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A place to discuss topics/games with other webDiplomacy players.
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Caerus (1470 D)
04 Jun 18 UTC
Clock Watching - Sniping the NMRs
I am unaware of the actual term, but is it considered bad form here on vDip to change your orders in anticipation of an opponent's upcoming NMR?
36 replies
Open
Ghastly (968 D)
07 Jun 18 UTC
Would appreciate a replacement for 1800 variant Prussia
I have no motivation to keep playing turns, so I figure I could give my only game to someone who does. Sorry for making a new thread, I couldn't find the game-sitters thread.
2 replies
Open
Enriador (1507 D)
03 Jun 18 UTC
(+1)
[New Variant] Scramble
Play as an European colonial power during the Scramble for Africa! Based on @Tristan's 'Africa' variant.

Soon on vDip: http://vdiplomacy.com/variants.php?variantID=124
13 replies
Open
nopunin10did (1041 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.
88 replies
Open
Sky_Hopper (365 D)
01 Jun 18 UTC
[Variant] Nautical
The Classic map, but with bigger sea territories!

16 replies
Open
Enriador (1507 D)
28 May 18 UTC
(+1)
Taking over Civil Disorders should be free of charge
Reasoning: the player who takes over a Civil Disorder is not just putting themself in a precarious position (as they must evaluate everybody's styles and strategies) but they are also saving the game's balance and fun.

In order to reward/incentive people to take more CDs, I believe that making it free of charge (rather than current 50% discount) would be for the best. Thoughts?
62 replies
Open
d-ice (1969 D)
16 May 18 UTC
(+5)
Variants as maps, rules and tweaks
I’d like to propose a variant system that could lead to a significant increase in flexibility of testing out new variants.
12 replies
Open
Imp. Dipl.: urgent replacement for Prussia required
For following game as Prussia:
http://vdiplomacy.com/board.php?gameID=34905#gamePanel
Post your user ID/send it
3 replies
Open
00matthew2000 (2409 D)
29 May 18 UTC
New Imperial Diplomacy Game, Players Wanted
http://www.vdiplomacy.com/board.php?gameID=35028
0 replies
Open
David E. Cohen (1000 D)
24 Jan 18 UTC
(+2)
New Variant: Dawn of the Enlightenment
It is on a temporary homepage, http://davidecohen.wixsite.com/diplomiscellany, since I am having a bit of trouble editing my main website. Please take a look. I would love to get comments, suggestions and criticism.
40 replies
Open
Sky_Hopper (365 D)
26 May 18 UTC
(+3)
A suggested change
It would be nice if eliminated players would be displayed in the order they were eliminated in, not alphabetically.
3 replies
Open
Flame (1073 D)
09 Jan 18 UTC
Western Known World 901
Please join the testgame
http://lab.diplomail.ru/board.php?gameID=67
5 replies
Open
Argentinean Empire (1606 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.
147 replies
Open
vixol (1774 D)
26 May 18 UTC
CountrySwitch
Hi, if I use countryswitch in a non anonymous game, will the temporary players ID be visible instead of mine? The question in another way: will the other players see that the owner is temporarily another player?
1 reply
Open
Enriador (1507 D)
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
Enriador (1507 D)
05 Mar 18 UTC
(+1)
'Canton' was specifically designed as an improvement over 'Colonial' (which is an official Avalon Hill release by the way). It was created in 2002 and got its current form by 2004.

'Canton' avoids 'Colonial's clusterf*ck of spaces and fancy rules while still making Asia feel vast and interesting to play in. It feels much like 'Classic' in terms of dynamics and pacing, so hopefully it shall be a better experience than 'Colonial' for those who wish a good match in the colonial era.
tantrumizer (1557 D)
05 Mar 18 UTC
(+1)
Sounds great. I'll play it.
CCR (1957 D)
05 Mar 18 UTC
(+1)
After Mario Huys' Last Man Standing Exercise (DP Zine), Canton starting positions were modified for France (F Hue), China (F Sha, A Pek) and Turkey (A Con, F Dam/sc, F Bag).

Mario admitted to me that F Dam/wc would be a wiser start, to allow Turkey to protect Con with his fleet in Fall if Russia enters the Black Sea. Or perhaps change F Sev to an army, so that Russia can only threaten Con by moving to Arm, which can be bounced, likely combined with Mos to Sev in order to be able to still capture Rum. Turkey will probably open to Arm to counter this, as it still allows him to take Per with the army. But since Britain opens to Bal most of the time, he must then use Pgu to support that move, which is quite a slow opening. So there's a trade-off there.

Other than the starting position, I think there a number of areas that can be improved. I particularly don't like the center in For, as it more often than not becomes Japanese. Combined with Phi this makes his island corner position almost unassailable. I would move that dot to Ceylon (Sri Lanka), where it would act similar to Tunis in Standard: An easy center for Britain, but contestable by Holland and Turkey, drawing those two into the Indian Ocean.

I would also extend SIO to Africa and make that currently impassable area passable by renaming it to Horn of Africa or something. This provides a route for Holland/Turkey to attack each other without necessarily ripping through Britain.

The above should be mostly to the benefit of France, as there's a greater enticement for Holland to go West, wouldn't you say? Formosa disappearing is perhaps a setback, but it's offset by these other effects. Your input is welcome.
Map looks great and seems pretty balanced. Bummed though that obvious British possessions at the time like Hong Kong and Singapore are instead neutrals rather than British.
Enriador (1507 D)
05 Mar 18 UTC
@TheAmbassador

I understand how you feel. I suppose the variant creator thought that, in the event of all-out invasion (like Japan in WW2) both HK and Singapore would fall fairly quickly (which they did) because of their light garrisons. Of note, Russia's Port Arthur in Manchuria does not appear either, nor does the German colony in Tsingtao or the American base in the Philippines, etc.

@CCR

Can you hand me a link? I can't find Huys' article on that! Either way I'll follow your word on this.

>Mario admitted to me that F Dam/wc would be a wiser start, to allow Turkey to protect Con with his fleet in Fall if Russia enters the Black Sea.<

There are three "possible" moves for F CON: BLA, BUL and MED. Even if Russia takes BLA in the latter two, the Turkish fleet can always "backtrack" and assure the defense of CON with minimum fuss, perhaps even making a self-bounce with A PER. There's also A DAM to consider: A DAM-CON allows a follow-up to Bulgaria, Persia, or even a sneak crossing into Armenia. I cannot see how Turkish defense versus Russia is a bigger worry than, say, what happens in Classic's Black Sea area.

>But since Britain opens to Bal most of the time, he must then use Pgu to support that move<

PGU = Persian Gulf. No unit can possibly take the Persian Gulf in 1901... unless we replace the army in Baghdad with a fleet?

> I particularly don't like the center in For, as it more often than not becomes Japanese. Combined with Phi this makes his island corner position almost unassailable. I would move that dot to Ceylon (Sri Lanka), where it would act similar to Tunis in Standard: An easy center for Britain, but contestable by Holland and Turkey, drawing those two into the Indian Ocean.<

That's a tough one. Formosa *was* firmly within the Japanese sphere of influence in 1901, and is actually *Japan's only "sure neutral"* since the Philippines can be challenged by Holland, Manchuria by China and Korea by China/Russia. Again, Japan does have a formidable defensive position and a wealth of nearby centers, so it wouldn't be so bad.

Moving the center of FOR to CEY rises two questions. First, what will happen to Formosa - will it be passable? Second, Britain and Holland will surely have a buff with another nearby center (Britain could reach 8 centers while Holland could reach 7!). Wouldn't it be a bit too much of a buff for two powers that already perform well enough?

Also, remember that Britain already has an "easy center" at Baluchistan and Burma, two centers that Britain can reach first than anyone else while still having F Madras available to "lock in" either center.

>I would also extend SIO to Africa and make that currently impassable area passable by renaming it to Horn of Africa or something. This provides a route for Holland/Turkey to attack each other without necessarily ripping through Britain. <

Turkey's "splendid isolation" is one of Colonial's greatest annoyances and one of Canton's few, so expanding Dutch access to them seems like a great idea. I briefly considered making East Africa (EAF) passable but decided against it because I wanted to get your feedback first.

I think creating EAF *and* extending SIO might be a bit too much though. Holland already has easy access to both SIO and EIO, with WIO acting as a natural chokepoint (and for that, one would need British help which adds diplomacy into the mix). My question is, should Dutch-Turkish interaction be easier to happen? If so by how much? Turkey already has to worry about Russia, China and Britain; add a fourth country into Turkey's immediate sphere and its corner position is lost. Coupled with a naturally low pace of expansion Turkey's odds look somewhat slim.

Is a Dutch fleet from Java reaching Damascus within two years a good thing? I don't know.

>The above should be mostly to the benefit of France, as there's a greater enticement for Holland to go West, wouldn't you say? Formosa disappearing is perhaps a setback, but it's offset by these other effects

It's a double-edged blade: Holland can annoy France, but it can also serve as the much-needed help versus the Sino-Japanese alliance that would otherwise destroy France's exposed back...

Thanks for your amazing feedback @CCR. Feel free to keep contributing! At first I would like to release 'Canton' in its pure form, but if the variant can be improved in a simple and elegant way I'd be glad to make the necessary changes.
CCR (1957 D)
05 Mar 18 UTC
Yes, the changes (as resulted from the exercise) would be for France (F Hue), China (F Sha, A Pek) and Turkey (A Con, F Dam/sc, F Bag), though logic claims for an human intervention for Dam.

LMS is a series of articles, some are linked from this one:
http://uk.diplom.org/pouch/Zine/S2017M/LMS/rollcall.html
An interesting lecture nevertheless.

Today I realize applying the exercise to Canton is an unpublished article, from in game broadcast discussion, thus I can bring these words from the man:

"Let me give you some background on the reason for the altered starting
position. The Canton map was designed to bring Colonial on the scale of
Standard. Paul Webb did a remarkable job, but it's not exactly a
perfect clone. This I readily noticed when trying to work out a Last
Man Standing solution.

"LMS is a puzzle format with its own column in the Pouch Zine, with the
goal of reducing the board from its initial position (in this case 23
units, one in each home center) to just one unit in the shortest
possible time span, usually 4 game years. That last surviving unit
logically must be on a supply center at the end of a Fall turn in order
to eliminate its final companion, as this is the only way to go from
two units to one. That means that the final destination is limited to
supply centers only. And if one adds, as is customary, a further
restriction that no neutral supply centers can be taken, we can limit
this further to the number of home centers on the board, 23 here, 22 in
Standard.

"In Standard it's possible to construct solutions for about all of them,
that is to say each one having a different final destination. Not so on
this map. And a primary reason for that is that it's much more
difficult to quickly capture home centers. As you might suspect in a
game of reduction, speed is of the essence, as well as efficiency. A
dislodgement requires two units to dislodge one other, a center capture
requires only one. A second reason is that it's fairly difficult on
this map with the original starting position to set up a long convoy,
in order to bring remote armies quickly to the area around the final
destination.

"I carried out a few substitutions to remove these bottlenecks. How well
this works you might some day encounter on the pages of the Zine. In
the meantime let's try to find out if they also make for a sharper
game. If, in other words, we're getting one step closer to a true
Standard clone. Now it's your turn to entertain me.

Mario."
Enriador (1507 D)
06 Mar 18 UTC
Gosh, I talked to Huys over email just last week, I didn't connect the dots for some reason.

>France (F Hue), China (F Sha, A Pek) and Turkey (A Con, F Dam/sc, F Bag), though logic claims for an human intervention for Dam.<

I like the swap of China's units, Peking being landlocked and Shanghai a major port. It also creates some extra tension over Mongolia and Formosa, while still allowing China to make a supported attack on Manchuria or try both MAN/KOR. However, is extra conflict in East China Sea (China vs Japan) desirable... or even historically accurate? The Qing Imperial Navy was a token force after all.

Turkey's changes remind of Colonial's Turkey. A southern fleet would be of great interest as it allows Turkey faster connection to the Indian Ocean, but an army in CON sounds somewhat weird precisely because of Russia's F SEV; in that case A SEV would have to fit in too.

What about F CON, F BAG and A DAM? I am somewhat wary of a fleet in Damascus, as it would be *unable to conquer any center* - and every single unit, in both Classic and Canton, can conquer a center in the first year - even when home centers aren't considered! So we can go with:

1) F CON, F BAG, A DAM
or
2) A CON, F BAG, F DAM (plus A SEV)

I prefer option 1) for the reasons stated above.

On France: F HUE gives France access to the precious South China Sea from the get go, a vital space bordering three neutrals plus France's two home centers - the "North Sea of Canton", so to speak. That means France will get a buff, which is welcomed as France is a central power. Its fleet will be the kingmaker in deciding the fate of Philippines and HK, and can also challenge Japan's conquest of Formosa - which touches upon what I talked about last post - but in a more subtle way as Japan still can both defend its home centers and ensure the conquest of Formosa with a supported attack... unless China gets F SHA, so France and China could ally to deny Japan even that.

F HUE can also guard Karaman Sea versus Holland, so maybe we can remove the fleet in Saigon and replace it with A SAI - the change wouldn't impact anything but Malaysia, which is Dutch 99% of the time anyway.

I would like to keep the current ratio of armies vs fleets (12 vs 11) if possible. If we swap Chinese and French units but remove an army and add a fleet instead (Turkey) we got 12 fleets vs 11 armies, a reasonable ratio in any case.

What about making China start with armies only (a la Colonial)? It would deny them a supported attack on Manchuria but free more units to fight in Central and Southeast Asia - something of extra use if France can try A HAN-CAN, F HUE-SCS for a double attack on Hong Kong thanks to its unit swap. China would also be in a position akin to Russia in Classic - a 4-unit beast with unmatched reach across the board, but also the only power that cannot make itself sure of a center.

It couples well with the instability of the Qing regime (it fell just 10 years after Canton starts), especially since Manchuria was within the Russian sphere of influence and Korea under Japan's, so China possibly taking both in a single row felt weird anyway. Again, this lack of a "sure neutral" has a nice connection to Classic's setting where Russia fell to the Russian Revolution.

Ideas, ideas! I would love to hear yours.
zurn (1178 D)
06 Mar 18 UTC
I was looking other sources of this map, and I found two other versions:

"Canton 1.0": https://i.imgur.com/U9p0tBD.gif
Source: http://www.variantbank.org/results/rules/c/canton_diplomacy.htm

"Canton 3.0": https://i.imgur.com/qpgNlRH.gif
Source: http://realpolitik.ludomaniac.de/

3.0 is closer to the Dipwiki one I think, notable differences in 3.0 being Cam is not a SC, China has 3 centers (Chu is missing), and Turkey is quite different. Is the Dipwiki version the latest?

Offhand my thoughts on the Dipwiki version is Holland might have a hard time of it, given its two easier neutral targets (Mal and Phi) can be contested, while France has several easy targets.
Enriador (1507 D)
06 Mar 18 UTC
@zurn

The DipWiki version is the latest indeed; it's also the one used by the DP Judge. The 3.0 map also lacks Cambodia, which means it has 34 centers in total (Webb's original goal). Balance issues with 3.0 eventually caused the addition of Cambodia and a new Chinese center at Chungking (among other new spaces and some border corrections).

Thanks for bringing it up by the way, I never found the 3.0 map. It's way more good-looking in my opinion (balance aside).

On Holland: F SUM-GOM, F JAV-JSE guarantees a supported attack on MAL and a build for the Dutch, while F BOR tries its luck in PHI or one of the French home centers.

Also, in the DipWiki version Holland can reach five neutrals (4 in Southeast Asia + PHI) and two French home centers, while France can also reach five neutrals (4 in Southeast Asia + HK) and one Dutch and one Chinese home center. It's a tie.

If we give France F HUE and A SAI as suggested above, France will lose reach over MAL but gain power over PHI and FOR, so they get one more center chance (and MAL can be taken by Holland with a single fleet).

In my opinion, Holland has a strong corner position so slower access to center is good. By consequence, given France's status between China, Britain, Holland and Japan, more growth potential is positive.

What do you think?
zurn (1178 D)
07 Mar 18 UTC
Canton 3.0 is definitely worse to Holland than latest version, maybe too nice to Russia, although everyone else is reasonably balanced. I was probably looking at this one too much, with its starting A Bor; Malaysia is definitely Holland's in the current version unless many strange risks are taken.

Regarding the latest version, my opinion of the best to worst:

China: fastest start, outstanding central access to board SCs, but most targetable nation
France: compact expansion, good access to victory SCs
Russia: remote home centres but good long-term options, 4sc start, might not be enthousiastically targeted but spread thin
Britain: probably second only to China for safe early expansion
Japan, Holland, Turkey: lower tier, harder/longer to solo, fewer safe expansion SCs, but safer corner positions (especially Turkey) which might be more important

Maybe there could be more going on south of Turkey, pulling Turkey in a possibly difference direction and maybe brewing a three way naval conflict (Tur-Bri-Hol).

On the changes discussed above:

- switch Pek Sha: not a huge difference (Japan can force Formosa if it wants to), might even be slightly better for Japan since it weakens China's hold over south China against France
- F Bag: again, only slight difference, main first-year target is coastal adjacent anyways
- F Hue: considerably weakens French influence over Siam, might give Japan a boost by tying up Chinese coast while not greatly challenging Japanese Pacific power, and slows Holland of course.
- A Pek: again, like F Bag, F Pek is likely going for the adjacent Manchuria anyways, so probably not a huge change
- East Africa, SC?: slight boost to Turkey, a target for Britain


Some other ideas:

- Make Can effectively a strait, just easier
- connect ASE to Mad, to make Bag and Mad closer to each other
- remove Afg SC, in favour of Ceylon or East Africa SC
- Neutral Tibet SC: probably not a huge change, Britain and France pretty busy with other local SCs
- No Tibet SC, or no Korea SC, or "North Korea" (Busan SC): moves China from early top contender to just early top tier
- Tur SC, no Afg SC: Boost to Russia, weakens Britain
- Ceylon SC: hotly contested between Britain and Holland, slight boost to both
- Brits in HKO: too annoying to China, too many British units, unless that's a good thing
- no Cam SC: hurts France too much
zurn (1178 D)
07 Mar 18 UTC
Incidentally, is there a current way to get past DPJudge game results?
Enriador (1507 D)
07 Mar 18 UTC
@zurn

I would rank the powers very similarly, but Britain on top of China. Two sure neutrals + slow-reaching neighbors in Turkey and France and Holland + great stalemate lines on China thanks to Nepal.

>- F Bag: again, only slight difference, main first-year target is coastal adjacent anyways<

F BAG denies Turkey any leverage in the Anglo-Chinese struggle for Afeghanistan.

> F Hue: considerably weakens French influence over Siam, might give Japan a boost by tying up Chinese coast while not greatly challenging Japanese Pacific power, and slows Holland of course.<

F HUE + F SHA is very bad to Japan, to the point of dangerously nerfing them to oblivion.

>- East Africa, SC?: slight boost to Turkey, a target for Britain

Now that's a cool idea. If SIO is extended to EAF (like suggested above) there is an interesting new triangle of T/B/H, which adds more diplomacy into the mix - always a good thing as all the powers wouldn't lose anything (which would happen by moving the center at FOR to CEY).

A center in East Africa however adds yet another center to Canton, and Paul Webb tried his hardest to keep it as close as possible to 34. Is it strictly necessary?

>Make Can effectively a strait, just easier<

What do you mean? Like DEN in Classic?

>connect ASE to Mad, to make Bag and Mad closer to each other<

It may help lessen Turkey's isolation.... sounds okay.

>- remove Afg SC, in favour of Ceylon or East Africa SC
- Ceylon SC: hotly contested between Britain and Holland, slight boost to both<

Britain will gain the most with Ceylon, as they can force a unit into BOB. East Africa does raise interesting possibilities in making the southwestern corner a bit more lively.

>- Neutral Tibet SC: probably not a huge change, Britain and France pretty busy with other local SCs
- No Tibet SC, or no Korea SC, or "North Korea" (Busan SC): moves China from early top contender to just early top tier<

Any nerfs to China should be made carefully. We cannot fool ourselves with Chinese easy reach and 4 centers, they are literally bordering *every single power* (can contact within a single year), something even Germany in Classic couldn't do.

> Tur SC, no Afg SC: Boost to Russia, weakens Britain<

I like it if only because Central Asia, a rich major area of dispute in the period, is a wasteland in Canton. It would add a new dynamic between China, Turkey and Russia, and eventually Britain as they grow in influence. Excellent idea worth more discussion.

>- Brits in HKO: too annoying to China, too many British units, unless that's a good thing

British military presence in HK does not justify a unit; even Russia in Port Arthur had a larger presence. I am not sure if that would help much with balance either, as PHI/FOR/HK is already hotly contested between Japan, Holland, China and France, the most involved countries in the entire board.

>- no Cam SC: hurts France too much

You're saying that removing the SC in Cambodia hurts France? I totally agree, France is a surrounded power that needs both Cambodia and even Siam to have a chance to thrive.

>Incidentally, is there a current way to get past DPJudge game results?<

Not that I know of, I am hunting for them as well.
zurn (1178 D)
08 Mar 18 UTC
Canton: I mean just make Canton-Hong Kong like it is in Colonial. Canton has no coasts, and there's a connection to Hong Kong.

Yeah it's hard to judge how much a power being in the center hurts them. And yet it's also easy to accidentally make them a power house. Hard thing to judge. Given the variant was on DPJudge, it's a shame we don't have at least some stats to look at. I found an old url that had a query form to poll for DPJudge data, but as with many links of the email Judge era it's broken.
Enriador (1507 D)
08 Mar 18 UTC
I am willing to bet on Webb's instincts here. He added a fourth Chinese home center for a reason. Unless some proper, extensive testing is done we cannot know for sure - perhaps we can setup a test version in the Diplomail lab.
zurn (1178 D)
09 Mar 18 UTC
True, he must have had a reason for adding it.
Enriador (1507 D)
11 Mar 18 UTC
(+1)
Update everyone: Canton is getting ready, and will (probably) be released in the next weeks.

It'll be exactly like Paul Webb's original version at launch, but as - or if - balance issues arise and more discussion on them happens we might enact changes.
Enriador (1507 D)
31 Mar 18 UTC
'Canton' is getting ready! Here's how the larger map will look in-game: http://imgur.com/fZga7s9

Big thanks to @Firehawk for allowing me to use 'Napoleonic' beautiful unit sprites!
The Ambassador (1941 D (B))
02 Apr 18 UTC
(+1)
Nice design work Enriador!
Oli (977 D Mod (P))
02 Apr 18 UTC
(+1)
Variant is online now...
Anon (?? D)
02 Apr 18 UTC
(+1)
gameID=34333
First gunboat!
slypups (2729 D)
03 Apr 18 UTC
(+1)
Anyone else encountering a bug with this game? Playing Russia, I get four "Loading order..." boxes where I should be able to enter orders, but it never changes to the order boxes. I do hope someone can address this before I'm stuck with an NMR.
tantrumizer (1557 D)
03 Apr 18 UTC
(+1)
I am not getting that bug.
slypups (2729 D)
03 Apr 18 UTC
(+1)
Seems to be working now - maybe they fixed it?
Oli (977 D Mod (P))
03 Apr 18 UTC
(+1)
There was a caching issue with the new variantfiles. It’s resolved now.
Enriador (1507 D)
03 Apr 18 UTC
What do you guys think of the custom unit sprites - are they too big?
Enriador (1507 D)
04 Apr 18 UTC
(+1)
I decided to make new, smaller unit sprites for smallmap.

Link: https://www.dropbox.com/sh/odrwj69kup0b0pa/AADpDgkdOYfYJ-zxmVXyVOeDa?dl=0
tantrumizer (1557 D)
05 Apr 18 UTC
(+1)
I think they were fine, but I didn't want to comment until later in the match, when there were more units on the screen. Thanks for all your efforts.
Enriador (1507 D)
05 Apr 18 UTC
I thought the same too, until the first Spring moves came. They were a bit too big in a few places.

I have reduced them from their original size (from 17x17 to 13x13 for armies and from 23x15 to 18x10 for fleets). I think it should be a considerable improvement.

Thanks for the feedback. It's a pleasure to see 'Canton' being played after so many years frozen in the dark.
Enriador (1507 D)
07 Apr 18 UTC
Thanks to @Oli, 'Canton' got its new small units. Don't they look much nicer? http://vdiplomacy.com/variants.php?variantID=108
Sky_Hopper (365 D)
08 Apr 18 UTC
Well, I kind of liked the old ones. The newer ones look slightly pixellated.
Enriador (1507 D)
08 Apr 18 UTC
I loved the old ones, but some players were reporting difficulty in understanding who moved where in crowded areas like Japan and Indochina. The price of smaller icons is a less detailed visual, which is a shame.

Well, at least the largemap icons are still glorious.
Sky_Hopper (365 D)
09 Apr 18 UTC
Can you implement this fleet for Britain? The one in use is kind of off.
https://drive.google.com/open?id=1XSFS1i9vK4Gkl2cddr6vDHumOKNBdxgy
Enriador (1507 D)
09 Apr 18 UTC
Can you make the link open? Your Drive denied me access.
Sky_Hopper (365 D)
09 Apr 18 UTC
Oh wait, they're the wrong dimensions anyway.
Enriador (1507 D)
09 Apr 18 UTC
It must be 13x13 for army, 18x10 for fleet.
Enriador (1507 D)
26 Apr 18 UTC
Couple of amazing things that happened in two unrelated Full Press Canton games, both involving Russia/Turkey:

1) Russia asked for permission to move its Black Sea fleet through Constantinople, a Turkish home SC, in order to send the fleet to the Mediterranean. Turkey surprisingly conceded, and even more surprisingly, Russia didn't stab Turkey but moved onwards to Egypt as agreed! http://vdiplomacy.com/board.php?gameID=34452

2) Turkey lost all its home centers to Russia, but managed to trek through Siberia and reach Khabarovsk, at the other end of the map! The Turkish army even managed to be convoyed into Japan then supported to Kyoto.

I think this is representative of all the fun gameplay situations 'Canton' provides.
Enriador (1507 D)
26 Apr 18 UTC
funny*

Link to game 2) so you can check the Turkish army's long road by yourself: http://vdiplomacy.com/board.php?gameID=34375
Enriador (1507 D)
22 May 18 UTC
Hey @CCR,@zurn.

We got eight games of 'Canton' finished, with three others wrapping up. Do you think any of the proposed changes discussed above should be applied, or the variant is good as it is?
zurn (1178 D)
25 May 18 UTC
(+1)
Although 8 games is very few data points (but nice to have so quickly!), at least the spread of draw results shows there probably aren't any completely screwed powers. China shows itself to be the vulnerable potential powerhouse we expected, with one of the solos but also the most eliminations. Russia's a good power, while Holland and Japan are relatively safe, all as expected.

Looks like you weren't wrong about Britain; I think I was over-emphasizing China's access to SCs (but they're spread all around and many home centres are vulnerable) and not penalizing enough for its vulnerability, while under-emphasizing Britain's low number of close neighbours (only China's units are within two spaces). Meanwhile it looks like I overrated France, which might be the weakest power; it's surrounded like China but without the extra unit, without good space like Britain or in a corner like Japan and Holland. It also looks like conflict with Holland is hard to avoid; only France has HSCs within 2 of Holland's. China has 2 close to France, but can be easily distracted.

Maybe EIO should be adjacent to Mad? Drawing Holland away a bit from France, while making Britain a little less secure. But France might need a direct buff. Give it starting A Cam? Not a small change.


39 replies
Enriador (1507 D)
24 May 18 UTC
[New Variant] Legacy of Versailles
Here's a new variant I have been cooking up for some time. It's set in 1939, right before war blows in Europe once again

http://vdiplomacy.com/variants.php?variantID=111
9 replies
Open
Enriador (1507 D)
28 Apr 18 UTC
(+2)
New Variant: Spice Islands
David Cohen's 'Spice Islands' will be coming to vDip! Here's a preview of the variant: http://vdiplomacy.com/variants.php?variantID=116

Available soonTM.
19 replies
Open
The Modern UN Tournament
Information below
19 replies
Open
pancake (934 D)
18 May 18 UTC
east asia map!!!
i think that should exist with a small advantage to china but a unified korea an an i india to balance that up.
6 replies
Open
GetDoneSon (967 D X)
16 May 18 UTC
(+2)
Feature Request: Friends List
Similar to how the site already has functionality for muting and blocking other players, we should be able to add them to a friends list so that tracking them down to send PMs is more convenient. It would also make hosting games with players you know you enjoy playing with much easier. I don’t believe that this feature is currently in the issue tracker, and it seems like it would be very easy to implement given the current muting and blocking features already in place.
6 replies
Open
Enriador (1507 D)
10 Apr 18 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.
14 replies
Open
Enriador (1507 D)
12 May 18 UTC
[New Variant] Caucasus
I was contacted by user @vixol a few weeks ago, who showed me his awesome variant set in post-Soviet Caucasus. I hope you guys like it!

Preview: http://vdiplomacy.com/variants.php?variantID=118
9 replies
Open
Enriador (1507 D)
07 Apr 18 UTC
(+2)
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.
35 replies
Open
Dr. Recommended (1660 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.
700 replies
Open
Enriador (1507 D)
10 May 18 UTC
[Variant] Florence Diplomacy
What happens when you move two little dots around?
5 replies
Open
kaner406 (2181 D Mod (B))
07 May 18 UTC
(+5)
Server not processing games.
I've gone ahead and added 24 hours to all games, to avoid any problems preemptively.
5 replies
Open
GOD (1850 D Mod (B))
16 Apr 18 UTC
(+1)
GODMODE
Hello everyone, If like to host a special rules game, if we could find enough players interested:
21 replies
Open
fasces349 (1007 D)
26 Dec 10 UTC
(+16)
Advertise live games here
Like in webdiplo, this thread will be used to help people find live games
3618 replies
Open
Oli (977 D Mod (P))
29 Apr 18 UTC
Help needed: Our 4 press-types.
Hi everybody.
I'm working on a rules-page about our 4 press-types.
Someone willing to submit some guide what these different press-types are, and what these mean for playing the game?
34 replies
Open
Siagas (1965 D)
17 Apr 18 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.
8 replies
Open
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