AUTUMN 1901
Now we're talking! The game progresses and we get a better sense of relationships.
Some things to be thinking about after the first year, regardless of which power you are:
1. WHAT IS MY IDEAL MIX OF UNITS? You do not have control over the composition of your starting units, but starting now with the first build phase you can shape how many armies vs. how many fleets. Think about the short term (which may include best defense if you are under fire), but also beyond. The way things have developed after the first year, are you seeing yourself as a land power, a sea power, or both?
2. WHERE IS MY NEXT BUILD COMING FROM? AND THE NEXT? AND THE NEXT? It is sometimes easy to over-focus on the immediate tactical situation. Remember to keep in mind the bigger picture. Sure, things may be going great with your newfound ally as you pummel the odd man out. When that odd man out is dead, where are you headed next? What do your prospects look like? These considerations may affect your next moves, which may include not killing off the odd man out.
3. KEEP TALKING. Someone may be upset with you right now. The way the board has developed in 1901, some people have been misled, if not outright lied to. Whether you are the liar or the lie-ee (?), keep talking! Do not cease communications because you are upset or because the other person is an untrustworthy bastard. If you lied, explain why to your victim -- either the truth or whatever fiction you want to spin. Did you get a bad feeling from press? Did the victim's proposal not really make sense? Did another power tip you off? If you were lied to, don't be a whiny bitch. Even if you hate the person who lied to you and you are just waiting for the first viable opportunity to screw him back, keep calm and get busy diploming. Things aren't going to get better for you if you're so unpleasant that nobody wants to talk to you (that's not to say guilt-tripping the liar can't be a viable approach).
4. WHOM DO I TRUST? Nobody, of course. But you have to start somewhere in this game, and the first year of play should give you some road maps. For the powers that you trust a little more, now perhaps you can build on that to your mutual benefit. For example, if you both honored a DMZ, maybe the next step is you both move your units away from the DMZ territory. For the powers you trust less, how can you protect yourself without spending too many resources?
5. A repeat from earlier: THINK ABOUT THE OTHER GUY. Whether you are negotiating from a position of power or weakness, think about what you are proposing from the other guy's perspective. It is easy to fall into the trap of only proposing what is good for you and shooting down what is bad from you. You need to get the other person to agree and mean it, so tailor your proposals to what makes sense from his perspective. He should do what you suggest because he realizes that what you are suggesting is in fact the best course for him. It's not all about you.
Okay, on to some specific about the current board.
FRANCE: Strong 1901. You get your two builds with momentum next year from a guaranteed third build off of Spa. The moves suggest EF vs. G. Think about your ideal mix of units for 1902 and beyond. A Par seems likely to help the offensive against Germany, but if you build a fleet in Bre/Mar, does it alienate England or Italy? If you instead build two armies, does that hamper you in 1903? France frequently gets to 5-6 centers, then stalls. The real challenge will be figuring out from where your next two builds come after Spa.
ENGLAND. A good 1901. Getting one build rather than two is not a problem. More importantly, you look to be on the better end of the western 2v1. You will need to manage your relationship with France to make sure you do not fall behind. Russia gets one build, likely A War. You will need to figure out how to handle StP and who gets Swe.
GERMANY. A rough first year. Without seeing the press, I don't fault you for bouncing Russia in Swe or for getting bounced yourself in Hol. Sil is the move that has me scratching my head. Bouncing in Swe may irritate Russia, but is not necessarily a call for RG war. On the other hand, one lone army heading to War (and presumably breaching a DMZ agreement) is a slap in Russia's face. It almost forces him to build A War in response, which leaves you with 1v1 and no progress. If you are going to break trust with another player, do it because it gives you game-changing momentum and do it with sufficient force to cripple or kill him. Now you appear surrounded on all sides by hostile forces. It is time for some quick tap-dancing and earnest negotiations. You should be sending press to all of them frequently. Do not expect mercy out of the goodness of their hearts. Try to come up with a creative solution that makes more sense for them to ease up on you and focus elsewhere.
RUSSIA. A good first year. In the west, you got bounced in Swe, but you look to have ample help against Germany. This will be an important turn for negotiation with England. Think about what you would like to see happen in the west -- is it best for you if Germany collapses quickly? If Germany and one of EF band against the other? If Italy takes Mun? Play out each scenario in your head to see what outcome is best for Russia, then try to steer the other players toward that path. The south looks like RA vs. T, with the Italian army in Tyl a complicating factor. You have the jump on Turkey in Arm, but will you be able to capitalize? Turkey is a hard nut to crack, and Austria will have many armies with possibly no immediate objective. Even if you form a good plan, Italy might disrupt it. Your press with Italy is critical this turn.
TURKEY. A rough 1901, but fortunately Turkey was built for defense. If RA are against you, you may be able to hang onto your home centers in the short term, but in the longer term their numbers will win out. You need to come up with a diplomatic solution -- either to flip one of them, or to involve Italy on your side. You have a difficult decision here for your one build. Turkey's first build frequently is F Smy, but with a Russian army in Arm that may require more thought.
AUSTRIA. All around decent -- two builds, a fleet in Rum, and Gal empty are good; a green army in Tyl is bad. AI communications still seem out of whack, perhaps as an extension of the imbalance created when you vacated Tri and he stayed in Ven. The good news is that with your two army builds, Italy can't do much damage against you by himself, even if he builds A Ven. Nevertheless, getting Italy out of Tyl should be a goal. If Italy does back off, where do you see him getting his next build? Think about the best German fate for Austrian interests, and how to help that fate happen. RA have the numbers against T, but not the right mix of units. You are blocked from building a fleet, and Russia is distracted by Sil (and possibly StP). Where are your next two builds coming from?
ITALY. Tyl is another head scratcher. Your army increases the pressure on Mun, but it seems unlikely that you will be the one who will end up with Mun (or if you do, that you will keep it) with only one unit in play. Similarly, you threaten Austria's home centers but you should have anticipated he would get two builds (since you didn't coordinate with Turkey in Greece) so it is not a real threat. Now you are a bit stuck because you probably need a fleet to expand, but you have an unsupported army in Tyl and Ven vacant after you just kicked sand in Austria's face (I am assuming here that you did not move to Tyl with Austria's blessing). Where is your next build coming from, and how are you going to get there? If EF(R) quickly eliminate Germany, do you expect France to next head your way or north against England? If France builds F Mar now, what are you going to do about it? You are not in immediate peril, but you also do not look to have promising prospects lined up. This is an important round for you to plot your course for 1902 and beyond. There are a number of powers who likely are looking for a friend.