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A place to discuss topics/games with other webDiplomacy players.
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Devonian (1875 D)
10:02 PM UTC
¿alguien quiere jugar un partido en español?
Yo quiero aprender la español y piense que a jugar en la idoma es un buen manera a aprender.

¿Hay otros que quiero jugar en español?
4 replies
Open
The Ambassador (1634 D (B) (B))
Fri 11 AM UTC
Drunk postings only
This forum thread is for VDip players to post when they are a little bit pissed.
13 replies
Open
JECE (1192 D)
18 Nov 17 UTC
(+1)
Is there a new mobile website?
It looks great, but could I turn it off? I use a BlackBerry Passport, which has a nice big screen and doesn't need it.
93 replies
Open
GOD (1786 D Mod (B))
23 Sep 17 UTC
Balkans 1860 variant
Is it just me, or is Italy way too overpowered?
90 replies
Open
gman314 (1016 D)
12 Mar 11 UTC
(+16)
Winning
Oli won.
On Imperial Civilization's off-topic thread (link inside), there was a brief stint of Second to Last Person to Post Wins. Now that the thread is closed, Oli won.
6273 replies
Open
Flame (0 D (B))
Sun 26 Nov UTC
(+1)
Punic Wars COMING soon!
Punic Wars based on Sail Ho variant.
Coming soon.

http://lab.diplomail.ru/variants.php?variantID=201
13 replies
Open
Dr. Recommended (1460 D Mod (B))
24 Dec 16 UTC
(+2)
Variant Tournaments
I've really enjoyed playing variant-specific tournaments such as the Known World 15x15 currently underway.
607 replies
Open
Devonian (1875 D)
29 Jun 15 UTC
(+12)
1v1 Tournament Rules, Rankings, and Challenges
Official Rules for 1v1 Ladder Tournament
1422 replies
Open
The Ambassador (1634 D (B) (B))
27 Oct 17 UTC
1066 Tournament
As discussed in episode 23 of the Diplomacy Games podcast I'm thinking of putting together a 1066 tournament. Interested takers?
95 replies
Open
butterhead (975 D)
21 May 12 UTC
(+10)
Advertise your NON-live games here!
In an effort to compromise the pro-ads versus anti-ads for games: Post here for your non-live games to cut down on the number of ads but still advertise games. Post game link, WTA or PPSC, and the bet. Note: this doesn't count for special rules games.
2183 replies
Open
Captainmeme (1520 D Mod (B))
Tue 05 Dec UTC
France vs Austria Openings Tier List & Guide
https://captainmeme.wordpress.com/2017/12/05/france-vs-austria-openings/
0 replies
Open
Oli (988 D Mod (P))
Sun 26 Nov UTC
(+1)
Imperium-variant might work again...
I did some work on the adjudicator and this might work again.
Not a very balanced variant, but has a really interesting start..
24 replies
Open
BenjaminHester (1015 D)
21 Nov 17 UTC
Sengoku Nagashino Feedback Thread
Hi Sengoku Nagashino players - please deposit your thoughts here for designer digestion as the first round of games resolves.

Please do not directly comment on the situation/players etc. of any active games. Please limit your comments to the variant design itself, as it appears at gamestart. Once a game has completed, it is fair game for analysis, but not before please.
BenjaminHester (1015 D)
Mon 27 Nov UTC
pleased to see that none of the positions seem significantly unbalanced, at least not with glaring problems. all positions seem to have at least one instance of a positive outcome thus far.
In the full press game, I think Oda has an advantage over gunboat. A good press player can work it to his favor and pick up lots of independent SCs quicker because of the greater starting position than the others. If he gets the others fighting each other he can quickly grow to the point of being unstoppable.

Of course, in gunboat, the opposite happens because he becomes an early target and can't use his forked tongue to talk his way out of it and cheat death. :-)
Flame (0 D (B))
Thu 30 Nov UTC
Reduce Oda's starting SCs to 5
tantrumizer (1723 D)
Thu 30 Nov UTC
In the Gunboat game just finished, I think the 2 pairs of minnows in the west and east started fighting each other and Oda steamrolled through. Everyone fought back well, but the end result was a 5-way draw, which is a little unsatisfactory. I'm not sure if it would always play out like that though, but I felt as Mori that I was in a fight to the death with my other small neighbour right from the start. And when Oda was finally coralled, I had turned my eye back to attacking Shimazu again, but it seemed too risky.

I'd support Flame's suggestion.

I was also wondering if it is deliberate that the armies can do the coastal moves, just like the fleets. I remember someone mentioning the rules should be clarified to say that they can't, but if I recall correctly, they were allowed by the engine.
BenjaminHester (1015 D)
Thu 30 Nov UTC
(+1)
It is intentional that the armies can do the coastal moves as well as the fleets. Small scale ferrying actions, particularly in the west were common to the era, and are also necessary for map balance.

One thing that I am not seeing much of (that I expected to) is players supporting neutral armies to hold as buffers. This is a critical element of containment in the design, both as a strategy to deter Oda from heading towards a specific peripheral power, and for Oda to defend against a strong alliance of either the northern or southern pair. This is both historical (the spiderweb of minor daimyo alliances) and for balance. The peripheral powers need to view and use at least some of the neutral armies as their own for containment, even if that delays their own growth slightly. The starting unit count of three for peripheral powers is intentional with this in mind.

It is also definitely intended by design that if Shimazu and Mori fight each other, and Uesugi and Hojo do the same, that Oda definitely should steamroll to a quick victory. Likewise, there is extremely high border tension built into those peripheral pairs (exacerbated even more so by the coastal rules) so that they assume high risk when they do work together.

All that to say, reducing Oda to 5 is definitely on the table if the playtests demonstrate a need, but a significant number of the games I'm spectating right now suggest that it may not be necessary, either in gunboat or full press. The two that have been finished so far certainly had positive outcomes for Oda, but that is not the case elsewhere. More to follow on that when other games finish, we can't discuss the specifics of those yet.
BenjaminHester (1015 D)
Thu 30 Nov UTC
One other change I am considering to throw out for consideration. I may remove the Kumano Sea Zone altogether and make that area coastal, such that Oda could claim Tosa on in the first season. I am concerned that I am seeing Oda move against Mori, Uesugi, and Hojo, but not against Shimazu. I think I may have inadvertently made that expansion route less accessible than the others, and the intent is to give Oda as equal an incentive as possible to attack any of their four peripheral neighbors.
BenjaminHester (1015 D)
Thu 30 Nov UTC
one final note before I shut up and listen for responses: note the positioning of Oda's six starting units/SCs and the impact on balance. They have two SCs on the western coast, and two on the eastern. They have one army oriented north (Mino) and one army oriented south (Yamashiro.) Removing any of these may have a profound effect on influencing Oda to favor attacking the northern peripheral powers or the southern ones, and the design is intended to give Oda equal incentive to choose either route.
Shah (1815 D)
Thu 30 Nov UTC
(+1)
I do not think you should remove the Kumano Sea Zone. The map, as it is, favors building armies over fleets, and if you make that area another coastal zone, it further reduces the need for fleets.
BenjaminHester (1015 D)
Thu 30 Nov UTC
This is true. In dealing with the linear nature of any map of Japan and the intent of creating an asymmetric variant, this design probably does favor armies over fleets. I had hoped with only eight truly landlocked SCs, this would not be the case, but the limited need for convoys does devalue fleets somewhat.

But...I still need Oda to be able to reach Shimazu more easily (and vice versa!)

Any suggestions on how I could increase the value of fleets in the variant? Or offset the addition of a coastal sea zone (really, all coastal sea zones) to make fleets more appealing as a build option? I suppose taking away chaos builds is one option. *That* would certainly make building fleets necessary, particularly towards the endgame.

Getting some great feedback in this thread from all posters, very appreciated.
BenjaminHester (1015 D)
Thu 30 Nov UTC
excuse me - coastal areas, not coastal sea zones. I need to be careful with my terminology to avoid rules confusion. Coastal areas are not zones at all.
tantrumizer (1723 D)
Thu 30 Nov UTC
(+1)
Can armies retreat to anywhere they can move? If they couldn't, it could boost the power of fleets a bit. With the retreat options, I was too scared to hit the high seas and leave my dots unoccupied in the case of sneaky retreats.
BenjaminHester (1015 D)
Thu 30 Nov UTC
(+1)
Yes, for reasons of simplicity (and coding also I think) we have only one definition of adjacency. If you can move there, you can retreat there. That said, sneaky retreats (IMHO) are fun, and intentional part of the design and the historical era.

Allow me to share with you the story of Amago Katsuhisa. Once the powerful lords of Izumo province and rivals of Mori Motonari, the Amago clan suffered defeat from in-fighting and the military prowess of the Mori. Katsuhisa himself fled to the Wako (loosely, pirate) island of Oki after his father and grandfather were killed by a relative and the Mori drove him from the mainland. Katsuhisa would later return at the head of an army and conquer Tajima and Inaba provinces in the name of Oda Nobunaga's successor, Toyotomi Hideyoshi. Mori's allies, the Kobayakawa and Kikkawa, defeated Amago in Mori's name, and eventually became powerful daimyo in their own right after the Mori clan submitted to Hideyoshi.

All that to say, the daimyo of this period were shuffled around - a lot. Of the five players in this variant, Shimazu and Mori alone would retain their ancestral holdings at the end of the Sengoku Jidai, and then only under the authority of the Tokugawa shogun.
BenjaminHester (1015 D)
Sat 02 Dec UTC
The message board on Kamikaze Coastlines was extremely heartwarming


13 replies
Known World Tournament
Awhile back, kaner proposed a Known World gunboat tournament in which 15 participants would play 15 games, one with each nation. I searched back for the thread, then just decided to start a new one. I want to see if there would be sufficient interest in this to try to get it off the ground.
419 replies
Open
BobRoss (1766 D)
31 Aug 17 UTC
(+2)
Variant Tournaments Results & Ranking
As the Variant Tournament thread was getting clogged i thought it'd be a good idea to separate the organisational and ranking part.
47 replies
Open
BenjaminHester (1015 D)
11 Aug 17 UTC
(+5)
obsolete Sengoku variant
Hi all, designer of Sengoku here. I would love to get the latest version of Sengoku in use on this system, as it is much more balanced. Found here: http://dipwiki.com/index.php?title=Sengoku
Even if the DP system, can't be used, the version at http://nairenvorbeck.angelfire.com/ is still better than the one in use currently. Poor Mori needs a fair chance :-) Anyone willing/able to help me get these implemented?
89 replies
Open
Grahamso1 (1106 D)
Sun 26 Nov UTC
Extending the pre game time
Is it possible to extend the time while waiting for players in a game I created? If so how? Thanks
3 replies
Open
Enriador (1374 D)
19 Nov 17 UTC
(+1)
It's time to talk about Scoring
Hello all!

Let's talk about scoring? More specifically, about whether the dreaded Points Per Supply Center (PPSC) scoring should remain an option?
98 replies
Open
Major Problems (1138 D)
Thu 23 Nov UTC
(+1)
1 v 1 games on variant maps
I am not a coder (sic) so I was wondering how hard is/was it to code 1 v 1 games? Is it reasonable to think that variant maps (Modern, Ancient Med, etc) could be set up to create 1 v 1 games? The idea of having a larger group of countries to play against each other is intriguing. I just don't know if it possible, or doable.
2 replies
Open
Grahamso1 (1106 D)
Wed 22 Nov UTC
(+2)
How old school are you?
I am not very tech savvy so forgive me. I think I started dip on some RSS pages using Netscape at work in maybe 1996(?) does that make sense? All email based through Judges. What were they called? USDJ or something. I remember FROG but they all spoke French. Haha. I used to stand outside my office in the snow smoking a cig with a hand drawn map with about 100 crossing out for each phase using coloured pens. Ah web based interactive maps?!?! Luxury!!!
5 replies
Open
Jamie_T (895 D)
20 Nov 17 UTC
Notices
The notices on my front page are all jumbled up in a random order. PMs from weeks ago are at the top, and some of my game messages from the past day or two are lower down. Is anyone else noticing this?
9 replies
Open
Enriador (1374 D)
09 Oct 17 UTC
Napoleonic Variant, and the lack of neutral centers
I had the honor to play 'Napoleonic' back in the lab (an awful game as Spain by the way). I had a question back then which I ask here and now:

Why there are no neutral supply centers?
23 replies
Open
The Ambassador (1634 D (B) (B))
20 Mar 17 UTC
Fixing the Pirates variant
With the new Lab up and running, as discussed in the DiplomacyGames podcast I'm keen to iron out the bugs in Pirates that people hate...
51 replies
Open
jason4747 (872 D)
20 Nov 17 UTC
"Biggest Game of All Time Completed"- worth a look
http://webdiplomacy.net/board.php?gameID=205586
By the nice people at WebDip.
Pot: 31,500  - Spring, 1918, Finished - Germany dominates at 17
10 replies
Open
The Real Wheat (0 D)
16 Nov 17 UTC
New Maps
I'm super new to the site and I was curious how new maps were made and/or submitted. I noticed a lot of the maps look a bit old and it got me thinking about what it would take to create a higher resolution version of a game map. Are there certain file formats a map must be in or is this all a responsibility for site admins only? Thanks!
11 replies
Open
Major Problems (1138 D)
17 Nov 17 UTC
Imperium Diplomacy
Under the variants, I noticed one called Imperium Diplomacy, but was not able to create a game using this variant. Is it a discontinued variant, or under a different name? It looks like an interesting one, especially the beginning turns.
5 replies
Open
nopunin10did (1011 D)
30 May 17 UTC
(+1)
1900 for vDip: Progress Report (ongoing)
As mentioned in another thread, I've been working on the code and assets necessary to port Baron M. Powell's variant 1900 to vDip and/or webDip.

In order to keep myself accountable in some fashion to actually complete this task, and not just talk about it, I've created a small project plan where I can mark my progress.
55 replies
Open
DemonOverlord (910 D)
07 Oct 17 UTC
Vdip colour scheme
Hi, I think vdip would be more successful with a different colour scheme. Also less painful to look at.
31 replies
Open
rebecca02 (1000 D X)
15 Nov 17 UTC
locks of hair
Beautiful.
1 reply
Open
JECE (1192 D)
10 Nov 17 UTC
Custom phase bug
This might be better in the Mods section, but I thouht I'd post here first to see if other users have any input.

I'm trying to create a new game with a custom phase length. When I select "Custom" from the drop-down menu, nothing happens. However, when I select "2 days, 2 hours", I've given the option to input a phase length. Hopefully this is an easy fix.
3 replies
Open
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