IMHO, you should multiplicate the score by ten - having a score of 3/2 x 1/for example 4 is weird.
3/8ths is weird?
IMHO, you should multiplicate the score by ten - having a score of 3/2 x 1/for example 4 is weird.
3/8ths is weird?
And how do you wish to write it to your sig?
Usually the way they are handled are you tally up all the points you've gotten over the game and present that as a decimal.
Let's say I win a game, draw as a small country in a group of 4, and draw as a large country in a group of 5.
That's 1 + 1/4 + 3/10 = 1.55. I would say I have 1.55 points. Or .517 points per game.
Or for weird numbers, I win a game, draw as the large in a group of 4, and draw as a one province minor in a game that somehow includes all 7 players still. So I've got weird numbers.
1 + 3/8 + 1/7 = ~1.52. Or ~.506 points per game.
Multiplying by ten isn't going to stop weird repeating decimals.
Win/loss is easy. It's the draws that mess it up, because you don't know how many countries will be in it or what their relative strengths will be. If you want a one number score for your entire Diplomacy history, you have to find some way of comparing a draw to a win.
joeb gave the simplest way, dividing the score you get for winning equally between the members of the alliance. But he wanted to reward being a major member of the alliance, perhaps by increasing the score of the biggest country by 50%.
This has its own problems. What if there are multiple countries the same size? What if there are two major countries and a couple of OPMs, and one major country has only one more SC than the other major one? So I proposed that, rather than dividing the point equally, you divide it according to the size of the allied powers.
I kind of like the solution of dividing the point completely proportionally based on supply centers, though 1/34th of a point is such a small ammount I wonder if people in that position would even care anymore by that point (they should still be into the game, but that doesn't mean they would).
That's why I thought about putting hard caps at each end, possibly 1/2 and 1/7 of a point. I'm not sure whether that kind of situation is common enough to worry about, though. I've never even seen a game played before.
I have question here. What is the lepanto opening in Diplomacy game?
When playing the Lepanto opening, Italy usually opens in Spring 1901 with Fleet:Naples—Ionian Sea (to prepare for the convoy to Tunis), Army:Rome—Apulia (preparing to be convoyed), and Army:Venice HOLD (to conceal Italy's intentions and protect against a stab from Austria).
In Fall 1901, Italy then plays Army:Apulia-Tunis, with Fleet:Ionian Sea convoying the army. He then builds a fleet in Naples, a common site for Italian builds. This allows him to play in Spring 1902 Fleet:Ionian Sea—East Mediterranean and Fleet:Naples—Ionian Sea, with the army in Tunis holding. He can then spring his attack in Fall 1902 with Army:Tunis-Syria (convoyed by the fleets in Ionian Sea and the East Mediterranean). This positional advantage is usually fatal to Turkey, as he will likely be under attack by Austria as well.
From Wikipedia:
There are many variants; my favorite being the Key Lepanto which looks like an Italian attack on Austria-Hungary
Interesting option. What will happen if Italy convoys their army in Apulia to Greece. Also what will good do for Italy if Turkey is destroyed? Isn't Italy will be in difficult position against Austria?
So typically Greece is either occupied or bordered by Austrians in Serbia and Turks in Bulgaria. Thus it cannot be occupied by a simple unsupported convoy.
As for why undermining Turkey is useful for Italy...
Italy has a natural alliance with Russia due to position...Russia is likely to continue pounding Austria even as its junior partner in the Juggernaut is attacked. Likewise, Italy can very easily defend itself from Austrian attack indefinitely with a supported army in Venice and control of the seas.
Realistically, after taking out Turkey, Italy would then focus on taking Greece, Trieste, Bulgaria, and Serbia...while Russia takes Rumania, Budapest and Vienna.
Then Italy will have more than enough units to take the long-road West into France, while Russia tangles with Germany and England in Scandinavia and the Polish cooridor.
Plus, there are several interesting anti-French openings (like the one I suggested to Italy ). Italy has the broadest choice of options, to make up for their fragile position.
Italy's opening this game was blatantly anti-French. There is no other explanation for an opening to the Tyrhennian Sea given the tremendous strategic advantage of the Ionian Sea.
However, there was literally nothing the French could do about it since they were fighting England and Germany who were there in 1901 whereas Italy likely wouldn't have gotten sufficient fleets into the Western Mediterranean until end of 1902.
I prefer the Venice - Tyrolia opening for Italy, as it offers lots of nice options and negotiating leverage...which is why if I'm playing Germany I often try to arrange a bounce with Austria in Tyrolia.
Negotiating leverage... it's a double edged sword. It can happen that Austria makes a deal with Germany to bust Italy early, due to neither side being able to trust them. And if it implodes, Italy will be in a very weak position. It's a high-gain, high-loss opening.