Spring 1904
This season saw a several standouts from among the crowd. With the breaking down of the spheres, I will likely end my commentary by east and west and begin ranking the board as a whole starting next year.
The East
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#1 Austria: I have mixed feelings about your moves this year. On the one hand, you capitalized on Russia giving up and may see up to two builds this year, gained a French ally to fight against Italy and have a neutral (?) Turk. On the other hand, Sevastopol isn't a sure thing, Rumania is up to trust (or maybe an agreed upon center for Turkey) and France will only stay occupied with Italy for so long.
When I did the bulk work of statistics on the 7 nations, I found that a strong France was a very favorable thing for Austria, and we are seeing the reason why as Italy is being hammered from both sides. This leads me to like a AF-style alliance. The flip-side to this is that good players have long-term goals in mind. They work to see these goals met, and where doors close, they prepare alternatives. This means that each player needs to keep the others in check via some system of checks and balances. As one player sees growth higher and faster than those around him, the others need to be prepared for when a country gets so powerful that action needs to be taken. That cusp that determines when others need to take action depends entirely on each game individually. This is the first time that I will link a game that I played as an example:
gameID=13077. Around 1908, England began to get far bigger than those around him. I attempted to rally the troops but Austria was unwilling to move against England and everyone was more content to scrap together whatever Diplomacy points they could earn by game's end. England solos and I earn a survival.
Long story short, allying with a larger country means paying attention to when alliances have to end to ensure you take part in a draw and not a survival.
#2 Turkey: The fact that it's 1904 and you may not see a build this year really reduces the odds that you'll be part in any draw. You haven't had a build in 2 full years and may not get one this year. Your moves were bland, but you don't have much wiggle room. A build is necessary at this point and you have plenty of opportunities. With even a little bit of diplomacy you can be at 5 centers by year's end. I won't have much to say concerning your position until it changes--for better or for worse. Good luck.
#3 Italy: You've got 4 centers and an angry Austrian and Frenchman on your doorstep. Turkey isn't exactly an ally with no supports issued and you're facing a rough fall season. The only way out of this scenario is going to be to sell yourself to the right person for the right price. I've found that in most (not every) situations, someone is willing to work with you or have you work for them for the right price. The question is the price you're willing to pay and who you pay it to.
#4: Russia, obviously. The fact that you submitted no orders for your units two seasons in a row shows the whole board that you're giving up. This also tells me the level you invested in this game and it's really disappointing. Players who give up deserve to lose, plain and simple. At this point, you may not even be reading this commentary. This is the School of War. Not your average game that you might choose to blow off. It's a high profile game that uses nearly a dozen and a half people to put together and has the attention of the entire forum. I would not have accepted your choice to take over the country if I didn't feel it was reclaimable, especially with your TA, whom I have played with in several games and can back his ability to play well in any circumstance. In addition, you volunteered to take the country. The fact that you're doing nothing with it is inexcusable because there were others that would have taken the spot and played it out. If you're going to play diplomacy, you have to learn to play it through in the best and worst scenarios or you will teach yourself to give up when things get difficult. Every game has the possibility to turn around. A piece of the draw, while not as good as a solo, is still waaaay better than a defeat and there have been plenty of 1 center draw partners. Last, even a survival or defeat can be rewarding if you're able to ensure the guy you turned on you loses as well. When things go sour, you have to pull together and set new goals--ones that are attainable and ones that give you motivation to keep on playing and keep on talking.
The West
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#1 France: Right now, your position is looking amazing. You've got solid footing in both the east and the west with gains and allies coming in each area. I love the Austrian support to Ven because of the way it ensures you an ally in the south. You have the ability to see up to 3 builds by the end of this year, although it's not entirely likely. Keep your goal in mind as you continue to push forward.
#2 Germany: I still feel you're in the second spot, although it's highly shaky ground. I put you in second because I see a number of bright spots that are still available to you if you can make them work that could give you an advantage. I posted during the builds that I felt that the double fleet build was a mistake. Here's what I saw: two fleets was a clear indication that the Triple was breaking down and that you felt your best opportunity was against England. My guess was that you saw a French ally and it didn't pan out. The problem with the double fleet was two fold. First, it was telling. The Triple had several years it could have continued, especially in your favor, but when two fleets hit the map, it was very clear they weren't destined to push into Austria where your focus was expected. They could only push against England. The second problem with the fleets is that they're non-defensive when looking at your interior. Germany is vulnerable to the north when he has a small handful of units because England can easily overcome them with the help of Russia. A German breakdown often occurs along Den, Hol or Bel and flows inward in the early years. If Germany makes it beyond 6 centers, the breakdown more often comes from the land via a stab, much like this one, where countries swarm in through Ruh, Mun, Sil and Pru.
A better build set would have been one fleet and one army. This allows you to look at the possibility of telling England that the build is headed to the BAR, even if it's not, and the army can be moved far more places where center gain was lucrative. Three fleets weren't necessary against England because his fleets were deployed further east and you only needed to bypass the NTH which had no other fleet support. Finally, Germany doesn't need gobs of fleets. I know that some players want balance, but Germany and Austria are not fleet-heavy nations. Germany averages one or two more fleets than Austria but still fewer than France and England. Armies are by far the better route to go when looking at sustainable strength.
#3 England: Your prospects are looking up with Germany on the ropes. I put you in at number 3 because in the battle against Germany, you'll find it tougher to press forward with all of the German fleets present while France will fare far better. This puts you as a clear junior partner in an alliance and if you fall too far behind, an alliance can become a crutch that you can ill-afford to lose and even make you expendable. Your position will be determined by the strength of your press. You've managed to snag Sweden. Just make sure that your progress doesn't stop there.