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A place to discuss topics/games with other webDiplomacy players.
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Anon (?? D)
25 Jan 14 UTC
Phoenix rising
gameID=17884 Classic 1897, needs a starting player
0 replies
Open
^__^ (1003 D)
24 Jan 14 UTC
variants with less than half scs for solo win
what happens in variants where less than half of the scs are required to win if multiple people meet the requirements, and are tied, or even if they are not.
7 replies
Open
fasces349 (1007 D)
22 Jan 14 UTC
Goodbye vdiplomacy
A couple of months ago I started loosing interest in diplomacy, and started frequenting this site less and less. Now that my last game is finally over, and I am resigning from my post as Admin and am taking what will hopefully be a temporary leave from this site.
17 replies
Open
Westeros (Game of Thrones world) Variant
So a while back I made a Westeros variant on paper to play with some friends of mine and it worked pretty well. I was wondering if anyone on here who knows how to code would be able to help me get it up on the site and/or if it is easy to learn how to do.
32 replies
Open
RUFFHAUS 8 (2490 D)
08 Nov 13 UTC
The King is Dead - Game 2: Official Game Thread
This is the official game thread for The King is Dead - Game 2
29 replies
Open
nesdunk14 (767 D)
20 Jan 14 UTC
New Variant Idea
Ok, so I have what I think is a pretty good idea for a variant, but I know no coding whatsoever. Is it relatively easy, just a bit of reading an research, or should I partner up with someone who does? If so, would drawing my map out on Photoshop help?
1 reply
Open
deathserver (975 D)
19 Jan 14 UTC
I want to make new map
I found some tips and 'how to' from some other people but I don't know how to make it. I know little bit of coding but probably i can simply change some of variables and names. but there are many parts that i can not understand. Can you help me?
2 replies
Open
Hypoguy (1613 D)
15 Jan 14 UTC
Migraine Hazard - New game
Who's interested in the ultimate brain cracker? Who wants a REAL challenge? The perfectly symmetrical Migraine Variant is the ultimate game to test your brain.
Wanna join? Let me know, and I'll send you the password for gameID=17756
4 replies
Open
ChiefKeef (1008 D)
17 Jan 14 UTC
How do I make a variant?
I'm an amateur coder, and I want to know how to go about making a variant for diplomacy. So can someone who has coded one please say if there's source code to modify, what IDE to use, stuff like that. Thank you.
3 replies
Open
RUFFHAUS 8 (2490 D)
13 Jan 14 UTC
(+1)
First Crusade Variant
Firehawk, very nice job with the various unit icons in this new variant of yours! I have not looked at the map for strategic purposes, but the new graphic techniques on the units are awesome.
8 replies
Open
Lukas Podolski (1234 D)
05 Dec 13 UTC
A question on Germany's voting system
This is not an attempt to stir up discussion on politics - I genuinely need some help and clarifications so that I can prepare better for an exam coming up in a few days' time. Please see my question below:
25 replies
Open
nesdunk14 (767 D)
15 Jan 14 UTC
Imperial Game
awesome map! Beginners or amateurs preferred. gameID=17646 only 6 spots left.
0 replies
Open
tiger (1653 D)
11 Nov 13 UTC
NEW team game!!!!!! :D XDXD
Hey guys! My exams are almost over, and I thought I'd celebrate by creating a new team game! Find a partner and sign up!
220 replies
Open
hmcclain (945 D)
14 Jan 14 UTC
Team Game-2
'gameID=[number]' Team game-2 Sign up here with a partner. The map is World War IV version 6.2, so there will be 18 teams. I already have a teammate, so 17 spots remaining. It is a fight to the death, no SC winning. Good luck to all that sign up
1 reply
Open
Jimbozig (1179 D)
13 Jan 14 UTC
Server error - paused games
See inside.
2 replies
Open
Hirnsaege (1903 D)
13 Jan 14 UTC
Please save our game and replace a multi ...
gameID=17693
Almo was left due to a multi-accounter ...
the game just started, so positions are yet good to fill in for anyone who wants to save this game for us.
1 reply
Open
Anon (?? D)
10 Jan 14 UTC
Chaos!!!
Awesome map variant, chaos! Click here to check it out: gameID=17570 please join our game.
3 replies
Open
Anon (?? D)
09 Jan 14 UTC
replacement for excellent position needed
0 replies
Open
Decima Legio (1987 D)
26 Nov 13 UTC
Fogboat invitational: type your daily memories. Game-2
Classic - Fog of War gunboat, type your notes during the game.
Details inside.
50 replies
Open
Anon (?? D)
06 Jan 14 UTC
Need a replacement
1 reply
Open
GOD (1791 D Mod (B))
06 Jan 14 UTC
Imperial II question
When a country goes CD and units have to be dibanded in the build phase, usually the units that are furthest away from the own HSCs are being disbanded, right?
But as you can build in every HSC you own. So what happens there?
7 replies
Open
Anon (?? D)
07 Jan 14 UTC
(+1)
chaos
New chaos map! gameID=17570
0 replies
Open
steephie22 (933 D)
14 Dec 13 UTC
Currency/valuta diplomacy game
I know something like this has been done before, but then there were effectively 2 games being played. I want to make it one game. The basic was that next to playing on the board you trade in valuta.
steephie22 (933 D)
14 Dec 13 UTC
My idea is to use the same idea for inflation etc that has been used before (I forgot the details, anyone?), but to give each person an amount of their own currency each turn based on the amount of SCs they have, as an income, so doing well on the board gives you an advantage on the market, and so does keeping your own currency strong. There's still profit to be made in other currencies though. You have an edge with more SCs. Furthermore, I suggest being allowed to give money as a bribe or strategic move.

The winner is the one with the most currency. As long as you have currency with any value you're in the game, even if you're dead on the board, but being strong gives you more possibility to manipulate, as well as a basic income. You can't end up without money as long as you're alive too, since you get new money from your SCs. You could also try to make your rivals' currency worth less so their income from their SCs is practically less.

In the end it's all about having the most value in valuta when the boardgame ends, and there are many approaches.
kaner406 (2103 D Mod (B))
14 Dec 13 UTC
http://www.dip2000.com/index3.php?id=static/diprules/bourse
kaner406 (2103 D Mod (B))
14 Dec 13 UTC
I forget who ran a SRG that was similar to this idea, but I remember it using some of the mechanics of Bourse. You can also find info here:
http://www.vdiplomacy.com/wiki/index.php?title=Bourse
kaner406 (2103 D Mod (B))
14 Dec 13 UTC
We also ran a Bourse game where players could buy and sell on the currencies of the countries involved:
http://www.vdiplomacy.com/board.php?gameID=9186&msgCountryID=0&rand=32912#chatboxanchor

_______

It's an excellent idea, and one that I hope will be run again soon!
steephie22 (933 D)
14 Dec 13 UTC
That's what I'm suggesting, except with my modification so being defeated in the board game actually influences your chances on winning the currency part... Ruining your country on purpose could still be done, but it reduces/eliminates your income.

Sounds good to people?
steephie22 (933 D)
14 Dec 13 UTC
And maybe the amount of SCs that are owned by the countries should influence the price of the currency as well. For example, take the change in SCs 10 times and that's the change in cents, not counting the other inflation/deflation based on how much it's bought/sold yet. That's calculated in too to give the new value.

Also, only players in the board game are in the Bourse game I'd say. And maybe it makes more sense to only start with your own currency.

In the end money isn't translated to credits, just it's value in dollars is calculated. Whoever has the biggest value in dollars wins.

Do people like those changes to make the board and bourse one game rather than 2?
steephie22 (933 D)
14 Dec 13 UTC
Oh, and your first link is sort of broken it seems.

And it would be nice to know who ran the last one indeed :)
RUFFHAUS 8 (2490 D)
14 Dec 13 UTC
I think that having played in the last Bourse game that there was added value to the experience of having the board and bourse games running at the same time. Additionally form that experience there's already enough potential for market manipulation that there's no need to create new rules to encourage nation dumping. It was particularly fun played on the 901 Known World map with 15 currencies to cope with.
steephie22 (933 D)
14 Dec 13 UTC
Hmm... so no artificial influence from the amount of SCs owned is what you say, correct?
I just thought it may better resemble real life. I mean, if a set amount of currency is suddenly used by a greater amount of people, that's effectively deflation, correct? I thought representing that could be fun. It also may give a bit more of a clue to what exactly is the value of something. When you buy into a currency of a country with lots of SCs, and he loses a lot of them, you'd expect to make a lot of losses, correct? Being able to sell for a quite high price seems unrealistic...
It's also just a factor. It'd not be like you're only betting for who gets the most SCs extra, would it?

Do you like the rule of an income based on the amount of SCs you have? Simply one of your currency per SC seems about right... It wouldn't make your currency much worse because of inflation from your income either, if we even calculate that inflation...

901 Known World works for me, but I'm open for other suggestions too.
RUFFHAUS 8 (2490 D)
14 Dec 13 UTC
I defer to Kaner's opinion on this. He seems to have to have a firm grasp on it.
steephie22 (933 D)
15 Dec 13 UTC
Well then, Kaner, what do you say?

Is my idea worth a shot? Surely the income-part is, so dying on the board can actually be considered a bad thing?
The bourse games were good but from looking at the way some players dealt with things they didn't really "get" how to maximise their financial outcome. From memory the last game also fell apart when the adjuticator/game master and a player had a falling out which spoiled things for everyone.
steephie22 (933 D)
15 Dec 13 UTC
So we could explain just to be sure? In all honesty I was just going to do some math and try some things if we start.
steephie22 (933 D)
15 Dec 13 UTC
Also, it is much more intuitive if the value changes based on the amount of SCs as well as I am suggesting, so it's easier to understand, since you can basically bet on who gains the most SCs. And then there's more to be gained with the change of value because the currency is bought/sold.

It's just more intuitive.
kaner406 (2103 D Mod (B))
17 Dec 13 UTC
There were two games of Bourse run.

----

Game 1: involved 7 volunteers who agreed to play a classic map, while the players of Bourse traded stocks based on that game - this led to two problems.
1- the players knew that the game was being 'Boursed' and this led to some erratic play to try to manipulate the market (a kind of meta-diplomatic game)
2- the players in the actual game wanted to be involved in the Bourse itself.

Game 2: was played on the Known World 901 map. The GM was Guaroz who was allowed limited GameMod powers for this particular game. It worked quite well and had some really fun back-room deals made. There were however several issues:
1- eliminated players tended to loose interest in the Bourse after they had been taken over.
2- (good or bad you decide) decisions by players to create bubble stocks in countries that they could have been eliminated but chose not to in order to manipulate the market.
3- ill-defined pre-agreed upon policy regarding extension and pauses.

----

From observation I wouldn't suggest changing the $value of the currency. This changes
anyway depending on how well a country is going. Countries that have larger SCs will have larger valued currencies because more Bourse players want that currency. Countries with few, or little SCs will be valued quite low.

The ratio of how much currency you own of a country and the amount of SCs already effects the Bourse. Victory Points are assigned to players depending on the amount of currency you own. At the end of the Diplomacy game each Bourse players VPs will be calculated by multiplying the number of supply centres held by each country by the number of blocks of 100 units of that country’s currency held (fractions will be carried). The winner of the Bourse is the player with the greatest VPs.

----

It would be really great if you were to take on the task of organising a game of Bourse. I would definitely recommend that you run a game (or participate in a game) of Bourse first before altering the rules.
kaner406 (2103 D Mod (B))
17 Dec 13 UTC
If I were going to set up a game of Bourse I would gather players who want to play Bourse, then I would select a game in secret that had none of these players in it. The players playing countries would have no idea that their game was being Boursed.
kaner406 (2103 D Mod (B))
17 Dec 13 UTC
here is the spreadsheet made up for the players of Bourse in Game2:
https://docs.google.com/file/d/0BxIREuIvx26uOEIwcXZiT0dzcDg/edit?pli=1
steephie22 (933 D)
17 Dec 13 UTC
My problem with that is that it's simply 2 games, one of which is influenced by the other, but nonetheless, 2 games. I think it makes more sense to have the players on the board be the players in the bourse. This encourages profitable deals to be made etc, and in the end it is all about the money, nothing else.

This actually changes the boardgame because people try to manipulate the market in their favour. The problem with just that is that people could decide to effectively suicide to manipulate the market in a very unexpected way to give them a big edge in the bourse.

While I don't mind that, there has to be some incentive to actually make your country prosper to win the bourse (which is the goal like I said, what happens to your country only influences your money, other than that your country doesn't matter in the end, by my rules), otherwise the boardgame tends to become ridiculous, as has been proven I'd say. That's why I'm suggesting an income based on the amount of SCs your country has. This gives you incentive to make your country strong and your currency valuable, since more valuable currency means your income increases too.

The SCs influencing the bourse is not needed I suppose, but I still think that would give more intuitivity, and more incentive to make your own country prosper, because then the income you get is worth even more (since you get, say, 10 denarii per phase (spring/fall) per SC, and that 10 denarii is worth more if you have more SCs as well), and, well, just more intuitive.

But I don't need the SCs directly influencing value if people don't like that, maybe I see that wrong because I haven't played yet anyway, but without income or some other incentive for your country, I don't want to play it because it are 2 games with a connection that works only one way. I think the bourse should influence the board game, in a way that doesn't inherently reward the occassional suicide in the bourse.

Income is the best way to do this I think. I simply refuse to play without some incentive for the board player to both be succesful and influence the bourse. That's the whole point for me.

I also think it's realistic; countries can trade all they want, but only in very extreme cases would they consider losing ground for a big reward in cash. My income-idea represents this quite well I'd say.
RUFFHAUS 8 (2490 D)
17 Dec 13 UTC
I enjoyed the dynamics of the bourse mixing in with the diplomacy board. There were two distinct agendas, but they were clearly interwoven and influential upon each other.

As we discovered in the last game the game can be run using Kaner's Excell spreadsheet with very minimal work necessary from a GM. All the GM needs to do is collect the buys/sells, and the data can be entered by anyone (the GM or another player), and posted in the game thread. I think simplifying the GM's role in this is best for everyone.

steephie22 (933 D)
17 Dec 13 UTC
I just think there should be only one "distinct agenda".

I suppose that's just my opinion though.
RUFFHAUS 8 (2490 D)
17 Dec 13 UTC
There is. Winning. But there are two contests running concurrently.
steephie22 (933 D)
17 Dec 13 UTC
I mean either winning in the bourse or winning on the board. You treat the board differently if it's all about the money in the end.
steephie22 (933 D)
20 Dec 13 UTC
I suppose there's not enough interest for now anyway...
kaner406 (2103 D Mod (B))
06 Jan 14 UTC
(+1)
clearly advertising for what sort of game (ie. rules) you want to run would help in garnering interest for playing a game of Bourse.
RUFFHAUS 8 (2490 D)
06 Jan 14 UTC
From my experience with the last such game the 901 Known World map offered an excellent vehicle to explore this with 15 different currencies and it's own unique board dynamics. The two 'games' blended very well together. I would definitely be interested in trying that again.


25 replies
kikker82 (1102 D)
01 Jan 14 UTC
Treaty Game
Hey folks. I'm trying to get a treaty game going. It's WW2 so I just need 4 more players. Rules and link will follow. PM me for password.
8 replies
Open
kaner406 (2103 D Mod (B))
29 Dec 13 UTC
wwIV sealanes
I wanted to ask what people felt about including a transform option in this variant?
http://forum.webdiplomacy.net/download/file.php?id=638
27 replies
Open
Andy olla (917 D)
31 Dec 13 UTC
Andy olla
Send out your best vDiplomacy!
28 replies
Open
Anon (?? D)
24 Dec 13 UTC
The Colonial Fight to the Death
http://vdiplomacy.com/board.php?gameID=17441

A colonial gunboat game. Full NMR protection, need ALL SCs to win. Let's do this.
2 replies
Open
Anon (?? D)
01 Jan 14 UTC
Replacement needed. Good position.
http://vdiplomacy.com/board.php?gameID=17368
0 replies
Open
kikker82 (1102 D)
01 Jan 14 UTC
not Wilsonian...or is it?
I know I saw something about it in the forums a long time ago. What is the rules variant where you have to declare war before you can attack a player? I wanna say Wilsonian but I think that's gunboat. Can someone enlighten me?
5 replies
Open
Jonathan (1002 D)
29 Dec 13 UTC
Move tester
Hi guys, does anyone know an applet/website where I can test moves to see the outcome? I am uncertain about some situations in my current game and want to find out what the best move would be.

Thanks
3 replies
Open
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