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A place to discuss topics/games with other webDiplomacy players.
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raidedguy (342 D)
22 Apr 07 UTC
New Game
Bored? Join it!
0 replies
Open
fastspawn (1625 D)
17 Apr 07 UTC
Formulae for working out statistics
Since this is the hotbutton topic, my suggestion is that the formula should be based on a number of -parameters-. A weightage is attached to each parameter and the algorithm worked from there.

My opinion is that there should be 2 rankings, 1. Form 2. Lifetime Achievement.

Form just applies the ranking to the last 5-10 games whereas Lifetime achievement applies as per its name. This is so that any formula does not give a false indication based upon length of participation.

Parameters
---------------
Number of games played
Number of games won
Number of games survived with more than 8 SCs
Number of games survived


Of course feel free to comment on the parameters and any that might need addition
isbian (106 D)
17 Apr 07 UTC
I think that number of games survived with more than 8 SCs is unnecessary. It doesn't really show much about your skill or anything, and plus you aren't likely to survive a game with more than 8 SCs. But other than that I think this is a very good formula for working out statistics.
fastspawn (1625 D)
17 Apr 07 UTC
not necessarily, the survival with 8 SCs was told to me by another player. Apparently, it encourages players to continue playing despite knowing that they have really no chance of winning.
your majesty (970 D)
17 Apr 07 UTC
I think winning percentage needs to be the most important criteria.
Writhdar (949 D(S))
17 Apr 07 UTC
re why 8 sc's is not a good statistic--- i had 12 in a game but then those of us who had banded together to stop the "apparent winner-to-be" decided the winner by a lottery (after the "apparent..." was pulverized) . It was easier for the lottery winner to take my sc's and i ended up with far less than 2. The "8 sc" rule certainly doesn't reflect my abilities (actually luck but we all have egos) in that game
Writhdar (949 D(S))
17 Apr 07 UTC
correction - I ended up with 2 sc's at the end
Writhdar (949 D(S))
17 Apr 07 UTC
so, unless we should also factor in tide tables, phase of the moon, what one had for lunch, etc, the simplest assessment of ability is:
1. winning average
2. total number of wins
3. taking over a civil disorder doesn't go into the calcualtion of the "winning average" - either as a game played or as a win (I originally thought civil disorder wins should count but some takeovers are right at the start of the game)
Rait (10151 D(S))
18 Apr 07 UTC
I do support the idea (I think it was put up by kestas) that at the end of the game, every remaining SC-s would give little to the final score - it would encourage also players to participate even if You would have for example only 2 SC left at the end (ordering them to support hold each other & not letting them to be taken that easily).

Otherwise I support the idea that statistics should basically show Your total wins & winning % out of total games, taking also into account in some form if You took over CD country or You were playing the country from the beginning (how exactly would it be calculated is up to discussion - if those games would be taken out from Your winning % score, CD winnings would be given extra points or something else)
Rait (10151 D(S))
18 Apr 07 UTC
Actually on the second thought I would also have opinion to see the winning % also for the last 10-15 games or so, to see the recent performance (people are advancing!), which I think both figlesquidge & fastspawn have brought up...
Epaminondas (763 D)
18 Apr 07 UTC
I do support the idea of giving points for being second, third...
This is an incentive for everyone to play in its best interest to the very end of the game.
Presently, there is no distinction for losing with 9 sc in 1914 and being eliminated in 1902 ; alliances are doomed, for there cannot be a "common victory". Thus, every game looks the same : 3 to 4 years to emerge as one of the big bosses, then stab your ally to be the only big boss, 3 years to finish with an already known result. Too repetitive imho.
We can try a lot of scoring systems. Example :
1 point for every year of survival.
20 points for winning with 18 centers or more
10 for being second
5 for being 3rd etc...
It would bring a lot of different strategies.
With the present system, it's all or nothing.
By the way, when I look at the record of some players, I take in account early eliminations, number of games, number of sc at the end of every game.
What we see too often today : some players, as they realize they won't win, simply go into civil disorder. Sad.
kestasjk (64 DMod(P))
18 Apr 07 UTC
It'll be difficult to come up with something that isn't overly complicated, but still does the job.

It has to:
- Reward people who get as many supply centers as possible
- Encourage players to win and play with different people instead of constantly using the same alliances and playing in the same groups
- Penalize civil disorder, reward people who take over civil disorders


I was thinking what might be interesting is a kind of currency thing, where a certain amount of each player's points go into a game as a stake, and at the end the pile (of points) is paid out to each player depending on how well they did in the game.

This would prevent players from playing in the same groups; they wouldn't be able to keep winning amongst themselves and getting more points, because they would only have so many points to play with amongst themselves.
Also playing in more games wouldn't accomplish anything unless you did well in the games, because you have something to lose. This would make joining games and going into civil disorder when they fail less attractive.
It would also make it easy to implement the part which would prevent new users joining experienced games; they wouldn't have enough points to join a game where the stakes are higher.
It could also be adjusted so that if you frequently win with another player you and the player you win with won't get as much of the pile as either of you would have got if you had done well with someone who you hadn't done well with before.

It's also not *too* complicated.. But I'm just thinking out loud
EricHerboso (836 D)
19 Apr 07 UTC
Rank between first and second place should be a significant difference, but not between third and fourth place. That would encourage someone with four SCs to attack someone else with 4 SCs, instead of joining together against the winning player.

Reward 1st, 2nd, and 3rd on such a grading scale only if they have over 8 SCs -- but give a lesser amount of reward to anyone still in the game regardless of how many SCs they have. That way, so long as countries have less than 8 SCs, they will have absolutely no benefit to attacking other countries with less than 8 SCs.
fastspawn (1625 D)
19 Apr 07 UTC
when i mentioned 8 SCs in the first post, i was thinking along the lines of a 3 way, which is how usually most games that last past 1910 end up. In a 3 way, what usually happens is that there is a seesaw as once someone sees a person gain a slight advantage the other 2 gang up against him and force him down, before the cycle repeats. This is why a lot of games once they reach 1910, go on and on. the 8 SCs is actually a brib, a cop-out so to say. Once a player is tired of this detente, he can choose instead to support one player to get the prize at the cost of several lost points. In fact both players that are losing can get 8 SCs if they worked together.
Noodlebug (1812 D)
19 Apr 07 UTC
I like the idea of penalising players for civil disorder forfeits. It should be worth as many negative points as a win gains positive points, so you can see serial forfeiters at a glance. The only exclusion would be when you use the Figlesquigle button to quit all games simultaneously to go on holiday.
Chrispminis (916 D)
19 Apr 07 UTC
I actually rather like kestas' idea. And on the idea of a score proportional to the amount of Supply Centres you finish a game with.

@EricHerboso, you WANT everyone to gang up on the big guy. As some people have complained, once you're the biggest, you seem unstoppable, especially since many players don't spend as much time on a game where it appears to be a lost cause.

Re: 8 SCs
Sorry, don't like this, 8 SC's seems to be an arbitrary number and doesn't correspond at all with Official Diplomacy. It would be better to be proportional to the amount of SCs you have at the end of the game.

@Epaminondas, I agree that certain games have a repetitive feel to them, but it is up to you to make them interesting. The big guy can always be stopped if the little guys work together. Because unless he has already one, you still have the numerical advantage. I don't like the idea of points for years stayed alive, because this will lead to farming of games, and people forcing stalemates to rack up the points, to the point that it overshadows the win bonus.

The one thing I would add to kestas' list is to reward players who play a higher "quality" of game. Of course, this would be a direct effect of a currency type scoring system, since players who play a lot of games would be limited by their currency and the price range of the games they join. And your profit would be determined by how many games you won vs. how many you lost, with varying price ranges.

The problem with a currency system is that, if new accounts start off with some currency, this might encourage the farming of multiple accounts, although I'm sure we can think of something to stop this.

I hesitate to put forward any numbers, because it is really quite preliminary at this stage, but here's what I'm thinking.

The creator of a game sets the buy-in price anywhere from 0 credits (Unrated) to the amount of credits they own, for this example we'll say 34 credits (convenient because of factors). That means that anyone who wants to join, has to pay 34 credits, and their credits go into the game's pot. So the game's pot at the start would be 34 x 7 = 238

At the end of the game, each player recieves credits based on the number of SC's they control.

Credits won = SC's controlled x (Game Pot/34)

So each SC controlled is worth about 3% of the game's pot, and in this case 7 credits. To make a profit, the player must survive with at least 5 SCs. The winner of the game, will recieve at least 126 credits in this game, approximately 52.9% of the pot, if he has 18 SC's.

Regarding Civil Disorders, I think this could be resolved with this. A player who falls into civil disorder, loses the credits they used to buy into the game. This will make even owning 1 SC preferable to falling to civil disorder, but does not put penalize THAT much for players who absolutely cannot access a computer. For players who take over a country in civil disorder, they get their buy-in free, since it was payed by the player that quit, so thus a free shot at credits.

Of course, everyone would start with a certain amount of credits, and for "pros" who wan't a challenge, simply setting the buy-in to slightly above the number of credits new players start with is an easy way to avoid newbies.

Currently, this system is zero sum, which is harsh, and encourages multiple account farming, so I propose some way to increase the total amount of credits in the system, other than through the creation of new accounts. As well, the system I am proposing does not yet have a system for discouraging repeated play with the same players.

For a non-zero sum game, adding a donation for credits option could net you some money to support the site as well as provide a flow of credits into the system. Or, game pots could have a percentage of credits simply added in. If this is the case, it would be easy to penalize players who play with the same people in rated games too often, by simply taking away proportionally from their prize.

If a currency system is implemented, I would like to see two different ratings. One for the wealth of the player, and the other for their win : total games played ratio, or other relevant statistics.

Tell me what you think, it's open to tweaking, or even scrapping completely, but please back up criticism with logic.

fastspawn (1625 D)
19 Apr 07 UTC
Re: 8 SCs

it is not arbitary. 8 is 34-18/2, or the minimum share one person gets if he works with the eventual winner of the pot.
Writhdar (949 D(S))
19 Apr 07 UTC
C - there is certainly good logic to your system but for those who just like to play for fun, it seems excessive. If enacted, an opt-out choice would be nice - that is, players could choose not to be part of the rating system.

As for civil disorder, I believe that banning from the site is the best remedy - the question is how many cd's can be tolerated and there should be some mechanism for those with legitimate excuses.

Finally, it is apparent that the majority of forum contributors disagree with my "KISS" approach - too bad ---- Occam's razor was getting dull anyway
hiimme333html (100 D)
19 Apr 07 UTC
i've got it! new players start with one unit of the currency, and then they join a beginner game with more rewards. this wouldn't stop new players, but it would take so long to farm points that it wouldn't work.
JasonGL (158 D)
19 Apr 07 UTC
I basically agree with Kesta and Chris, but I'm suggesting some tweaks that would (1) prevent newbies from having to deal with a complicated rating system, per Writhdar, (2) keep the incentive for third place to stab fourth place in the endgame down to a managable level, per EricHerboso, (3) reward players who seek out new opponents, per Kresta, and (4) keep the incentive to play in thirty games at once down to a manageable level, per half the forum,

(1) Newbies shouldn't have to fiddle with buy-ins and stakes just to play their first game. So, let's let newbies into newbie games for free. A new account starts with no credits, making the creation of multiple accounts less tempting. A default new game would cost nothing to enter. A default game would pay, say, five bucks worth of Diplomacy Dollars to everyone who finishes the game (whether by being eliminated, drawing, or winning), plus EITHER one Diplomacy Dollar for each supply center held by those who cooperate to force a draw, OR a big prize of twenty to thirty Diplomacy Dollars for players who outright win. Since outright winning is theoretically the object of the game, it deserves more than just a reward for 18 supply centers.

Meanwhile, those who have won a few games against their fellow newbies will have the credits to prove that they're advanced players. Most advanced players will presumably be able and willing to fiddle with the game-start options, so they can set up non-default new games that require paying a stake of Diplomacy Dollars up front.

(2) The problem with dividing the entire pot according to Chris's formula [proportional by supply centers held at end of game] is that, as Eric points out, it will pretty much stop smaller players from banding together to stalemate a major power, since all supply centers are equally valuable. However, we can use Chris's formula to distribute half the pot, as long as we distribute the other half of the pot equally among all those who force a draw! If there's an outright winner, then the 'draw' half of the pot goes outright to the winner. That way, if you're in third place in the endgame, instead of trying to decide whether you can make exactly 8 supply centers by stabbing fourth place, you can weigh the risks of stabbing fourth (first place might win outright, depriving you of your share in the 'draw' half of the pot) against the rewards of stabbing fourth (you get some extra supply centers, and thus a larger share of the 'supply center' half of the pot).

Fastspawn, I agree with you that 8 SC is an arbitrary number--there is definitely some sense in it, maybe even more sense than any other number. In my opinion, though, there's no need to pick *any* number. Providing flexible incentives that reward both drawing and gaining centers will lead to a more interesting variety of strategies and of endgame scenarios. People will have more fun.

(3) It's easy to reward people who seek out new opponents. No game should be zero-sum, so in advanced games, ie, stake-games, instead of paying out $5 for finishing plus $1 per supply center or $25 for winning, pay people who finish the game (by being eliminated, drawing, or winning) according to this formula:

(Buy-in Stake) / (Total previous games played with all opponents + 1)

For example, if you played an intermediate-level game, wagering, say, 68 Diplomacy Dollars, and there were two opponents you'd seen before, one of them once and one of them twice, you would collect (68) / (2 + 1 + 1) = 17 Diplomacy Dollars just for finishing, a quarter of your buy-in.

If, on the other hand, you'd played just about everybody in the game at least four times, you'd only collect about (68) / (6 * 4 + 1) = 3 Diplomacy Dollars, rounded up. Of course, you can still win stakes off your opponents by beating them in game after game...if you play with the same people all the time, and you keep beating them, your rating should go up and theirs should go down. There's a nice limit, though, since after they lose all their points to you (since they lose them to you faster than they get them back from the increasingly-tiny finishing bonus), they won't be able to play stake-games with you, and you'll have to go find new opponents or be reduced to preying on newbies, which doesn't pay well enough to make you one of the website's Top 10 players.

(4) How do you keep people from joining 30 newbie games at a time, ordering a hold every turn, and collecting 5 Diplomacy Dollars a pop when they're eliminated? Simple. The community agrees on a limit (2 games a week, 3 games a week) for collecting newbie finishing bonuses. You can still play as many games as you like, and you can collect Diplomacy Dollars for winning or drawing as many games as you can manage to win or draw. You just can't collect points for simply being in the game beyond the level of simply being in the game that we're trying to encourage.

How do you keep advanced players from joining 30 games at a time and getting rich off the 'finding new opponents' bonus? Easy. If you're eliminated from an advanced game, even if you've never ever played with anyone in it before, you still only break even. The stack of bonus credits added to advanced games just isn't big enough to reward people for playing a zillion games. Of course, people can play as many games as they like...but if they lose almost all of them, they'll eventually lose credits, and if they go into civil disorder on a regular basis, then they won't even collect the new opponents bonus, so they'll lose credits so fast that they'll be back to newbie status in no time at all. And the newbies won't mind so much eating up countries that go into civil disorder--it means they can play with the big boys that much faster.

Oh, and I'm sympathetic to figlesquidge's holiday scheme. Don't know how to work it out, but it sounds like a good idea.

Finally, before you jump on my post as insanely long and complicated, keep in mind that (a) I've been engaging with everyone else's suggestions and concerns, (b) I've proposed solutions to more than one important problem, and (c) everything I've suggested can fit into 100 lines of code for the programmers and 1 menu screen for the users--it's only complicated to think about; it's not necessarily complicated to make or use.
kestasjk (64 DMod(P))
19 Apr 07 UTC
Thanks for the input all, some interesting ideas floating around. One thing I'd like to address is Writhdar's comment about simplicity.
figlesquidge will tell you I'm pedantic about making things as simple as possible, so we are definitely on the same page there.

The points system will be a black box to players, they'll only have to know that they put some of their points in as a stake, and they get points back depending on how well they do in the game. It's pretty intuitive, in my opinion.
I think that problems with abuse and civil disorder all need to be taken care of somehow, and if a points system can help take care of: civil disorders; allied victories; keeping inexperienced players out of games for experienced people; multiple accounts; and people joining too many games at once; all in one feature, I think the simplicity of having one thing take care of all that is better than having several simpler things try and take care of each.
EricHerboso (836 D)
20 Apr 07 UTC
Chrispminis, you misunderstood me. If we reward by the number of SCs you control at the end of the game, then there will battles for third place, or even fourth place, which DISCOURAGES joining together against the winning player.

Kestasjk, please take what I am saying into account. I don't mind a credit system like you describe for first or second place, or maybe even third place. But if you continue rewarding according to number of SCs even down to those players that hold only five or six SCs at the end of the game, then you will be encouraging them to fight amongst themselves.

If a credit system is implemented, you MUST give an equal reward to all lower tier players. If you give a lesser reward to even those with two units left, then that player would do best credit wise to work together with the winning player in order to reduce another player to one SC. Using a credit system may solve many problems, but one new problem it will create is that the system itself will start _encouraging_ players to prey upon the weak rather than to band together against the top player.
EricHerboso (836 D)
20 Apr 07 UTC
It occurs to me: what if we used a non-zero sum credit system, but instead of adding the additional credits to the top end, we apply it to the lower end, by equalizing the lower tier players' return?

Say we used the system Chrispminis described, but whenever a player _would_ be getting a net loss, instead we add credits to cause him to break even? Then players could only lose credits by actually losing all their territories, and a player with four SCs would gain zero benefit from destroying a one SC player--although the top player would indeed gain a small amount from killing off the one SC player. This actively encourages the smaller countries to band together against the larger enemy.
AntoniusRex (1136 D)
20 Apr 07 UTC
OK guys I'm just giving you a suggestion here. Diplomacy has been played for quite a long time now, and there are many player groups around. One of them is www.dip2000.org. They have this Eagle Point System, that:
- rewards both solo and shared victories, the former more than the latter, because it should be clear that solos count more than draws
- punishes whoever lets the country go into civil disorder (in fact they ban the player from the site altogether, which I think is a good thing, but I've also been accused of being too strict)
- gives some points to whoever ends the game on the losing side, but always less than those given for a draw (it is better to draw than to stay alone)
- establishes an overall ranking for all players, and (wink @ Chrispminis ) sets the value at stake for each game based on the ranking of the players that are involved (basically, a game played by experts is more valuable than a game played by rookies)
If you IT wizards check the www.dip2000.org site, you will find an EXTENSIVE description of how the system works. I think it would be easy to get the needed logical statements out of that description. And maybe we could even adopt/adapt/improve that scheme...
Chrispminis (916 D)
21 Apr 07 UTC
Hmm, Jason has a good idea with the splitting of the pot like that. It would encourage more banding up against the big guy than mine would. I don't really like the idea of limits on games, I think the scoring system should be designed such that limits do not have to be in place. And that there would be natural limits.

and @Writhdar
I did say that you could play Unrated games if you choose. And that there would be two ratings. One which is your wealth, and the other which is your win percentage. If you don't care for the credit system you could simply play only Unrated games.

@AntoniusRex
Sounds interesting. I'll look at that later and comment on it. It would be helpful if you posted some example numbers.

While I don't think I've ever fallen into Civil Disorder, I can see why people might. Sometimes games last longer than expected and a holiday could force you to forfeit the game. Players shouldn't be banned for that. A limit on it wouldn't help either, so I thought just a straight penalty, which wouldn't be crippling, but wouldn't be laughable either would be good.
Chrispminis (916 D)
21 Apr 07 UTC
The good thing about a currency system is that its highly proportional. So people who leave high stakes games are more penalized, and should be, because with so much at stake, a player leaving could ruin the game.

As well, it's an easy way to separate to a degree "Experts" from "Newbies". And with limited currency it's an easy way to balance out a higher rating for those who play more games at a time.


24 replies
haoyang (105 D)
20 Apr 07 UTC
NewbDiplobutProRISK
I am new in diplomacy... this will be my first game. However, I've played RISK for over 3 consecutive years daily... So I learn fast.
13 replies
Open
aoe3rules (949 D)
21 Apr 07 UTC
Sardina & Corsica
Since it's part of France, Corsica should always be the same color as Marseilles, not Tuscany. Sardina should be the same color as Rome.
1 reply
Open
Huey79 (2345 D)
21 Apr 07 UTC
statistics cont'd
Do people think it would be helpful to have in addition to a general rating, a specific rating per each country.

ie username:
gen. rating - diplomat
france - mastermind
england - diplomat
russia - diplomat
italy - experienced
etc.

It would be useful to the user and their opponents. Comments?
0 replies
Open
Solsblight (100 D)
21 Apr 07 UTC
Hello.
Name: Tyche?
Password: goodluck

Hello. Starting a new game, and we need three more players.
0 replies
Open
raidedguy (342 D)
21 Apr 07 UTC
Leaving Games/Declaring Civil Unrest
Is there any way to leave a game that you joined on accident or leave if your going to be gone for a while, that way you don't hang a game up and ruin the experience for everybody, the least that could be done would be to add a conformation when you click to avoid accidental clicks, maybe a capcha would work...
0 replies
Open
aoe3rules (949 D)
20 Apr 07 UTC
huh?
rror triggered: An assertion, $this->mode != DIPLOMACY or (count($this->USERMEMBERSHIPS) == 7 and count($this->MEMBERSHIPS) == 7), was not met as required..

The details of this error have been successfully logged and will be attended to by a developer.
14 replies
Open
figlesquidge (2131 D)
20 Apr 07 UTC
End of phase times
I think that the end of phase time displayed should be changed in one of two ways. Either, it should display with more accuracy the time, or it should instead round the time down. The current method rounds the time to the nearest hour whilst it is a long way away, but this is very awkward since I'm not sure how long I can wait because of that - there is almost an hour of flex for the time, although I'm not sure when in this bracket the times sit...
1 reply
Open
Sicarius (673 D)
20 Apr 07 UTC
New game, Starting now
join War!
0 replies
Open
Fathead08 (100 D)
19 Apr 07 UTC
1 account per IP
this is a disappointment to me if a one account per IP will be enforced my brother and I just started playing and we are in the same house on the same computer.....we never plan on joining the same game and allying but if need be im sure we can play on the same account
1 reply
Open
isbian (106 D)
19 Apr 07 UTC
New Game
Join de_dust! A great game for Counter Strike lovers everywhere! And if you don't play or like Counter Strike, feel free to join anyway.
0 replies
Open
QCadd (100 D)
19 Apr 07 UTC
Bad Intentions
I just looked at the game of the same name... THE YEAR IS 1935! Has this ever been broken? Is either side going to give in and just hand a recource center in already? Are they going for some kind of record? Why am I asking so many questions?
3 replies
Open
aoe3rules (949 D)
19 Apr 07 UTC
Civil Disorder
if what happens do you go into civil disorder? i've heard it's not entering a game for three days, and i've heard not finalizing orders twice in a row, and a bunch of other things.
2 replies
Open
yellowpajamasson (1019 D)
18 Apr 07 UTC
Why can't you propose a treaty?
When a game is nearing its end and the only countries remaining have been involved in an alliance, why can't they propose a treaty to have all or some of them identified as winners. It doesn't make sense to ally with a country and then have to break the alliance at the end just to finish the game.
6 replies
Open
yellowpajamasson (1019 D)
19 Apr 07 UTC
It sucks when...
your game is waiting on one person to send orders and that person is in over 50 games with 42 of them currently requiring orders. I am all for limiting the number of games entered at one time. This is like a chess match where Bobby Fischer is playing 50 people at the same time except the person is not as goood or as fast as Bobby Fischer.
0 replies
Open
Rait (10151 D(S))
18 Apr 07 UTC
The game 'The Fast Game' is hanging
...in 'due now'
1 reply
Open
figlesquidge (2131 D)
17 Apr 07 UTC
Missed Moves Appology
As a member of several current games, I would like to apologies for missing several moves. This may have caused notable troubles for my allies, although looking around it does seem that my absence has caused more good to other players - especially in one game where my stalemate line has been broken. Just to say, I am hopefully here now, so don't try and take advantage of the situation any more!

This leads me also to comment on two items:
1) Please can players have a button on their settings that would let us leave _every_ game we are in. This would mean that one could go on holiday and the like, but since it would leave all games it wouldn't be used to allow people to give up.
2) Is it really fair to work out peoples scores based on all games? If people loose out due to a bad net connection like this, it might completely wreck their score for ever. Indeed, how about for players who learn how to play? They are could easily end up with several rather crushing defeats, but after that very good figures. How about adding a start and finish date to all games, then scores can be calculated over a timespan...
3 replies
Open
Xehh (95 D)
18 Apr 07 UTC
Join
Join The Game is... It's is a new game
0 replies
Open
crittenden51 (100 D)
18 Apr 07 UTC
Diplomacy2
New Game "Diplomacy2" is open to all, pro and beginners. Your participation will be appreciated.
0 replies
Open
JingReaper (100 D)
17 Apr 07 UTC
"The Politics" Game is hanging
kestasjk,
All the players have put in their moves (there is a check next to each name). But the game has not moved to the next turn. It has been in this phase for about an hour now (with all the players having check marks). What is the next step?
Thanks
9 replies
Open
AteTrack13 (100 D)
18 Apr 07 UTC
seriously game now up
join it. seriously.
0 replies
Open
Barbosah (351 D)
17 Apr 07 UTC
Bug in orders description
In game helloo I received the following message from GM: "Autumn 1908, Diplomacy: Your fleet at Tuscany recieved stand support from the army at Piedmont, but couldn't accept it because your fleet at Piedmont tried to move"

That's quite strange even if you don't see the game map, for it states that I have an army at Piedmont (that tried to support Tuscany) and then states the opposite, that I have a fleet at Piedmont (that tried to move).

By the way, my unit at Piedmont is an army.
1 reply
Open
pedestrian (493 D)
17 Apr 07 UTC
To south coast of Spain.
I can get to south coast of Spain from Western Med and Gulf of Lyon. Can I get to it from Portugal? From Portugal, will I be able to specify the coast?
1 reply
Open
Bris (100 D)
17 Apr 07 UTC
Open Game
"cause its monday" is open to anyone and everyone. So anyone scouring the game page for a open game, feel free to hop in. Cheers
0 replies
Open
Coemgenus (109 D)
17 Apr 07 UTC
Game "Clancy" I can't enter
Error triggered: An assertion, $helpunitid, was not met as required..

3 replies
Open
Brutus (114 D)
17 Apr 07 UTC
New Game - Contact
How about when one creates a new game, they post their e-mail address in their profile?

There are any number of reasons that this persona might need to be contacted.
0 replies
Open
braddles31 (100 D)
17 Apr 07 UTC
NOW PLAYING!!
i play turkey and despite the fact i should have been able to retreat to bulgaria/sc, i was unable to do so and as a result i had to disband.
The province was mine and empty, and not in dispute.
Why did this happen?
1 reply
Open
braddles31 (100 D)
17 Apr 07 UTC
Imperial Conquests
open to all
0 replies
Open
braddles31 (100 D)
17 Apr 07 UTC
Imperial wars
Open to all
0 replies
Open
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