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Author Topic: FJ's Diplomacy Game: Fall 1903 Orders due 8 PM GMT 14/1  (Read 10541 times)

Akroma

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Re: FJ's Diplomacy Game: Fall 1902 Orders due 5 AM GMT 3/1
« Reply #90 on: January 06, 2014, 04:09:23 am »

haha, oh lol


what a turn what a turn
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ansontan2000

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Re: FJ's Diplomacy Game: Fall 1902 Orders due 5 AM GMT 3/1
« Reply #91 on: January 06, 2014, 04:35:50 am »

It would appear that I have become a kingmaker. Let's see what I can do...
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Erils

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Re: FJ's Diplomacy Game: Fall 1902 Orders due 5 AM GMT 3/1
« Reply #92 on: January 06, 2014, 09:19:05 am »

This looks pretty cool. Can you pm me if a position opens up?
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GreatWyrmGold

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Re: FJ's Diplomacy Game: Fall 1902 Orders due 5 AM GMT 3/1
« Reply #93 on: January 06, 2014, 09:55:50 am »

It would appear that I have become a kingmaker. Let's see what I can do...
You can help me invade France?
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FearfulJesuit

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Re: FJ's Diplomacy Game: Fall 1902 Orders due 5 AM GMT 3/1
« Reply #94 on: January 06, 2014, 03:41:32 pm »

Russia (Kashyyk) has retreated his fleet formerly in Sweden to Skagerrak. Here is the map for Winter 1902-1903:



Thanks to the supply centers acquired last turn, Austria, France, England, Germany and Russia all get to build one unit each. Orders for builds are due in forty-eight hours at 8 PM GMT the 8th of January. (I'm experimenting with having slightly longer turns and a constant hour for deadlines. It's now at 8 PM GMT for everything; this is twelve noon for the earliest player in the continental US, and 10 PM for the latest player in Europe, barring Russia. Builds are forty-eight hours, while moves are seventy-two. Hopefully this will lead to less absenteeism.)
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Akroma

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Re: FJ's Diplomacy Game: Winter 1902-1903 Orders due 8 PM GMT 8/1
« Reply #95 on: January 06, 2014, 03:43:42 pm »

haha, the map is hilarious


turkey not taking sevastopol when he could was a huge mistake
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GreatWyrmGold

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Re: FJ's Diplomacy Game: Winter 1902-1903 Orders due 8 PM GMT 8/1
« Reply #96 on: January 06, 2014, 03:51:17 pm »

haha, the map is hilarious
Why?

Quote
turkey not taking sevastopol when he could was a huge mistake
Agreed. And not just because it means Russia gets a build.
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Grek

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Re: FJ's Diplomacy Game: Winter 1902-1903 Orders due 8 PM GMT 8/1
« Reply #97 on: January 06, 2014, 04:02:41 pm »

turkey not taking sevastopol when he could was a huge mistake
There was no time when I could have taken Sevastopol.
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Akroma

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Re: FJ's Diplomacy Game: Winter 1902-1903 Orders due 8 PM GMT 8/1
« Reply #98 on: January 06, 2014, 04:09:41 pm »

spring two turns ago


bulgaria rumania, ankara black sea, con S ankara black sea, leaving russia with no empty tile to send his fleet, you would have forced him to disband it, allowing capture in autumn, and subsequent capture of rumania, or keeping rumania to austria as you please




if you have seriously not seen this move, well...tada


assuming russia and italy are working together, turkey has a expiration date. only chance to survive is to work with austria. incidentaly, that is also austrias only chance for survival, because russian-italian alliances...dangerous..


edit: oh wait, austria was actually supporting russias move, this kind of order map is kinda weird to read...well...would have at the very least been a much more favourable situation. armenia and the black sea would have threathened sevastopol, forcinf defensive support, allowing the forceful taking of rumania, and subsequently sevastopol shortly after. gotta wonder what kashyyk is doing to have austria, italy and turkey all playing his game
« Last Edit: January 06, 2014, 04:22:19 pm by Akroma »
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Grek

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Re: FJ's Diplomacy Game: Winter 1902-1903 Orders due 8 PM GMT 8/1
« Reply #99 on: January 06, 2014, 04:23:43 pm »

The army in Con couldn't have supported Ankara into the Black Sea. It's an army.
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Akroma

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Re: FJ's Diplomacy Game: Winter 1902-1903 Orders due 8 PM GMT 8/1
« Reply #100 on: January 06, 2014, 04:40:02 pm »

I see you have no understood the suggested manouver at all





I meant at this junction. I understand now how Russia succeeded at getting where it is now though
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Find comfort in that most people of intelligence jeer at the inmost mysteries, if superior minds were ever placed in fullest contact with the secrets preserved by
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Grek

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Re: FJ's Diplomacy Game: Winter 1902-1903 Orders due 8 PM GMT 8/1
« Reply #101 on: January 06, 2014, 06:14:26 pm »

Ah. That particular set of orders was part of a diplomatic strategy that has now failed due to Austria and Russia allying against me. To get into the full spirit of things, here's a brief history of Turkish Diplomacy:

Spring 1901: I agree to a three way anti-Russian agreement with Austria and Germany while also negotiating a bounce in the Black Sea that I have no intention of going forward with.
Fall 1901: I promise Russia to advance into Sevastopol while plotting with my ally Austria to have him support me into Sevastopol, abiding by the word of my public agreement with Russia while still taking the Russian home centre myself. Austria either betrays me or screws up his orders due to incompetence.
Spring 1902: Due to Austria no longer responding to any of my PMs and being a terrible ally in general, I side with the Russians against Austria. I move all my forces away from Russia toward Austria and pray that Russia does not screw me over here.
Fall 1902: I discover Russia has screwed me over. Also, that he's allied with Austria. And that my semi-ally Germany is being invaded by France. Much swearing occurs and mostly I attempt to maintain my current number of supply centers.
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Akroma

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Re: FJ's Diplomacy Game: Winter 1902-1903 Orders due 8 PM GMT 8/1
« Reply #102 on: January 06, 2014, 06:43:12 pm »

yeah, well, getting anybody to fight turkey is a no brainer. afterall, turkey sits i the least trustworthy position of the board, neither russia nor austria nor italy can ever have any interest in turkey surviding into midgame unless it's a juggernaut, and in that case, it's usualy russia that wins. People often complain that playing as austria or italy is hard, and hey, from a pure strategic point of view, yeah, sure. But diplomaticaly, and that's what matters, turkey is dealt the shittiest card. The problem is, the best way of convincing someone to ally with them is something that actually sounds like the truth. turkey doesn't have any access to that at all, turkeys only way to victory is to go right *through* it's allies.


as a result, turkey only has 3 possible approaches to the system:


- hope that it's neighbours aren#t worth their salt, because any player worths it's salt in italy, austria or russia will want to get rid of turkey, and do so soon, because once turkey actually gained a good foothold, dislodging it from it#s shell is a time-consuming task, and time is key


- go for a juggernaut and somehow, through incredible play and luck, manage to get into a better position than russia


- mediate the board into a english-french alliance that distracts russia and italy enough to grow




idealy, all of the above, though as turkey, I always prefer to take out russia first. a lasting alliance with russia needs unit investment around the borders to guard it just in case, and I hope everyone can tell that leaving units behind is a great bpile of shit. they stand around and do nothing.


the ideal game as turkey has germany and russia fighting, while you make your way into sevastopol, rumania and then you actually STOP fighting russia (russia should be in a very disadvantageous position to take any of those centers back, and start heading into the mediterranian "to help out austria"


austria is obviously in a war with italy that you have arranged (or that just happened, lucky you), and be very happy to have some fleets distracting italy, that is somewhat inefficently trying to wrangle stuff from austria, both going back and forth but going nowhere


meanwhile russia should be under pressure from england or germany in a dire enough fashion that russia will eventually be weak enough that you can send units into austrias back, simultanously to you grabbing home centers from italy


that's, not withstanding the good old "unforeseen circumstances require unforeseen measures", is the ideal line for turkey.


you, sort of, had most of that in your grasp, but then sort of lost confidence mid-sentence


when in ideal position to attack a nation, attack. If you feel the diplomatic groundwork for the attack to succeed is lacking *make it so*. That's why I send on average 300 messages per game, most of them several pages long. halfassed diplomacy wont get you anywhere, you need to actually convince the partner. that's why my first rule is *post the truth*. Nothing is as convincing as stone cold facts. Go through at least 3-4 different scenarios in detail, and explain exactly what is going to be accomplished by which. but I am trailing off. attack with confidence. speed is the name of the game, and if you are in ideal attacking position, there is always a chance that even just by sheer luck, your moves will succeed, or at the very least slow down someone who you *agreed* on retreating from. who knows, maybe the silent ally is just a silent kind of guy, but actually aggrees? At least you have done something. Spending 1-2 turns to reposition yourself and replan your entire direction are 1-2 turns that put you behind everyone else.


the only reason when u-turns are allowed when you are actually going full circle, the innitial retreat only a ruse
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Find comfort in that most people of intelligence jeer at the inmost mysteries, if superior minds were ever placed in fullest contact with the secrets preserved by
 ancient and lowly cults, the resultant abnormalities would soon not only wreck the world, but threathen the very ingerity of the cosmos

mastahcheese

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Re: FJ's Diplomacy Game: Winter 1902-1903 Orders due 8 PM GMT 8/1
« Reply #103 on: January 06, 2014, 07:02:09 pm »

-holy snip-
Well, I guess it's a good thing I play for fun, and not to win. Your over-analyzed stratagems amuse me.

That said, do I really need to send a PM when the only army I can build is in a land-locked country?
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Culise

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Re: FJ's Diplomacy Game: Winter 1902-1903 Orders due 8 PM GMT 8/1
« Reply #104 on: January 06, 2014, 07:20:33 pm »

Typically, though it depends on the GM.  Sometimes, an intentional error on an order can be useful for the diplomatic metagame, though it is rare in the case of build orders.  Other times, you just screw up naturally.
F SWE. >_<
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