War of Austrian Succession.
Thanks to Safari for coding this cool variant.

Forum
A place to discuss topics/games with other webDiplomacy players.
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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.
2339 replies
Open
gopher27 (1226 D Mod)
Mon 12 AM UTC
War of Austrian Succession....being obnoxious
Does history matter and should it fall to a mathematician to be the history nerd?
7 replies
Open
gman314 (1016 D)
12 Mar 11 UTC
(+18)
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.
6461 replies
Open
Safari (1510 D (B))
05 Jan 18 UTC
(+1)
Austrian Succession: New and Improved
After four years, War of Austrian Succession is nearing completion! Please come help test it so that I can perfect the balance.
It would be very helpful if we could have no NMRs for the first few phases. http://lab.diplomail.ru/board.php?gameID=64
36 replies
Open
Enriador (1296 D (B))
Wed 04 Apr UTC
(+2)
'Edwardian' - A new variant
Greetings diplomats.

I present you @VaeVictis's 'Edwardian' - an upcoming jewel to vDiplomacy's glorious crown. 'Edwardian' is set in 1901, the start of the Edwardian Era, and represents the intrigue and tension of the period with a level of elegance and detail never seen before
28 replies
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Sky_Hopper (940 D)
04 Apr 18 UTC
(+1)
Imbalanced map?
It seems as if several maps need some balancing work. For example, England* v Turkey is skewed toward England, and in Rinascimento, the French are virtually at the hands of other players’ wills.
7 replies
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CCR (1706 D)
12 Dec 17 UTC
A Reconquista variant
http://www.variantbank.org/results/rules/i/iberian.htm
38 replies
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Argentinean Empire (1243 D)
17 Jan 18 UTC
(+4)
Cold War Tournament
I am looking to start a rated Cold War tournament consisting of group and knockout stages. Groups of 4 will face each other twice, once as each country. The top two (or three, pending interest) from each group will move on to the knockout stage, with each matchup lasting two games. Users will play as each country once. If tied 1-1, an additional two games are played until a winner is determined.
125 replies
Open
nopunin10did (987 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.
68 replies
Open
WWII Tournament
I would like to start a tournament. I've seen the Known World and 1v1 tournaments, and those are great fun. So why not apply it to World War II? I'm still working out the details, but I'll post some details.
239 replies
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Devonian (1871 D)
29 Jun 15 UTC
(+13)
1v1 Tournament Rules, Rankings, and Challenges
Official Rules for 1v1 Ladder Tournament
1516 replies
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GOD (1741 D Mod (B))
Mon 16 Apr UTC
(+1)
GODMODE
Hello everyone, If like to host a special rules game, if we could find enough players interested:
20 replies
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kaner406 (1441 D Mod (B) (B))
10 Mar 18 UTC
(+3)
Bourse 2018
See below:
135 replies
Open
Siagas (1599 D)
Tue 17 Apr UTC
Looking for replacement quickly
Looking for replacements in the following game : Public WWIV
http://www.vdiplomacy.com/board.php?gameID=33046

You would play as Egypt in the map World War IV. This game is Public Press so everything you say everyone can see. For more detail, go look the new message in the thread.
3 replies
Open
stephan (1000 D)
Mon 16 Apr UTC
Vermont needed!
Vermont in „the trump effect“ 50 states game has been basically abandoned and is still in its (characteristically) stronk position, but not for much longer. grab while supplies last!
3 replies
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Sky_Hopper (940 D)
Sun 15 Apr UTC
Blank variant?
On the variants page there's currently a row with no assigned variant. Can you fix this?
6 replies
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TheFlyingJarate (940 D)
Sun 15 Apr UTC
Hello, I have a problem
Hello, I have a problem. I am going away for a few days (tomorrow), and I don't know how to quit the game I am in. There are 36 players, so I cannot reasonably ask for all of them to pause --- besides, there isn't enough time --- so I am stuck.
6 replies
Open
Maiorianus (1000 D)
Sat 14 Apr UTC
Playing with fewer players
Hi all!

I know this is probably a noob question, but I need to resolve this issue: is it possible to start a game with fewer players than those normally expected? I tried it once with the Rinascimento variant, but the game didn't launch just because there weren't 12 players.
Thank you in advance!
3 replies
Open
Enriador (1296 D (B))
02 Apr 18 UTC
(+1)
Machiavelli Variant
Hail diplomats,

'Machiavelli', a legendary variant of Diplomacy, will soon be made available here on vDip using Andrew Jameson's adaptation.
50 replies
Open
Enriador (1296 D (B))
Tue 10 Apr UTC
(+5)
New Variant: 'Napoleonic: Empires & Coalitions'
Oli has locked me in his basement and only gives me food when I port a new variant. Send help.
12 replies
Open
Anon (?? D)
08 Mar 18 UTC
New Variant: 1913
1913 is a revision of the Classic map, having both balance and historical accuracy at its heart.

The first game is live! http://vdiplomacy.com/board.php?gameID=34011
14 replies
Open
Dr. Recommended (1940 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.
694 replies
Open
drano019 (2112 D)
Thu 05 Apr UTC
Variant Design Help
See below.
drano019 (2112 D)
Thu 05 Apr UTC
(+1)
Hi vdippers!

Recently I've decided to reboot my work on a variant designed around Brandon Sanderson's Stormlight Archive novels (if you like high fantasy novels, read them!). I've got a base map set to go, and even some ideas on SC and territory locations, however, I'm positive it's pretty crummy of a job. Is there anyone here who might be willing to take a peek at things and collaborate with me on it?

Thanks in advance!
As a fan of that series, I would love to see what you have. (Any excuse to go back and read them again is good, right?)
kaner406 (1441 D Mod (B) (B))
Fri 06 Apr UTC
Devoured the most recent novel myself :)
drano019 (2112 D)
Fri 06 Apr UTC
(+1)
More Stormlight fans! Sweet! I didn't realize we had any here! When I get to my computer I'll put the map I have online and send you guys the link. Its pretty rough, especially borders, as they we're kinda just thrown in there. Feedback would be most appreciated.
drano019 (2112 D)
Fri 06 Apr UTC
For all who wish to see a very early rough test map, check it out here.

https://imgur.com/a/TrP0H
Sky_Hopper (940 D)
Fri 06 Apr UTC
Having never read Stormlight (gasp!), I don't know the exact specifics of Roshar, so I had to look it up.
Your map is pretty awesome. However, I think that there probably should be some mergers -- the number of provinces is a bit much.
If you need help in drawing the seas, I can give you some pointers.
drano019 (2112 D)
Fri 06 Apr UTC
Sky_Hopper -

Thanks for the feedback! I'm sure there's LOTS that needs to be done to it, as that map was a very early beta test so to speak. I expect to need to add supply centers and rework all the provinces at least once, probably more than that. I'd be more than happy to hear your thoughts on the sea provinces!
Sky_Hopper (940 D)
Fri 06 Apr UTC
(+1)
A few tips:
1) Try to avoid sea provinces that don't touch at least 1 SC. Seas such as these are usually worthless.
2) Make sure your sea provinces never touch more than 5 land provinces.
3) Make sure your land provinces never touch more than 5 sea provinces.
4) Make sure your sea provinces never touch more than 5 sea provinces.
5) Make sure a player's home SCs never touch enemy home SCs. (Yes, I know, Classic Dip breaks this with the Venice-Trieste border.)
6) Try to avoid scattering home SCs. Try to keep them close together, like in Classic.
kaner406 (1441 D Mod (B) (B))
Fri 06 Apr UTC
Looking forward to seeing how this develops. It will be interesting to see how the sea territories are handled, as well as the island chains. Maybe also put some consideration to having a Shadesmar type realm running alongside? something like Haven or Mars which allows a little bit of faster 'travel' on the map...
drano019 (2112 D)
Fri 06 Apr UTC
Kaner,

A Shadesmar type realm is a fantastic idea! I do intend on using other parts of the Stormlight world (Shards, Oathgates, etc), so why not Shadesmar! Unfortunately it won't be vdip playable once everything is implemented, so alas, it's unlikely to ever see the light of day here (except maybe stripped down to the basics).

I admit I would love it if someone with map experience would directly collaborate on it with me. I've got all the big picture things worked out mostly, but it's the nitty gritty of dividing up territories and figuring out SCs thats putting me at a standstill. Any takers?
Could highstorms be implemented, similar to hurricanes on the Pirates variant?
drano019 (2112 D)
Sat 07 Apr UTC
As the map is intended to be hand-adjudicated, technically, anything is possible!
Mercy (2029 D)
Sat 07 Apr UTC
@drano019 I have no experience with map making, but I would be happy to provide any feedback on the division of territories and SC's. :) The map you posted already looks quite interesting!

Right now, I would ask myself the following questions:
1) What is the average number of supply centers per player that I want?
2) What is the supply center density that I want, aka the average number of territories that are a supply center?

Personally I prefer Classic style for both, which would mean that you have to merge a lot of territories together. But hey, that is just my personal preference. :)
Mercy (2029 D)
Sat 07 Apr UTC
@SkyHopper I disagree with all of your points except 1) and 3).
David E. Cohen (1000 D)
Sat 07 Apr UTC
I believe I took a look at your last version for you, but I can do so again.

That goes for all you other variant designers out there. You can pm me here, though it would be better if you email me at zendip18AToptonlineDOTnet.
drano019 (2112 D)
Sat 07 Apr UTC
(+1)
Hey David! I think you did, but I can't seem to find the comments anywhere. TBH, not much has changed, as the project has basically been on hold for a year+ . I'm planning on making a big push over the next couple months to actually try to get a working product out there, and then run a test game sometime shortly after that.

Mercy - those are good questions! There's going to be special units that somewhat throw things off, but still a good thing to think about!
Sky_Hopper (940 D)
Sun 08 Apr UTC
@David E. Cohen
Was the AT and DOT to prevent spam bots?
David E. Cohen (1000 D)
Sun 08 Apr UTC
Correctamundo.
David E. Cohen (1000 D)
Sun 08 Apr UTC
Hello Drano019. Some questions and comments:

You may have too many non-supply center provinces, but I do want to see your water province divisions.

The colors of the dark red and brown Powers are quite close, which could be very confusing later in the game when they may be adjacent. You should consider modifying one or both to provide more distinction.

What rules, if any, differ from those of Standard?

Do the thin blue lines represent rivers and/or canals which would allow fleets to move into otherwise landlocked provinces?

Is there a reason that the Power in bright red starts with 1 more dot than all the other Powers?

Think carefully before having offshore one-province islands with no dots. They will probably add nothing to game play. If you want them there for "feel", consider making them impassable.
drano019 (2112 D)
Mon 09 Apr UTC
Hey David!

Thanks for the comments, I'll go through them one by one.

1) I agree there's far too many non-SC provinces. This is largely due to the fact that I threw the map together real fast a while ago and never really finished it per se. I fully intend on adding significantly more SCs, as I want this map to be unit-heavy due to the special rules and units that will be in it.

2) Thanks for the feedback. Wasn't sure if they were different enough or not. I could see how that could be an issue, especially if someone is somewhat color-blind in the red spectrum.

3) Let me come back to this one at the end.

4) Yes, the idea is navigable rivers, although that's not something I'm wedded to, as it doesn't really fit that well with the theme. It's likely that in the end, they will be taken out.

5) You know, I *had* a reason for it a long time ago, but I'm not really sure what that was anymore! I'm trying to start fresh somewhat, so I'll have to reconsider this, as I'm not sure it makes sense.

6) The islands are going to be grouped into chains, so there won't be a ton of individual islands as shown on the map. That was going to be delineated with sea provinces when those get drawn in.

So, going back to special rules and what not. The two biggest ones are going to be "Shards", and "Oathgates".

First, Shards: In the Stormlight Archive universe, "Shards" come in two varieties (I won't get into the Knights Radiant yet) - Shardplate, and Shardblades. Either makes the bearer into a force that can kill virtually anyone in single combat, but both combined turns the bearer into a virtual army unto themselves. These "Shards" will be represented on the map, and will be able to be wielded by the players. There will be special units representing a unit with Shardplate, Shardblade, or both. These units can move independently of other armies or fleets. Similar to in-universe, the presence of these units in battle will give the bearer significant advantage, and will be critical to battles. They however, can also be lost in battle, and captured by the enemy. Hence, protecting your shards will be a crucial part of the game. This is one reason I want the game to be SC heavy, as it will prevent the Shards from being the only important part of the game in deciding who wins battles.

Second, Oathgates. The Oathgates were immense platforms capable of transporting people to the fabled city of Urithiru. There were 10 in total, one in each of the Kingdoms. Each had a corresponding Oathgate in Urithiru. Therefore, one could travel from your Oathgate, to Urithiru, and then from Urithiru to any other Oathgate. In-universe, they had to be activated by "Knight Radiant", however, I will likely simplify that to simply needing a Shardbearer to activate it. Also up in the air is whether one needs to "unlock" the Oathgate before using it, or if they are automatically unlocked at the start of the game. Allowing them to be "locked" from the non-Urithiru side would allow people to prevent an enemy from simply invading them at home via Urithiru, thus requiring units at home virtually all the time. So specifics are up in the air, but allowing for instantaneous travel via Urithiru is definitely going to be in the game.

Ok, so that probably wasn't the clearest, so, please, ask questions! I appreciate everyone taking the time to respond!


20 replies
Enriador (1296 D (B))
05 Mar 18 UTC
(+1)
Soon on vDiplomacy: Canton Diplomacy
After trying three excruciatingly long games of Colonial Diplomacy and seeing its annoying lack of balance by myself, I decided to revive Paul Webb's 'Canton Diplomacy' from the depths of the internet. With Oli's help and blessing we'll be playing it quite soon!

http://www.dipwiki.com/index.php?title=Canton
35 replies
Open
Enriador (1296 D (B))
Sat 07 Apr UTC
(+1)
New Variant: Manifest Destiny III
Hail diplomats,

Yet another variant is coming: Manifest Destiny III. It's set in North America during the conquest of the Wild West.
8 replies
Open
The Ambassador (1625 D (B) (B))
02 Sep 16 UTC
(+7)
New podcast for online Dip games
Hi everyone

Kaner and I have started a podcast about playing Diplomacy online....
173 replies
Open
Oli (977 D Mod (P))
Thu 05 Apr UTC
(+3)
New convoy-code.
Thanks to tobi1 we have a new and improved convoy-code.
This was really a problem for all "big" variants.
Very cool you could solve this problem. I did take a look at your code, but I'm absolutely clueless... :-)
4 replies
Open
Sky_Hopper (940 D)
Fri 06 Apr UTC
Gunboat specs
If the "Gunboat", "Public Press", or "Per Rulebook" rules are employed, shouldn't the game be automatically "Anon" as well? If it weren't, then players could just PM each other, defeating the purpose.
6 replies
Open
gopher27 (1226 D Mod)
Fri 06 Apr UTC
Question about social norms for players
In a large game, a reliable player asked the mods to extend the game for Easter. The request was general and largely in the name of other player: "Hey guys, it's Easter, and in a big game, some people will probably be traveling to see family." The extension was granted, and requests like that are likely to be accepted.
15 replies
Open
Sky_Hopper (940 D)
Fri 06 Apr UTC
Port this?
Here's a variant we might want to try (with a few tweaks, of course):
Map: https://apolyton.net/filedata/fetch?id=8931879
Thread: https://apolyton.net/forum/miscellaneous/archives/stories-diplomacy-archive/114155-stefu-s-very-own-north-american-diplomacy-1870-map
1 reply
Open
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