Finished: 09 PM Wed 18 Jul 12 UTC
Private Mandate: Get It On!
3 days /phase
Pot: 70 D - Spring, 1903, Finished
Classic, Anon, WTA
1 excused NMR / no regaining / extend the first 1 turn(s)
Game drawn

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Chat archive

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02 Jul 12 UTC Spring, 1901: (Anonymous): Wtf do we do?
02 Jul 12 UTC Spring, 1901: (Anonymous): Still need one more player. I'll explain the next step when one more signs in. Tell a friend!
02 Jul 12 UTC Spring, 1901: Still need one more?
02 Jul 12 UTC Spring, 1901: Alright bitches. Now the fun begins. Start chatting up your neighbors. England and France are traditional allies. As are Germany and Austria, and Russia and Turkey. Italy is usually kind of a free agent and can be choosy about whom he aligns with. Or he can be totally fucked if anybody else decides to just plunder his shit. So get on your horse, Italy, and start making nice.
02 Jul 12 UTC Spring, 1901: After some conversation and setting up a game plan, you'll want to submit orders. down below the map is a list of your current forces, and the drop down menus show various options. Armies can move to any bordering territory, support another unit's move if they BOTH border the territory, Support another unit holding a territory, or just stay put.
02 Jul 12 UTC Spring, 1901: Fleets can move to any bordering territory (sea or coastline) support another unit's move if they both border the territory, support hold, hold, or convoy an army from one coast to onother. For example, if Italy had a fleet in Tyrrhenian Sea, he could use it convoy the army in Rome to Tunisia (where they filmed the Uncle Owen's Farm scenes in Star Wars, bitches!).
02 Jul 12 UTC Spring, 1901: If a unit moves to a territory uncontested, he gets it. If two opposing units go for the same territory, they'll bounce, neither will get it, and they'll both end up not moving at all. That's where support comes in. Example. I'm Russia. If I go for Galicia, and Austria moves Budapest to Galicia, we bounce and neither moves. BUT, if he moves Budapest to Galicia and supports with Vienna, he gets it. So he'll have an army in Galicia, the Vienna army stays, and my Warsaw army also stays.
02 Jul 12 UTC Spring, 1901: We'll talk about builds after this round, but our order of operations now is Chat and make nice, submit orders, another round of chatting, another round of orders, then buliding new units. But we'll get there soon enough. For now, just talk. You can click on each individual country above this chatbox to send private messages, or click on Global to send one that's viewable by all. Any questions, keep them public so everyone can benefit from the answer.
02 Jul 12 UTC Spring, 1901: When writing orders, you can either hit Save or Ready. If you just want put an idea together but not commit until you hear back from somebody or something like that, hit Save. When you're ready to go, hit Ready, that will lock in and submit your orders. The game proceeds once all 7 of us have hit ready, or when the round timer expires, whichever comes first. The round timer is up where it says Next in the upper right corner of the screen.
02 Jul 12 UTC Spring, 1901: I forgot to mention. What you really want to be grabbing and are the territories with the little black dots in them, like Sweden, Paris, Moscow. Those are supply centers. First player to own 18 supply centers is the solo winner. Solo wins are hard to pull off, so two and three way draws are way more common. But an 18 SC solo win is the ultimate goal. So the first round or two of the game are a land grab where you try to gain as many of the neutral SCs as you can. these are the tan colored territories like Sweden, Spain, and Tunisia. Neutrals that are equal distance between two players (example: Belgium is two moves away from both France and Germany) will either require careful negotiation or brute aggression. How you play it is your call.
03 Jul 12 UTC Spring, 1901: GameMaster: England voted for a Draw. If everyone votes Draw the game will end and the points are split equally among all the surviving players, regardless of how many supply centers each player has.
03 Jul 12 UTC Spring, 1901: ignore that, didn't know what i was pressing
03 Jul 12 UTC Spring, 1901: GameMaster: England voted for a Cancel. If everyone votes Cancel all points will be refunded and the game will be deleted from the database.
03 Jul 12 UTC Spring, 1901: ignore that also
03 Jul 12 UTC Spring, 1901: ignore that also
03 Jul 12 UTC Autumn, 1901: Ok italy, this is france. Lets be friends shall we? If you attack me, I may just have to run away.
03 Jul 12 UTC Autumn, 1901: I think Im gonna need the americans pretty soon
03 Jul 12 UTC Autumn, 1901: I guess Italians really are stupid, you just posted that publicly
03 Jul 12 UTC Autumn, 1901: Alright, first set of moves has executed. Did everybody get what they expected? Did anybody not get what they expected? Any questions a this point? Another round of orders and then we move to builds. You all had 3 home supply centers. If you've gained 2 new supply centers by the end of the next turn, you get to build 2 new units. If you've gained 4 new centers, you get to build four units. If you've gained none, you build none. And, heaven forbid, if you've lost one, then you have to destroy an existing unit. Ultimately, you get to have a unit for every supply center you own. You can build a unit (pay attention here...) on any of YOUR home supply centers that is PRESENTLY unoccupied. Example, if this right now were a build season, I could build on any of my home centers, Turkey could only build in Smyrna, Italy in Rome, Austria in Vienna, Germany in any of his three home centers, France in Paris or Mars, and England in any of his three.
03 Jul 12 UTC Autumn, 1901: Cmoooooon double six's!

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