centers controlled by the soloist or survivors (but not neutral centers or those of resigned powers) and the survivors split the remainder proportionally based on their center count. *Or however many
I wasn't a huge fan of it, but we should do a going away game for the World Map, similar to the Inaugural Known World 901 game we're running. Same deal, we get a mod to make the game the last one before they officially shut it off.
This game: http://webdiplomacy.net/board.php?gameID=187862 Attempted Daju to Makuran with Al-Qatta'i support. Somehow, the support is showing as cut, even though no unit attacked Al-Qatta'i. Also, the orders page is showing an error. Please help.
Sure, it's frustrating, but that doesn't make it "dumb." I could say the ability for another country to move into MY SC's is dumb because I can't win if they do that, it's equivalent to your saying retreats into SC's are dumb. I'm not bashing you, all I'm saying is that I think if you were on the opposite side, the side that was retreating into enemy territory, you'd find it much less frustrating or "dumb"
I would call it line building. No real life military would strategically have a gap in their line that enemy can breach as such, so in Diplomacy it's another layer of strategy. Form a line that can't be breached under any circumstance.
Picture an army that landed in Apulia, behind enemy lines. Italy swings divisions down from Venice and Rome to mop up the flanking force. Why shouldn't the flanking force be allowed to retreat down the unguarded peninsula to Naples just because they haven't already taken it?
"Well he has a point. In real wars, armies don't retreat behind enemy lines. They retreat back to their own lines."
Which you can't do in Diplomacy. Say you're France with a line of armies from Picardy to Marseilles and an advance squad in Ruhr. If Germany pushes those forces out, in real life they would retreat across the border to rejoin their frog friends. In Dip, they can't do that. Indeed, they can only retreat in that direction if they have *less* backup. That doesn't make any real-life sense.
The retreat rule's suspension of disbelief is quite tame by comparison.
It's just another rule in the game. The semblance and accuracy when compared to real war and diplomacy is unimportant. Sure it's silly in chess that a "pawn" can take down a king or that the queen is much more powerful than the king in movement capability given the patriarchal background behind the game, but that's the game.