My alarm always goes off. Sometimes at random times during the night. Because he needs to blow his nose, or he thinks we need to go into the kitchen to have breakfast at 4 AM.
I don't remember the last time I slept 12 hours at a time; it sounds heavenly.
- TL Diplomacy II -
ProgramFOX - England (Pink)
Seth - France (Blue)
Doorknob - Italy (Green)
Emrakul - Germany (Brown)
Air - Austria (Red)
Morgan Thrapp - Turkey (Yellow)
michaelpri - Russia (Purple)
I'll leave it up to @Emrakul and @Zizouz212 to figure out if they want to try to switch out at all during the game. I know it's possible to leave a game and to join games where somebody has left but I don't remember how it works and I think leaving goes on your permanent record, you dirty quitter, or something like that, somehow.
Re: the layout, they just replace your own message box with "Notes" because, well, you're sending messages to yourself there. It kind of makes sense. Not sure if it's great UI or an example of outsmarting yourself.
I suppose this is as good a time as any to remind those playing, particularly first-time players, that all strategic and tactical communication should take place on WebDip, using the message boxes provided. People are not in the game can comment as they like, wherever they like. Active players can still use this room (or any other medium) for random chat, discussion of rules, whether such and such order is or is not legal, so on.
There's also the encyclopedia of openings buried somewhere in the star list, though that can be overwhelming - particularly when you have as many options as France has in 1901.
@MorganThrapp Territories only change ownership at the end of each year (every other order phase). The location of all units following the Fall retreat establishes ownership, with unoccupied territories at that time staying with their most recent owner.
Ownership of non-supply territories is meaningless so you can interchange "territory" with "supply center"
@Seth No, that's a key detail; it allows you to actually move through a supply center without capturing it, provided you enter in the Spring and leave in the Fall. This rarely happens intentionally in the early game because players tend to distrust one another; more commonly, one power manages to sneak into an opposing supply center and then uses the possibility of leaving before the end of the year as a bargaining chip.
The most serious mistake players new to Diplomacy make, in my experience playing online, is not communicating enough with the other players. That might be a bit less of a problem in face to face games since you can see everyone else going off to scheme privately.