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Basically, a fleet that exists in a "square" can't be dislodged by the attack of a single fleet. But a fleet under attack in a square is prevented from supporting ANOTHER fleet. Without help, the fleet in the MidAtlantic Ocean can't dislodge a hostile fleet in the English channel on convoy duty. But if that fleet were supporting say, an allied fleet in the ...


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I've considered playing diplomacy with the 35th supply center to make an odd number. But haven't been able to persuade others to play with this variation. That would be Egypt. It's not on the "official" map but it can be "inferred" (or extrapolated) as being in the southeast corner of the board, between Syria and Libya (with the latter being next to Tunis), ...


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One variant that I've seen used was to allow real-world bribery. That is, the lone player offering real cash money to one or two players to let them win. (This bought me dinner more than once.) Another is to set a time limit; at the time limit, the player closest to victory is declared the winner.


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I have a hard time seeing this being successful. The problem is that it doesn't mean much in the early game for England to be allied with Austria or Turkey. So effectively you'd be playing EI versus FG, while Austria and Turkey teamed up on Russia. The likely scenario is that the 2 v 2 battle doesn't go very far, and the 2 v 1 battle goes well, resulting ...


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In Diplomacy you are not playing countries; you are playing your opponents. There are tremendous advantages to allying with nearby countries; as there are tremendous advantages to allying with non-adjacent countries. Which is better in any particular game has more to do with the players, than the countries. That is why the difference between countries ...


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The answer might have been no by the time you asked, but now it is yes: Check out You Say First! I tried my best with the UI design, but any help there is welcome. Bugreports and feature requests can be submitted on https://github.com/nomeata/you-say-first.


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If it is fine for your to wait up to a specific time, sending delayed mails via a service like timecave might be an option (although suboptimal).


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No arbiter is needed if you use encryption. Player A sends encrypted move Am1 to player B. Player B sends encrypted move Bm1 to player A. Once A receives Bm1, she sends the decryption key Ak1 to B, and B sends his decryption key Bk1 to A. This can be done over any messaging service, but does require a bit of overhead. (And you have to trust that the other ...



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