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Finished: 08 PM Tue 22 Apr 08 UTC
Caliban <3
1 day /phase
Pot: 71 D - Autumn, 1913, Finished
Classic, Survivors-Win Scoring
1 excused missed turn
Game won by Mergoth (952 D)
17 Apr 08 UTC Spring, 1901: If Caliban is less than three, what's Ariel?
17 Apr 08 UTC Spring, 1901: it`s Caliban *heart* cause Caliban is such a fantsatic band ;)
17 Apr 08 UTC Spring, 1901: Then why not use a ♥ symbol? Unicode is real, people.
17 Apr 08 UTC Spring, 1901: Just love hearts like "<3" ;)
17 Apr 08 UTC Spring, 1901: There's also a sideways ❥ (U+2765), if it's the whole sideways thing you're into.
20 Apr 08 UTC Autumn, 1902: give me to eat!
20 Apr 08 UTC Autumn, 1902: give me Austria!
21 Apr 08 UTC Autumn, 1902: England does not keep his alliances: "i am not willing to let u take norway.. but i can promise u to not go further then norway"
24 Apr 08 UTC Spring, 1905: yeah and France is an asshole too.... ups it's me xD
24 Apr 08 UTC Spring, 1905: hmmm.... Italy too..^^
24 Apr 08 UTC Spring, 1905: aren`t we all inside of us assholes? xD
24 Apr 08 UTC Spring, 1905: only you...
24 Apr 08 UTC Spring, 1905: sometimes ... yeah :D
24 Apr 08 UTC Spring, 1905: Making and breaking alliances is core to the game. But it's not diplomacy to simply lie to everyone..
24 Apr 08 UTC Spring, 1905: consider an alliance as nothing more than an agreement of principle to cooperate. if your ally is vulnerable to your attack, then it may serve you well to attack him. OTOH, if your ally betrays you, it may still be in your best interests to continue cooperating.

If you can lie to everyone, get them all to believe you, and not get caught before your plans come to fruition, I'd like to know how. ☻
24 Apr 08 UTC Spring, 1905: and by lie, I mean "Sure, I agree to that" and then doing exactly the opposite that move. Which happened 3 times to me this game.. *shrug*
25 Apr 08 UTC Autumn, 1905: i think russia is right, you can break alliances but then "warn" before and don't just say something and do another. there should be even honor among gamers
25 Apr 08 UTC Autumn, 1905: I disagree, the double-cross is the classic move in diplomacy. If you don't want your allies to attack you, you have to make sure there's a better alternative for him than treachery. To expect otherwise is to want him to not try to win, which is the whole point of the game.
25 Apr 08 UTC Autumn, 1905: Two of my alliances that were broken immediately were made before the opening move.. they both intended to violate the agreement before they made it. I might as well had no contact at all with them... in which case, why play?
25 Apr 08 UTC Autumn, 1905: well, i'm new to diplomacy, but i play a lot like battlefield 2 and stuff and there teamplay is everything. if you can't trust your mate it ends deadly.
perhaps here it is a bit different, but saying i won't attack you and do it anyway has nothing to do with tactics. that's just poor!
25 Apr 08 UTC Autumn, 1905: Diplomacy is substantially different. It is necessary to work in concert with other players, but there are only 34 supply centers, so only one person can get the 18 needed to win (and a twosome that have nine apiece doesn't count). When making deals, it is not simply a matter of obtaining verbal agreement, but making sure that the marginal benefit of alliance for your mate is greater than the possible gain for betraying you.

For example, it is usually natural for France and Italy to ally, or at least agree to leave each other alone in early part of the game, since getting past Piedmont without a ton of units in the theater is practically impossible for either side.

For example, Russia cannot really "concede" Norway to England early on, it's a trivial matter for England to bring two fleets against Norway to Russia's one army (né in Moscow) in Fall 1901. Therefore, if Russia wants to make a deal with England to get Sweden, he has to offer something else besides Norway, such as support into Denmark. He should also take care not to leave Petersburg open, as it is a terribly tempting target from Norway.

Start Backward Open large map Forward End

Mergoth (952 D)
Won. Bet: 6 D, won: 450 D
19 supply-centers, 17 units
Shino (113 D)
Survived. Bet: 29 D, won: 308 D
13 supply-centers, 12 units
iNaccris (104 D)
Survived. Bet: 6 D, won: 47 D
2 supply-centers, 2 units
Defeated. Bet: 6 D
Boani (100 D)
Defeated. Bet: 6 D
Upholder (100 D)
Defeated. Bet: 6 D
Ralfi (100 D)
Defeated. Bet: 6 D
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