Diplicity Game: “Give it a Try” – AAR

This was one of the least interesting games I’ve played online. My first real game on Diplicity and what a disappointment.

Diplicity is, first and foremost, an app. However, I accessed most of this game through their website. I’ve looked at it before and not been impressed. However, while I was waiting for a game to start on Playdiplomacy I thought I’d try one on Diplicity.

One of the weaknesses with Diplicity is that, when you first start, you’re condemned to playing a game with newbies and unreliable players. OK, I thought, no matter how this game goes, I won’t be missing deadlines and my reliability will go up, which might lead to a better game.

Well, this actually happened… but I didn’t get a lot of chance to miss a deadline. I’d won the game by 1906.

I’d drawn England, which was fine by me. I like playing England. I win as England. So I was looking forward to it.

However, in S01, Germany NMRed. Well, OK, that simply meant I would ally with France… or attack France. I’d actually been communicating well with Russia in S01 and, well, with no Germany, I could concentrate or going after France and working with Russia.

France had agreed to support me into Belgium in F01 but, with an absent Germany, I agreed to risk moving to Holland or Denmark instead. I got into Holland. Although this would leave a 6 SC France to my south, I’d agreed to work with Russia so there was a good chance that I could gain ground in Germany, with Russian help, while holding back an aggressive France.

As it happened, Russia then NMRed in F01. Wow.

In W01, France then missed their builds. Could this be true? Were Germany, Russia and France all gone from the game by the end of 1901? Well, S02 proved this to be the case. And so, the only thing I had to concern myself with was the probability of the east coming together to fight me.

Italy, Austria and Turkey were all in the game. Italy was quite chatty. Austria was stony-silent. Turkey was clearly not a native English speaker (I found out they were from Georgia – not the US state). During 1902 they were caught up with in-fighting. Still, I thought, they’ll notice how unopposed I am and sort something out.

Nope. They never did.

One thing Diplicity does, I believe, is publish all messages in the game when the game’s over. I can’t wait to read them (the game is still in W06 Adjustments – I don’t know why: I’m on 20 SCs). I’ll complete this post when I can see them. I want to find out if any of these three players mentioned the free pass I had and what anyone else said about it.

My instinct is that Turkey wouldn’t let their war with Austria go. Initially, Turkey told me they weren’t used to playing online; later in the game they admitted they hadn’t played Diplomacy before. And, well, they had some weird ideas.

In 1901 they told me their aim was to take the Balkans. Fair enough – that’s what Turkey typically wants to do, as do Russia, Austria and Italy. They weren’t planning on going to war before then unless Russia moved to Rumania. This was in S01.

I was so surprised at this that I actually asked Turkey what they expected Russia to do. If F(Sev) wasn’t going to Rumania, where did they want it to go? I pointed out that the only other options were Armenia or Black Sea and that neither was good news for Turkey.

This set the scene. Turkey was an abysmal player, mainly because they couldn’t work out how to order support. I realised this when I saw that, when attacking Rumania and Serbia the supporting units were actually supporting the enemy unit to hold! So I wrote them a message going through how to order support correctly. This was met with a lot of gratitude… and no change. Turkey just couldn’t get the support order right!

Meanwhile, Austria and Italy couldn’t break out of their war, either. I thought Austria might be the main threat: they were the only player with a significant record on Diplicity. If I’d thought a bit longer I would’ve asked why they were in this game.

So, as I say, I’m wondering whether they actually discussed ending their wars to face me. I think Italy may have asked this. By the end of 1902 they had fleets in the West Mediterranean Sea and the Gulf of Lyons. I don’t, however, think they’d noticed France wasn’t moving: in F02 they’d tried F WMS-Spa(sc) but this failed because France’s F(Spa) wasn’t being issued orders.

Italy gave the impression of being a decent player. Austria gave the impression of knowing how to order but not how to correspond. Turkey… well…

MORE TO COME…

FINAL POSITIONS

  • Mal Arky (me): 20 SCs
  • Ciaras Wyatt: 0 SCs (Abandoned game)
  • Michael Aragon: 5 SCs
  • Mike Jopson: 0 SCs (Abandoned game)
  • The Juggernaut2345: 1 SC
  • Giorgi Andguladze: 8 SCs
  • Tiago Andrade: 0 SCs (Abandoned game)

POSTS IN THIS SERIES

  1. 1901
  2. 1902
  3. 1903
  4. 1904
  5. 1905/6
  6. AAR

Diplicity Game: “Give it a Try” – 1905/6

So, going into 1905, the board looked as above. I was still going for the Gunboat-esque solo and still facing no opposition. The south/east was caught up in-fighting and Austria had backed out of the game completely.

Spring 1905

  • A Bur S Par-Gas, F MAO-Naf, F NAO S Bre-MAO, F ENG C Lon-Bel, F NTH C Edi-Den, A Mun-Sil, F Ber-BAL, A Lvn S Stp-Mos
  • F Por H
  • F WMS H, F TYS H, A Mar H, A Tri H, A Vie H
  • ELIMINATED
  • A Ser H, A Gal H
  • A Alb H, A Gre H, A Bul H, F Rum H, A Bud H, A Sev H
  • A War H, A Ukr H

I have almost nothing to say about this turn. Austria seemed to have ordered A Gal H but – again – hadn’t ordered A(Ser); other than that I was the only player who entered orders. What was happening with Italy and Turkey?

I moved F MAO-Naf to allow Italy to move to Spain if they wanted; position over gains. As nothing was under threat in German, A Mun-Sil would give me Warsaw. I had F ENG C Lon-Bel to cover central Europe if needed. F NTH C Edi-Den was to allow me to next convoy it on to Livonia.

Fall 1905

  • A Gas S MAO-Spa(nc), F Eng S NAO-MAO, F Naf-WMS, A Bur-Mar, A Bel-Ruh, F NTH-Den, F BAL C Den-Pru, A Sil S Lvn-War, A Mos S Lvn-War Gains: Denmark, Spain, Warsaw – 3 builds
  • F Por H
  • F WMS H, F TYS H, A Mar H, A Tri H, A Vie H Loss: Spain – 1 build owed
  • ELIMINATED
  • A Gal S Ser-Bud Gain: Budapest; Loss: Serbia
  • A Alb H, A Gre S Ser H, A Bul-Ser, A Bud H [Dislodged], F Rum-BLA, A Sev H Gain: Serbia; Loss: Budapest – 2 builds owed
  • A War H [Disbanded], A Ukr H Losses: Moscow, Warsaw – 2 disbands

Surprisingly, Austria and Turkey both move. Turkey, who really doesn’t get the support order (I just couldn’t care less about trying to tell them how to do it any more!) still managed to take Serbia, despite support Serbia to hold, because Serbia took Budapest.

For myself, I took Spain before Marseilles because I was sure of Marseilles next year, which would be the 18th SC. Everything else was just padding.

Winter 1905

  • F(Edi), F(Lpl), A(lon)
  • A Ven
  • F(Smy), A(Con)

Just for the record.

Spring 1906

  • F Naf-WMS, F MAO S Spa(nc) H, A Bur S Gas-Mar, F ENG C Lon-Bre, F Lpl-IRI, F Edi-NTH, A Ruh-Mun, F Den H, F BAL H, A Pru-Lvn, A Mos-Ukr, A War-Ukr, A Sil-Gal
  • F Por H
  • F WMS H, A Mar H [Dislodged, Disbanded], F TYS H, A Ven H, A Vie H, A Tri H
  • ELIMINATED
  • A Bud S Gal-Vie
  • A Alb H, A Gre-Ser, A Ser-Bud, A Rum S Bud H, A Con-Bul, F Smy-EMS, F BLA S Rum H, A Sev H
  • ELIMINATED

Italy wasn’t moving. Austria and Turkey were but, again, couldn’t break the six years war that should have ended in 1902.

For me, it was about taking Marseilles and holding everything else. Extra cautious. Stop the chance of a Turkish army getting into Ukraine by self-bouncing in Ukraine and cutting possible support from Austria’s A(Gal). Of course, this couldn’t stop A Sev S Rum-Ukr but A Pru- Lvn would cover Moscow if needed in F06, with A(Sil) covering Warsaw.

Fall 1906

It was all over – I’m not even going to report the orders. I took Portugal and Tunis for the sake of it and ended the game on 20 SCs.


POSTS IN THIS SERIES

  1. 1901
  2. 1902
  3. 1903
  4. 1904
  5. 1905/6
  6. AAR (waiting completion)

Diplicity Game: “Give it a Try” – 1904

Above are the W1903 adjustments. As you can see, Turkey took my advice and managed to get a build. Still, no opposition to my cake walk.

Assuming Turkey now knew what they were doing, Austria’s time was over. Of course, there was always the chance that Austria, Italy and Turkey would get their act together and oppose me. Italy, however, had backed away from possibly breaking through into the Mid-Atlantic in favour of fighting Austria. What was going through their heads!?!

Spring 1904

At this point, my Diplomacy was at zero. It was a Gunboat game, now, effectively. At least for me. I actually doubt there was much – if any – diplomacy going on between the southern powers, too. So let’s just look at my moves.

  • F ENG C Lon-Bre, A Bur S Bre-Gas, F IRI-MAO, F Lpl-NAO, F NWG C Edi-Nwy, F BAL C Kie-Lvn, A Mun H
  • F Por H
  • F Spa(sc)-MAO, A Mar-Spa, A Tyl S Ven-Tri, F TYS-Nap
  • A Ber H
  • F ION-Tun, A Rum-Gal, A Bud-Vie, A Ser S Tri H [Disbanded]
  • A Alb S Ser H, A Gre-Ser, A Bul-Rum, A Sev S Rum H, F BLA S Rum H, A Bul-Rum
  • A War H, A Ukr H

All I was interested in now was taking the 18 SCs as quickly and efficiently as I could. Was I able to do this? There may have been a more effective way to do this, but here was the plan.

It would need a two-pronged attack. Take the Mid-Atlantic and make progress in France was one arm of the strategy. I could force MAO in Spring but decided against this. I wanted to get my A(Lon) into France so I convoyed via ENG. Bur S Bre-Gas was important – I didn’t want Italy spotting this and bouncing it. As it happens, Italy didn’t spot it but, well, what else was Burgundy doing anyway?

In the meantime, F Lpl-NAO put another fleet bordering MAO, while F IRI-MAO was meant to bounce F Spa(sc)-MAO… or take the Mid-Atlantic. As I thought, it bounced but that wasn’t a problem.

I avoided trying to take Berlin. I could’ve used A Kie S Mun-Ber, and then taken Munich back, and that would have been good, but I really wanted to get into the Russian centre. So I convoyed A(Kie) to Livonia in preparation for working with the army that would be in St Petersburg after Fall 04 to take Moscow.

Unfortunately, due to not having any diplomacy to do, I had finalised my orders and so Turkey didn’t read my messages to them explaining how to enter support orders before S04 resolved. So they were still messing things up. Hopefully that would change in F04.

In the meantime, Italy and Austria were still fighting each other, and Turkey and Austria continued to bump heads, ineffectively. The only interesting move in the south was Austria’s A Rum-Gal, which allowed Turkey to take Rumania, despite misorders with support. What was going on here? Was Austria trying to protect Warsaw?

Fall 1904

  • F NAO S Gas-MAO, F NAO S Gas-MAO, A Bur-Mar, A Bre-Par, F ENG-Bre, F IRI-ENG, F NWG-NTH, A Mun S BAL-Ber, A Lvn-Mos, A Nwy-Stp Gains: Paris, Berlin – 2 builds
  • F Por H
  • F Spa(sc)-WMS, A Mar H, F Nap-TYS, A Tri S Tyl-Vie Gains: Trieste, Vienna; Loss – Tunis – 1 build
  • A Ber H [Dislodged] Loss: Berlin – 1 disband
  • A Vie H [Dislodged], A Gal H, F Tun H, A Ser unordered – HOLD Gain: Tunis; Losses: Trieste, Vienna, Budapest, Rumania – 2 disbands
  • A Sev-Mos, A Rum-Bud, F BLA-Rum, A Alb H, A Bul-Ser, A Gre S Ser H Gains: Rumania, Budapest – 2 builds
  • A War H, A Ukr H

In this turn I changed my mind about a couple of things. I was intending to hold back on Denmark and Paris; originally I ordered A Bur S Bre-Gas. But I looked at things and wondered what I was going to do with F(BAL) and could really only see it moving to Berlin. That would give me a build. But it was the only build I was likely to get. I would order A Lvn-Mos to bounce a possible A Sev-Mos by Turkey (which happened) so I decided, in the interests of speed, to take Moscow. On the off-chance that Italy would order A Mar-Gas, I ordered A Bur-Mar, which was unsuccessful as Italy had A(Gas) hold. F NWG-NTH was to allow a convoy next year.

Turkey, despite acknowledging my help, still couldn’t order support to save their life; they were lucky that Austria seemed to have given up the ghost, not even bothering to enter an order for A(Ser). Austria’s only SCs now were Serbia and Tunis (although it looked like Serbia would last forever!).

Winter 1904

  • Build: A(Edi), A(Lon)
  • Disband: F(Tun)

I built two armies – I really didn’t need any more fleets. The northern seas were unchallenged and I was in the Mid-Atlantic with plenty of fleets there; besides, Italy was giving me free reign.

Austria didn’t order a retreat for A(Vie) so it was disbanded – had they ordered that or was it removed due to no retreat order? And they disbanded F(Tun). That was a tricky one to predict: it could have been an auto-disband, given that it was furthest away from Austria’s SCs but, according to the rules, units in non-SCs should be disbanded before units in SCs. That doesn’t mean that this was Diplicity’s way of doing things, though! On the other hand, if Austria was still in the game, then they might have chosen this unit anyway as Tunis was lost and A(Gal) was more useful.


POSTS IN THIS SERIES

  1. 1901
  2. 1902
  3. 1903
  4. 1904
  5. 1905/6
  6. AAR (waiting completion)

Diplicity Game: “Give it a Try” – 1903

Winter 1902 ended as shown above. I’m England; I’ve no opposition in the west and north. I’m on 8 SCs and it’s only the end of 1902. It’s a dream… or a nightmare.

Well, OK, not a nightmare but I’m beginning to wonder just how enjoyable this game is for me. I mean, yeh, fine, I’m walking through the stages of the game but, well, it almost feels like the Endgame already. Unless I do something stupid, there’s no challenge. That’s not to say I won’t do something stupid but…

Spring 1903

I’d almost stopped worrying about diplomacy at this point. For me, that’s incredible. But what was I going to say? What did I need to say? I didn’t particularly need anyone’s help. So I needed to think only about trying to delay the formation of a 3-power Grand Alliance against me.

With Austria, I didn’t bother. They weren’t answering me. I wasn’t interested in communicating with them until I had something concrete to offer; they certainly weren’t interested in diplomacy.

With Turkey it was simple: they weren’t able to see the game beyond their own borders. They were making errors which anyone other than a Diplopup wouldn’t do. They were crippling themselves. So I was going to focus on helping them look further afield. It wouldn’t necessarily help me but I take the point of view that, in game like this, I’m not doing what I should be doing as a more experienced Dippyist by leaving a Diplopup floundering.

With Italy, I was simply going to keep on talking. Nothing specific strategically because they were looking like my only opposition. I hoped something meaningful would appear!

  • F Lon-ENG, F Lpl-IRI, F NTH C Edi-Den, F Swe-BAL, F Stp-BAR, A Bel-Bur, A Hol-Ruh
  • F Por H, A Spa H [Dislodged]
  • F WMS S GOL-Spa(sc), A Mar S GOL-Spa(sc), A Rom S Ven H
  • F Kie H, A Ber H, A Mun H
  • F Tri-ADR, A Tyl-Tri, A Ser S Rum H, A Rum S Ser H, A Bud S Ser H
  • F BLA S Rum H, A Bul-Rum, A Alb S Ser H, A Gre-Ser, A Arm-Sev
  • F GOB H, A Ukr H, A War H

This one really confused me: why hadn’t A Bul-Rum worked? I had to look at the written explanation. I’d expected Turkey couldn’t have messed up these moves but they had. Instead of A Alb S Gre-Ser, A(Alb) had supported Serbia to hold. Even so, A Gre-Ser should have cut A(Ser)’s support for A(Rum) to hold. And then I saw that Turkey had done the same thing: F BLA S Rum H, instead of F BLA S Bul-Rum. Oh, wow.

Here’s the map, after the disbanding of A(Spa):

Fall 1903

So, what does this latest turn tell me?

Well, Turkey is even greener than I thought, perhaps. It could just be that they hadn’t worked out how the support mechanism works on Diplicity. But, honestly, if Turkey were even slightly experienced, it ought to be intuitive.

Now, I thought I was giving Turkey this advice before the end of 1903 but, as it happens, I didn’t. I’d finalised my orders – no real Diplomacy to be done – and the deadline passed quickly. So I’ll have to see how confused I’ve made Turkey!

For me, the question was what I did where and when. My F(BAR) I wanted to move to the Norwegian Sea. If I did that, though, I ran the risk of Turkey moving A Sev-Mos and being one move away from St Petersburg. If this happened I could lose the SC. I needed to hold St Petersburg so that I could use it as a springboard into Russia. I doubted Turkey would do that, if only because they should be keeping units close by. But it would be a gamble.

I would use A Ruh S Den-Kie. From there I could use A(Kie) and F(BAL) to take Berlin. That was easy.

I hadn’t expected to get into Burgundy, to be honest; I’d ordered A Bel-Bur last turn to bounce A Mar-Bur. Italy – not quite believing France had gone, I think – had used A(Mar) as unnecessary support for F GOL-Spa. I didn’t have to worry about Munich, so I could use A Bur-Par.

However, I didn’t really want to move out of Burgundy: the army was blocking A(Mar) from moving north. So I hatched a different plan. I’d use F BAL S Den-Kie and A Bur S Ruh-Mun. Paris, like Denmark, could wait. Taking Paris was more pressing than taking Denmark but, unless and until Italy moved A Mar-Gas, I wasn’t bothered about Paris.

That left three fleets in the North Sea, English Channel and Irish Sea. What about them? Well, I might be able to take the Mid-Atlantic Ocean if I wanted, and I did want to do that. Italy could order F Spa(sc) S WMS-MAO if they chose. But, when I moved on the MAO I wanted it to be decisive so I would gamble on F IRI-MAO alone, and use F ENG-Bre, with F NTH-ENG. Usually I’d not want to move out of the North Sea but there was no reason in this game to hold it – it was firmly behind any lines. I expected to have an Italian fleet in the MAO by the end of the turn but, well, I’d have three fleets against their two next year.

  • F IRI-MAO, F ENG-BRE, F NTH-ENG, F BAR-NWG, F BAL S Den-KIe, A Bur S Ruh-Mun GAINS: Brest, Munich, Kiel – 3 builds
  • F Por H LOSES: Brest, Spain
  • F Spa(sc)-MAO, F WMS-TYS, A Gas-Spa, A Ven-Tyl, A Rom-Ven GAINS: Spain – 1 build
  • F Kie H [dislodged], A Ber H, A Mun H [dislodged] LOSES: Kiel, Munich – 2 disbands
  • F ADR-ION, A Bud S Rum H, A Ser S Rum H, A Rum S Ser H, A Tri S Ser H
  • F BLA -Rum, A Sev S Rum H, A Bul S Rum H, A Alb S Gre H GAINS: Sevastopol – 1 build
  • F GOB H, A Ukr H, A War H LOSES: Sevastopol

As it turned out, Italy made the better choice. As I said, they could have occupied the Mid-Atlantic, but they chose instead to move to the Tyrrhenian Sea. It’s clear from the other moves of Italy and Austria that they really didn’t trust each other. Italy moved back into a threatening position around Trieste; Austria moved to the Ionian from where Naples could be attacked. Italy would likely build in Naples to prevent this so F(TYS) could defend Tunis.

Turkey was still misordering – I hadn’t been able to save them from it again. Maybe next time. And, maybe, as I was giving them advice, they’d continue to hold off from moving to Moscow!

With no retreats happening, we moved into the Winter.

Winter 1903

I would expect a fleet in Naples from Italy. Even if they trusted Austria, they might as well do that as build in Rome. An army could be possible, of course. if they were moving against Austria seriously but that would be stuck in Naples defending, while F(TYS) defended Tunis.

From Turkey I hoped I’d see a fleet in Smyrna or Constantinople. Their armies were bogged down in the Balkans (although they should, by now, be threatening Vienna.


POSTS IN THIS SERIES

  1. 1901
  2. 1902
  3. 1903
  4. 1904
  5. 1905/6
  6. AAR (waiting completion)

Diplicity Game 1: “Give it a Try” – 1902

The image above is the situation after Winter 1901. As a reminder, I’m England. France, having gained 3 SCs in 1901 didn’t order any builds; Russia NMRed in F01 and didn’t enter a build, either; Germany NMRed in S01. I didn’t believe any of them were still in the game.

So, where did this leave me? In Heaven. Italy, Austria and Turkey were active in the south. I was free to act as I wanted in the west and the north. Austria would have to break off from their war with Italy to take anything from Germany, and vice versa for Italy. Additionally, Italy could move west to take advantage of the absent France. Turkey had a very simplistic plan: control the Balkans. But they might try to take advantage of the absent Russia. Turkey had the best chance (after me) and this was fine by me: if you want another power doing pretty well as England, it would be Turkey.

Spring 1902

As England I love building fleets first. England has to control the seas. In this game, however, with the likelihood of all three neighbours being abandoned, I changed this policy. Having built a fleet in Edinburgh, I built an army in London. I was close to building two armies, in fact! I needed to take advantage of the free SCs open to me. The problem was that I only had one fleet available to convoy those armies which would slow things down. So one fleet, one army.

Italy’s build – F(Rom) – indicated that they’d come to an arrangement with Austria. The only other SC available for a build was Naples, of course. But, had they built in Naples, the fleet would have been heading east. Given that Turkey had both Mediterranean SCs empty for builds this would probably mean they were going to build at least one fleet. Italy should be defending against that, except that France was absent and, well, French SCs were up for grabs!

To take full advantage of this, though, Italy needed to reach an arrangement with Austria. The fact that they’d been at war for just one year would have helped, I’m guessing. But it seemed that either Italy was going to use just their two fleets to push west or that the Austro-Italian war was over. For me, the latter: Italy was getting nothing from Austria doing that.

So, what did that mean? If they’d had any sense, Austria and Turkey would have reached an arrangement, too. Working together, they could split Russia before I had any chance to take advantage of it.

In messages with Turkey, however, their peculiar fascination of Balkans dominance remained in place, however. That was also fine with me! If they were going to attack Austria seriously, they wouldn’t be able to push more than a couple of units north. It would also tie Austrian units down. If this happened, I’d have some breathing space before pushing into Russia.

My decision, then, was to focus on capturing Scandinavia and St Petersburg, capturing the Low Countries, and Brest. That meant getting my army onto the Continent this year. But did I have to do that in Spring? I could convoy F Lon-Den but then what would I do with F(Edi)? So I decided not to do this yet.

  • F Nwy-Stp, F NTH-Den, F Edi-NTH, A Hol H, A Lon H
  • F Por H, A Spa H, A Bel H
  • F Tun-WMS, F Rom-TYS, A Ven-Pie, A Tyl-Ven
  • F Kie H, A Ber H, A Mun H
  • A Vie S Tri H, A Ser S Bud-Rum
  • F BLA H, A Gre-Ser, A Bul-Ser, A Con-Bul, A Smy-Bul
  • F GOB H, F Rum H, A Ukr H, A War H

Fall 1902

So, Italy and Austria ended their war, although it’s clear that Austria didn’t trust it. Still, Austria did try to take Rumania… or did they? Really, Turkey should have moved to Rumania. However, I think Turkey was well-and-truly stuck on capturing the Balkans. Why else have F(BLA) hold? What use is that order? At the very least, F BLA-Sev; better still, F BLA S Bul-Rum.

If it wasn’t crystal clear already, Turkey was a complete novice, strategically. They hadn’t messed-up any moves (until now) but they were strategically naive. And then there was the bounce in Serbia from A(Gre) and A(Bul).

I asked Turkey if this was a misorder; I didn’t get a reply. In some ways I was happy to leave Turkey to bumble their attacks against Austria as it kept them both tied down and cleared the way for me. Honestly, if Austria was a decent player – and with the number of games they had behind them they ought to be – they’d do everything they could to end this conflict. But, given that it looked like Italy had broached the subject with Austria due to Austria’s distrust of Italy, that didn’t look likely to happen. So Turkey was strategically poor and Austria seemed to think one-dimensionally.

However, Italy had woken up and could see that France was ripe for the taking – well, Marseilles and Iberia, anyway – and were heading west. I could see a scenario, not that far down the line, where Italy would get a fleet into the MAO. I’d have to prevent that. Given the free builds I was going to get, this wouldn’t be a problem, but it was one I’d rather not face in the long term. So I could do with Austria and Turkey giving Italy more attention.

One problem was Austria being about as communicative as a mute slug. They must have been talking to Italy; were Austria and Turkey communicating? Turkey was corresponding with me; Austria was silent. I get it: Austria isn’t always interested in talking to England unless they can work together on the board. But it’s a poor player who doesn’t keep their channels of communication open. I also suspect they weren’t talking to Turkey… and that Turkey, lacking the strategic knowledge, would be talking to Austria.

My plan, then, was to keep plugging away at Turkey to end the war with Austria. I guessed I’d have to become increasingly blunt with this. With Italy going west, and gaining 3 SCs – Marseilles, Spain and Portugal – that Italy would be able to use these builds to affect the east.

  • F NTH C Lon-Bel, A Hol S Lon-Bel, F Den-Swe, F Stp H Gains: St Petersburg, Sweden, Belgium
  • F Por H, A Spa H, [A Bel H – dislodged] Loss: Belgium
  • F WMS-Spa, F TYS-GOL, A Pie-Mar, A Ven H Gain: Marseilles
  • F Kie H, A Ber H, A Mun H
  • F Tri H, A Vie-Tyl, A Ser S Bud-Rum Gain: Rumania
  • F BLA H, A Gre-Alb, A Bul-Gre, A Con-Bul, A Smy-Arm
  • F GOB H, [F Rum H – dislodged], A Ukr H, A War H Loss: Rumania

Why did I concentrate on Belgium and Sweden? Well, I could see that I would need to get armies into central Europe eventually but I wanted to tie up France if I could. Italy would move A Pie-Mar and I didn’t want them pushing into Paris without challenging that soon. If I could get an army into France then I’d have some say in what happened there, rather than just standing back. As far as Sweden v Denmark was concerned, it didn’t really matter. Both would let me move out to the Baltic Sea, and that would let me get into Kiel and Berlin also. But Denmark was closer to England and, if I could leave Denmark until I needed to take an SC or two to win later, that would be a quicker gain than Sweden.

I was getting 3 builds. That would surely get everyone’s attention. I wasn’t worried about Turkey – they were fixated. Austria would see it, surely, as a threat but I guessed Turkey’s continuing pressure would keep them busy. I expected Italy would be nattering at them about what I was being able to do – but, with F WMS-Spa, it seemed they didn’t trust that France was absent.

Turkey were still making mistakes. They failed to make any gains, despite the fact that they should have taken two from Sevastopol, Rumania or Serbia. Instead, they played what they might have done in S02, and played for position.

Meanwhile, Austria still didn’t trust Italy – why else move A Vie-Tyl?

I haven’t mentioned the Retreats phase here as, while it was needed, both dislodged units – France’s A(Bel), and Russia’s F(Rum) – were owned by abandoned powers and both were therefore disbanded.

Winter 1902

My builds were pretty obvious. Fleets and an army. The fleets were to take control of the western seas. The army was to throw at central Europe. Austria would have to build – it really should be in Vienna to give them a chance of taking Munich. But could they afford to do that under threat from Turkey? It could well be A(Bud). Italy? A fleet would let them challenge for the western seas; an army would mean they were still considering a war with Austria.

  • Builds: F(Lpl), F(Lon), A(Edi) 8 SCs, 8 units
  • Disband: A(Bel) 4 SCs, 2 units
  • Build: A(Rom) 5 SCs, 5 units
  • No change: 3 SCs, 3 units
  • Build: A(Bud) 5 SCs, 5 units
  • No change. 5 SCs, 5 units
  • Disband: F(Rum) 3 SCs, 3 units

Was Austria looking to shore-up their defence against Turkey? Very probably.

It was at this point that I realised Italy could be looking at convoying A(Rom) to Spain. If they were looking to throw their fleets west, that was a mistake.

What now? I had the same issue as I did at the end of 1901: how to maximise my gains.


POSTS IN THIS SERIES

  1. 1901
  2. 1902
  3. 1903
  4. 1904
  5. 1905/6
  6. AAR (waiting completion)

Diplicity Game: “Give it a Try” – 1901

I started a game on Diplicity in late January 2024. This was a trial game for me. I’d played one game on Diplicity before but didn’t stay in the game long because others didn’t stay in the game long. I got fed up with it.

When I’ve finished the game, I’ll write a review of the site. And, yes, I mean the site. Diplicity is an app on Android (not sure whether it’s on Apple) and. previously, I used the app. Wasn’t impressed. But, unlike Conspiracy, the other Dip app, Diplicity has its own site and you can play on it. And it’s a good site.

Anyway, here’s the game.

Spring 1901

I’d drawn England and that was fine by me. I like playing England. I tend to do well with England, possibly because I ignore the perceived ‘wisdom’ of having a balanced build policy. For me, England needs fleets. Armies can wait. And this tends to make others unsure about how to play me, either because they think I don’t know what I’m doing, or because they don’t know how to handle the fleet-first policy.

Anyway, I did a little research into my fellow players:

  • France was being played by Ciaras Wyatt. They’d started 4 games, finished 2 of them… and in both they’d abandoned the game.
  • Italy was controlled by Michael Aragon. They’d started 3 games and none of them were finished.
  • Germany was Mike Jopson. This was their first game on Diplicity.
  • Austria was played by The Juggernaut2345. They were the experienced player. They’d started 1036 games and finished 1026. That meant they were in 10 active games. They’d abandoned 67 of their games, which is a high number for someone looking for consistency, but a small fraction of their games.
  • Turkey was controlled by Giorgi Andguladze. They’d started 4 games and finished 2 of them, eliminated in both.
  • Russia was Tiago Andrade. Having started 2 of 2 games, one had ended and they’d abandoned it.

What did this tell me? Well, not very much. Austria could be the threat… but so could anyone. Like me, most were newer players. Although France, Turkey and Russia were possible quitters, you have to expect these were novice errors. Again, although Germany was brand new, they could be brilliant. Anyone of them could be accomplished Dippyists who were just getting to know Diplicity. Well, OK, probably not if they had high surrender rates, I guess.

So, OK, not much to learn until you’re in the game.

As usual, I messaged all of these players. I offered alliances to France and Germany. As England, I really don’t mind which of these powers I work with. I pitched my main alliance to Russia. It didn’t matter which of France or Germany I aligned with, Russia was going to be my main ally. To both Austria and Turkey I offered a long term alliance and to share info.

The replies were interesting. France came back with an agreement for the alliance, but demanded – and I mean demanded – I stayed out of the Channel and didn’t land an army in Belgium, even though they’d be fine with me owning Belgium. At this point I entered the following provisional orders: A Lpl-Wal, F Edi-NTH, F Lon-ENG.

I don’t usually like the Severn Opening because it antagonises France and it has the concern that France will order F Bre-ENG and cause my F(Lon) to stay in place – that’s always a waste of a move. Still, France’s response, while cautiously favourable to an alliance, was a demand, and I wanted to test how far they’d go to oppose it. I wrote to them and said that I was likely to move to the Channel because it was the best way to Belgium. I also asked for them to move into Burgundy to support me there.

France didn’t respond.

Russia was very positive about the alliance. I’d get Norway with a fleet and wouldn’t move to St Petersburg at all (of course I wouldn’t…); I’d help them into Sweden if they needed it and would side with them in a war with Germany. Russia was up for everything – including not moving A Mos-Stp.

Turkey responded that they weren’t intending to attack Russia (fine by me) unless Russia moved to Rumania. I responded that, if they didn’t want F Sev-Rum, that didn’t leave much for Russia to do with it except F Sev-BLA. But Turkey had a very simplistic idea: they wanted to get control of the Balkans and then attack Russia. This meant that Austria was bound to be their initial target, well – apparently – unless Russia directly threatened them by moving to the Black Sea. I tried pointing out this hole in their strategy. This basic approach was to set the theme for interactions with Turkey.

Turkey was quite chatty, as Russia was, and Italy proved to be the same. I warned Italy that Turkey had told me they were going for the Balkans. Italy could therefore take advantage of this by attacking Austria, if they wanted.

Austria said little. Not surprising, given that Austria and England don’t have much reason to talk a lot in S01. Still, I’d expected to find a decent communicator given the number of games they had under their belt.

Germany, however, said less. I didn’t receive a single message from them. Russia told me that Germany has asked them what I was planning to do and whether they would ally with Germany against me. I don’t think this conversation ever happened.

So the S01 deadline came and went:

  • F Edi-NWG, F Lon-NTH, A Lpl-Yor
  • F Bre-MAO, A Mar S Par-Bur
  • F Nap-ION, A Ven-Tyl, A Rom-Ven
  • F Kie H, A Ber H, A Mun H
  • F Tri-Alb, A Vie-Gal, A Bud-Ser
  • F Ank-BLA, A Con-Bul, A Smy-Con
  • F Stp-GOB, F Sev-Rum, A Mos-Ukr, A War-Gal

Fall 1901

Yes, I changed my orders. Because I’d heard nothing from Germany, I decided that antagonising France was stupid. Instead, I went for the more typical (for me) Jovik Opening. Surprisingly, France had done what I’d asked them to do!

Whether this affected the relationship with France negatively, given that I’d said something and done something else (which any decent Dippyist will tell you is a no-no), I don’t know. But it didn’t seem to do. I wrote to them and said that I’d changed my moves because I didn’t expect them to let me do what I wanted. Anyway, if – as I expected – Germany hadn’t even entered the game, France wouldn’t necessarily need to attack me.

I wrote to everyone (as you should) at the start of the turn, even Germany, just in case. Germany didn’t respond. This suggested very strongly that they weren’t playing.

Italy was lining-up an attack on Trieste, surely. I tried fishing which player they were aiming to ally with but got nothing useful, as I expected. What I did find out was that they were going to build fleets, to which my response was that, surprisingly (well, not), so was I.

I congratulated Turkey on getting into the Black Sea. For me, A Con-Bul and A Smy-Con is a mistake unless you’re aiming to convoy A(Con) in F01. Otherwise, if you’re looking to move A(Bul) somewhere and follow-up with A Con-Bul, you could well fail: it’s too easy for A(Con) to be bounced back. Where was it going? Greece? Austria could well head there (although I doubted that in this game). Serbia? Austria is unlikely to let that happen. Rumania? Even if Rumania’s empty, someone will be moving there. So what’s happening with A(Con)?

Turkey persisted. They weren’t going to attack Russia, even though Russia had moved in a way that, supposedly, Turkey would see as a casus belli. It looked to me as if Turkey would probably try to take Rumania, however.

Russia was still quite chatty. They were moving to Sweden (shocking) but I didn’t really get much else from them. I offered to support them into Denmark (assuming F GOB-Swe would succeed with no German opposition). It was one way of cementing the E/R alliance. As long as they didn’t have to defend Norway. In other words, if Russia didn’t build in St Petersburg. My pitch was that, with France on a probably 3-build W01, I would be their target. After all, they didn’t face a German threat.

To Austria, I pointed out that Turkey occupying the Black Sea, along with their promise of war with Russia if the latter occupied Rumania (I really can’t understand that philosophy!), it would make a lot of sense for them to ally with Russia. Russia’s other option was Italy, after all, and if Italy secured an I/R alliance, with Italy attacking Austria that would mean Austria was in trouble.

I didn’t get a reply.

I had to make a decision. Did I go to Belgium? France should let me, after all, given that Germany was (probably) out of the game and I hadn’t moved to the Channel. However, France could secure 3 builds if I didn’t do that. Again, for me, that would normally be a mistake: France with 6 units in 1902 is a huge threat; a sensible France would normally avoid this. But this was a game without a Germany. Why wouldn’t France take Belgium?

I actually asked if France was prepared to let me into Belgium anyway. They pointed out, and it was the alternative that I was already considering, that I could take Holland or Denmark instead.

It looked like I would have to go to war with France. England can seldom accept a France with 6 SCs in 1902 without responding. But I would be doing this on my own, unless I could draw Italy into the war. So did I bounce France from Belgium? Or did I maximise my gains, with the chance that Germany could still move to both Holland and Denmark?

Russia would take Sweden. They would probably need to defend Sevastopol, or feel they had to, so how did they do this? F Rum-Sev was the banker – if Turkey ordered F BLA-Sev they’d bounce and Russia would hold Rumania. They could even order A Ukr-Rum as insurance. However, with Turkey able to order F Sev S Bul-Rum, these moves would allow Turkey to take Rumania and prevent Russia from building in Sevastopol. For me, the latter move was more likely for a Turkey fixated on controlling the Balkans.

Austria had to respond to Italy having two armies bordering Trieste. If this was the case, Austria had to order their armies to defend Trieste and use F Alb-Gre. That ran the risk of letting Russia into Galicia, of course. Honestly, I’d take that risk. With two builds, armies in Vienna and Budapest (assuming A Ser S Vie-Tri) and a new unit – probably an army – in Trieste, Russia wouldn’t be a huge threat.

I sold Italy on attacking Trieste anyway; given the position they were bound to do that. I suggested they try for Greece, the basis of which was that Austria really couldn’t allow Russia into Galicia as that would mean Italy and Russia would have a natural alliance against them; Austria would have to defend Trieste with A Ser S Alb-Tri. As I say, I didn’t expect this but, then again, I hadn’t got enough from Austria to know what to expect with any degree of certainty! On the other hand, I would prefer Italy to go to Tunis. I needed Italy to get at least one build.

So, I decided to order F NTH C Yor-Hol. Would Germany block me?

  • F NWG-Nwy, F NTH C Yor-Hol Gains: Norway, Holland – 2 builds
  • F MAO-Por, A Mar-Spa, A Bur-Bel Gains: Portugal, Spain, Belgium – 3 builds
  • F ION-Tun, A Ven S Tyl-Tri Gains: Tunis – 1 build
  • F Kie H, A Ber H, A Mun H Gains: 0
  • A Vie S Alb-Tri, A Ser S Alb-Tri Gains: Serbia – 1 build
  • F BLA H, A Bul-Gre, A Con-Bul Gains: Bulgaria, Greece – 2 builds
  • F GOB H, F Rum H, A Ukr H, A War H Gains: Rumania – 1 build

Winter 1901

The big shock was, obviously, Russia NMRing. No orders – I didn’t expect that to come. I suspect they missed the deadline. Would they build? Hopefully!

Austria made a mistake. There was no need to use all three units to defend Trieste. Having the fleet there meant that they were a year away from having a say in the Med. They were effectively giving the Med to Italy and Turkey. This isn’t surprising – a 1-fleet Austria is not going to have much say there, anyway, But, honestly, having no say is daft. Assuming a bounce in Trieste, I would’ve used A Ser S Vie-Tri, and used F Alb-Gre. If the fleet got into Greece, I’d have two builds; if A Vie-Tre succeeded, then I’d have at least one build in Vienna or Budapest if Russia occupied Galicia; if I bounced with Italy in Trieste – the hoped for result – I could build an army in Trieste anyway.

Turkey taking Greece was a bit of a surprise. It didn’t threaten anyone and was – away from diplomacy – not a guarantee. I suppose A Bul-Rum wasn’t a guarantee either, however, and possibly had the less chance of success but Russia would face the 50-50 call of defending Sevastopol or Rumania so I would probably have tried that.

For me, it was looking like Turkey wanted to fight Austria rather than Russia. Austria – well, they really had no choice: Italy was the enemy. They’d just have to hope that their diplomacy was good enough to keep Turkey and Russia off their backs, which didn’t look promising. Italy, similarly, were likely to have to stay at war with Austria.

  • Build: F Edi, A Lon
  • Build: NMR
  • Build: F Rom
  • Build: A Bud
  • Build: A Con, A Smy
  • Build: NMR

And another big shock – no builds from France! I’d had no communication from them, either. It looked as if both Russia and France had joined Germany in being absent.

If this was true, it meant a dream scenario for me! No France, no Germany, no Russia! Party time. All you can eat buffet! And, in the east, Austria and Italy at war, Turkey looking as if they were after Austria (if only to seize all the Balkans!). However, would Turkey take advantage of a seemingly absent Russia?

As far as I was concerned, my problem now was a nice one to have – hope to most efficiently take advantage of this?


POSTS IN THIS SERIES

  1. 1901
  2. 1902
  3. 1903
  4. 1904
  5. 1905/6
  6. AAR (waiting completion)

Harbingers of Betrayal: Lessons

The previous two posts in this series described how research was done to find if language clues could predict when a betrayal was about to happen, and what the researchers found. One thing they found was that humans are bad at spotting impending betrayal in a game of Diplomacy.

There are clear clues. A betrayer is likely to be more polite than a victim, although a victim might suddenly become much more polite before a stab. A victim tends to use more planning language than the betrayer, while a betrayer is likely to use more persuasive language. A betrayer tends to be more communicative, although if they are using complex arguments and stating opinions based on evidence it is not likely to happen immediately.

What can we take from this study? Can we use it to become more aware of when we are facing the threat of a stab? And can we use it to help to mask the stab more effectively?

Armoured Against a Stab

The thing is, if we’re going to use these linguistic clues, we need to take much more notice of a player’s writing style than I believe we usually do. Given that a lot of us are bad at reading the clues from the board, this is a tough ask!

What we can do is:

  1. Be more polite. The research showed that victims were less polite in their communications than the betrayer. This could well be just something that happens naturally – players tend to be more prepared to stab a less-polite person. However, suddenly increasing the level of politeness seems to indicate that you’re more likely to be stabbed! So be consistently more polite. Don’t demand actions, ask about them.
  2. Keep planning discussions to a minimum. I find this hard. If I have a plan of action, I want to let my ally know exactly what it is. And, often, I don’t have too much of a problem with doing so. This is perhaps because the planning imbalance is more indicative of the fact that the betrayer is not invested in the alliance any more. However, perhaps a better approach is to discuss what you want to happen simply and, if the other player engages with that, then you can expand.
  3. Watch for changes in complexity. This isn’t just in planning. If a player begins to write less involved messages it is an indication that they are less interested in the alliance.
  4. Watch out for persuasion rather than complexity. If your ally begins to work on persuading you that they’re completely invested in the alliance, that they have no need to stab you, etc then this indicates that they are more likely to be planning a stab. This isn’t about the amount they write, but what they write about.

Hiding the Stab

Perhaps it isn’t quite as necessary to take notice of this part, given that other players are more than likely not going to see the stab coming, but there are certainly lessons to be learned. After all, there are times when the board is a pretty clear indicator that the stab is coming. So, what can you do to try to make sure your victim doesn’t suspect the stab in the first place?

  1. Maintain the complexity in your messages. It’s easy, when you’re planning to stab someone, to simply stop thinking about the alliance and its aims. You’ve other things taking up your time, after all. But don’t. It isn’t about keeping messages long, but about considering what the other player wants to see in your replies. Answer their questions, respond to their requests, add a note or two of your own. Don’t replace complexity with raw persuasion… that’s a give away. Simply being involved in the discussion is persuasion enough.
  2. Keep your persuasion to a minimum. When we’re about to stab someone, we want them to believe it isn’t going to happen, so we tend to become more persuasive. After all, if you can convince your victim that you’re definitely not interested in stabbing them, job done, right? Well, an increase in persuasiveness is an indicator that you’re more likely to stab. Not that it doesn’t work – apparently it does! But better to show that you’re invested in the alliance with substance rather than promises.
  3. Control your positivity. This is similar to the above. Sometimes we over-sell the advantages of maintaining the alliance rather than providing promises. After all, it’s all persuasion: the latter is active persuasion, the former is an attempt at subliminal persuasion, persuasion by stressing how successful you’re going to be. Again, much better to be invested in the conversation than replacing substance with noise.

Consistency Succeeds

If you’re looking to hide a stab in messages, the trick is to remain consistent. When you were building the alliance, you were all about how you could help each other and what moves to make to achieve your common goals. You didn’t need to be persuasive because you had things in common.

Now, when you’re considering ending the alliance, your goals have changed. You can’t allow that to come through in your messages. The other player is, hopefully, still invested in the alliance, they still have things to achieve that you can help with and that should help you. You have to make them see that you’re still as invested as you ever were and changing the level of discussion, changing the type of discussion, should set off alarm bells.

On the other side of the board, if your ally changes something in the way they’re messaging you, you should be hearing that alarm. What’s changed? Why has it changed? Have they upped the intensity of their efforts to persuade you of something, rather than discussing the meat of the problem? Uh-oh!

Always keep in mind what the other player wants. You can avoid a stab by working towards that with them; and you can increase the chances of success when stabbing by seeming to be invested in the other player’s objectives. If the other person doesn’t seem to be interested in pushing you forward with them, then find your armour – you’re going to need it.


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Harbingers of Betrayal: Findings

In the previous post in this series I explained that, in July 2015, a paper was published that had looked at whether there were any clues in language that might indicate a friendship was about to end. This research was based on a study of online Diplomacy games.

So, what did they find out?

Well, first, how did they look for clues? “To ensure that we are studying conversational patterns that occur only when the two individuals in the dyad [2-player pairing] are ostensibly being friends, we only extract features from the messages exchanged before the last act of friendship. … we can only hope for subtle linguistic cues: if there were salient linguistic signals, then the victim would notice and preempt the betrayal.”

So they’re looking at the messages sent before the act of betrayal, the stab. They compare these with other conversations between 2 players at a similar stage in the game, from a similar length of alliance, but where the alliance continued.

By comparing the patterns in language from these two types of game, they came up with the following evidence.

Sincerely Insincere

Positivity Imbalance

It isn’t surprising that alliances are built on positive interactions between players. You’re not going to willingly ally with someone who tells you how bad things have gone, are going or will go. Alliances mimic friendships; it’s hard to like a moper.

What they found was that a player who was about to betray another tended to use a lot of positive sentiment. In fact (and this is surprising) they would use more positive sentiment than players who were in an alliance that lasted. Why should this be? As the authors suggest, possibly over-compensation. If a player is about to betray you, they could be using excessive positivity to mask the impending stab.

Planning and Persuasion

They looked at the occurrence of language of persuasion & discussion, and at language indicating planning activity. What they found was that a victim was likely to have more planning related language in messages than the betrayer. This may be because the betrayer doesn’t see any future in the relationship and has subconsciously given up.

On the other hand, what they found was that a betrayer would use more persuasive language than a victim. The betrayer may have stopped thinking in terms of planning, but they’re certainly trying to persuade the victim of something… how strong the alliance is, perhaps?

Politeness

It’s not difficult to see politeness in messages. Every message should be polite. However, again, they found something which seems less predictable: that before an alliance broke down the victim used fewer politeness markers than the betrayer. Maybe that’s because the betrayer, knowing the power they have, is more polite as a way of distracting from the coming stab or possibly is softening the victim up. Of course, it could be that the betrayer is preparing to stab because they’ve got fed up of the other players impoliteness!

Patter

They looked at the number of messages sent, the number of sentences per message, and the number of words per sentence. What they found was that there was an imbalance between the talkativeness of the two players when a betrayal is about to take place. What they saw was that a betrayer is likely to use more sentences per message than a victim.

Warning Signs

The researchers built a model, using their findings, to see if these findings would allow someone to predict that a stab was coming. They presented this to players and ran a classification model.

With players, the clues were missed. People were unable to see the betrayal coming. In fact, the results suggest that you may as well toss a coin to decide whether someone is likely to betray you or not. We all know this: it’s where the paranoia in Diplomacy comes from.

However, the classifier was able to predict betrayal at a level significantly higher than chance. This tells us that, given a raised level of awareness, we should be able to better predict when someone is going to betray us.

What are the clues? “Overall, the selected linguistic features capture a consistent signal that characterises people’s language when they are about to betray: they tend to plan less than their victims, use less structure in their communication, and are overly positive.” We can also see that they will be increasingly persuasive and write longer messages.

Of course, some of this may just be the way people communicate. Perhaps it’s even more to do with the profile of a player who is more likely to stab and one who is less likely to stab.

So we need more information and the researchers looked back over previous turns. What they found was that betrayers begin to show a change up to two turns before the act of betrayal. This isn’t surprising: the best stabs are planned ahead of time.

Positivity imbalances occur just preceding the stab. If someone is still expressing opinions through ‘claims’ (that is, stating what you think through perceived evidence), they’re not likely to stab you immediately. Betrayers become increasingly more talkative than their victim the closer the stab looms.

They also found that, if one player tends to talk more about plans, they are more likely to be stabbed, possibly because of the pressure of planning having a negative effect on the betrayer. Interestingly, if a player suddenly becomes more polite, then they’re likely to be betrayed!

So what can we learn from all this? Well, first, we’re bad at predicting when a stab will happen. This isn’t news. Even leaving aside our inability to read the clues the team looked at, some of us are bad at reading the board and predicting when a stab is likely to happen. Perhaps we prefer to snuggle beneath the comfort blanket of a long-term, on-going alliance than to peek out head out to see if we have to throw the blanket off.


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Harbingers of Betrayal: Introduction

In July 2015 the Association for Computational Linguistics (ACL) published a research paper called “Linguistic Harbingers of Betrayal: A Case Study on an Online Strategy Game” and, surprise surprise, that game was Diplomacy.

It makes for interesting reading, although Dippyists with some experience would probably say that the findings are fairly intuitive. And, let’s face it, any research paper that manages to get the word ‘harbinger’ into a title is worth a read anyway!

I thought, though, that I’d write about the paper and its findings. It would probably make sense for you to read the paper first!

I wanted to start with an introduction to what the paper was researching. It’s probably pretty clear from the title that it’s looking at what clues there are in a person’s language that indicate betrayal.

If this paper is accurate, it can be of great use to you as a Dip player. Not only would it help to anticipate an impending stab, it could also be used to mask one! Imagine that! Not only are you planning to stab your erstwhile ally but you’re going to successfully hide that fact from them! Invulnerability, here I come!

Well, unless of course your opponent has read the paper, too, and they’re applying the lessons from it, in which case you won’t see their stab coming. Dammit.

Definitions

Let’s start by looking at some definitions for words and terms that come up in the paper.

  • “… we explore linguistic cues that presage such transitions by studying dyadic interactions.” Dyadic simply means ‘two persons” so they’re looking at messages between two people. Similarly, the word dyad is used throughout, by which they mean a 2-player conversation.
  • Stable friendships: These are when two players have shown evidence of “at least two consecutive and reciprocated acts of friendships that span at least three seasons in game time. We also check that no more than five seasons pass between two acts of friendships, as friendships can fade.” This is based on on-the-board actions. Of course, two players could be allied without any on the board action at all but this is difficult to evidence accurately.
  • Betrayals: “Betrayals are established and reciprocal friendships that end with at least two hostile acts. The person initiating the first of these hostile acts is the betrayer, while the other person is the victim.”

These two definitions are important for the research they’re doing, which is aimed at comparing the language used by and messages exchanged between two ‘friends’ and those between two friends who become ‘enemies’.

Their description of Diplomacy

If they’re using Diplomacy as the basis of their research, it follows that they must explain the game. Unfortunately, there are some errors in how they describe it that a picky Dippyist – me – could find a little irritating.

First, they don’t accurately describe the objective of the game: “The goal of the game … is to capture all of the territories on the game board.” Of course, it isn’t: the goal is to control the majority of supply centres on the board.

In case you’re new here, and you’re unsure of the difference between the words ‘capture’ and ‘control’ here it is. You can capture an SC by moving into the space the SC occupies. However, if you do this in a Spring turn, you won’t own or control that SC; you are simply occupying the space. Your unit needs to remain in occupation until after the Fall Retreats phase. Only then do you own or control the SC.

Second, they don’t accurately describe how the game is structured: “Each season consists of two alternating phases: diplomacy—the players communicate to form strategies—and orders—the players submit their moves for the season.”

In traditional rules, the game is split into years (1901, 1902, etc), turns (or seasons if you like) (Spring and Fall), and phases (Moves, Retreats and, in the Fall turn, Adjustments). The modern rules go further, dividing the phases into Diplomacy, Orders, Resolution (I’d prefer ‘Adjudication’ but meh), Retreats and, in Fall, Adjustments. What they’ve done is split the main phase – Moves – into three. This makes sense although it’s quite likely that players will write their orders throughout the Diplomacy phase.

It’s a small error and an understandable one – the authors aren’t interested in the Resolution, Retreats or Adjustment phases because there’s no communication in these phases under the game rules (although there is likely to be when played online).

Third, they over-simplify some of the explanations about the game: “Instead of moving, a unit can
support another unit; large armies can be created through intricate networks of support. The side
with the largest army wins the battle.”

This is being very picky, I know, but it ignores the action of fleets. The majority of SCs on the board are accessible to fleets: there are 34 SCs and 27 of them are ‘coastal’ SCs. Oh, well.

They seem to have their timings wrong: “We use games from two popular online platforms for playing Diplomacy. The average season of an online Diplomacy game lasts nine days.” This was before the current preference for shorter deadlines but, even so, turns online rarely last that long… unless they were concentrating on games with long enough deadlines to allow more complex communication.

These differences don’t affect the outcome of the research, though, and I only mention them because, well, they’re acknowledged inaccuracies among Dip players. Some of this is about simplifying the terminology or explanation of the rules so that they don’t hamper the reason for the article in the first place.

So, let’s move on to the findings.


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Officially a Literati

If you aren’t reading The Briefing “A Weekly Threat Assessment of the Diplomacy Community” – the question is: Why not?

I’ve been meaning to do a blog post on The Briefing and now, it seems, I’ll have to. After all, I’ve been nominated for an award: Diplomacy Literati of the Year.

I was nominated for my article in 34 called “We’re Doomed”, which is now on this blog. However, you can read it in its original form through the link here. It was part of a series of articles on the past, past and future of the Hobby. (You can read the second and third articles at those links.)

“We’re Doomed” was written for the first issue of 34 way back in August last year. Well, I say ‘way’ back… six months ago. I didn’t expect it to make any impact; it was just a consideration of an article written by Richard Egan in his zine Vienna (and republished here). My article was also something of a comment on the doomsayers of the Dip Hobby, who seem to find new ways of condemning the Hobby to death regularly.

Anyway, I’m honoured. But I should also shout out for my companion nominees and there articles:

  • Mikalis Kamaritis: “A Tornado Induces a Whirlwind“. This is, ostensibly, an account of Mikalis taking part in 2023’s Whipping tournament, however it’s more a celebration of how the Hobby community made it possible for Mikalis to attend the tournament. (By the way, when searching for the even,t don’t put ‘whipping convention, San Francisco’ into a search engine…)
  • Robert Schuppe: “Controlling Conversations“. Robert gives some great advice on communicating in an FTF (and vFTF) game here. He calls “little tricks”; they’re not – they’re strategy tips. The only thing I have against his article is him implying that time isn’t of the essence in XD Dip. Try telling that to those suckers who signed up for a Blitz Diplomacy game (although, statistically speaking, there is a high probability that they were the one’s born in that minute).
  • Seren Kwok: “Champion’s Corner – Summer Classic“. A clever use of analogy, analysing the play in the Top Board of the VWDC’s Summer Classic to Taylor Swift songs (along with links to said songs to which I refuse to listen). Funny stuff.
  • Stephen Agar: “How Not to Be a Turkey“. An analysis on how to play Turkey. In Diplomacy World #164 I was lamenting the lack of modern strategy articles – and here’s Stephen with one under a year previously. I’m a sucker for a strategy article.

So, who do you vote? Well, I mean… >cough<… me, of course. I wouldn’t but you should. I know who I’m voting for (it isn’t me) but I’m telling you (apart from it not being me).


By the way, I’m surprised to learn that literati is also a style of bonsai. I guess the winner’s yell of triumph is sealed in.