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Finished: 08 PM Tue 12 May 20 UTC
Private Unreliable civ day unit
1 day /phase
Pot: 25 D - Autumn, 4, Finished
The Ancient Mediterranean, Draw-Size Scoring
1 excused missed turn
Game drawn
30 Apr 20 UTC Spring, 1: Hello everyone, as promised, quick briefing...

The aim is to control 18 supply centres (1 more than half). Supply centres change control when a unit ends the “fall” turn occupying that territory. Games often end in draws as getting 18 is very difficult. Getting a draw with the fewest people is then considered the next best result. Supply centres are those territories with dots in.

Concept #1: The game year is split into two movement phases, spring and fall. In between there are any retreats that need to happen and supply centres are scored only after the fall. Occupying in spring alone does nothing.

Concept #2: Between fall and the next spring units are added or removed from the board based on how many supply centres you control. New units can ONLY be built in your home/starting centres.

This is predominately a game of negotiation, you need others help to succeed but ultimately you are after your own success only as:

Concept #3: Turns are taken SIMULTANEOUSLY. You do not know what others will do, you should discuss and then choose whether to honour that promise.

Concept #4: Each unit has a strength of 1, only one unit can be in a territory. Therefore the only way to win against another unit is to get support. You can support your own units or someone else’s. You can support an action in territory IF YOUR UNIT COULD MOVE THERE. You can support to hold (defence) or support move (attack). Each support adds one strength. Support can be cut, if another unit attacks the territory that was supporting.

Concept #5: alliances should change a lot during the game, don’t expect to work with the same player every turn.

Move types:
Hold – unit stays where it is. If you want to defend then this is what you have to do
Move – each unit can only move one space. Move counts as attack too.
Support – you want to support a unit to hold or move to a territory. Note you enter destination then origin when putting in orders
Convoy – fleets can convoy an army. You can convoy across multiple fleets. Each fleet should put then end province then staring province of the army (not steps along the way).

Concept #6: Armys can only go on the land. Fleets can go on the sea or on coastal land. You can move fleets from one bit of land to another but only if adjacent on the same bodies of water. Eg Roma can move to neapoli but not Ravenna – it makes sense if you think about it.

Map funnies:
Armies can move between land across water where there is an arrow, eg corfu and Sardinia
The four central bits of the sea can move to any other eg ausonian to Libyan
Baleares is an island. It can be occupied by an army but that must be convoyed.
The nile – there is something funny about being able to move ships along this but I am not 100%.

I think that’s probably enough of an overview but just ask if you need anything else. Especially on entering orders. I will cover builds and retreats a bit more when we get to it. I haven’t played a full game on this map before so that negates quite a bit of any advantage I might have had on a normal map.
30 Apr 20 UTC Spring, 1: I presume taking screenshots of private chats and sending to each other is not allowed
30 Apr 20 UTC Spring, 1: And also once all orders are in does it just go next turn automatically
30 Apr 20 UTC Spring, 1: Progressing turns - If everyone has selected ready then is will tick over. The normal version has a tonne of negotiation to do before the first turn but this map less so as we should all get three new centres by end of the first year no problem. But year two there should be a lot of chat happening
30 Apr 20 UTC Spring, 1: Aye i imagine if borders are already touching its messy
30 Apr 20 UTC Spring, 1: Screenshots - in a general game when you dont know people you are only allowed to communicate in game (on moves etc) but as we all know each other I am relaxed. We can allow it if people want. Or just tell people what has been said
30 Apr 20 UTC Spring, 1: Just a helpful tip,under the map, the far right button will preview your moves. Good way to check you have done what you wanted (especially when you have more units)
30 Apr 20 UTC Spring, 1: I would say no screenshots
30 Apr 20 UTC Spring, 1: Only chat in game
30 Apr 20 UTC Spring, 1: Of course general Smacktalk in civ day is welcome
30 Apr 20 UTC Spring, 1: Sorry if this has already been asked
30 Apr 20 UTC Spring, 1: Can fleets conquer land territory? Like coastal provinces. Or you gotta convoy an army over?
30 Apr 20 UTC Spring, 1: Fleets CAN conqueror land territory
30 Apr 20 UTC Spring, 1: Silica can be conquered with a fleet for example as could tyre
30 Apr 20 UTC Spring, 1: Dont forget it's this move and next before we count up centres. So my suggestion is plan how to get three units into three new supply centres in two moves
30 Apr 20 UTC Autumn, 1: Who's taking cyprus
30 Apr 20 UTC Autumn, 1: Questions to be answered
01 May 20 UTC Autumn, 1: Just a quick note, I am going relatively heavy on advice as some of you are quite new to this, if I am annoying you by so doing just give me a shout and I will back off a bit.
01 May 20 UTC Autumn, 1: well done everyone on a very peaceful turn 1! the pharoah is a peaceful man who wishes war with no one
03 May 20 UTC Spring, 2: GameMaster: Game was extended due to at least 1 member failing to enter orders and having an excused missed turn available. This has un-readied all orders.
03 May 20 UTC Spring, 2: oh dear.
04 May 20 UTC Spring, 2: Oh dear indeed. Egypt and Greece...
04 May 20 UTC Autumn, 2: Hmmmmmm
04 May 20 UTC Autumn, 2: Don't forget to ready up fellas
05 May 20 UTC Autumn, 2: some geopolitical horseshit about to happen here
05 May 20 UTC Autumn, 2: Just a quick note, if you are knocked out of a territory you get to retreat to any adjacent uncontested empty centre. Not sure if worrying about the unit being lost was why crete moved to messenian or that was for other reasons
06 May 20 UTC Spring, 3: What happens if someone misses a turn having already missed one? Do they forfeit?
06 May 20 UTC Spring, 3: Not sure
06 May 20 UTC Spring, 3: Yes. They are automatically booted. I probaly should have put more chances in, apologies
06 May 20 UTC Spring, 3: I think 24 hours is quite reasonable, all good
06 May 20 UTC Spring, 3: Knowing what I now know I would do alot of things differently
06 May 20 UTC Spring, 3: I think you may struggle for allies in future games brumark haha
06 May 20 UTC Spring, 3: Dont be misled by the size of the colour splurge, things like sahara and mauretnia are huge but worthless. Paul C is in the best position.
07 May 20 UTC Autumn, 3: well well well
07 May 20 UTC Autumn, 3: Cat amongst the pigeons now. Great play from Matt there, should have been down 2 but ended +1.

His cunning ploy of completely ignoring me made me think he wasnt talking to anyone. Well done. Would certainly have done things differently if I suspected and Egypt persia alliance
08 May 20 UTC Autumn, 3: So now that I'm dead is there any way I can concede or leave the game? Just don't want you lot waiting around for me to do orders
08 May 20 UTC Autumn, 3: You are far from dead, 5 units is a lot in this game. Fortunes change quickly and alliances shift.

You need to be able to make common causes with those you have previously fought and find common value (I am talking generally about diplomacy but also applies here).

If you look at how the board is shaping up there are plenty of allies and it only takes one or two good turns to be back on track.

Greece: has just been stabbed by Persia (and possibly Egypt not sure what promises where there). It is clear that if you two keep fighting and keep fighting you vs me and Greece vs peris and Egypt you are both dead. So maybe a truce could be made.

Me: yes I brutally attacked you but it was under the assumption that Persia and Egypt where fighting. If I had attacked Egypt fully and so had persia then Egypt would have been down two and falling fast. With Persia and greece having a non aggression pact my worry was that following the fall of egypt I would be facing the entirety of perisa (who would also pick up several easy greek centres as greece focused on defending against you) with my forces split against defending against you who by then would have taken out greece and Persia so it would have just settled into a three way draw so I had to prop Matt up and make a move on you. Matt used this extremely well and now my attack looks like a mistake. So I may be worried about standing alone against egypt and Persia and may want an alliance.

Egypt and persia: currently are at war with the same two people as you. That makes you natural allies. You could try leveraging that for direct help. They will want you to help against athers and defend against me. The threat you make is if they wont help you gain centres then you will throw your centres to me.

Anyway that's a brief example of how you could start to think about how to get an alliance with anyone on this board.
08 May 20 UTC Autumn, 3: Nah, i lose rome and neapoli next turn, nothing I can do

So if a game is stsrted your stuck till fully dead? No way to just stick units on a perma hold or anything
09 May 20 UTC Spring, 4: GameMaster: Game was extended due to at least 1 member failing to enter orders and having an excused missed turn available. This has un-readied all orders.
11 May 20 UTC GameMaster: Game was extended due to at least 1 member failing to enter orders and having an excused missed turn available. This has un-readied all orders.

Start Backward Open large map Forward End

Carthage
Brumark (2046 D)
Drawn. Bet: 5 D, won: 8 D
9 supply-centers, 9 units
Persia
sparckzero (103 D)
Drawn. Bet: 5 D, won: 8 D
8 supply-centers, 8 units
Rome
Drawn. Bet: 5 D, won: 8 D
5 supply-centers, 5 units
Egypt
Vicvinegar (100 D)
Resigned. Bet: 5 D
7 supply-centers, 7 units
Greece
PhaetonUltra (100 D)
Resigned. Bet: 5 D
5 supply-centers, 5 units
Civil Disorders
Vicvinegar (100 D)Egypt (Spring, 4) with 7 centres.
PhaetonUltra (100 D)Greece (Autumn, 4) with 5 centres.
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