Engineer Diplomacy: 1037 Cat23 End Game Stats and Statements
Hugh Polley <[email protected]> Sat, 21 Feb 2004 01:16:28 -0500 (EST)
| Newsgroups | gmane.games.diplomacy.cat23.results.thousand |
|---|---|
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Hugh's ENGINEER DIPLOMACY
Game Site [http://ca.geocities.com/hapolley]
============================================
1037 Cat23 End Game Stats and Statements
============================================
Program Generated!
============================================
WT/1917 Retreats & Builds:
============================================
England :
!!**!! WE HAVE A WINNER! A Diplomatic Tour de
Force !!**!!
France :
< Auto Retreat A Mar-Pie>
MadMan :
<Fran has No Home Centers Left!
Turkey : Retreat: A Tyr - Ven
<Auto Remove: E Ion>
Ownership: BUILD
=================================================================
England (19) (0E): Bel, Ber, Bre, Den, Edi, Hol, Kie, Lon,
Lvp
Mar, Mos, Mun, Nwy, Par, Por, StP, Swe,
Vie
War
France ( 4) (0E): Nap, Rom, Spa, Tun
Madman ( 0) (-E):
Turkey (11) (0E): Ank, Bud, Bul, Con, Gre, Rum, Ser, Sev,
Smy
Tri, Ven
Total = ( 34)
POSITIONS: BUILD
=================================================================
England (16) (+ 3): A Bel, A Bur, E Edi, A Gal, N Gas, EF
Kie
F Lvn, E Lvp, A Mar, N Mid, A Mos, F
Par
N Por, A Sil, FE StP, A Tyr, A Vie, A
War
France ( 4) (+ 0): A Pie, N Spa(sc), F Tus, NE Wes
Madman ( 0) (- 0):
Turkey (10) (+ 1): E Ank, N Bla, A Bud, EF Con, N GoL, N
Ion
A Rum, A Sev, F Tri, A Ukr, A Ven
Total = ( 30)
HISTORY [ 0][ 1][ 2][ 3][ 4][ 5][ 6][ 7][ 8][
9][10][11][12][13][14][15][16][17]
----------------------------------------------------------------------------------------------
Austria : 3 3 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0
----------------------------------------------------------------------------------------------
England : 3 5 6 7 8 9 9 11 13
13 14 16 16 16 15 15 16 19
----------------------------------------------------------------------------------------------
France : 3 5 5 6 5 6 6 6 9
10 12 11 11 9 10 8 6 4
----------------------------------------------------------------------------------------------
Germany : 3 4 4 2 0 0 0 0 0
0 0 0 0 0 0 0 0 0
----------------------------------------------------------------------------------------------
Italy : 3 4 6 7 9 7 7 7 2
0 0 0 0 0 0 0 0 0
----------------------------------------------------------------------------------------------
Russia : 4 5 5 5 4 5 5 2 3
3 2 0 0 0 0 0 0 0
----------------------------------------------------------------------------------------------
Turkey : 3 4 5 5 6 6 6 8 7
8 6 6 6 8 9 11 12 11
----------------------------------------------------------------------------------------------
MadMan : 12 4 3 2 2 1 1 0 0
0 0 1 1 1 0 0 0 0
----------------------------------------------------------------------------------------------
Index 26 18 21 24 28 28 28 34 39
42 47 51 51 50 50 51 54 62
Gerry Paulson:
First off, thanks to Hugh for running the game. Even if we
were his guinea pigs. It was probably the quick turn
around that allowed me a good showing. My longer turnaround
games tend to have me missing deadlines, and we all know
what that does to a position.
I got off to a good start with both the early players from
France and Russia proving agreeable to my plans of
attacking Germany. This was aided greatly when Russia
allowed me Sweden. Germany's demise was certain with the
assistance of my two allies. Thus, the extra units I
gained early on, enabled me to take advantage of the "mad
man" rules, either supporting an
NMR'd ally, or causing havoc in the enemy camp. When
France and Russia had leadership changes, I was able to
continue working with them.
I never intended on taking any centers from either ally.
Mario's lowland centers lay beckoning turn after turn, but
he'd been too loyal to be stabbed. Vance's centers were
taken only because I was invited in, and if memory serves
me correctly, he'd NMR'd when I took the first center.
Mario, I don't hold anything against your attacking me. You
wanted to make a game out of it, rather than steam rolling
Mike. I suspect Mike had been doing a lot of negotiating
prior to the stab. But obviously he didn't point out the
downside. Being much closer to my homeland, and the high
concentration of centers and units, you had to face the
brunt of my drive for the win. I just didn't have the
position to go after Mike.
Mike, that 1 NMR cost you dearly. I was able to order your
units out of the way, and you lost 2,3(?) centers. I was
fortunate this game, you all played well, and had my
alliance broken down earlier....
Mario Escobar:
I'm writing to thank Hugh for laboriously taking care of
all of us till the end of the game.
I want to congratulate Gerry for the fine game and
gamesmanship and his ability to deal with Turkey and France
all along. I also feel like apologising with Gerry for the
back stabbing that made the game last longer at a point
when it seemed to be ripe for a finish. Anyway, I'm sure
that in the end it has made your victory much more
enjoyable.
As for Mike, well, I guess we both learnt a lot and will do
much better in future games!
Mike Zmolek:
A folly of errors, thats what it was. Between close call
NMRs and the LONG learning curve on figuring out how
fighter units worked, it is amazing that I stayed in the
game at all. But thats Turkey As long as no two powers
gang up on you and take you out early, you have the ability
to hang in there on and on. And then, when the opportunity
came to expand, I had some real incentive to study the
rules and figure those fighters out (though I never did
successfully make use of any engineering units).
I think that France and Turkey had a chance to beat
England, just. But Gerry played it extremely well, and
deserves the win. Congratulations Gerry! And Mario, well,
maybe next time. But it was one of the better alliances I
can remember. I only wish you had not given up your
mainland so easily-once you could not build we were on the
ropes.
To Hugh, well great variant. Some critical comments: I can
assist you in creating better-looking pieces for the map.
It took a long time to really be able to read it. Also,
the use of N for fleets and F for wing units is really
inviting error. I strongly suggest reverting to standard F
for fleets and W for Wing units.
Ive not run any of my variants in a long time, and am too
busy to do so now. But I also added some new pieces. In
my Latin American variant, fleets could go mainland by
becoming small river flotillas (R). They would leave an
anchor symbol on the map at the point of conversion,
meaning they left the big ships behind. Like the
engineering unit, the ships could be confiscated, or the
flotilla could return to the mouth of the river and convert
again to the fleet unit and head out to sea.
I was working on a world map, and I came to the conclusion
that the only way to really make it work would be to
automate the whole thing. Too much work, Im sure. But
Hugh, your programming was impressive.
Hugh Polley - GM:
[Before there were wing units there were (B)ombers and
(F)ighters in Dave Grabar's NHWW3 1984 this is were I got
the idea for my Fighter units. Later I saw Douglas J.
Burgoyne's Wing units he had a similar support rule and 2
area movement but I thought of my Damage Rule (Nov 2001)
before he included a Raid rule as near as I can tell.
Madmam rules go way back to the 1960's when I used them to
play Risk. The Program accepts F for N so this does not
matter. I put a little trick in my game that I thought to
use one day if I was playing in a game using my program.
North Africa is a waterway! You can convoy through it!
You can use the program to set up your own map and have as
many waterways as you wish. Maps are a problem for me I
have no idea of how to automate maps or create the icons.
I will now begin learning HTML maybe that will help. ]
______________________________________________________________________
Post your free ad now! http://personals.yahoo.ca
----------
Hugh's ENGINEER DIPLOMACY
Game Site [http://ca.geocities.com/hapolley]
============================================
1037 Cat23 End Game Stats and Statements
============================================
Program Generated!
============================================
WT/1917 Retreats & Builds:
============================================
England :
!!**!! WE HAVE A WINNER! A Diplomatic Tour de Force !!**!!
France :
< Auto Retreat A Mar-Pie>
MadMan :
<Fran has No Home Centers Left!
Turkey : Retreat: A Tyr - Ven
<Auto Remove: E Ion>
Ownership: BUILD
=================================================================
England (19) (0E): Bel, Ber, Bre, Den, Edi, Hol, Kie, Lon, Lvp
Mar, Mos, Mun, Nwy, Par, Por, StP, Swe, Vie
War
France ( 4) (0E): Nap, Rom, Spa, Tun
Madman ( 0) (-E):
Turkey (11) (0E): Ank, Bud, Bul, Con, Gre, Rum, Ser, Sev, Smy
Tri, Ven
Total = ( 34)
POSITIONS: BUILD
=================================================================
England (16) (+ 3): A Bel, A Bur, E Edi, A Gal, N Gas, EF Kie
F Lvn, E Lvp, A Mar, N Mid, A Mos, F Par
N Por, A Sil, FE StP, A Tyr, A Vie, A War
France ( 4) (+ 0): A Pie, N Spa(sc), F Tus, NE Wes
Madman ( 0) (- 0):
Turkey (10) (+ 1): E Ank, N Bla, A Bud, EF Con, N GoL, N Ion
A Rum, A Sev, F Tri, A Ukr, A Ven
Total = ( 30)
HISTORY [ 0][ 1][ 2][ 3][ 4][ 5][ 6][ 7][ 8][ 9][10][11][12][13][14][15][16][17]
----------------------------------------------------------------------------------------------
Austria : 3 3 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
----------------------------------------------------------------------------------------------
England : 3 5 6 7 8 9 9 11 13 13 14 16 16 16 15 15 16 19
----------------------------------------------------------------------------------------------
France : 3 5 5 6 5 6 6 6 9 10 12 11 11 9 10 8 6 4
----------------------------------------------------------------------------------------------
Germany : 3 4 4 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0
----------------------------------------------------------------------------------------------
Italy : 3 4 6 7 9 7 7 7 2 0 0 0 0 0 0 0 0 0
----------------------------------------------------------------------------------------------
Russia : 4 5 5 5 4 5 5 2 3 3 2 0 0 0 0 0 0 0
----------------------------------------------------------------------------------------------
Turkey : 3 4 5 5 6 6 6 8 7 8 6 6 6 8 9 11 12 11
----------------------------------------------------------------------------------------------
MadMan : 12 4 3 2 2 1 1 0 0 0 0 1 1 1 0 0 0 0
----------------------------------------------------------------------------------------------
Index 26 18 21 24 28 28 28 34 39 42 47 51 51 50 50 51 54 62
Gerry Paulson:
First off, thanks to Hugh for running the game. Even if we were his guinea pigs. It was probably the quick turn around that allowed me a good showing. My longer turnaround games tend to have me missing deadlines, and we all know what that does to a position.
I got off to a good start with both the early players from France and Russia proving agreeable to my plans of attacking Germany. This was aided greatly when Russia allowed me Sweden. Germany's demise was certain with the assistance of my two allies. Thus, the extra units I
gained early on, enabled me to take advantage of the "mad man" rules, either supporting an
NMR'd ally, or causing havoc in the enemy camp. When France and Russia had leadership changes, I was able to continue working with them.
I never intended on taking any centers from either ally. Mario's lowland centers lay beckoning turn after turn, but he'd been too loyal to be stabbed. Vance's centers were taken only because I was invited in, and if memory serves me correctly, he'd NMR'd when I took the first center.
Mario, I don't hold anything against your attacking me. You wanted to make a game out of it, rather than steam rolling Mike. I suspect Mike had been doing a lot of negotiating prior to the stab. But obviously he didn't point out the downside. Being much closer to my homeland, and the high concentration of centers and units, you had to face the brunt of my drive for the win. I just didn't have the position to go after Mike.
Mike, that 1 NMR cost you dearly. I was able to order your units out of the way, and you lost 2,3(?) centers. I was fortunate this game, you all played well, and had my alliance broken down earlier....
Mario Escobar:
I'm writing to thank Hugh for laboriously taking care of all of us till the end of the game.
I want to congratulate Gerry for the fine game and gamesmanship and his ability to deal with Turkey and France all along. I also feel like apologising with Gerry for the back stabbing that made the game last longer at a point when it seemed to be ripe for a finish. Anyway, I'm sure that in the end it has made your victory much more enjoyable.
As for Mike, well, I guess we both learnt a lot and will do much better in future games!
Mike Zmolek:
A folly of errors, thats what it was. Between close call NMRs and the LONG learning curve on figuring out how fighter units worked, it is amazing that I stayed in the game at all. But thats Turkey As long as no two powers gang up on you and take you out early, you have the ability to hang in there on and on. And then, when the opportunity came to expand, I had some real incentive to study the rules and figure those fighters out (though I never did successfully make use of any engineering units).
I think that France and Turkey had a chance to beat England, just. But Gerry played it extremely well, and deserves the win. Congratulations Gerry! And Mario, well, maybe next time. But it was one of the better alliances I can remember. I only wish you had not given up your mainland so easily-once you could not build we were on the ropes.
To Hugh, well great variant. Some critical comments: I can assist you in creating better-looking pieces for the map. It took a long time to really be able to read it. Also, the use of N for fleets and F for wing units is really inviting error. I strongly suggest reverting to standard F for fleets and W for Wing units.
Ive not run any of my variants in a long time, and am too busy to do so now. But I also added some new pieces. In my Latin American variant, fleets could go mainland by becoming small river flotillas (R). They would leave an anchor symbol on the map at the point of conversion, meaning they left the big ships behind. Like the engineering unit, the ships could be confiscated, or the flotilla could return to the mouth of the river and convert again to the fleet unit and head out to sea.
I was working on a world map, and I came to the conclusion that the only way to really make it work would be to automate the whole thing. Too much work, Im sure. But Hugh, your programming was impressive.
Hugh Polley - GM:
[Before there were wing units there were (B)ombers and (F)ighters in Dave Grabar's NHWW3 1984 this is were I got the idea for my Fighter units. Later I saw Douglas J. Burgoyne's Wing units he had a similar support rule and 2 area movement but I thought of my Damage Rule (Nov 2001) before he included a Raid rule as near as I can tell. Madmam rules go way back to the 1960's when I used them to play Risk. The Program accepts F for N so this does not matter. I put a little trick in my game that I thought to use one day if I was playing in a game using my program. North Africa is a waterway! You can convoy through it! You can use the program to set up your own map and have as many waterways as you wish. Maps are a problem for me I have no idea of how to automate maps or create the icons. I will now begin learning HTML maybe that will help. ]
[Non-text portions of this message have been removed]
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