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Seven Tips for Better PLANNING

PostPosted: 09 Nov 2020, 13:25
by Malarky
OK, I said I had the idea for a series of seven articles, each dealing with an aspect of Diplomacy, and each having seven tips. The first such article was on messaging, communication.

Well, I developed the idea and I've found my seven aspects of Dip. I've put the plan for each in place and, as I've time off work this week (thanks to Covid-19 shutting us down temporarily) I've started working on the others. So here's the second instalment. It's more a matter of taste than the first, but anyway: Seven Tips for Better Planning.

To whet your appetite, here're the 'highlights':
1. Plan to survive.
    - The first thing you need to do is plan how you’re going to survive the Early Game. That means needing to find a reliable ally.
    - The chances are it will come down to which player makes the best offer. How do you manage to do this?
    - You can’t afford to offer your way out of the game. You need to make a decision about where you need to go. The other thing about surviving the Early Game is to make sure you’re growing.
2. Plan to win.
    - There are some weird ideas out there about what ‘winning’ is in Diplomacy. People talk about a ‘shared win’; this is a draw. They talk about surviving to the end of the game: this may well be a draw.
3. Having a Grand Strategy.
    - Your Grand Strategy is about which SCs you want to take, when you will need to take them and how.
    - Producing a Grand Strategy is something a lot of players don’t do, certainly in this detail. However, this can be down to experience; as you play the game more, you make these decisions pretty quickly.
4. Making your Grand Strategy flexible.
    - The goal of this is flexibility. We’re not talking downward dog, though. You need to be prepared to change your plans if they aren’t working out. Something might happen beyond your control; if you can’t be flexible, you're going to fracture.
5. Adapting to reality.
    - There comes a point in a Diplomacy game where you have to recognise that, no matter how much you want to carry on regardless, you can’t.
    - Being a Kingmaker should be the last resort of the beyond desperate. You can threaten it when writing to the player(s) that stabbed you without really meaning it, of course, to see what they do. But if backed towards the edge of the cliff, you need to be prepared to jump.
    - There’s no doubt that creating a Grand Alliance is a difficult thing. But it can be a necessity if you aren’t going to lose a game.
6. Having a Campaign Strategy.
    - When you’re planning a campaign, there are a number of factors to consider: Should you launch the campaign? If you’re going ahead with it, what units will you need? Where will those units need to be on the board? How will you end the campaign?
    - Be economic with the units you use. Only use the units you need and those you need to hold onto your gains. And this means knowing which units you need to deal with the geography of the board.
    - However, if it’s possible, sometimes keeping a player alive in the game may be to your advantage. A defeated player may well be looking for a chance to survive and you may be the only person with a life belt.
7. Playing without a plan.
    - What I’m saying is that players do use this type of planning without necessarily acknowledging it. It’s often based on experience and not everybody has that experience.

Re: Seven Tips for Better PLANNING

PostPosted: 09 Nov 2020, 16:45
by Audacia
Malarky - This series is so wonderful. Thank you for all you are doing for the Diplomacy world. It is very generous of you. Really enjoying these :D .

-Audacia