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Synapse (814 D)
26 Aug 13 UTC
Napoleonic variant
Any suggestions thus far?

http://i43.tinypic.com/25oyqvp.jpg
29 replies
Open
Anon (?? D)
26 May 13 UTC
Spartan's Summer Fun series
Hello all! I figured I should continue this after a friendly reminder... so here you go! The next game in my series!
gameID=14517
Celtic Britain, 1 day phases, 13 pt bet
40 replies
Open
Lukas Podolski (1234 D)
27 Aug 13 UTC
LabDip down?
Can anyone access LabDip these days or is it just me can't?
13 replies
Open
adalephat (733 D)
02 Aug 13 UTC
Is the WWII map unbalanced?
I was pondering the statistics when I realised, that France soloed only once, while the Soviet managed it 10 times. Is this because the map is unbalanced, or because the Soviet players are that good?
11 replies
Open
Rancher (1275 D)
27 Aug 13 UTC
1648 game just gone final
impressive all blue map

http://www.vdiplomacy.com/board.php?gameID=15074
13 replies
Open
tiger (1653 D)
16 Aug 13 UTC
Random Question
If you CD in a game and get taken over by someone, can you rejoin that game if someone else CDs by taking them over?
19 replies
Open
SLOTerp (0 D)
24 Aug 13 UTC
(+1)
Forum-based standard @ Redscape
Weekly turns. Good maps. If you haven't played a forum game w/ a human GM in a while (or ever), here's your chance to jump back in.
http://www.redscape.com/viewtopic.php?f=27&t=1913
13 replies
Open
Spartan22 (1883 D (B))
18 Aug 13 UTC
Chaoctopi Signup Thread
As part of my summer series, I am trying to get a chaoctopi game started. I figured I'd make a new thread because the other lost traction. So signup here if you're interested!
3 replies
Open
Anon (?? D)
22 Aug 13 UTC
Spend your dimoolah!
Come one, come all! Spend your dip points!
I am currently hosting a decent high pot game at the low price of 99 D! Global chat to really test your skill on the classic map! Join if you dare!

gameID=15633
18 replies
Open
mendax (1260 D)
26 Aug 13 UTC
Stalemates
Is there any way to force someone to accept a stalemate position.
2 replies
Open
King Atom (1186 D)
05 May 13 UTC
Tour of VDip: Extension
A while ago, I started the Tour of VDip! With the intention to play every game on the site. We are currently on round three. After evaluating my summer schedule, I have notices that I have exactly fifty free days (excluding seven for band camp, twelve for a missions trip, and ten for vacation days). Anyway, from this conclusion...Actually, hold on, I have a lot to say...
21 replies
Open
Amwidkle (1351 D)
01 Aug 13 UTC
(+4)
Opening strategy guide, WWIV
Spinning off bluecthulhu's excellent idea into a new thread.
Page 1 of 4
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Amwidkle (1351 D)
01 Aug 13 UTC
(+8)
Last night I wrote a WWIV opening strategy guide from the perspective of Texas and I thought I'd share it here. It's rather long though and I apologize if it clutters up the forum. Just posting it to test the waters. If people like it, I would be happy to write more guides from other countries I've played in WWIV. If others also want to contribute their own opening strategy articles and the guide reaches a critical mass, maybe the developers can create a separate section on this website to house them all.

---
WWIV Opening Strategy -- Texas
by Amwidkle

Congrats! You drew Texas. You know what they say, nobody messes with Texas. Also, everything is bigger in Texas. With a bit of luck and skill, this saying should also apply to your empire, for Texas occupies one of the more promising starting positions in WWIV.

Texas's early advantages derive mainly from a combination of an easily defensible position (all three Texan home SCs border each other) and the close access of neutral SCs. Corpus Christi (CCR), bordering two Texas home centers, is so clearly within Texas's orbit that CCR can be safely bypassed and picked up in the second year if an opportunity for a different SC presents itself. New Orleans (NO), while not quite as clearly in Texas's control, is still a very likely gain since Texas's Houston (HOU) unit (whether a fleet or army) is the only one of any country that can reach NO in the first move. No nation acting by itself has the ability to take NO from Texas in the first year and so no one is likely to. The other neutral SC's within Texas's first-year grasp are Kansas (KAN), Denver (DNV), New Mexico (NMX), Chihuahua (CHU), Monterrey (MON), and Memphis (MEM), though gaining this last SC is quite unlikely since, even assuming success in taking ARK in Spring 2101, capture in fall would require anti-Illinois support from the U.S. Your neighbors also have a more or less equal stake in all these other SCs, so diplomacy will be necessary if you plan to begin holding rodeos and NASCAR races in one or more of them.

In the build phase, Texas only has one choice to make: whether to build fleet or army in HOU. An army is slightly anti-Illinois/anti-California/anti-U.S., while a fleet is slightly anti-Mexico/anti-Cuba. In most cases the choice will not be a major one since HOU is most likely to end up in NO or CCR by the fall anyway. The main advantage of an army is it can take (or bounce Illinois out of) ARK, while a fleet can take (or bounce Mexico out of) WGM. So if in doubt about Illinois, build an army; if in doubt about Mexico, build a fleet.

To the east, Texas's primary rivals are Illinois and Cuba. They form two sides of the same coin -- one threat by land (Illinois) and one by sea (Cuba). Of the two, Illinois can cause more initial damage. If Illinois moves to Arkansas (ARK) in spring, then Texas will be caught in a guessing game in the fall -- a 50/50 shot whether to cover HOU or hold in NO, in addition to having to worry about the threat to Dallas (DAL). This would be a very uncomfortable situation, and it is almost worth it to move an army to ARK in the first move to prevent it. But with other opportunities for SC gains and bigger threats on his horizon, Illinois is unlikely to take the ARK gamble. More dangerous, but even more unlikely, is a joint Illinois-Cuba attack on NO in the fall. In this unfortunate situation, Texas will certainly lose NO, but thankfully this is highly unlikely to happen since both Illinois and Cuba each have better shots at gaining other centers in their surroundings (such as MEM for Illinois or MIA for Cuba). To strip NO from you, one nation would have to voluntarily give up a crucial first-year build by issuing the necessary support to the other. These are no excuses to neglect your diplomacy with Illinois and Cuba, however. For while NO is tactically easy for Texas to gain, ironically, NO can only be held through diplomatic means. This is because, in the medium-term, Texas will likely have more pressing matters to attend to (Mexico, California) and leave a thin garrison at NO and HOU. In this event, either Cuba or Illinois could swing in with two units and pick up NO easily even without the direct support of the other power.

Thankfully, if you just cultivate friendly ties with Cuba and Illinois -- for instance, setting up DMZs in ARK and Eastern Gulf of Mexico (EGM) -- then it is very likely that at least one, if not both, nations will send their forces elsewhere in the first year. As a consequence, both Illinois and Cuba will likely get involved in conflicts elsewhere in the medium-term, leaving the Longhorns the enviable choice of maintaining the peace or stabbing (with long horns, no doubt) the exposed rears of Illinois and Cuba. Strategically, the best situation for Texas would be if Cuba provides you with minor help against Mexico while investing in navies and adopting a primarily Atlantic Seaboard or South American strategy. Meanwhile, if Illinois makes a dash for the northeast corridor of North America you will certainly be in the clear as concerns him. However, if Illinois and Cuba are firmly coordinating action together on the North American continent, then preferably stoke a war between these powers with the United States -- far better than becoming their target yourself! However, it is important to stress that any Cuba-Illinois war against the U.S. is not too successful, for if Illinois and Cuba succeed in destroying the U.S., then Texas will be an easy, and natural, next target. So in this situation do not give overt assistance against the U.S., even if offered tokens such as ATL. Instead, strive through any and all means to keep the U.S. alive and kicking for as long as possible. In sum, in your eastern relations try for no more than friendly neutrality with Illinois and Cuba (unless Cuba offers help against Mexico, which you should eagerly accept). At the same time, it can hardly hurt to be pro-U.S., since the U.S. will in all likelihood be hemmed in by Quebec, Illinois, and Cuba for the foreseeable future. In the event of a cowardly attack upon your eastern border by Illinois or Cuba, the U.S. can be your ace in the hole. These eastern powers are trapped in a highly competitive game and will probably be leaving you alone as they desperately seek to gain an advantage over the others. As such, if any problem threatening to Texas arises from the east there should be a way to diplomatically solve it.

While likely enjoying a strong start, Texas can face problems in the medium-term, stemming from two main sources -- south of the border, and west. Concerning the southern threat, Mexico is without a doubt Texas's primary rival. This is mainly because of geography -- due to the way the North American continent narrows in Central America, neither Texas nor Mexico can really thrive without eliminating the other. The alternative to war -- a Texas-Mexico alliance -- is not very synergistic. For if Texas and Mexico team up to take out Cuba, then both nations will end up with a bunch of fleets in the Gulf of Mexico/Caribbean Sea area with nothing much to do but consider stabbing each other. A Texas-Mexico attack on California is slightly more promising than attacking Cuba, but only just. For if Mexico builds armies and sends them up the west coast, again, there will be nothing much for the Mexican armies to do but sit there and consider when to stab Texas, and as a consequence Texas will have to maintain a garrison on his western border. Therefore, it seems the best hope for a long-term Texas-Mexico alliance would be if Mexico can be persuaded to adopt a Pacific strategy while Texas builds fleets on the opposite coast and expands through the Gulf of Mexico. This arrangement might be workable if Monterrey (MON) is left as a DMZ, or voluntarily given to the weaker of the pair, but it is still an awkward arrangement since neither power could directly help the other expand. In truth, the best this Texas-Mexico "ideal alliance" would amount to is de facto non-aggression. So perhaps it is best to begin plotting the Mexican demise. Si?

The problem with attacking Mexico right off the bat is that both powers are of approximately equal strength. If Mexico is played by even a middling tactician, it will be next to impossible to simply bludgeon him to death. The tense north-south situation here is somewhat analogous to that of Russia and Turkey in Classic. The key strategic territories here are MON and WGM, but tactically speaking neither Texas nor Mexico can capture MON or WGM by himself if the other opposes it. However, a protracted series of bounces over MON and/or WGM would probably spell demise for both nations, since the surrounding American powers will grow in strength and note the excellent opportunity for growth occasioned by the Texas-Mexico war. This prisoners' dilemma can only be solved through diplomacy and deception. Texas must somehow orchestrate a situation to to distract Mexico and take MON by stealth, while following up with a crushing blow on the Mexican homeland before getting bogged down in MON. If Mexico is gullible, then this feat can be accomplished as early as the first year by setting up a DMZ in MON and then immediately breaking it, allowing in fall a 50/50 shot on either Mexico City (MXC) or Veracruz (VCZ) -- a win-win situation for Texas because, even if your filibuster into the Mexican homeland is bounced out, you will still pick up the build from MON and deny the Mexicans a build. A similar DMZ arrangement can be made and broken over WGM. If you can count on the support of the Cubans, Californians, or even Colombians, then Mexico is already dead in the water. If Mexico is not so gullible, however, then you will not get an army into MON so easily. In this case you will be left no choice but to patiently bide your time for a riper opportunity.

In the near-inevitable war with Mexico, Texas's inherent advantage is that Texas has better growth potential to his north (the American heartland) than Mexico does to his south (the isthmus of Panama). So if stalled against Mexico, Texas can pick up extra builds from the north to break the stalemate. Paradoxically, however, this same advantage can turn into a disadvantage, since foreign armies can rain down from the American Heartland to pressure Texas's north more quickly than fleets can sail up to harass Mexico's south. So it is best not to rely on these geographic factors. As always, the best tie-breaker is diplomacy. Find an ally to help you take out Mexico, while ensuring that you are not attacked in the process, and the balance will shift in your favor. If instead Mexico's diplomacy is better, then he will win. If the two of you are approximately equally matched in tactical and diplomatic ability, then prepare for a grueling, costly, and probably fatal war.

Turning to California, we reach the final threat to Texas. Initially, California seems somewhat distant compared to Texas's other neighbors, but do not be deceived. Unless California is adopting a purely Pacific strategy, then he will be sending armies east into the American Heartland, and these armies will close upon your border very quickly. At a minimum, California absolutely must be kept out of NMX and CHU, and preferably kept out of DNV as well. To the end of containing California, giving KAN (even DNV) to Illinois can be beneficial, so long as Illinois and California do not find common cause and team up to dismantle the Texan.

Luckily, California's other neighbors will probably be highly suspicious of him as well. So play this up in your negotiations with California's neighbors and seek help from anyone against him -- Canada, Illinois, Mexico, and even Japan if he is doing well in the Pacific. You will probably succeed in getting help against California from at least one of them, which will distract him as you gather your armies and prepare to fulfill your Manifest Destiny all the way to the Pacific Ocean. Unaided, California cannot fight a two front war.

As the North American conflict develops into the middle-game, keep a very close eye on any one power beginning to dominate the American heartland. All things being equal, this power will most likely be Canada. But whoever it is, cultivate close ties with this Midwestern power, and insist on full equality and an equal share in the Heartland centers which, in all likelihood, he could gain by himself if he was stubborn and tenacious for long enough.

In conclusion, Texas's initial position is promising and, barring calamity, a good diplomat should find ways to milk it to his benefit. Follow sound strategy, make good moves, and communicate, and soon enough you'll make all their exes live in Texas.

---

"Named Texas Openings"

Texan openings with initial build of 3 armies:

Texan Hedgehog (prioritizes defense, anti-Illinois, anti-Mexico)
(A) HOU --> ARK
(A) DAL --> WTX
(A) SAN --> MON

The Filibuster (extremely anti-Mexico)
(A) HOU --> CCR
(A) DAL --> SAN
(A) SAN --> COA

Tornado Alley (anti-Illinois, pro-Mexico)
(A) HOU --> ARK
(A) DAL --> OKL
(A) SAN --> HOU

Tornado Alley, Mexican variation
(A) HOU --> ARK
(A) DAL --> OKL
(A) SAN --> MON

Tornado Alley, Corpus Christi variation
(A) HOU --> ARK
(A) DAL --> OKL
(A) SAN --> CCR

The Cornhusker (neutral)
(A) HOU --> NO
(A) DAL --> OKL
(A) SAN --> CCR

The Clinton Presidential Library (anti-Illinois)
(A) HOU --> support (A) DAL to ARK
(A) DAL --> ARK
(A) SAN --> CCR

The Clinton Presidential Library, Mexican variation
(A) HOU --> support (A) DAL to ARK
(A) DAL --> ARK
(A) SAN --> MON

The Clinton Presidential Library, Destiny variation
(A) HOU --> support (A) DAL to ARK
(A) DAL --> ARK
(A) SAN --> WTX

Texans @ Saints (neutral)
(A) HOU --> NO
(A) DAL --> WTX
(A) SAN --> CCR

Texans @ Saints, NFL scout variation
(A) HOU --> NO
(A) DAL --> OKL
(A) SAN --> CCR

Manifest Destiny (anti-California)
(A) HOU --> NO
(A) DAL --> OKL
(A) SAN --> WTX

Manifest Destiny, Corpus Christi variation
(A) HOU --> CCR
(A) DAL --> OKL
(A) SAN --> WTX

Manifest Destiny, Clinton variation
(A) HOU --> ARK
(A) DAL --> OKL
(A) SAN --> WTX

Mexican Destiny (anti-California, anti-Mexico, pro-Illinois)
(A) HOU --> CCR
(A) DAL --> WTX
(A) SAN --> MON

Siesta (lazy, retarded, insane... but neutral)
(A) HOU --> hold
(A) DAL --> hold
(A) SAN --> hold

Siesta, Fiesta variation
(A) HOU --> SAN
(A) DAL --> HOU
(A) SAN --> DAL

Siesta, Atseif variation
(A) HOU --> DAL
(A) DAL --> SAN
(A) SAN --> HOU

--

Texan openings with initial build of 2 armies, 1 fleet:

The Mexican Honeymoon (anti-Mexico)
(F) HOU --> WGM
(A) DAL --> WTX
(A) SAN --> MON

The Mexican Honeymoon, Carnival Cruise variation
(F) HOU --> WGM
(A) DAL --> WTX
(A) SAN --> CCR

Beached Cruise Ship (anti-Mexico)
(F) HOU --> CCR
(A) DAL --> WTX
(A) SAN --> MON

Beached Cruise Ship, Wanna Go Home variation
(F) HOU --> CCR
(A) DAL --> OKL
(A) SAN --> HOU

Beached Cruise Ship, Wanna Go West variation
(F) HOU --> CCR
(A) DAL --> OKL
(A) SAN --> MON

Beached Cruise Ship, Kerouac Road Trip variation
(F) HOU --> CCR
(A) DAL --> WTX
(A) SAN --> MON

Mardis Gras (neutral)
(F) HOU --> NO
(A) DAL --> WTX
(A) SAN --> CCR

Mardis Gras, Cornhusker variation
(F) HOU --> NO
(A) DAL --> OKL
(A) SAN --> CCR

Mardis Gras, Corn tortilla variation
(F) HOU --> NO
(A) DAL --> OKL
(A) SAN --> MON

Rick Perry's "Oops" moment (boneheaded)
(F) HOU hold
(A) DAL hold
(A) SAN hold
GOD (1830 D Mod (B))
01 Aug 13 UTC

now thats some hobby to fill long nights :P
respect!
bluecthulhu (1815 D)
01 Aug 13 UTC
That is fantastic! I may get started on one for Turkey (my best performance yet on the WW4 map) but frankly you just intimidated the hell out of me with that essay.
bluecthulhu (1815 D)
01 Aug 13 UTC
Amwidkle - Definitely keep them coming! That was good reading and hopefully there will be some debate and conflicting opinions on each country. I have never played Texas before so I dont have too much personal insight.
drano019 (2710 D Mod)
01 Aug 13 UTC
It'll be a long slog to make a solid guide for WWIV, but that's a hell of a good start. If I had ever played Texas, I'd offer my opinion, alas, I cannot : )
General Cool (978 D)
01 Aug 13 UTC
I've played mexico with a good player as Teaxs. Even with Cuba on my side Colombia and Texas steamrolled us.
KICEMEN17 (1075 D)
01 Aug 13 UTC
Not only is it an incredible essay, there's also some clever names for the opening moves! Very impressive!! Lots of fun to read!
Mapu (2086 D (B))
01 Aug 13 UTC
(+1)
As the undisputed top WWIV press player on the site, undefeated in 13+ games plus the one the mods canceled, I would be happy to contribute.
bagatur (1800 D)
01 Aug 13 UTC
Thanks for it, you did pretty good.
DEFIANT (1311 D)
01 Aug 13 UTC
nice to see how you consider cuba, I will have to be alert. :)
Amwidkle (1351 D)
01 Aug 13 UTC
I have also played Catholica, Illinois, and Central Asia on WWIV. So I can write opening strategy guides for those countries too. My intention with the long guide was not to intimidate but rather to build a strong foundation for the construction of a solid opening strategy guide for such a large map as WWIV. Guides don't all have to be that long, and of course there's nothing wrong with different players offering competing strategy guides for the same country. Unlike chess for example, the great thing about Diplomacy openings is there's no "authoritative" way to play them.
Ninjanrd (1248 D)
01 Aug 13 UTC
I wish I could give this more +1s!!! It is fantastic!
Ninjanrd (1248 D)
01 Aug 13 UTC
Can I put this on the wiki?
bluecthulhu (1815 D)
01 Aug 13 UTC
there's a wiki?
Ninjanrd (1248 D)
01 Aug 13 UTC
vdiplomacy.com/wiki
Amwidkle (1351 D)
01 Aug 13 UTC
Cool, the Wiki looks like a great place to house these kinds of articles.
bluecthulhu (1815 D)
02 Aug 13 UTC
So, I went over all the completed WW4 games on this site (non-gunboat and non-team) that did not have a misorder for Texas on the 1st turn. In total, there were 30 data samples with the following results:
------------------------------------------------------------
ALL ARMIES

Tornado Alley (Mexican Variation): 1
Tornado Alley (New Variation): 1
(A) HOU --> ARK
(A) DAL --> OKL
(A) SAN --> COA

Texans @ Saints (Original): 3
Texans @ Saints (New Variant): 1
(A) HOU --> NO
(A) DAL --> HOU
(A) SAN --> COA

Manifest Destiny (Original): 1
-------------------------------------------------------------------------------
ONE FLEET

Mexican Honeymoon (Original): 2
Mexican Honeymoon (Carnival Cruise): 2
Mexican Honeymoon (New Variant One): 4
(F) HOU --> WGM
(A) DAL --> OKL
(A) SAN --> MON
Mexican Honeymoon (New Variant Two): 1
(F) HOU --> WGM
(A) DAL --> OKL
(A) SAN --> COA
Mexican Honeymoon (New Variant Three): 1
(F) HOU --> WGM
(A) DAL --> ARK
(A) SAN --> MON

Beached Cruise Ship (Wanna Go West variation): 1
Beached Cruise Ship (New Variant): 2
(F) HOU --> CCR
(A) DAL --> WTX
(A) SAN --> COA

Mardi Gras (Original): 4
Mardi Gras (Corn Husker Variant): 1
Mardi Gras (Corn Tortilla Variant): 1
Mardi Gras (New Variant One): 2
(F) HOU --> NO
(A) DAL --> OKL
(A) SAN --> WTX
Mardi Gras (New Variant Two): 1
(F) HOU --> NO
(A) DAL --> WTX
(A) SAN --> COA
Mardi Gras (New Variant Three): 1
(F) HOU --> NO
(A) DAL --> WTX
(A) SAN --> MON
Amwidkle (1351 D)
02 Aug 13 UTC
Thanks blue. That is some impressive work you've done I notice a gap there with. didn't get around to naming many openings with moving SAN to COA because I thought the move to COA in general is inferior to either moving the SAN army to WTX or MON. However, that move seems to appear fairly often. I propose naming any variant with the COA move as "Coyote variation" (coyote being both the name of a desert dog, and the slang term used for gangsters who smuggle human cargo across the Texas-Mexico border).

Interesting you found that "Mexican Honeymoon New Variant 1," at 4 tries, has the most tries out of any other move combo. So I guess it deserves a name too. I propose "Corn Tortilla" (the nomenclature already established for the combo of OKL and MON army moves under the Mardi Gras variations)

As for the other variations without a name, I suppose I could give them names too, for the sake of completeness, but as this strategy guide develops it would quickly be a monumental task to come up with named openings for every combination of moves by every WWIV country especially when factoring in the different combos of fleets or armies.
DoubleCapitals (736 D)
02 Aug 13 UTC
I've played Indonesia before twice, I -might- write one on it.
Also, I'm assuming that once we get reviews for every country, everyone is free to write guides for any country, right?
I could totally write one for the Congo. It'd be a lot shorter than Amwidkle's. Here goes: You've lost already.
Synapse (814 D)
02 Aug 13 UTC
I know there's a variant creation guide but Oli doesn't like it very much I think. he asked me to make another ages ago, so I've just started work on it:

http://www.vdiplomacy.com/wiki/index.php?title=User:Synapse
bluecthulhu (1815 D)
02 Aug 13 UTC
Congo has been doing well in several games recently!
DoubleCapitals (736 D)
02 Aug 13 UTC
I'll do Indonesia tomorrow (time permitting)
Amwidkle (1351 D)
02 Aug 13 UTC
Oh yeah, that reminds me, I also played Congo before and did well, destroying all my African rivals + Iran (though as a consequence I had to share Africa with Catholica) and getting a place in the draw.
drano019 (2710 D Mod)
02 Aug 13 UTC
According to the stats on completed games, Congo has a better rating than:

Amazon
Argentina
Australia
Brazil
California
Canada
Central-Asia
Cuba
Egypt
Illinois
Inca
India
Indonesia
Japan
Kenya
Mexico
Nigeria
Oceania
Philippines
Quebec
Sichuan
Song
South Africa
Texas Thailand
Turkey
UK
US

So...what was it about Congo "losing already" again?
RUFFHAUS 8 (2490 D)
02 Aug 13 UTC
(+1)
I'm sure I'm going to hear a lot of shit about this from Ninjanrd, but what else is new?
My intention isn't to piss all over Amwidkle's efforts (or bluecthulu's suggestion), but to caution players against an over-reliance upon scripted/named openings. While they are fun to read about and chatter back and forth about the merits of each approach, most opening strategies in the standard game use static analysis and operate in a vacuum with respect to diplomacy, particularly what's going on between the other nations around you. On a WW4 map, this effect is exponentially more complex. So while a Hedgehog (Austrian or Texan) opening might work well in some scenarios, it might be a miserable failure in others. The point being that your diplomacy should drive your moves, not a pre-ordained plan, and any real named opening needs to be considered against the various possible response of others.

In digging down deeper through the weeds of this it's been my observation that the use of scripted openings seems to discourage effective diplomacy because players choosing them get mired in the opening objectives. As a result they are unable to transition from the opening phase to the midgame because they're married to a strategic plan rather than adjusting to the evolving political environment. The point here is that in choosing an opening strategy it's less important that your plan have a name than it is for you to understand what it's objectives are and how to adjust when it's not working. Finally, and perhaps most importantly, another thing to consider is that when you choose a named opening, it telegraphs your intentions to the other players.

As an example I'll cite the implementation of the infamous "Key Lepanto" opening used recently by two of the better players on this site. In full disclosure I think that the Lepanto opening for Italy is one of the most overrated openings of note, and the Key variant of it is a disastrous idea (for Italy and Austria). For those not away of the Key Lepanto, it's a staged war between Italy and Austria in 1901 where Italy tries to disguise his hostile intentions towards Turkey by moving Venice into Trieste in S'01. However, Austria is aware of this move, and the Italian army continues into Serbia in the fall, providing the "key" that allegedly unlocks Turkey. The first problem with the Key Lepanto is that it scares the scrap out of everyone, and is easily recognizable in advance. The entire concept of the Key is that Russia and Turkey remain completely confused about what's going on. There's fore the opening itself is on 5% of the real work, with the rest of it involveing a complex web of misdirection diplomacy that most players can sniff out immediately unless Austria takes on even more risk by accepting Rome - Venice as a companion move. Rome - Venice screens the intentions of Italy, because it looks like Italy intends to remain in Trieste with support from Venice. But even this requires extension diplomacy involving pretty big whopper lies that don't lead to a significant gain per se. That's a lot of risk to take on to open a game, particularly if it goes wrong and Russia and Turkey are not smashed early. But that only scratches the surface of the risk scenario. Both Austria and Italy put themselves at great risk in the Key, first because it's an easy opening to spot and stop in it's tracks, and second because once it stalls the temptation to stab your Key partner goes through the roof, and then both Russia and Turkey are drooling over the chaos, and frankly France and even Germany have good cause to exploit it. There are many other reason why this opening sucks, but the point of mentioning it here is that opening strategies are not purely tactical. They have a diplomatic component to them that can completely nullify the intention of the tactical approach.

So while it's fun to name openings and even to try them out, I don't like using them because it's been my experience that having optimal flexibility and several contingency plans in place is more beneficial than sticking to one scripted approach.
Amwidkle (1351 D)
02 Aug 13 UTC
Ruffhaus makes some good points. I agree that some Diplomacy players put way too much stock in openings (thinking particularly of misleading charts which plot Diplomacy opening moves against the country's game-long performance in an attempt to prove which openings are the "strongest"). I'm also not suggesting that people should follow a pre-determined script in their openings but rather attempting to come up with some snappy shorthand labels so different general strategies can be readily conceptualized. Any attempt at systemization of opening moves, especially on a giant map like WWIV, would break down very quickly since there are simply so many possible outcomes even just considering the first move (did Mexico bounce you in MON? Are U.S. and Illinois gearing up for war yet? How is the relationship of California and Canada?). To try to catalog them all in meticulous detail especially on WWIV would be a fool's errand, but, I think general opening concepts can still be articulated. I didn't even get that far with my article on Texas, I just stopped at the labeling. To get to the next level there would have to be separate articles for each opening! Maybe that is a project to consider after the completion of a full strategy guide with all the WWIV countries.

I just think it would be fun to try to come up with clever new names and it would be great if some of them stuck. "Key Lepanto" for instance is an instantly recognizable way to refer to the above mentioned dubious early Italy-Austria gambit. (I think the opening derived its name from a player named Key who invented it, but the double entendre with attempting to be the "key" to open Turkey also is quite clever). Other examples from Classic that come to mind include the Maginot Line (For France, Marseilles supports Paris to Burgundy in S01), and the Barbarossa attack (Germany sends both armies to Prussia and Silesia in S01). It would be great fun if people got into writing and developing such detailed named opening guides for WWIV. I agree that none of this should be thought of as a substitute for diplomatic ability and analytic skill, but I do think such opening guides (if used in the right way) have a great potential for training new Diplomacy players how to think critically and as "lifelong learning" for the more seasoned players.
bluecthulhu (1815 D)
02 Aug 13 UTC
In addition to the naming of opening move sequences, I think it is just as interesting to get a sense of player trends for each country. For example, before this thread started, I would not have known that Texas builds a fleet 77% of the time and will subsequently move to WGM 43%, NO 43% and CCR 13%. This may or may not be of interest to Mexico or Cuba as they make their plans. All of this info is easily available but very few people will bother to pour over statistical trends in old maps. And while 30 data points is not huge, it is not horrible and some interesting trends could be revealed. Naming these opening moves, in addition to being a whole bunch of fun, just makes things easier to communicate and having a central place to reference it all easily may be a very cool and useful thing. And, of course, following a cookie-cutter opening move recipe will never replace good diplomacy and critical thinking skills.
ScubaSteve (1202 D)
02 Aug 13 UTC
Just because Ruffhaus is right about the Key Lepanto doesn't mean he has to ruin the fun for the rest of us!
bluecthulhu (1815 D)
02 Aug 13 UTC
No, he had some good points! I always want a skeptic around to keep me honest...

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93 replies
SandgooseXXI (1294 D)
22 Aug 13 UTC
(+3)
Is the phase there yet... T__T
So of all the games I am in, the next phase processes in approx 12 hours, I go through diplomacy withdrawls...keep checking the site for information etc. Do YOU go through withdrawls too? Or is it just me?
13 replies
Open
Synapse (814 D)
17 Jul 13 UTC
Playtesting (WWII, version 2)
I've made some improvements to WWII and would like some help testing balance issues. The first game is here:

http://lab.vdiplomacy.com/board.php?gameID=108
22 replies
Open
Synapse (814 D)
19 Aug 13 UTC
Wiki article on balancing variants
I don't know TOO much diplomacy theory, can anyone help me out with this?

http://www.vdiplomacy.com/wiki/index.php?title=Concerning_Balance
5 replies
Open
GOD (1830 D Mod (B))
18 Aug 13 UTC
1066 V3
do the Normans start with a fleet in CI?
Because it says nothing about that in the descriptions...do the Vikings have some fleet in the sea too?
4 replies
Open
Synapse (814 D)
16 Aug 13 UTC
Test group
There's a real issue with testers for the lab.
12 replies
Open
Firehawk (1231 D)
15 Aug 13 UTC
Another Test for the First Crusade
My First Crusade map has gone through a few changes and I'd like to test them. Here's the link, feel free to tell me what u think of the map also. http://lab.vdiplomacy.com/board.php?gameID=124
7 replies
Open
Rancher (1275 D)
17 Aug 13 UTC
Phases Played?
in keeping with the % thread
9 replies
Open
Tristan (1258 D)
17 Aug 13 UTC
anyone for a fast one?
0 replies
Open
Oli (977 D Mod (P))
17 Aug 13 UTC
Small 1066 error fixed.
But I needed to cancel the 2 games that started already.
0 replies
Open
Safari (1530 D)
11 Aug 13 UTC
Testers Needed for New 4 Player Variant
Hi Everyone! I'm looking for players to test my variant Atlantic Colonies on the vdiplomacy lab. Ideally I'd like to have more than one game going so that glitches and balance issues can be rooted out as quickly as possible and it can go live!
8 replies
Open
Anon (?? D)
12 Aug 13 UTC
Two needed for New Game.
http://www.vdiplomacy.com/board.php?gameID=15520
0 replies
Open
Spartan22 (1883 D (B))
01 Jul 13 UTC
Spartan's Summer Fun- Chaoctopi Signup Thread
Hello all! As part of my summer series of trying to play all variants, I want to play Chaoctopi. Considering that is a large undertaking, I figured I would make a signup thread. Post here if you are interested!
62 replies
Open
mfarb (1338 D)
21 Jul 13 UTC
WW4 Gunboat Anon 3 point bet! WTA ca caw!
16 hour phase, random country assignment, target sc: 40, NO min rating or # of phases
16 replies
Open
Anon (?? D)
08 Aug 13 UTC
Classic gunboat
1 reply
Open
Amwidkle (1351 D)
07 Aug 13 UTC
WWIV Opening Strategy -- Illinois
New opening article.
7 replies
Open
The Ambassador (2241 D (B))
08 Aug 13 UTC
Just checking: drawing and left players
Hi all. In a game where 2 players have left and the remaining 3 players want to draw. Just checking that the left players (still on the board) don't get a share of the pot if the 3 of us draw. Or do we have to wait until we've taken all their SCs?
4 replies
Open
Synapse (814 D)
07 Aug 13 UTC
Colonial 1885 - Britain always wins
Discuss
15 replies
Open
caliburdeath (1013 D)
06 Aug 13 UTC
(+1)
New rough map- "Fall of the Carthaginian Empire"
I've made a rough alternate history map, and I want some critiques.
http://fc00.deviantart.net/fs70/f/2013/217/5/a/diplomacy_carthage_map_draft_by_calibur_death-d6gu3d4.png
15 replies
Open
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