Seems like I have missed the fun. Maybe if someone drops out, or otherwise next time. I used to play a lot of diplomacy online, but I haven't in a while. It would be fun to play another game.
Two remarks though.
One: Like I said, I haven't played diplomacy online for a while, so this information might be outdated, but I think playdiplomacy.com is a much better platform than webdiplomacy.net. In my experience is a more mature site, with a more mature audience. Webdiplomacy also doesn't allow illegal orders, which in my opinion is completely against the spirit of the game (It's probably somewhat friendlier to new players, but at the cost of denying them the full experience of the game).
Two: Demanding a 90% reliability is WAY too low. An in-game year will require entering orders between 2 and 5 times, say 3 on average. That's 30 deadlines in a 10-year game. With 90% reliability each player will have only 5% chance of not missing any deadlines. Now keep in mind that there are 7 players, and that a single missed deadline by any of the players can potentially ruin a good game, and it becomes a certainty that your game WILL BE RUINED by this if you demand only 90% reliability.
A much higher level of commitment from all players is required to have a fun game.
Demanding a 90% reliability is WAY too low.
I assumed it meant a 90% prob of making every deadline.
Related: Diplomacy as a Game Theory Laboratory by Yvain.
I've been floating this idea around for a while, and there was enough interest to organize it.
Diplomacy is a board game of making and breaking alliances. It is a semi-iterative prisoner's dilemma with 7 prisoners. The rules are very simple, there is no luck factor and any tactical tricks can be learned quickly. You play as one of the great powers in pre-WW1 Europe, and your goal is to dominate over half of the board. To do this, you must negotiate alliances with the other players, and then stab them at the most opportune moment. But beware, if you are too stabby, no one will trust you. And if you are too trusting, you will get stabbed yourself.
If you have never played the game, don't worry. It is really quick to pick up. I explain the rules in detail here.
The game will (most likely) be played at webdiplomacy.net. You need an account, which requires a valid email. To play the game, you will need to spend at least 10 minutes every phase (3 days) to enter your orders. In the meantime, you will be negotiating with other players. That takes as much as you want it to, but I recommend setting away at least 30 minutes per day (in 5-minute quantums). A game usually lasts about 10 in-game years, which comes down to 30-something phases (60-90 days). A phase can progress early if everyone agrees. Likewise, the game can be paused indefinitely if everyone agrees (e.g. if a player will not have Internet access).
Joining a game is Serious Business, as missing a deadline can spoil it for the other 6 players. Please apply iff:
If you still wish to play, please sign up in the comments. Please specify the earliest time it would suit you for the game to start. If we somehow get more than 7 players, we'll discuss our options (play a variant with more players, multiple games, etc).
See also: First game of LW Diplomacy
Well, the interest is there, so I've set up two games.
Game 1: http://webdiplomacy.net/board.php?gameID=164863 (started!)
Game 2: http://webdiplomacy.net/board.php?gameID=164912 (started! First phase will be extended to end on the 4th of August)
Password: clippy
Please note a couple important rules of the webdiplomacy.net website: