First, the PDL game you reference had no "team play" involved. It did have several strong alliances develop but those alliances evolved over time. From my perspective, I had great conversation with everyone in the game to start (I was France). This included good conversation with England - who I actually attacked - as well as Austria and Turkey - who I had little to discuss. The conversation with the latter two was less frequent but enough to fish for some info on how other parts of the board went.
In that game, FGR eliminated England quickly with a Sealion. England didn't do anything wrong, specifically. His biggest flaw was that he telegraphed his plans to all his neighbors - he basically put all his eggs into a WT basket. With Germany and I both feeling very good about knowing what he was really planning, it made it kind of easy for us to take advantage of him. If I have to worry even a little about EG attacking F early, my opening moves are vastly different.
So, FGR and FIR both existed simultaneously to start the game. Neither existed as a guaranteed long term outcome or team play but both shared info with each other. Eventually G got cut out of FGR. I actually like being involved in an early 3 way discussion to get started. I never like being the meat in the sandwich of that triple.
Cliff Dancer wrote:So specific questions:
1.) What is your pre-1901 negotiation strategy... does it generally work? Can you give me game numbers and which nation you were playing so I can see how it panned out?
My plan to start a game is to talk to everyone. I try my best to be mostly honest with everyone. The goal for me is to "feel out" the others near me. See who I feel is the best communicator and who seems to be on a similar page to me. Depends on the country I am on how much I push for specific agreements but almost everyone one has someone they can negotiate a DMZ with and use to gauge the trustworthiness of that partner. My main plan is to just make sure I'm not the guy left out in the cold of a 3 on 1 (FGR vs E, AIR vs T, etc).
It usually works but sometimes you just end up on the short end of the stick. If that happens, I'll try to "rally the troops" and see if I can get someone to flip and/or use me to get an advantage on the others before I'm dead. Sometimes that works and sometimes you just retire early and watch from the sidelines.
2.) What are your biggest "turn-offs" from a pre-1901 "proposition" message?
My biggest "turn-off" is clipped one line sentences that say nothing. If you aren't willing to make any kind of definitive statement on what your moves are, then I'm probably going to be plotting against you ASAP. I don't need a signed agreement or anything like that but I need to have enough info from you to feel like I have some idea of what you are thinking and that I can feel good that a longer ability to work together is feasible. A secondary one would be something where you are dictating exactly what my moves have to be. Saying something like " a move to PIE would be considered an act of war" is fine. Saying "you have to move to X, Y, and Z" probably means I'm talking to your other neighbors about your demise.
3.) What are your biggest "on" buttons that make you want to take your admirer to the the dance (i.e. ally with them... at least temporarily)
Quality messages with substance. Quantity of messages - doesn't have to be a flood, but if I'm asking questions and/or trying to clarify something, I expect at least some dialog on those issues.
4.) Is "team play" just in my head, or is a real trend? And I mean picking an alliance group of 3 players and just playing down to a draw?
I think it's just in your head, mostly. If I'm part of the decision it's usually a draw. But that's not because I set out for one. If you are playing with people that don't surrender and that do communicate effectively, then solos are very hard to come by, IMO. That said, I've never been in any game where there was a "3 way" team formed from 1901 that just cruised to a victory. I've been in plenty of games (here and elsewhere) where discussions have started fairly early that led to a 3 way decision. But far more often than not, the player(s) that end up in a draw, often weren't allied early. Most times you end up with a pair of friends early in a 3 way cooperative mode and then one of those 3 gets cut out of the deal. Then, a new 3rd partner from the other side of the board may end up as part of the draw but that's because one of the 2 ends up too strong and someone else has to help stop the solo.
The game is "meant" to be won by 1 person. But in a game with good players and good communicators, that should be very, very difficult. The best option is one like the PDL game you reference. Russia and France could have worked together to eliminate any other competition and then battled out for the solo. If one side of that pair feels they are outmatched (could be tactically, could be positional, could be numerical, etc), then it's hard to take the chance that you get the short straw and moving toward a draw is your "best outcome" possible.