Finished: 01 AM Sat 30 Mar UTC
Taifa Kingdoms (Test 6)
1 day /phase
Unrated - Autumn, 1077, Finished
Iberia 1065 - The Taifa Kingdoms, No messaging, Anon, Unranked, ChooseYourCountry
1 excused NMR / regain after 5 turn(s) / extend the first 3 turn(s)
Game drawn

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13 Feb 24 UTC Spring, 1065: Info: This is a choose your country game.
20 Feb 24 UTC Spring, 1067: GameMaster: Someone has taken over Badajoz replacing "Grumpygoat". Reconsider your alliances.
22 Feb 24 UTC Autumn, 1067: GameMaster: Someone has taken over Aragon replacing "Wildmanwok". Reconsider your alliances.
04 Mar 24 UTC Autumn, 1070: GameMaster: Galicia voted for a Draw. If everyone votes Draw the game will end and the points are split equally among all the surviving players, regardless of how many supply centers each player has.
Fri 29 Mar UTC Thanks to all.
Second Time i played this one ans i really feel that Badajoz and Denia should be buffed up. Or make it harder for Galicia and Sevilla, and Aragon to pressure them early in the game
Fri 29 Mar UTC And Granada sorry
Fri 29 Mar UTC GG!
One thing which confuses me is that why Almoravids are designed on the map. There is only one country in Africa, and it's easy to sit in Africa and wait for the draw.
Fri 29 Mar UTC I agree with you, I think Galicia is probably the most OP, but I don't really know what to do to buff Badajoz/C&L
Regarding the almoravids, I'm going to shift the seas now a little bit, hopefully that will make it easier for them to enter the penninsula
Fri 29 Mar UTC Thanks everyone for helping me test the map :)
Fri 29 Mar UTC What about getting rid of some of the Taifas? But keeping armies and/or fleet to slow down the quick progress of some other players (I am thinking of what you can find in the map Vikings invasion)
Fri 29 Mar UTC I've never been a fan of neutral armies, I think they slow the pace too much and it feels like wasted time every time I play them. I don't know if that's just me, though
Fri 29 Mar UTC I thought about two issues during the game.

First, it seems to me that the optimal Almoravid strategy is to become a "pirate kingdom" of sorts. Once other players are kicked out of Africa, there isn't much incentive for the Almoravids to do anything other than wait for easy pickings off the coast. They won't play their historical role of invaders of the peninsula this way.

Second, I think there are too many SCs. Comparing a common draw line in classic Diplomacy to this final position, there are barely enough units to create the line. Here, there are many lines, with excess units in many of them. It probably makes it easier to be defensive a less likely to interact with other players.
Fri 29 Mar UTC *and less likely
Fri 29 Mar UTC That is fair. I do agree with that feedback, let's see if I can do anything about it
Fri 29 Mar UTC I wonder if there can be a second country in Africa
Fri 29 Mar UTC Granada was supposed to be that, but it's clearly not enough. Adding a new one may be a solution, but I have to find the historical justification for it
Fri 29 Mar UTC Perhaps a limit of 3-4 fleets for the Almoravid player could work as an incentive to invade? It leaves the Almoravids exposed to sea attacks, but maybe a quicker inland route can compensate for it. It would be a difficult side to play, though.
Fri 29 Mar UTC No idea if you can code that, I'd have to ask tobi
Fri 29 Mar UTC But if you can, it's interesting