| GTS Diplomacy Game | |
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| Tweet Topic Started: Nov 2 2011, 12:12 AM (3,569 Views) | |
| <span style=midnight problay | Nov 3 2011, 01:40 PM Post #161 |
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Disgruntled Vet
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I literally have no idea what to do, lol. Am I supposed to be doing anything right now? |
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| <span style=FourDozenEggs | Nov 3 2011, 01:42 PM Post #162 |
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~Rashida Jones~
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How we gonna pick starting points? |
![]() 2012 Stats: FabioOwnage’s RRR7 – Greg Anna Paquin is a gap-tooAnna Paquin is a gap-toothed bitch.d bitch. Buis, 1/14 OCC’S ASS – Bill, 6/24 CLD’s TWEWY – Shooter!, 1/16 CC’s BBNK – Meaty, 9/16 Hodor hodor - Hodor, 3/20 Snoopy's All About Snoopy - Rarity, 1/12 | |
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| <span style=ImmaPlayafosho | Nov 3 2011, 01:51 PM Post #163 |
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ORG Legend
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lol same, I would make a move but I have no idea what to do. I'm waiting for others to go first, or for someone to align with me and tell me what to do. |
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| <span style=Yog | Nov 3 2011, 02:00 PM Post #164 |
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ORG n00b
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This needs to be the new GTS banner.
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| 16/20 19/40 12/18 5/20 6/20 4/15 15/16 12/12 14/20 1/16 3/16 12/33 | |
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| <span style=IANCD | Nov 3 2011, 02:01 PM Post #165 |
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http://www.savederpy.com/
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Right now you're supposed to be talking with all of the other countries to gain good diplomatic favor with then, and then you need to order your three units to either move to a new territory, support another unit or defend the territory they're currently in.
It is done randomly in the interest of fairness, since some countries have advantages.
Would it be helpful if I posted a quick reference guide about what needs to be done/how you do it? |
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| <span style=midnight problay | Nov 3 2011, 02:06 PM Post #166 |
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Disgruntled Vet
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Yes please for that last part. So can you only move units through like, one little region at a time? |
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| <span style=IANCD | Nov 3 2011, 02:15 PM Post #167 |
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http://www.savederpy.com/
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k, I'll be home from class in like 30 minutes so I'll post a Quick Reference Guide then. |
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| <span style=ImmaPlayafosho | Nov 3 2011, 03:05 PM Post #168 |
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ORG Legend
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orly |
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| <span style=Yog | Nov 3 2011, 03:59 PM Post #169 |
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ORG n00b
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Me playing as the Brits is culturally offensive.
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| 16/20 19/40 12/18 5/20 6/20 4/15 15/16 12/12 14/20 1/16 3/16 12/33 | |
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| <span style=IANCD | Nov 3 2011, 04:11 PM Post #170 |
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http://www.savederpy.com/
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BASICS The board is split up into 75 territories. There are three types of territories: LAND - These are areas such as Munich and Moscow that do not share a border with any major bodies of water. These territories can ONLY be occupied by armies. SEA - These are ares such as the North Sea and the Western Mediterranean that are open bodies of water. These territories can ONLY be occupied by navies. COASTAL - These are areas such as Tunisia and Belgium that are land areas bordering a body of water. These territories can be occupied by BOTH armies and navies. Three territories have special rules with regards to their coasts: ST. PETERSBURG, BULGARIA AND SPAIN. These three territories have split coasts, and each coast is treated as a different territory as far as navies are concerned. For example, a navy on the north coast of Spain can move to Portugal, Gascony or the Mid Atlantic, but cannot move to Marseilles, Gulf of Lyons or Western Mediterranean, since the north coast of Spain does not border either of those three territories. When dealing with these three special coastal regions, you must be careful that you are moving your navy to the correct coast. Of the 75 total territories, 34 are marked with stars. These are known as Supply Centers, and these are your ultimate goal. The first person to capture 18 of these Supply Centers will win the game. PHASES The game is broken in three phases: ORDERS, RETREAT, and BUILD. These phases are distinguished with a season and a year (i.e. the Spring 1901 Orders Phase or the Fall 1903 Build Phase). ORDERS - There are two of these per year, one in Spring and one in Fall. This is the most important phase of the game because this is where all the magic happens. It is during this phase that you will strategize, make deals, and give your units the orders they will enact. You will assign each unit one of FOUR order types (see below). RETREAT - This phase occurs immediately after the Orders phase in both Spring and Fall. If the Orders phase results in a unit being dislodged (see below), that unit will be forced to retreat. They may retreat to any adjacent, unoccupied region, so long as that region is NOT the region from which their attacker came, or as long as that region was not the site of a standoff (see below). BUILD - This phase occurs immediate after the Fall Retreat phase ONLY. The Spring Retreat phase is followed by the Fall Orders phase. For this phase, you will build new armies or navies. If you end this turn with more total Supply Centers than when you started, you will get to build that many new units. For example, if you started in Spring of 1901 with 3 Supply Centers and end Fall of 1901 with five Supply Centers, you will build two more units. You can ONLY build units on your three (or four in the case of Russia) starting Supply Centers, even if you capture more. For example, if France captures Belgium and Spain, they are granted the ability to build two new units, but they may ONLY build units on their three starting Supply Centers (Brest, Paris, Marseilles). Sometimes you might be entitled to more builds than you can legally make. Should that be the case, the extra builds will carry over to the next year's Build Phase. You can only built armies on Land Supply Centers, but you have a choice of whether to build an army or a navy on a Coastal Supply Center. In addition to building, you may occasionally have to destroy units. If you finish the year will LESS Supply Centers than when you started, you must destroy a unit on the board. This can be any unit of your choice, but it MUST be destroyed. MOVES There are four different types of moves that you can assign to your units during the Orders Phase: MOVE - This is also known as "attack." This is the simple act of ordering your unit to move from one territory to the next. To issue this order, simply click the unit you wish to move, select "MOVE" and then select the territory to which you want this unit to move. HOLD - This is also known as "defend." This is the simple act of ordering you unit to stay exactly where it is and defend that territory in the event of an attack. To issue this order, simply click the unit you wish to hold and select "HOLD." Alternatively, you can simply not issue this unit an order at all and finalize your orders, since any unit that is not given a specific order will be given a hold order by default. SUPPORT - This is perhaps the most important type of move, because since each unit has a value of 1, supporting is the only way to prevent the game from being a perpetual tie. When "supporting" a unit, you are simply increasing its value to 2 (or 3 or more, depending on how many units you have supporting the target unit) at the expense of your own value. A unit can support any other unit, so long as the unit being supported is moving to a territory that is legally accessible to the supporting unit. So a quick example of that would be this: If you have a unit in Tyrolia and you wish to move it to Munich, that unit can receive support from both Bohemia (which is adjacent to both the starting and ending point of the supported unit) AND Ruhr (which is adjacent to only the ending point), but you canNOT receive support from Vienna (which is not adjacent to the starting point but not the ending point). An army unit cannot give support to an action occurring in a sea area and an navy unit cannot give support to an action occurring in a land area, but both types of units can give support to an action occurring in a coastal area. To issue a support order, click the unit you want to provide the support, select "SUPPORT," click the unit you wish you give support to and then finally click the ending point of that unit. You can support a MOVE order OR a HOLD order (for example, if you think an attack of two is coming, you can order one unit to HOLD and defend the territory and another unit to support that HOLD order). CONVOY - This is probably the most confusing of the orders, so I'll try to explain it as clearly as possible. A convoy is basically ferrying an army unit across a sea territory via a navy or a series of navies. I'll provide an example. Say you have an army unit in Sevastopol and a navy unit in the Black Sea. Under normal conditions, that army unit could NOT reach Ankara, but under a convoy, it can. The army unit would be ordered to move to Ankara, and the navy unit would be ordered to convoy that unit from Sevastopol to Ankara. This can also work across a series of navies as well. An army unit can be moved from, say, Tunisia to Syria, provided the army unit is given that order and the navy units in both the Ionian Sea and the Eastern Mediterranean are given the convoy order. To issue a convoy order, you must first select the army you wish you move, select MOVE, and then select the area to which you want that army to move. Then you must select your navy, select CONVOY, click the area the army is CURRENTLY in and then click the area to which that army wishes to move. If you are preforming a convoy via a series of navies, each navy must be given the same order in order for the convoy to be successful. RESULTS After the orders have been processed and carried through, there are three possible results: CAPTURE - If you move into an unoccupied territory with the greatest force, you capture it. Simple as that. One thing it is important to note is that captures are ONLY registered at the end of the Fall Orders phase. If France moves into Spain in the Spring, but then moves that same unit OUT of Spain in the fall, they will not credit for a Supply Center capture and will not be given the opportunity to build. STANDOFF - A standoff occurs when two forces of equal strength attempt to move into the same territory, or if a force attempts to enter a territory that is defended by an equal force. In both scenarios, nothing happens, and all parties involved are returned to their starting locations. DISLODGE - A dislodge occurs when a defending force is attacked by a force of greater value (i.e., if a lone defending unit is attacked by a lone unit with one supporter). When that happens, the attacker gains control of the area in question, and the defender is "dislodged." During the retreat phase, they must perform a legal retreat using the guidelines specified above. If they cannot perform a legal retreat, they are disbanded; that is, they are removed from play. SUPPORT CUTTING Support cutting happens when a supporting unit is attacked. NO MATTER WHAT THE RESULT OF THE ATTACK IS, the unit providing support is said to have had its "support cut." That means if you move a unit and have another unit support, which would normally result in a force of two, if the supporting unit is attacked in any way (and regardless of whether the attack results in a standoff or a dislodge), the support is cut and your attacking unit now only has a force of one. Cutting does not apply to convoys. If your navy is involved in a convoy and gets attacked, the convoy still goes as planned. The only thing that will disrupt a convoy is if the convoying navy is dislodged. If you have a string of navies performing a convoy and only one of them is dislodged, that single dislodging will disrupt the entire convoy line. Therefore it is sometimes necessary to throw some support on a convoying unit to prevent a dislodging. DIPLOMACY This is the single most important aspect of the game, and is not only recommended, but essentially required. You must make deals with people to ensure your plans get put into fruition. The simplest way to perform diplomacy is by supporting other units and by convoying other units. ANY UNIT CAN SUPPORT ANY OTHER UNIT, ANY NAVY CAN CONVOY ANY OTHER ARMY! If you are playing as France, you can have your units support each other or you can have them support Germany's units. You add support to other units the exact same way you add support to your own units, and you add convoys to other units the same way you would apply convoys to your own units. A convoy train can consist if three of your own navies, or one navy from three different countries, provided all three navies are given the same convoy order. One thing it is important to stress is that NOTHING IN THIS GAME IS BINDING! If you're playing as England and you make a deal with France that involves France helping you this turn in exchange for you helping them next turn, NOTHING BINDS EITHER OF YOU TO THAT DEAL! If France follows through and assists you this turn, you have no obligation to follow through on your end of the deal and you can screw France over if you so desire. Similarly, if you make that same deal, nothing binds France to that deal and they might decide to not even help you this turn. That is the art and the beauty of diplomacy! ENDING THE GAME The game ends one of three ways: 1 - One player captures 18 Supply Centers (50% + 1). 2 - All players but one surrender/are defeated. 3 - All surviving players agree to the terms of a draw. Therefore it is possible for the game to have more than one winner! That should be everything. Ask questions if you have them. |
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| <span style=IANCD | Nov 3 2011, 04:11 PM Post #171 |
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http://www.savederpy.com/
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I had to type it
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| <span style=ImmaPlayafosho | Nov 3 2011, 04:18 PM Post #172 |
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ORG Legend
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my B I thought you were copying and pasting some guidelines or something
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| <span style=IANCD | Nov 3 2011, 04:33 PM Post #173 |
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http://www.savederpy.com/
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Both games are underway! (click the links to view the games) GAME #1 Austria - IANCD England - Yog Germany - CLD France - FDE Russia - ImmaPlaya Turkey - Snoopy GAME #2 Austria - Neko Godot England - ImmaPlaya Germany - IANCD France - Eyka Russia - FT Turkey - MP |
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| <span style=ImmaPlayafosho | Nov 3 2011, 04:48 PM Post #174 |
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ORG Legend
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This is very helpful. You should totes put this on first page. |
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| <span style=FourDozenEggs | Nov 3 2011, 05:01 PM Post #175 |
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~Rashida Jones~
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If anyone wants to talk to me about anything, I'll be on aim. F0urD0zenEggz |
![]() 2012 Stats: FabioOwnage’s RRR7 – Greg Anna Paquin is a gap-tooAnna Paquin is a gap-toothed bitch.d bitch. Buis, 1/14 OCC’S ASS – Bill, 6/24 CLD’s TWEWY – Shooter!, 1/16 CC’s BBNK – Meaty, 9/16 Hodor hodor - Hodor, 3/20 Snoopy's All About Snoopy - Rarity, 1/12 | |
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| <span style=IANCD | Nov 4 2011, 03:00 AM Post #176 |
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http://www.savederpy.com/
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Everyone should probably start finalizing their orders soon. Otherwise we're gonna have to wait until Sunday and who wants to do that? |
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| <span style=FourDozenEggs | Nov 4 2011, 09:41 AM Post #177 |
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~Rashida Jones~
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When's the deadline for finalizing orders so we don't have to wait til Sunday, or is it just when everyone finalizes them we're done? |
![]() 2012 Stats: FabioOwnage’s RRR7 – Greg Anna Paquin is a gap-tooAnna Paquin is a gap-toothed bitch.d bitch. Buis, 1/14 OCC’S ASS – Bill, 6/24 CLD’s TWEWY – Shooter!, 1/16 CC’s BBNK – Meaty, 9/16 Hodor hodor - Hodor, 3/20 Snoopy's All About Snoopy - Rarity, 1/12 | |
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| <span style=IANCD | Nov 4 2011, 12:58 PM Post #178 |
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http://www.savederpy.com/
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Spring of 1901 will end when all six player finalize their orders, OR at like 2AM on Sunday (technically Monday), whichever comes first. I for one don't want to wait that long. |
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| <span style=FourDozenEggs | Nov 4 2011, 01:04 PM Post #179 |
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~Rashida Jones~
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It's tough to decide on orders when my neighboring countries don't respond to messages though -.- |
![]() 2012 Stats: FabioOwnage’s RRR7 – Greg Anna Paquin is a gap-tooAnna Paquin is a gap-toothed bitch.d bitch. Buis, 1/14 OCC’S ASS – Bill, 6/24 CLD’s TWEWY – Shooter!, 1/16 CC’s BBNK – Meaty, 9/16 Hodor hodor - Hodor, 3/20 Snoopy's All About Snoopy - Rarity, 1/12 | |
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| <span style=ImmaPlayafosho | Nov 4 2011, 01:04 PM Post #180 |
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ORG Legend
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Maybe they are all aligned against you?
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Right now you're supposed to be talking with all of the other countries to gain good diplomatic favor with then, and then you need to order your three units to either move to a new territory, support another unit or defend the territory they're currently in.
11:42 AM Jul 13