Finished: 06 PM Mon 10 Feb 20 UTC
Private Ground Break
1 day /phase
Pot: 25 D - Autumn, 9, Finished
The Ancient Mediterranean, Draw-Size Scoring
1 excused missed turn
Game won by Qaysed (395D)

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18 Jan 20 UTC Spring, 1: May the odds be ever in your favour
18 Jan 20 UTC Spring, 1: Let the Diplomacy Games begin!
18 Jan 20 UTC Spring, 1: Rules rundown: a turn is six months, there are two turns in a year. At the end of each year, you build or dismantle units so that you have the same number of units as you have supply centers. Those are the black dots. If you have more than half of the supply centers, you win. Units are constructed at the supply centers in your home territory. Navies can move between adjacent sea spaces, and between land spaces that share a coast. Armies can move between adjacent land spaces, and they can move over seas if every sea space in between has a navy that spends its turn convoying the army.
18 Jan 20 UTC Spring, 1: Each space can only have one unit in it. When two units try to move into the same space, they bounce. A unit can support another unit's move into a space that it could move into itself. When a unit moves with support, an enemy with less support that tries to occupy the same space will retreat. You can reviece support from units belonging to other players, but those players will want something in return. Make allies, make promises, and convince every other player that they'll benefit if they do what you want. That's how you win.
18 Jan 20 UTC Spring, 1: You can also more-or-less-win if all remaining players agree to a draw
18 Jan 20 UTC Spring, 1: Draws are for cowards! To the death!
18 Jan 20 UTC Spring, 1: some other notes: I know everyone here at least in passing through discord, and StaLenin and 7; also know each other at least in passing. Diplomacy is somewhat infamous for destroying friendships, so please keep in mind to not hold the inevitable betrayal of an alliance (except in cases where an alliance actually holds until a draw or allies mutually agree to end the alliance) against anyone outside of the game. Of course, it's perfectly fine to hold it against them in the game. Also, absolutely don't use out-of-game knowledge to pressure people to do things ingame. I don't think that's likely to happen here, but better to be safe than sorry.
18 Jan 20 UTC Spring, 1: Also, I have already decided to go to war with one of the players here (not telling who) and asked another player to help me take that person's stuff. If you are that person, you may be about to fight a war on two fronts. You should find an ally immediately. Promise them something juicy in return for defending you.
18 Jan 20 UTC Spring, 1: each turn, you have 24 hours to submit your orders. The game is set to excuse one missed turn. I'm not entirely sure what happens when you miss two, but I think you're kicked. If circumstances don't allow you to play, players can agree to a pause.
18 Jan 20 UTC Spring, 1: Remember to press Ready when you've filled in your orders!
18 Jan 20 UTC Spring, 1: A Sid > Tyre
A Dama > Arabia
A Ant > Cappa
18 Jan 20 UTC Spring, 1: Uh, that's not how you put in your orders. That's how you tell everyone else what you're about to do and give them opportunity to counter your moves.
18 Jan 20 UTC Spring, 1: Yo Sandy, you alive?
19 Jan 20 UTC Spring, 1: Egypt's name is Sandy?
19 Jan 20 UTC Spring, 1: No, I assume that's just because they're Egypt
19 Jan 20 UTC Spring, 1: They do have an excess of sand.
19 Jan 20 UTC Spring, 1: I hope nobody carthago-delenda-ests me
19 Jan 20 UTC Spring, 1: That we do.
19 Jan 20 UTC Spring, 1: 46 minutes until the game gets delayed, unless Egypt shows up
19 Jan 20 UTC Autumn, 1: Greece is clearly going for Crete and Persia is clearly going for Cyprus. I wonder what Egypt will do

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