#FILE;CODE;ENGLISH;GERMAN;FRENCH;SWEDISH;x
_diplomacylib\briefing.cpp;You are to start the Fleet in Rome Scenario. The scenario starts in spring 1901 and is a contest between Austria, England, France, Germany, Italy, Russia and Turkey. It deviates from the standard scenario in the way that Italy is strengthened somewhat by having a fleet in Rome instead of an army. Good Luck!;You are to start the Fleet in Rome Scenario. The scenario starts in spring 1901 and is a contest between Austria, England, France, Germany, Italy, Russia and Turkey. It deviates from the standard scenario in the way that Italy is strengthened somewhat by having a fleet in Rome instead of an army. Good Luck!;x;;;x
_diplomacylib\briefing.cpp;You are to start the Standard Scenario. The scenario starts in spring 1901 and is a contest between Austria, England, France, Germany, Italy, Russia and Turkey. Good Luck!;You are to start the Standard Scenario. The scenario starts in spring 1901 and is a contest between Austria, England, France, Germany, Italy, Russia and Turkey. Good Luck!;x;;;x
_diplomacylib\channelhandler.cpp;$name:%s$ joined the channel.;$name:%s$ joined the channel.;x;;;x
_diplomacylib\channelhandler.cpp;$name:%s$ left the channel.;$name:%s$ left the channel.;x;;;x
_diplomacylib\channelhandler.cpp;Channel Users;Channel Users~Channel Users;X~X;;;x
_diplomacylib\channelhandler.cpp;Joined channel $channel:%s$;Joined channel $channel:%s$;x;;;x
_diplomacylib\commands.cpp; ;;X;;;x
_diplomacylib\commands.cpp;$type$ in $location$.;$type$ in $location$.;x;;;x
_diplomacylib\commands.cpp;ACCEPT;ACCEPT;x;;;x
_diplomacylib\commands.cpp;Add Unit;Add Unit;x;;;x
_diplomacylib\commands.cpp;Army;Army;X;;;x
_diplomacylib\commands.cpp;BREAK AGREEMENT;BREAK AGREEMENT;x;;;x
_diplomacylib\commands.cpp;Cancel: $expression$;Cancel: $expression$;x;;;x
_diplomacylib\commands.cpp;CLEAR DRAFT;CLEAR DRAFT;x;;;x
_diplomacylib\commands.cpp;END ALLIANCE;END ALLIANCE;x;;;x
_diplomacylib\commands.cpp;Instant MOVE;Instant MOVE;X;;;x
_diplomacylib\commands.cpp;MAKE ULTIMATUM;MAKE ULTIMATUM;x;;;x
_diplomacylib\commands.cpp;Navy;Navy;x;;;x
_diplomacylib\commands.cpp;REJECT;REJECT;x;;;x
_diplomacylib\commands.cpp;REJECT ULTIMATUM;REJECT ULTIMATUM;x;;;x
_diplomacylib\commands.cpp;Replace current draft with suggestion.;Replace current draft with suggestion.;x;;;x
_diplomacylib\commands.cpp;Replace current draft with the confirmed agreement between $nations$.;Replace current draft with the confirmed agreement between $nations$.;x;;;x
_diplomacylib\commands.cpp;Replace current draft with ultimatum.;Replace current draft with ultimatum.;x;;;x
_diplomacylib\commands.cpp;REPLACE DRAFT;REPLACE DRAFT;x;;;x
_diplomacylib\commands.cpp;REVOKE ACCEPT;REVOKE ACCEPT;x;;;x
_diplomacylib\commands.cpp;SUGGEST;SUGGEST;x;;;x
_diplomacylib\commands.cpp;This will accept the suggestion between $nations$.;This will accept the suggestion between $nations$.;x;;;x
_diplomacylib\commands.cpp;This will immediately build a new $target$ in $location$.;This will immediately build a new $target$ in $location$.;X;;;x
_diplomacylib\commands.cpp;This will immediately move your unit to $target$.;This will immediately move your unit to $target$.;X;;;x
_diplomacylib\commands.cpp;This will irrevocably invoke the escape clause for the alliance between $nations$ declaring that the alliance will be invalid NEXT turn.;This will irrevocably invoke the escape clause for the alliance between $nations$ declaring that the alliance will be invalid NEXT turn.;x;;;x
_diplomacylib\commands.cpp;This will present the drafted between $nations$ as a suggestion.;This will present the draft between $nations$ as a suggestion.;X;;;x
_diplomacylib\commands.cpp;This will reject the suggestion between $nations$.;This will reject the suggestion between $nations$.;x;;;x
_diplomacylib\commands.cpp;This will reject the ultimatum. All agreements between $nations$ will be canceled.;This will reject the ultimatum. All agreements between $nations$ will be canceled.;x;;;x
_diplomacylib\commands.cpp;This will remove statements you have drafted between $nations$.;This will remove statements you have drafted between $nations$.;x;;;x
_diplomacylib\commands.cpp;This will revoke your acceptation of the suggestion between $nations$.;This will revoke your acceptation of the suggestion between $nations$.;x;;;x
_diplomacylib\commands.cpp;This will upgrade from suggestion to ultimatum. If any nation rejects all agreements between $nations$ are off.;This will upgrade from suggestion to ultimatum. If any nation rejects all agreements between $nations$ are off.;x;;;x
_diplomacylib\commands.cpp;to $target$;to $target$;X;;;x
_diplomacylib\commands.cpp;Unilaterally cancel all agreements between $nations$.;Unilaterally cancel all agreements between $nations$.;x;;;x
_diplomacylib\diplomacytime.cpp;Build;Build;x;;;x
_diplomacylib\diplomacytime.cpp;Fall;Fall;x;;;x
_diplomacylib\diplomacytime.cpp;Spring;Spring;x;;;x
_diplomacylib\endofturnwarning.cpp;Are you sure that you want to end your turn?;Are you sure that you want to end your turn?;X;;;x
_diplomacylib\endofturnwarning.cpp;The following dislodged units haven't received their retreat orders and will be disbanded;The following dislodged units haven't received their retreat orders and will be disbanded;x;;;x
_diplomacylib\endofturnwarning.cpp;The following units haven't received any orders:;The following units haven't received any orders:;X;;;x
_diplomacylib\endofturnwarning.cpp;You have unused builds.;You have unused builds.;X;;;x
_diplomacylib\endofturnwarning.cpp;You need to disband $no:%d$ of your $^unit~units£PLURAL#no$.;You need to disband $no:%d$ of your $^unit~units£PLURAL#no$.;x;;;x
_diplomacylib\endofturnwarning.cpp;Your orders are in conflict with the agreement between $nations$.;Your orders are in conflict with the agreement between $nations$.;x;;;x
_diplomacylib\expressions.cpp; ; ;X;;;x
_diplomacylib\expressions.cpp;$from$ to $to$.;$from$ to $to$.;X;;;x
_diplomacylib\expressions.cpp;$supported$.;$supported$.;x;;;x
_diplomacylib\expressions.cpp;ALLIANCE;ALLIANCE;X;;;x
_diplomacylib\expressions.cpp;ALLIANCE (permanent);ALLIANCE (permanent);x;;;x
_diplomacylib\expressions.cpp;army;army;x;;;x
_diplomacylib\expressions.cpp;BUILD;BUILD;x;;;x
_diplomacylib\expressions.cpp;CONVOY;CONVOY;x;;;x
_diplomacylib\expressions.cpp;DEBT;DEBT;X;;;x
_diplomacylib\expressions.cpp;DISBAND;DISBAND;x;;;x
_diplomacylib\expressions.cpp;DRAFT CONVOY;DRAFT CONVOY;x;;;x
_diplomacylib\expressions.cpp;DRAFT DEMILITARIZED ZONE;DRAFT DEMILITARIZED ZONE;X;;;x
_diplomacylib\expressions.cpp;DRAFT DISBAND;DRAFT DISBAND;x;;;x
_diplomacylib\expressions.cpp;DRAFT HOLD;DRAFT HOLD;x;;;x
_diplomacylib\expressions.cpp;DRAFT MOVE;DRAFT MOVE;X;;;x
_diplomacylib\expressions.cpp;DRAFT MOVE (by convoy);DRAFT MOVE (by convoy);x;;;x
_diplomacylib\expressions.cpp;DRAFT SUPPORT;DRAFT SUPPORT;x;;;x
_diplomacylib\expressions.cpp;DRAFT SUPPORT MOVE;DRAFT SUPPORT MOVE;x;;;x
_diplomacylib\expressions.cpp;HOLD;HOLD;X;;;x
_diplomacylib\expressions.cpp;Hold at $hold$.;Hold at $hold$.;x;;;x
_diplomacylib\expressions.cpp;IMAGINE MOVE;IMAGINE MOVE;X;;;x
_diplomacylib\expressions.cpp;IMAGINE MOVE (by convoy);IMAGINE MOVE (by convoy);x;;;x
_diplomacylib\expressions.cpp;MOVE;MOVE;X;;;x
_diplomacylib\expressions.cpp;MOVE (by convoy);MOVE (by convoy);x;;;x
_diplomacylib\expressions.cpp;navy;navy;x;;;x
_diplomacylib\expressions.cpp;NON-AGRESSION PACT;NON-AGGRESSION PACT;x;;;x
_diplomacylib\expressions.cpp;NON-AGRESSION PACT (permanent);NON-AGGRESSION PACT (permanent);X;;;x
_diplomacylib\expressions.cpp;OFFENSIVE ALLIANCE;OFFENSIVE ALLIANCE;x;;;x
_diplomacylib\expressions.cpp;OFFENSIVE ALLIANCE (permanent);OFFENSIVE ALLIANCE (permanent);x;;;x
_diplomacylib\expressions.cpp;RETREAT;RETREAT;x;;;x
_diplomacylib\expressions.cpp;SUPPORT;SUPPORT;X;;;x
_diplomacylib\expressions.cpp;SUPPORT MOVE;SUPPORT MOVE;x;;;x
_diplomacylib\expressions.cpp;This command is missing an explanation, please email Paradox support to report the error.;This command is missing an explanation, please email Paradox support to report the error.;x;;;x
_diplomacylib\expressions.cpp;This will create a move order from $from$ to $to$.;This will create a move order from $from$ to $to$.;X;;;x
_diplomacylib\expressions.cpp;This will create a move order from $from$ to $to$. This move may move by convoy if such a convoy is successful.;This will create a move order from $from$ to $to$. This move may move by convoy if such a convoy is successful.;x;;;x
_diplomacylib\expressions.cpp;This will create an imagined move order from $from$ to $to$ that you can use your own units to support or convoy.;This will create an imagined move order from $from$ to $to$ that you can use your own units to support or convoy.;x;;;x
_diplomacylib\expressions.cpp;This will create an imagined move order from $from$ to $to$ that you can use your own units to support.;This will create an imagined move order from $from$ to $to$ that you can use your own units to support.;X;;;x
_diplomacylib\expressions.cpp;This will draft a demilitarized zone $province$ forbidding any unit from $recipients$ to move there.;This will draft a demilitarized zone $province$ forbidding any unit from $recipients$ to move there.;x;;;x
_diplomacylib\expressions.cpp;This will draft a move from $from$ to $to$.;This will draft a move from $from$ to $to$.;X;;;x
_diplomacylib\expressions.cpp;This will draft a move order from $from$ to $to$. This move may move by convoy if such a convoy is successful.;This will draft a move order from $from$ to $to$. This move may move by convoy if such a convoy is successful.;x;;;x
_diplomacylib\expressions.cpp;This will draft the unit at $position$ to disband.;This will draft the unit at $position$ to disband.;x;;;x
_diplomacylib\expressions.cpp;This will draft the unit in $convoy$ to participate in the convoy from $from$ to $to$.;This will draft the unit in $convoy$ to participate in the convoy from $from$ to $to$.;x;;;x
_diplomacylib\expressions.cpp;This will draft the unit in $from$ to support the defense of $supported$.;This will draft the unit in $from$ to support the defense of $supported$.;X;;;x
_diplomacylib\expressions.cpp;This will draft the unit in $location$ to support the move from $from$ to $to$.;This will draft the unit in $location$ to support the move from $from$ to $to$.;x;;;x
_diplomacylib\expressions.cpp;This will draft the unit to hold, cancelling any other draft.;This will draft the unit to hold, cancelling any other draft.;x;;;x
_diplomacylib\expressions.cpp;This will order the construction of a $type$ at $position$.;This will order the construction of a $type$ at $position$.;x;;;x
_diplomacylib\expressions.cpp;This will order the construction of a $type$ at $position$.;This will order the construction of a $type$ at $position$.;x;;;x
_diplomacylib\expressions.cpp;This will order the dislodged unit in $from$ to retreat to $to$.;This will order the dislodged unit in $from$ to retreat to $to$.;x;;;x
_diplomacylib\expressions.cpp;This will order the unit at $position$ to disband.;This will order the unit at $position$ to disband.;x;;;x
_diplomacylib\expressions.cpp;This will order the unit in $convoy$ to participate in the convoy from $from$ to $to$.;This will order the unit in $convoy$ to participate in the convoy from $from$ to $to$.;x;;;x
_diplomacylib\expressions.cpp;This will order the unit in $location$ to support the move from $from$ to $to$.;This will order the unit in $location$ to support the move from $from$ to $to$.;x;;;x
_diplomacylib\expressions.cpp;This will order the unit to hold, cancelling any other order.;This will order the unit to hold, cancelling any other order.;x;;;x
_diplomacylib\expressions.cpp;To $to$.;To $to$.;x;;;x
_diplomacylib\expressions.cpp;UNKNOWN;UNKNOWN;x;;;x
_diplomacylib\expressions.cpp;Unknown stage, report to Paradox support;Unknown stage, report to Paradox support;x;;;x
_diplomacylib\expressions.cpp;Versus $enemy$;Versus $enemy$;x;;;x
_diplomacylib\hostgamescreen.cpp;Your name is taken. Please pick another.;Your name is taken. Please pick another.;X;;;x
_diplomacylib\ladder.cpp;Games Finished: ;Games Finished: ;X;;;x
_diplomacylib\ladder.cpp;Games started: ;Games started: ;X;;;x
_diplomacylib\ladder.cpp;Name: ;Name: ;X;;;x
_diplomacylib\ladder.cpp;Rank/Name/Score;Rank/Name/Score;X;;;x
_diplomacylib\ladder.cpp;Rank: ;Rank: ;X;;;x
_diplomacylib\ladder.cpp;Score: ;Score: ;X;;;x
_diplomacylib\language.cpp;$nation1$;$nation1$;x;;;x
_diplomacylib\language.cpp;$nation1$ and $nation2$;$nation1$ and $nation2$;X;;;x
_diplomacylib\language.cpp;$nation1$, $nation2$ and $nation3$;$nation1$, $nation2$ and $nation3$;x;;;x
_diplomacylib\language.cpp;$nation1$, $nation2$, $nation3$ and $nation4$;$nation1$, $nation2$, $nation3$ and $nation4$;X;;;x
_diplomacylib\language.cpp;$nation1$, $nation2$, $nation3$, $nation4$, $nation5$ and $nation6$;$nation1$, $nation2$, $nation3$, $nation4$, $nation5$ and $nation6$;x;;;x
_diplomacylib\language.cpp;$nation1$, $nation2$, $nation3$, $nation4$, $nation5$, $nation6$ and $nation7$;$nation1$, $nation2$, $nation3$, $nation4$, $nation5$, $nation6$ and $nation7$;x;;;x
_diplomacylib\language.cpp;$nation1$, $nation2$, $nation3$, $nation4$, $nation5$, $nation6$, $nation7$ and $nation8$;$nation1$, $nation2$, $nation3$, $nation4$, $nation5$, $nation6$, $nation7$ and $nation8$;x;;;x
_diplomacylib\language.cpp;$nation1$, $nation2$, $nation3$, $nation4$, and $nation5$;$nation1$, $nation2$, $nation3$, $nation4$, and $nation5$;x;;;x
_diplomacylib\listboxorderbuilditem.cpp;null;null;x;;;x
_diplomacylib\listboxorderconvoyitem.cpp;$location$;$location$;x;;;x
_diplomacylib\listboxorderconvoyitem.cpp;$origin_province_name$ to $destination_province_name$;$origin_province_name$ to $destination_province_name$;x;;;x
_diplomacylib\listboxorderdefensivesupportitem.cpp;$destination$;$destination$;X;;;x
_diplomacylib\listboxorderdefensivesupportitem.cpp;$location$ ;$location$ ;x;;;x
_diplomacylib\listboxorderdisbanditem.cpp;null;null;x;;;x
_diplomacylib\listboxorderholditem.cpp;$location$;$location$;x;;;x
_diplomacylib\listboxordermoveitem.cpp;$destination$;$destination$;x;;;x
_diplomacylib\listboxordermoveitem.cpp;$location$;$location$;x;;;x
_diplomacylib\listboxorderoffensivesupportitem.cpp;$location$;$location$;x;;;x
_diplomacylib\listboxorderoffensivesupportitem.cpp;$origin_province_name$ to $destination_province_name$;$origin_province_name$ to $destination_province_name$;x;;;x
_diplomacylib\listboxorderretreatitem.cpp;$location$;$location$;x;;;x
_diplomacylib\listboxorderunitpresence.cpp;$location$;$location$;x;;;x
_diplomacylib\map.cpp;Adriatic Ocean;Adriatic Ocean;X;;;x
_diplomacylib\map.cpp;Adriatic Sea;Adriatic Sea;X;;;x
_diplomacylib\map.cpp;Aegean Sea;Aegean Sea;X;;;x
_diplomacylib\map.cpp;Albania;Albania;X;;;x
_diplomacylib\map.cpp;Ankara;Ankara;X;;;x
_diplomacylib\map.cpp;Apulia;Apulia;X;;;x
_diplomacylib\map.cpp;Armenia;Armenia;X;;;x
_diplomacylib\map.cpp;Baltic Sea;Baltic Sea;X;;;x
_diplomacylib\map.cpp;Barents Sea;Barents Sea;X;;;x
_diplomacylib\map.cpp;Belgium;Belgium;X;;;x
_diplomacylib\map.cpp;Berlin;Berlin;X;;;x
_diplomacylib\map.cpp;Black Sea;Black Sea;X;;;x
_diplomacylib\map.cpp;Bohemia;Bohemia;X;;;x
_diplomacylib\map.cpp;Brest;Brest;X;;;x
_diplomacylib\map.cpp;Budapest;Budapest;X;;;x
_diplomacylib\map.cpp;Bulgaria;Bulgaria;X;;;x
_diplomacylib\map.cpp;Burgundy;Burgundy;X;;;x
_diplomacylib\map.cpp;Clyde;Clyde;X;;;x
_diplomacylib\map.cpp;Constantinople;Constantinople;X;;;x
_diplomacylib\map.cpp;Denmark;Denmark;X;;;x
_diplomacylib\map.cpp;Eastern Med;Eastern Med;X;;;x
_diplomacylib\map.cpp;Edinburgh;Edinburgh;X;;;x
_diplomacylib\map.cpp;Eeastern Med;Eeastern Med;X;;;x
_diplomacylib\map.cpp;English Channel;English Channel;X;;;x
_diplomacylib\map.cpp;Finland;Finland;X;;;x
_diplomacylib\map.cpp;Galicia;Galicia;X;;;x
_diplomacylib\map.cpp;Gascony;Gascony;X;;;x
_diplomacylib\map.cpp;Greece;Greece;X;;;x
_diplomacylib\map.cpp;Gulf of Bothnia;Gulf of Bothnia;X;;;x
_diplomacylib\map.cpp;Gulf of Botnia;Gulf of Botnia;X;;;x
_diplomacylib\map.cpp;Gulf of Lyon;Gulf of Lyon;X;;;x
_diplomacylib\map.cpp;Helgoland Bight;Helgoland Bight;X;;;x
_diplomacylib\map.cpp;Holland;Holland;X;;;x
_diplomacylib\map.cpp;Ionian Sea;Ionian Sea;X;;;x
_diplomacylib\map.cpp;Irish Sea;Irish Sea;X;;;x
_diplomacylib\map.cpp;Kiel;Kiel;X;;;x
_diplomacylib\map.cpp;Liverpool;Liverpool;X;;;x
_diplomacylib\map.cpp;Livonia;Livonia;X;;;x
_diplomacylib\map.cpp;London;London;X;;;x
_diplomacylib\map.cpp;Marseilles;Marseilles;X;;;x
_diplomacylib\map.cpp;Mid Atlantic;Mid Atlantic;X;;;x
_diplomacylib\map.cpp;Moscow;Moscow;X;;;x
_diplomacylib\map.cpp;Munchen;Munich;x;;;x
_diplomacylib\map.cpp;Munich;Munich;X;;;x
_diplomacylib\map.cpp;Naples;Naples;X;;;x
_diplomacylib\map.cpp;North Africa;North Africa;X;;;x
_diplomacylib\map.cpp;North Atlantic;North Atlantic;X;;;x
_diplomacylib\map.cpp;North Sea;North Sea;X;;;x
_diplomacylib\map.cpp;Norway;Norway;X;;;x
_diplomacylib\map.cpp;Norwegian Sea;Norwegian Sea;X;;;x
_diplomacylib\map.cpp;Paris;Paris;X;;;x
_diplomacylib\map.cpp;Picardy;Picardy;X;;;x
_diplomacylib\map.cpp;Piedemont;Piedemont;X;;;x
_diplomacylib\map.cpp;Piedmont;Piedmont;X;;;x
_diplomacylib\map.cpp;Portugal;Portugal;X;;;x
_diplomacylib\map.cpp;Prussia;Prussia;X;;;x
_diplomacylib\map.cpp;Rome;Rome;X;;;x
_diplomacylib\map.cpp;Ruhr;Ruhr;X;;;x
_diplomacylib\map.cpp;Rumania;Rumania;X;;;x
_diplomacylib\map.cpp;Serbia;Serbia;X;;;x
_diplomacylib\map.cpp;Sevastopol;Sevastopol;X;;;x
_diplomacylib\map.cpp;Silesia;Silesia;X;;;x
_diplomacylib\map.cpp;Skagerrak;Skagerrak;X;;;x
_diplomacylib\map.cpp;Smyrna;Smyrna;X;;;x
_diplomacylib\map.cpp;Spain;Spain;X;;;x
_diplomacylib\map.cpp;St Petersburg;St Petersburg;X;;;x
_diplomacylib\map.cpp;St Petersburg South Coast;St Petersburg South Coast;x;;;x
_diplomacylib\map.cpp;St Petersburgh;St Petersburgh;X;;;x
_diplomacylib\map.cpp;Sweden;Sweden;X;;;x
_diplomacylib\map.cpp;Syria;Syria;X;;;x
_diplomacylib\map.cpp;Trieste;Trieste;X;;;x
_diplomacylib\map.cpp;Tunis;Tunis;X;;;x
_diplomacylib\map.cpp;Tunisia;Tunis;X;;;x
_diplomacylib\map.cpp;Tuscany;Tuscany;X;;;x
_diplomacylib\map.cpp;Tyrolia;Tyrolia;X;;;x
_diplomacylib\map.cpp;Tyrrhenian Sea;Tyrrhenian Sea;X;;;x
_diplomacylib\map.cpp;Ukraine;Ukraine;X;;;x
_diplomacylib\map.cpp;Wales;Wales;X;;;x
_diplomacylib\map.cpp;Warsaw;Warsaw;X;;;x
_diplomacylib\map.cpp;Venice;Venice;X;;;x
_diplomacylib\map.cpp;Western Med;Western Med;X;;;x
_diplomacylib\map.cpp;Vienna;Vienna;X;;;x
_diplomacylib\map.cpp;York;York;X;;;x
_diplomacylib\mapcontroller.cpp;$Name:%s$ has taken over;$Name:%s$ has taken over;x;;;x
_diplomacylib\mapcontroller.cpp;Connection to metaserver failed;Connection to metaserver failed~Connection to metaserver failed;X~X;;;x
_diplomacylib\mapcontroller.cpp;Connection to metaserver Lost. Exiting;Connection to metaserver Lost. Exiting;X;;;x
_diplomacylib\mapcontroller.cpp;Host has saved game. Game will end...;Host has saved game. Game will end...;x;;;x
_diplomacylib\mapcontroller.cpp;Player $Name:%s$ dropped. Select Action!;Player $Name:%s$ dropped. Select Action!;x;;;x
_diplomacylib\mapcontroller.cpp;Player $Name:%s$ dropped. Select Action!;Player $Name:%s$ dropped. Select Action!;x;;;x
_diplomacylib\mapcontroller.cpp;Player $Name:%s$ lost. Waiting for host to take action.;Player $Name:%s$ lost. Waiting for host to take action.;x;;;x
_diplomacylib\match.cpp;1901;1901;x;;;x
_diplomacylib\match.cpp;Fleet in Rome;Fleet in Rome;x;;;x
_diplomacylib\match.cpp;This is the standard scenario, except that Italy's options has been expanded by replacing the army in Rome with a Fleet;This is the standard scenario, except that Italy's options has been expanded by replacing the army in Rome with a Fleet;x;;;x
_diplomacylib\match.cpp;This is the standard setup, as in the boardgame.;This is the standard setup, as in the boardgame.;x;;;x
_diplomacylib\metaserveradmin.cpp;Administrator                                         ;Administrator                                         ;X;;;x
_diplomacylib\metaserveradmin.cpp;Ban                                                   ;Ban                                                   ;X;;;x
_diplomacylib\metaserveradmin.cpp;Banned                                                ;Banned                                                ;X;;;x
_diplomacylib\metaserveradmin.cpp;Logged in: ;Logged in: ;X;;;x
_diplomacylib\metaserveradmin.cpp;Logged in:                                            ;Logged in:                                            ~Logged in:                                            ;X~X;;;x
_diplomacylib\metaserveradmin.cpp;Name: ;Name: ;X;;;x
_diplomacylib\metaserveradmin.cpp;Name:                                                 ;Name:                                                 ;X;;;x
_diplomacylib\metaserveradmin.cpp;No                                                    ;No                                                    ;X;;;x
_diplomacylib\metaserveradmin.cpp;Normal                                                ;Normal                                                ~Normal                                                ;X~X;;;x
_diplomacylib\metaserveradmin.cpp;Registered Users                                      ;Registered Users                                      ;X;;;x
_diplomacylib\metaserveradmin.cpp;Status: ;Status: ;X;;;x
_diplomacylib\metaserveradmin.cpp;Status:                                               ;Status:                                               ~Status:                                               ;X~X;;;x
_diplomacylib\metaserveradmin.cpp;Type: ;Type: ;X;;;x
_diplomacylib\metaserveradmin.cpp;Type:                                                 ;Type:                                                 ~Type:                                                 ;X~X;;;x
_diplomacylib\metaserveradmin.cpp;Unban                                                 ;Unban                                                 ;X;;;x
_diplomacylib\metaserveradmin.cpp;Yes                                                   ;Yes                                                   ;X;;;x
_diplomacylib\metaservermain.cpp;Bad password!                                          ;Bad password!                                          ;X;;;x
_diplomacylib\metaservermain.cpp;Bad username!                                          ;Bad username!                                          ;X;;;x
_diplomacylib\metaservermain.cpp;Connection failed!                                     ;Connection failed!                                     ;X;;;x
_diplomacylib\metaservermain.cpp;Connection Failed.                                     ;Connection Failed.                                     ~Connection Failed.                                     ;X~X;;;x
_diplomacylib\metaservermain.cpp;Connection Lost.                                       ;Connection Lost.                                       ;X;;;x
_diplomacylib\metaservermain.cpp;Login Successfull;Login Successfull;X;;;x
_diplomacylib\metaservermain.cpp;Login Successfull                                      ;Login Successfull                                      ~Login Successfull                                      ;X~X;;;x
_diplomacylib\metaservermain.cpp;Server Not Found                                       ;Server Not Found                                       ;X;;;x
_diplomacylib\metaservermain.cpp;You are banned by the game creator!                    ;You are banned by the game creator!                    ;X;;;x
_diplomacylib\metaservermain.cpp;You have been banned!                                  ;You have been banned!                                  ;X;;;x
_diplomacylib\muliplayermenu.cpp;$name:%s$'s Game;$name:%s$'s Game;X;;;x
_diplomacylib\muliplayermenu.cpp;$name:%s$'s Game;$name:%s$'s Game;x;;;x
_diplomacylib\muliplayermenu.cpp;Server Not Found                                       ;Server Not Found                                       ;X;;;x
_diplomacylib\mygameshandler.cpp;My Active Games                                        ;My Active Games                                        ;x;;;x
_diplomacylib\mygameshandler.cpp;My Started Games                                       ;My Started Games                                       ;x;;;x
_diplomacylib\nation.cpp;Austria;Austria;X;;;x
_diplomacylib\nation.cpp;England;England;X;;;x
_diplomacylib\nation.cpp;France;France;X;;;x
_diplomacylib\nation.cpp;Germany;Germany;x;;;x
_diplomacylib\nation.cpp;Italy;Italy;X;;;x
_diplomacylib\nation.cpp;Russia;Russia;X;;;x
_diplomacylib\nation.cpp;Turkey;Turkey;X;;;x
_DIPLOMACYLIB\player.cpp;\“Hear me roar\” the lion says. The Lion loves to be in the focus, and in alliance he wants to play the most important part. Rather aggressive the lion want adventure and do not balk for war and conflict. However, he is a fair player who dislikes lies, and easily goes impatient with the secretive and reclusive.;Hear me roar' the lion says. The Lion loves to be in the focus, and in alliance she wants to play the most important part. Rather aggressive the lion want adventure and do not balk for war and conflict. However, she is a fair player who dislikes lies, and easily goes impatient with the secretive and reclusive.;x;;;x
_DIPLOMACYLIB\player.cpp;LOCALPLAYER;This is a player character. Do not trust him or her at all. Not even if it is yourself.;x;;;x
_DIPLOMACYLIB\player.cpp;The Bear is a cautious and patient survivor. He is a team player, but his modesty and openness refrains him from being in the centre-point of any alliance. Because the Bear is a trustworthy ally, who just chew small chunks at a time. The Bear tend to grow slow but steady and thus become a very strong end-game player.;The Bear is a cautious and patient survivor. He is a team player, but his modesty and openness refrains him from being in the centre-point of any alliance. Because the Bear is a trustworthy ally, who just chew small chunks at a time. The Bear tend to grow slow but steady and thus become a very strong end-game player.;x;;;x
_DIPLOMACYLIB\player.cpp;The Dog has a strong bark, but he rarely bites. However if he bites he never let go. He is a team player who thrive in alliance where his loyalty shines and where he modestly collects the spoils of war. He is both naïve and patient at the same time and prefers the concrete of the great plans.;The Dog has a strong bark, but he rarely bites. However if he bites he never let go. He is a team player who thrive in alliance where his loyalty shines and where he modestly collects the spoils of war. He is both naïve and patient at the same time and prefers the concrete of the great plans.;x;;;x
_DIPLOMACYLIB\player.cpp;The Dragon is a paternal and dominating team player who more or less demands to be the leader of any alliance. He is a grand planner who is quite open with his intentions, even if his mighty Greed often shines through. In negotiation he is both personal and intimidating and shuns the speculative and deceptive. He quickly gets irritated by slippery players and has got a bad streak of vengeance in him. The Dragon is quite enigmatic due to the fact that he is both logical and paranoid which sometimes make him act erratic and pre-emptive.;The Dragon is a paternal and dominating team player who more or less demands to be the leader of any alliance. He is a grand planner who is quite open with his intentions, even if his mighty Greed often shines through. In negotiation he is both personal and intimidating and shuns the speculative and deceptive. He quickly gets irritated by slippery players and has got a bad streak of vengeance in him. The Dragon is quite enigmatic due to the fact that he is both logical and paranoid which sometimes make him act erratic and pre-emptive.;x;;;x
_DIPLOMACYLIB\player.cpp;The Eagle is noble and generous, but holding himself in such high esteem, that he can tolerate not tricks or treason. Emotionally, vengeance becomes all. Arrogant and paternal the Eagle is still a good listener and also has a tendency of become the grey eminence of any alliance due to his vision and over-all-grasp of planning.;The Eagle is noble and generous, but holding himself in such high esteem, that he can tolerate not tricks or treason. Emotionally, vengeance becomes all. Arrogant and paternal the Eagle is still a good listener and also has a tendency of become the grey eminence of any alliance due to his vision and over-all-grasp of planning.;x;;;x
_DIPLOMACYLIB\player.cpp;The Elephant is a diplomatic heavy-weightier. If any one can wrap up an alliance or keep one from breaking apart then it is the Elephant. He is a detached long-range planner with a very long memory. Not particularly vengeful the Elephant never the less never forget who did what to whom. He is rather social, modest and generous, but risk getting fooled by the slippery and deceptive. He is risk aversive and patient, which often means that he craves that spoils are to be divided evenly and in this he can be very stubborn.;The Elephant is a diplomatic heavy-weightier. If any one can wrap up an alliance or keep one from breaking apart then it is the Elephant. He is a detached long-range planner with a very long memory. Not particularly vengeful the Elephant never the less never forget who did what to whom. He is rather social, modest and generous, but risk getting fooled by the slippery and deceptive. He is risk aversive and patient, which often means that he craves that spoils are to be divided evenly and in this he can be very stubborn.;x;;;x
_DIPLOMACYLIB\player.cpp;The Jackal loves to bite. He’ll get into an alliance and submit only to get the opportunity to bite someone. He is naïve and impatient, a smelling liar with great caution and cynical attitude. The Jackal can thrive in an alliance and becoming a benefactor from a stab when the alliance leader goes down making flexibility one of his greatest assets.;The Jackal loves to bite. He’ll get into an alliance and submit only to get the opportunity to bite someone. He is naïve and impatient, a smelling liar with great caution and cynical attitude. The Jackal can thrive in an alliance and becoming a benefactor from a stab when the alliance leader goes down making flexibility one of his greatest assets.;x;;;x
_DIPLOMACYLIB\player.cpp;The Monkey hides his true face behind a mask of amiability and personal approach. However this hides the fact that the Monkey is a very greedy trickster, whose view of truthfulness is often left wanting. The Monkey is a team player as often as not, and his support often comes at certain cost. His willingness to discuss any deal with any player and the fact that he is a prankster make him very irritable.;The Monkey hides his true face behind a mask of amiability and personal approach. However this hides the fact that the Monkey is a very greedy trickster, whose view of truthfulness is often left wanting. The Monkey is a team player as often as not, and his support often comes at certain cost. His willingness to discuss any deal with any player and the fact that he is a prankster make him very irritable.;x;;;x
_DIPLOMACYLIB\player.cpp;The Owl is a cautious thinking survivor who weaves grand plans and transforms diplomatic negotiations into philosophically debate. The Owl is a team player whose plans are often the backbone of the alliance. He modestly keeps in the shadows letting other shine in the sun, while he waits for the end game. His backstage strategy though make him passive in a way that might hurt him as it can decrease his chance to stop a fellow player from rapid expansion.;The Owl is a cautious thinking survivor who weaves grand plans and transforms diplomatic negotiations into philosophically debate. The Owl is a team player whose plans are often the backbone of the alliance. He modestly keeps in the shadows letting other shine in the sun, while he waits for the end game. His backstage strategy though make him passive in a way that might hurt him as it can decrease his chance to stop a fellow player from rapid expansion.;x;;;x
_DIPLOMACYLIB\player.cpp;The Shark is ruthless and greedy beyond measurement. She is not generally a team player but can act like one if the alliance feed her consistently with fresh meat. Should it not she would immediately defect. She is often short-sighted and brutish, but patient and deceptive. Had it not been for her aggressiveness she would also have been considered secretive.;The Shark is ruthless and greedy beyond measurement. She is not generally a team player but can act like one if the alliance feed her consistently with fresh meat. Should it not she would immediately defect. She is often short-sighted and brutish, but patient and deceptive. Had it not been for her aggressiveness she would also have been considered secretive.;x;;;x
_DIPLOMACYLIB\player.cpp;The Snake is a slippery and calculating liar. He can be a team player, but is also a grand quitter, famous for his backstabs and his propensity to lull targets into a false sense of security. The Snake generally loathes the idea of slow but steady growth, and instead loves complicated schemes of total annihilation. His adventurous but systematic play style is perfect to blend in among most players, and few know that he is as a Snake until too late. He always tries to persuade other players into believing in the worldview he projects, but his real intentions are hidden.;The Snake is a slippery and calculating liar. He can be a team player, but is also a grand quitter, famous for his backstabs and his propensity to lull targets into a false sense of security. The Snake generally loathes the idea of slow but steady growth, and instead loves complicated schemes of total annihilation. His adventurous but systematic play style is perfect to blend in among most players, and few know that he is as a Snake until too late. He always tries to persuade other players into believing in the worldview he projects, but his real intentions are hidden.;x;;;x
_DIPLOMACYLIB\player.cpp;The Sphinx is a secretive and elusive thinker. It tends to be a grand planner in any alliance, but as it rarely explains its intentions with the plans and hostility might grow. In negotiations it is tricksy, slippery and speculative and is often considered untrustworthy. Being the reincarnation of the Unknown defines the strengths and weaknesses of the Sphinx. Therefore, the Sphinx is also known to sometimes take risks bordering on the hazardous, sometimes even acting in an erratic fashion.;The Sphinx is a secretive and elusive thinker. It tends to be a grand planner in any alliance, but as it rarely explains its intentions with the plans and hostility might grow. In negotiations it is tricksy, slippery and speculative and is often considered untrustworthy. Being the reincarnation of the Unknown defines the strengths and weaknesses of the Sphinx. Therefore, the Sphinx is also known to sometimes take risks bordering on the hazardous, sometimes even acting in an erratic fashion.;x;;;x
_DIPLOMACYLIB\player.cpp;The Tiger is a gracious and powerful creature and she knows it. As a loner she often avoids alliances or ignores its purpose and the intentions of its members. She can be charming and persuasive at will, but she is also deceptive and secretive, and not generally trustworthy. In an alliance she can be a minor player for long time, just to emerge as a dominant player by a few opportunistic strikes.;The Tiger is a gracious and powerful creature and he knows it. As a loner she often avoids alliances or ignores its purpose and the intentions of its members. He can be charming and persuasive at will, but he is also deceptive and secretive, and not generally trustworthy. In an alliance he can be a minor player for long time, just to emerge as a dominant player by a few opportunistic strikes.;x;;;x
clausewitzlib\3dbuttontype.cpp;Back;Back;X;;;x
clausewitzlib\3dbuttontype.cpp;Change Graphics Settings;Change Graphics Settings;X;;;x
clausewitzlib\3dbuttontype.cpp;Click herer to create a profile ;Click herer to create a profile ;X;;;x
clausewitzlib\3dbuttontype.cpp;Metaserver;Metaserver;X;;;x
clausewitzlib\3dbuttontype.cpp;Multiplayer;LAN;X;;;x
clausewitzlib\3dbuttontype.cpp;Ongoing Games;Ongoing Games;X;;;x
clausewitzlib\3dbuttontype.cpp;Please add Text;Please add Text;X;;;x
clausewitzlib\3dbuttontype.cpp;Please add Text To the delayTooltip;Please add Text To the delayTooltip;X;;;x
clausewitzlib\3dbuttontype.cpp;Sandbox;Sandbox;X;;;x
clausewitzlib\3dbuttontype.cpp;Settings;Settings;X;;;x
clausewitzlib\3dbuttontype.cpp;Single Game;Single Game;X;;;x
clausewitzlib\3dbuttontype.cpp;Start Game;Start Game;X;;;x
clausewitzlib\3dbuttontype.cpp;Till Marcus;Till Marcus;X;;;x
clausewitzlib\3dbuttontype.cpp;Tutorial;Tutorial;X;;;x
clausewitzlib\3dbuttontype.cpp;X;X;X;;;x
clausewitzlib\buttontype.cpp;1. Let's Begin;1. Let's Begin;x;;;x
clausewitzlib\buttontype.cpp;2. Basic Moves;2. Basic Moves;x;;;x
clausewitzlib\buttontype.cpp;3. Basic Conflict Resolution;3. Basic Conflict Resolution;x;;;x
clausewitzlib\buttontype.cpp;4. Speaking to Your Neighbours;4. Speaking to Your Neighbours;x;;;x
clausewitzlib\buttontype.cpp;5. More Advanced Diplomacy;5. More Advanced Diplomacy;x;;;x
clausewitzlib\buttontype.cpp;6. Victory and Defeat;6. Victory and Defeat;x;;;x
clausewitzlib\buttontype.cpp;7. Putting it All Together;7. Putting it All Together;x;;;x
clausewitzlib\buttontype.cpp;Accept;Accept;X;;;x
clausewitzlib\buttontype.cpp;Active Games;Active Games;X;;;x
clausewitzlib\buttontype.cpp;Apply;Apply;X;;;x
clausewitzlib\buttontype.cpp;Audio;Audio;X;;;x
clausewitzlib\buttontype.cpp;Back;Back;X;;;x
clausewitzlib\buttontype.cpp;Ban;Ban;X;;;x
clausewitzlib\buttontype.cpp;Cancel;Cancel;X;;;x
clausewitzlib\buttontype.cpp;Close;Close;X;;;x
clausewitzlib\buttontype.cpp;Controls;Controls;X;;;x
clausewitzlib\buttontype.cpp;Create;Create;X;;;x
clausewitzlib\buttontype.cpp;Create Game;Create Game;X;;;x
clausewitzlib\buttontype.cpp;Credits;Credits;X;;;x
clausewitzlib\buttontype.cpp;Difficulty;Difficulty;X;;;x
clausewitzlib\buttontype.cpp;Game;Game;X;;;x
clausewitzlib\buttontype.cpp;Join;Join;X;;;x
clausewitzlib\buttontype.cpp;Join Channel;Join Channel;X;;;x
clausewitzlib\buttontype.cpp;Join Game;Join Game;X;;;x
clausewitzlib\buttontype.cpp;Kick;Kick;X;;;x
clausewitzlib\buttontype.cpp;List;List;X;;;x
clausewitzlib\buttontype.cpp;Load Game;Load Game;X;;;x
clausewitzlib\buttontype.cpp;Login;Login;X;;;x
clausewitzlib\buttontype.cpp;Logout;Logout;X;;;x
clausewitzlib\buttontype.cpp;Metaserver;Metaserver;X;;;x
clausewitzlib\buttontype.cpp;Multiplayer Game;LAN;X;;;x
clausewitzlib\buttontype.cpp;OK;OK;X;;;x
clausewitzlib\buttontype.cpp;Ok;Ok;X;;;x
clausewitzlib\buttontype.cpp;Own Games;Own Games;X;;;x
clausewitzlib\buttontype.cpp;Player;Player;X;;;x
clausewitzlib\buttontype.cpp;Please add Text;Please add Text;X;;;x
clausewitzlib\buttontype.cpp;Please add Text To the delayTooltip;Please add Text To the delayTooltip;X;;;x
clausewitzlib\buttontype.cpp;Preferences;Preferences;X;;;x
clausewitzlib\buttontype.cpp;Profile;Profile;X;;;x
clausewitzlib\buttontype.cpp;QuickLoad;QuickLoad;X;;;x
clausewitzlib\buttontype.cpp;QuickSave;QuickSave;X;;;x
clausewitzlib\buttontype.cpp;Quit;Quit;X;;;x
clausewitzlib\buttontype.cpp;Refresh;Refresh;X;;;x
clausewitzlib\buttontype.cpp;Sandbox;Sandbox;X;;;x
clausewitzlib\buttontype.cpp;Save;Save;X;;;x
clausewitzlib\buttontype.cpp;Save Game;Save Game;X;;;x
clausewitzlib\buttontype.cpp;Search;Search;X;;;x
clausewitzlib\buttontype.cpp;Select;Select;X;;;x
clausewitzlib\buttontype.cpp;Send;Send;X;;;x
clausewitzlib\buttontype.cpp;Settings;Settings;X;;;x
clausewitzlib\buttontype.cpp;Single Game;Single Game;X;;;x
clausewitzlib\buttontype.cpp;Start;Start;X;;;x
clausewitzlib\buttontype.cpp;Start Game;Start Game;X;;;x
clausewitzlib\buttontype.cpp;Switch to sandbox;Switch to sandbox;X;;;x
clausewitzlib\buttontype.cpp;Switch to SP;Switch to SP;X;;;x
clausewitzlib\buttontype.cpp;temp;temp;X;;;x
clausewitzlib\buttontype.cpp;Tutorial;Tutorial;X;;;x
clausewitzlib\buttontype.cpp;Video;Video;X;;;x
clausewitzlib\editboxtype.cpp;User Name;User Name;X;;;x
clausewitzlib\textboxtype.cpp;0;0;x;;;x
clausewitzlib\textboxtype.cpp;1901;;x;;;x
clausewitzlib\textboxtype.cpp; ; ;X;;;x
clausewitzlib\textboxtype.cpp;#Channelname/Playerlist;#Channelname/Playerlist;X;;;x
clausewitzlib\textboxtype.cpp;© 2005 Hasbro.  All rights reserved.;© 2005 Hasbro.  All rights reserved.;X;;;x
clausewitzlib\textboxtype.cpp;Administrative Tools;Administrative Tools;X;;;x
clausewitzlib\textboxtype.cpp;AI Difficulty;AI Difficulty;X;;;x
clausewitzlib\textboxtype.cpp;AI difficulty:;AI difficulty:;x;;;x
clausewitzlib\textboxtype.cpp;Alert;Alert;X;;;x
clausewitzlib\textboxtype.cpp;All human players must select a country!;All human players must select a country!;X;;;x
clausewitzlib\textboxtype.cpp;Anti-alias Geometry;Anti-alias Geometry;X;;;x
clausewitzlib\textboxtype.cpp;Are you sure that you want to end the turn?;Are you sure that you want to end the turn?;x;;;x
clausewitzlib\textboxtype.cpp;Are you sure you want to quit?;Are you sure you want to quit?;X;;;x
clausewitzlib\textboxtype.cpp;ATARI, and all related titles, logos and characters are trademarks of Atari, Inc. and are used with permission.;ATARI, and all related titles, logos and characters are trademarks of Atari, Inc. and are used with permission.;X;;;x
clausewitzlib\textboxtype.cpp;Audio Settings;Audio Settings;X;;;x
clausewitzlib\textboxtype.cpp;Auto Save;Auto Save;X;;;x
clausewitzlib\textboxtype.cpp;AVALON HILL, and the AH names and logos and DIPLOMACY and THE GAME OF INTERNATIONAL INTRIGUE are trademarks of Hasbro and are used with permission.;AVALON HILL, and the AH names and logos and DIPLOMACY and THE GAME OF INTERNATIONAL INTRIGUE are trademarks of Hasbro and are used with permission.;X;;;x
clausewitzlib\textboxtype.cpp;Centers for victory:;Centers for victory:;x;;;x
clausewitzlib\textboxtype.cpp;CHANGE TEXT!;CHANGE TEXT!;x;;;x
clausewitzlib\textboxtype.cpp;Channels;Channels;X;;;x
clausewitzlib\textboxtype.cpp;Chat;Chat;X;;;x
clausewitzlib\textboxtype.cpp;Chattext goes here;Chattext goes here;X;;;x
clausewitzlib\textboxtype.cpp;Confirm End Of Turn;Confirm End Of Turn;x;;;x
clausewitzlib\textboxtype.cpp;Confirm End of Turn;Confirm End of Turn;X;;;x
clausewitzlib\textboxtype.cpp;Connection failed!;Connection failed!;x;;;x
clausewitzlib\textboxtype.cpp;Controls Settings;Controls Settings;X;;;x
clausewitzlib\textboxtype.cpp;Create Game;Create Game;x;;;x
clausewitzlib\textboxtype.cpp;Current Orders;Current Orders;X;;;x
clausewitzlib\textboxtype.cpp;Description;Description;X;;;x
clausewitzlib\textboxtype.cpp;Diplomacy Tutorial;Diplomacy Tutorial;X;;;x
clausewitzlib\textboxtype.cpp;Dynamic Lights;Dynamic Lights;X;;;x
clausewitzlib\textboxtype.cpp;Easy;Easy;X;;;x
clausewitzlib\textboxtype.cpp;EMPTY;EMPTY;X;;;x
clausewitzlib\textboxtype.cpp;End Turn Confirmation;End Turn Confirmation;X;;;x
clausewitzlib\textboxtype.cpp;Enter User;Enter User;X;;;x
clausewitzlib\textboxtype.cpp;Error writing to the settings-file. Check that the file is not write protected and try again.;Error writing to the settings-file. Check that the file is not write protected and try again.;X;;;x
clausewitzlib\textboxtype.cpp;Feature Not Implemented;Feature Not Implemented;X;;;x
clausewitzlib\textboxtype.cpp;Find user;Find user;X;;;x
clausewitzlib\textboxtype.cpp;Fleet in Rome;Fleet in Rome;X;;;x
clausewitzlib\textboxtype.cpp;Game Menu;Game Menu;X;;;x
clausewitzlib\textboxtype.cpp;Game Menu - Sandbox;Game Menu - Sandbox;X;;;x
clausewitzlib\textboxtype.cpp;Game Settings;Game Settings;X;;;x
clausewitzlib\textboxtype.cpp;Games;Games;X;;;x
clausewitzlib\textboxtype.cpp;Gamma;Gamma;X;;;x
clausewitzlib\textboxtype.cpp;Hard;Hard;X;;;x
clausewitzlib\textboxtype.cpp;Hide Inactive Negotiations;Hide Inactive Negotiations;X;;;x
clausewitzlib\textboxtype.cpp;Immidiate Resolve;Immediate Resolve;X;;;x
clausewitzlib\textboxtype.cpp;In this tutorial you will learn how to negotiate with other nations and how to issue orders that involve the participation of another nation's units.;In this tutorial you will learn how to negotiate with other nations and how to issue orders that involve the participation of another nation's units.;x;;;x
clausewitzlib\textboxtype.cpp;In this tutorial you will learn what happens when you gain and lose control of supply centers, how to issue a RETREAT order to a unit, and how to build and disband your units.;In this tutorial you will learn what happens when you gain and lose control of supply centers, how to issue a RETREAT order to a unit, and how to build and disband your units.;x;;;x
clausewitzlib\textboxtype.cpp;Information;Information;X;;;x
clausewitzlib\textboxtype.cpp;Join Game;Join Game;x;;;x
clausewitzlib\textboxtype.cpp;Ladder;Ladder;X;;;x
clausewitzlib\textboxtype.cpp;Ladder Game;Ladder Game;X;;;x
clausewitzlib\textboxtype.cpp;List registered users;List registered users;X;;;x
clausewitzlib\textboxtype.cpp;List users in channel;List users in channel;X;;;x
clausewitzlib\textboxtype.cpp;Load Game;Load Game;X;;;x
clausewitzlib\textboxtype.cpp;Loaded game. this is just a lot of text so that i can know where the thing clips. a b c d e f g h i j k l mmmmmmmmmmmmmm mmmmmmmmmm.;Loaded game. this is just a lot of text so that i can know where the thing clips. a b c d e f g h i j k l mmmmmmmmmmmmmm mmmmmmmmmm.;X;;;x
clausewitzlib\textboxtype.cpp;Local Network;Local Network;x;;;x
clausewitzlib\textboxtype.cpp;Long;Long;X;;;x
clausewitzlib\textboxtype.cpp;Marcus Text;Marcus Text;X;;;x
clausewitzlib\textboxtype.cpp;Master Volume;Master Volume;X;;;x
clausewitzlib\textboxtype.cpp;Metaserver Login;Metaserver Login;X;;;x
clausewitzlib\textboxtype.cpp;Mouse Speed;Mouse Speed;X;;;x
clausewitzlib\textboxtype.cpp;Music Volume;Music Volume;X;;;x
clausewitzlib\textboxtype.cpp;N/A;N/A;X;;;x
clausewitzlib\textboxtype.cpp;Name;Name;x;;;x
clausewitzlib\textboxtype.cpp;Name:;Name:;X;;;x
clausewitzlib\textboxtype.cpp;News;News;X;;;x
clausewitzlib\textboxtype.cpp;NoPlayerDefined;NoPlayerDefined;x;;;x
clausewitzlib\textboxtype.cpp;Normal;Normal;X;;;x
clausewitzlib\textboxtype.cpp;Not all humans have arrived!;Not all humans have arrived!;x;;;x
clausewitzlib\textboxtype.cpp;Nothing;Nothing;X;;;x
clausewitzlib\textboxtype.cpp;Now that you have learned the basics, we put it all together and take you through the first few turns of a simulated game. Here you will see a few of the more advanced rules governing conflict resolution and learn the value of good negotiations.;Now that you have learned the basics, we put it all together and take you through the first few turns of a simulated game. Here you will see a few of the more advanced rules governing conflict resolution and learn the value of good negotiations.;x;;;x
clausewitzlib\textboxtype.cpp;Orthonormal Top Down View;Orthonormal Top Down View;X;;;x
clausewitzlib\textboxtype.cpp;Password:;Password:;X;;;x
clausewitzlib\textboxtype.cpp;Password: ;Password: ;X;;;x
clausewitzlib\textboxtype.cpp;Player List;Player List;X;;;x
clausewitzlib\textboxtype.cpp;Player lost! Waiting for gameowner to decide whats next...;Player lost! Waiting for gameowner to decide whats next...;X;;;x
clausewitzlib\textboxtype.cpp;Player Setup;Player Setup;X;;;x
clausewitzlib\textboxtype.cpp;Profile;Profile;X;;;x
clausewitzlib\textboxtype.cpp;Profile Setup;Profile Setup;X;;;x
clausewitzlib\textboxtype.cpp;Programming Code for DIPLOMACY game © 2005 Atari Interactive, Inc.  All rights reserved.;Programming Code for DIPLOMACY game © 2005 Atari Interactive, Inc.  All rights reserved.;X;;;x
clausewitzlib\textboxtype.cpp;Refresh Rate;Refresh Rate;X;;;x
clausewitzlib\textboxtype.cpp;Resolution;Resolution;X;;;x
clausewitzlib\textboxtype.cpp;Rotation Speed;Rotation Speed;X;;;x
clausewitzlib\textboxtype.cpp;Rules & Settings;Rules & Settings;X;;;x
clausewitzlib\textboxtype.cpp;Sandbox;Sandbox;x;;;x
clausewitzlib\textboxtype.cpp;Save Game;Save Game;X;;;x
clausewitzlib\textboxtype.cpp;Scenario;Scenario;X;;;x
clausewitzlib\textboxtype.cpp;Scenario Title;Scenario Title;X;;;x
clausewitzlib\textboxtype.cpp;Screen Resolution;Screen Resolution;X;;;x
clausewitzlib\textboxtype.cpp;Scroll Speed;Scroll Speed;X;;;x
clausewitzlib\textboxtype.cpp;Select a map;Select a map;X;;;x
clausewitzlib\textboxtype.cpp;Select AI;Select AI;X;;;x
clausewitzlib\textboxtype.cpp;Select avatar;Select avatar;X;;;x
clausewitzlib\textboxtype.cpp;Server found!;Server found!;x;;;x
clausewitzlib\textboxtype.cpp;Server lost! Press ok to save and quit.;Server lost! Press ok to save and quit.;X;;;x
clausewitzlib\textboxtype.cpp;SERVER_DECISION_HERE;SERVER_DECISION_HERE;X;;;x
clausewitzlib\textboxtype.cpp;Shadow Effect;Shadow Effect;X;;;x
clausewitzlib\textboxtype.cpp;Short;Short;X;;;x
clausewitzlib\textboxtype.cpp;Show Channel users;Show Channel users;X;;;x
clausewitzlib\textboxtype.cpp;Show Inactive Negotiations Transparent;Show Inactive Negotiations Transparent;X;;;x
clausewitzlib\textboxtype.cpp;Show Ladder;Show Ladder;X;;;x
clausewitzlib\textboxtype.cpp;Show Territorial Colors on Map;Show Territorial Colors on Map;X;;;x
clausewitzlib\textboxtype.cpp;SoundFX Volume;SoundFX Volume;X;;;x
clausewitzlib\textboxtype.cpp;Spring;Spring;X;;;x
clausewitzlib\textboxtype.cpp;Status bar;Status bar;X;;;x
clausewitzlib\textboxtype.cpp;TEST!;TEST!;X;;;x
clausewitzlib\textboxtype.cpp;The Bear is a cautious and patient survivor. He is a team player, but his modesty and openness refrains him from being in the centre-point of any alliance. Because the Bear is a trustworthy ally, who just chew small chunks at a time. The Bear tend to grow slow but steady and thus become a very strong end-game player.;The Bear is a cautious and patient survivor. He is a team player, but his modesty and openness refrains him from being in the centre-point of any alliance. Because the Bear is a trustworthy ally, who just chew small chunks at a time. The Bear tend to grow slow but steady and thus become a very strong end-game player.;X;;;x
clausewitzlib\textboxtype.cpp;This tutorial familiarizes you with the game map and basic interface, and ends with you placing your very first unit order.;This tutorial familiarizes you with the game map and basic interface, and ends with you placing your very first unit order.;x;;;x
clausewitzlib\textboxtype.cpp;This tutorial will show you some of the other advanced diplomatic options that you may negotiate with other nations.;This tutorial will show you some of the other advanced diplomatic options that you may negotiate with other nations.;x;;;x
clausewitzlib\textboxtype.cpp;This tutorial will teach you the basic rules that govern the resolution of conflicts in Diplomacy. You will also learn how to place the SUPPORT order.;This tutorial will teach you the basic rules that govern the resolution of conflicts in Diplomacy. You will also learn how to place the SUPPORT order.;x;;;x
clausewitzlib\textboxtype.cpp;ticktock;ticktock;X;;;x
clausewitzlib\textboxtype.cpp;Turn timer:;Turn timer:;X;;;x
clausewitzlib\textboxtype.cpp;Turn:;Turn:;X;;;x
clausewitzlib\textboxtype.cpp;Use Avatars;Use Avatars;X;;;x
clausewitzlib\textboxtype.cpp;Use Password;Use Password;X;;;x
clausewitzlib\textboxtype.cpp;User Info;User Info;X;;;x
clausewitzlib\textboxtype.cpp;Username: ;Username: ;X;;;x
clausewitzlib\textboxtype.cpp;Welcome to Paradox Diplomacy Server.;Welcome to Paradox Diplomacy Server.;X;;;x
clausewitzlib\textboxtype.cpp;Video Settings;Video Settings;X;;;x
clausewitzlib\textboxtype.cpp;Year:;Year:;X;;;x
clausewitzlib\textboxtype.cpp;You are banned!;You are banned!;x;;;x
clausewitzlib\textboxtype.cpp;You have been kicked!;You have been kicked!;x;;;x
clausewitzlib\textboxtype.cpp;You need to restart for the change to take effect.;You need to restart for the change to take effect.;X;;;x
clausewitzlib\textboxtype.cpp;You will learn some of the basic rules of Diplomacy and will discover how to issue HOLD, MOVE, and basic convoy orders.;You will learn some of the basic rules of Diplomacy and will discover how to issue HOLD, MOVE, and basic convoy orders.;x;;;x
clausewitzlib\textboxtype.cpp;Zoom Speed;Zoom Speed;X;;;x
_diplomacylib\briefing.cpp;tut_1_fr_1;Welcome to the first of seven tutorials that will provide you with a basic understanding of the game of Diplomacy and how to play it. Each is designed to be brief and easy to complete,  focusing primarily on how to do something. The game's instruction manual provides considerably more detail on why you might wish to do so. Diplomacy also contains a fairly large number of rules that detail how special situations are resolved. The tutorials will cover only the most common of these, while the manual provides details of them all.;X;;;x
_diplomacylib\briefing.cpp;tut_1_fr_2;Diplomacy is played by seven players, each of whom takes control of one of the Great Powers that controlled the European landscape in the years leading up to World War I. The game is played on a simplified map of Europe—a map that dominates the playing area at all times. Players will vie for supremacy by moving their military forces across this landscape until a clear winner emerges, or until a detente of sorts is reached and a draw, or joint victory, is declared.;X;;;x
_diplomacylib\briefing.cpp;tut_1_fr_3;The seven nations' flags are displayed across the top of the map (the red arrow on your screen is pointing to them right now). These boxes provide a quick summary of each nation's current standing in the game, and also act as part of the interface used for diplomatic negotiations. Diplomacy usually involves a great deal of communication and deal-brokering between players, so you will use this negotiations interface quite frequently. Your own summary box is also used as part of the Build interface. We will look at these interfaces and their use in future tutorials.;X;;;x
_diplomacylib\briefing.cpp;tut_1_fr_4;Each national summary box contains the nation's flag, and the box is color-coded to match the shading you will see for that nation's units and current territory on the map. From left to right, the nations are: Austria (red), England (dark blue), France (light blue), Germany (black), Italy (green), Russia (white), and Turkey (yellow). In this tutorial you are playing France.;X;;;x
_diplomacylib\briefing.cpp;tut_1_fr_5;There are three important buttons at the right edge of the narrow bottom menu bar (see the red pointer now displayed on your screen). Clicking the left-most button will display an orders summary which we will discuss in the next tutorial. Clicking the center button accesses the main game menu which you will use to adjust in-game graphics and sound settings, to save and load games, and to quit the game and return to the main start-up menu. The arrow-shaped button at the extreme right is the Resolve button. This is used to advance to each new phase of the game.;X;;;x
_diplomacylib\briefing.cpp;tut_1_fr_6;Diplomacy is a turn-based game, with each turn representing six months. The first turn of a new game is the spring turn of 1901, the next turn will be fall 1901, and then spring 1902, fall 1902, and so on. The current year and season is always displayed near the top left corner of your screen. The actual year is not important in the game, so for convenience we start in 1901. And although the actual year may not be of any significance, the current season of the year is extremely important. You should always pay attention to whether the season is spring or fall. We'll explain why in a moment.;X;;;x
_diplomacylib\briefing.cpp;tut_1_fr_7;Each turn is divided into several phases. The first phase is called the Diplomacy and Orders phase. This is where you will negotiate with other players and issue orders to your military forces to tell them what you'd like to do this turn. Once you've finished, you will click the Resolve button to end the phase. Next comes the Resolution phase where the orders you've placed are actually processed and carried out. This phase is handled automatically by the game and players will watch with breathless anticipation to see what their opponents have done.;X;;;x
_diplomacylib\briefing.cpp;tut_1_fr_8;If two nations' forces come into conflict with one another, then these conflicts are resolved during this phase as well. All orders and conflicts are resolved simultaneously. The next phase is the Retreat phase where defeated forces must either retreat or be disbanded. If it's currently a spring turn, then this is the last phase of the turn. In a fall turn, and only in a fall turn, there is one additional phase called the Build phase during which two very important things occur. We'll discuss those in a minute. ;X;;;x
_diplomacylib\briefing.cpp;tut_1_fr_9;Let's continue our tour of the playing area and look at the main map. The somewhat stylized map of Europe has been divided into seventy-six large distinct areas called provinces. Each province has a name displayed on it. Some of these contain only seas or oceans and are called water provinces. The other provinces contain only land and are called either inland provinces or coastal provinces. If the province shares a border somewhere with a water province, then it is coastal, and if all of its borders are only with other land provinces, then it is inland.;X;;;x
_diplomacylib\briefing.cpp;tut_1_fr_10;Around the edges of this text box you'll see a number of examples. Bohemia, Vienna, Galicia, and Serbia are all inland provinces. Rome, Apulia, Naples, Albania, Greece, and Bulgaria are  coastal provinces. The Tyrrhenian Sea, Adriatic Sea, Ionian Sea, and the Gulf of Lyon are all water provinces.;X;;;x
_diplomacylib\briefing.cpp;tut_1_fr_11;There are a number of islands—including Corsica and Sardinia to the left of this text box, as well as Ireland and a few others—that are too small for a highly abstracted strategy game like Diplomacy to include as provinces. They are displayed on the map to make it appear familiar, but they are not part of the actual playing area so no military forces are allowed to go there. If a province doesn't have a name, then it is impassable. Due to its extremely mountainous terrain, Switzerland is also impassable and cannot contain any military forces.;X;;;x
_diplomacylib\briefing.cpp;tut_1_fr_12;As you'll see from the camera fly through that's happening right now, the map can be viewed in almost any way you like. There are both mouse and keyboard commands to change the views, but we'll just cover the mouse controls in this tutorial. Moving the mouse to any edge of the screen causes the map to pan. Moving your central mouse wheel will zoom in and out of the map. If you hold down your right mouse button you can then move the mouse to the left and right to rotate the map, or towards the top or bottom to adjust the tilt.;X;;;x
_diplomacylib\briefing.cpp;tut_1_fr_13;Take a moment now to experiment with the controls. Pan by moving the mouse to the edge of the screen. Zoom using your mouse wheel. Tilt and rotate by moving the mouse with the right mouse button pressed. Click the next button in this text box when you're ready to continue.;X;;;x
_diplomacylib\briefing.cpp;tut_1_fr_14;As you were adjusting your view, you probably noticed a few other features on the map. All of the provinces are shaded in one of eight colors—either in one of the seven national colors shown in their summary boxes at the top of the screen, or in a neutral color. This lets you see at a glance which province is occupied by which nation, and these colors will change as the nations move their forces around the map and garner new conquests. The neutral brown colored provinces belong to no one and are ripe for conquest early in the game.;X;;;x
_diplomacylib\briefing.cpp;tut_1_fr_15;You may also have noticed that there are a number of provinces which have a star-shaped graphic in them. Some of these have a nation's flag flying from them, while the ones that are in the neutral provinces have no flag attached to them at all. The provinces that contain this symbol are called supply centers and flags indicate which nation controls the supply center. If it has no flag, then it is neutral and nobody controls it. There are thirty-four supply centers distributed around the map.;X;;;x
_diplomacylib\briefing.cpp;tut_1_fr_16;Gaining and keeping control of supply centers is the most important thing you can do in the game. If you can capture eighteen or more of them, you automatically win the game! If you control none at the end of a Build phase, you are eliminated. Furthermore, the number of supply centers determines the number of military units that you can have on the map—one unit for each supply center you control. Gaining new ones will increase the size of your military while losing them will make you weaker. The number of supply centers each nation controls is displayed in their national summary box at the top of the screen.;X;;;x
_diplomacylib\briefing.cpp;tut_1_fr_17;Control of supply centers will only change during a Build phase, so that means that it never happens in the spring, only in the fall. The number of military units you have on the map is also only adjusted during the Build phase (after you've adjusted who controls each supply center). That's why we stated earlier in the tutorial that it was important to keep an eye on what season it is during the current turn. We're nearing the end of our tour now.;X;;;x
_diplomacylib\briefing.cpp;tut_1_fr_18;You will also have noticed some colored objects or units located in some of the provinces. Anchors with rectangular bases are fleet units and infantrymen on circular bases are army units. These are the only two unit types used in Diplomacy. Each unit uses the same color as the nation that owns it. All nations (except Russia) start the game controlling 3 supply centers, so they all have some combination of army and fleet units that adds up to 3. Russia, which starts with 4 supply centers, has 4 units (2 army units and 2 fleet units).;X;;;x
_diplomacylib\briefing.cpp;tut_1_fr_19;This tutorial has had a lot of text for you to read without giving you much to do, but now that you've had the basic tour of the playing area and have some idea of what you're looking at, we're finally ready to start showing you how to do things like issue orders to your units and negotiate with your neighbors. We'll begin this process in earnest in the next tutorial, but first let's show you how to place the most basic of all orders as a way to close this chapter with a sense of accomplishment.;X;;;x
_diplomacylib\briefing.cpp;tut_1_fr_20;The most basic of all orders in Diplomacy is called the Hold order. This tells your unit to stay in its location and defend the province in case an enemy attacks. If there is no attack, then your unit will simply spend the turn doing nothing. Hold is also Diplomacy's default order. Unless you tell a unit to do something else, it will assume that it is to hold. It's still usually a good idea to place the order anyway just to be sure that you've reviewed each of your units.;X;;;x
_diplomacylib\briefing.cpp;tut_1_fr_21;Since you're playing France in this tutorial, let's order the French army in Paris to hold. We're adjusting your map view again to place the Paris army at the center of your screen. Once you've read the next text box's instructions on how to issue a Hold order, you will close the box and then you'll be able to place your first order. Don't worry, we'll leave a short reminder on the screen for you to refer to as you're placing the order.;X;;;x
_diplomacylib\briefing.cpp;tut_1_fr_22;To issue a Hold order, simply pick up the army by positioning the mouse pointer over it. Click and hold the left mouse button down. The unit will rise up off the map. Now release it again by simply releasing the mouse button. A pop-up menu will now appear and it will display a context-sensitive list of options that are appropriate for the mouse action you've just done. In this case, the pick up and release action will only result in one option: an order to hold in Paris. Click this option to issue the order. Okay. Let's try it!;X;;;x
_diplomacylib\briefing.cpp;tut_1_fr_23;Left-click on the French army in Paris to pick it up, then release it and select the Hold order from the pop-up menu.;X;;;x
_diplomacylib\briefing.cpp;tut_1_fr_24;Congratulations! You've just placed your first order in Diplomacy. In the next tutorial we'll show you how to issue other orders to your forces and get you started on the long road to dominance over Europe.;X;;;x
_diplomacylib\briefing.cpp;tut_2_fr_1;This is the second Diplomacy tutorial. During this session you will learn the basic rules about movement of units and how to issue three of the four orders that your units can perform: Hold, Move, and Convoy. The fourth order is Support, which we won't look at until the third tutorial. In this tutorial we'll be playing as Italy, so take a moment to look around if you aren't familiar with the province names in the area. All of Italy's provinces and units are green.;X;;;x
_diplomacylib\briefing.cpp;tut_2_fr_2;We will include a small side note before we continue: The initial setup of armies and navies in Italy is different than it will be when you start a single player game. Normally there is an army in Venice, an army in Rome, and a fleet in Naples. We've changed this for reasons that will become apparent shortly. If you're an experienced player of the Diplomacy board game, then don't worry. We've only done this for the tutorial and the regular setup is used for all games. Now back to the tutorial...;X;;;x
_diplomacylib\briefing.cpp;tut_2_fr_3;We ended the first tutorial by showing you how to issue a Hold order to tell a unit to stand its ground and not move. As you'll probably recall, a Hold order is placed by picking up the army in Venice, then releasing it again, and then selecting Hold from the pop-up orders menu. A unit is picked up by clicking and holding your left mouse button. It is released when you stop pressing the mouse button.;X;;;x
_diplomacylib\briefing.cpp;tut_2_fr_4;Let's get a bit more practice with this order. We've moved the map view to be centered on the army unit in Venice. Issue a Hold order to this army by picking it up and then releasing it again. When the orders menu appears, select the 'Hold: Venice' option. We'll leave a reminder on the screen once you've closed this text box.;X;;;x
_diplomacylib\briefing.cpp;tut_2_fr_5;Order the army in Venice to hold. Left-click on it, then release it. Select the Hold order.;X;;;x
_diplomacylib\briefing.cpp;tut_2_fr_6;Good! In Diplomacy, all orders use the same technique of picking a unit up and then releasing it over its destination. A menu will pop up with all possible orders that make sense for the unit, and you will select the order you want. Since the destination of a Hold order is the same province that the unit already occupies, you just pick it up and release it. There is only one possible order that makes sense for that mouse action at the moment, so you were only offered one order to choose from. Later, as you'll see, you may have several orders to choose between.;X;;;x
_diplomacylib\briefing.cpp;tut_2_fr_7;While the Hold order will help us protect the three supply centers we control at the moment, we will not conquer any new ones and win the game by simply telling our units to hold all the time. That means that we want to be able to move a unit, but to teach you how to do that, first we need to tell you a couple of simple but important rules. They're described in detail in the manual, but we'll keep it brief here so you have as little reading to do as possible.;X;;;x
_diplomacylib\briefing.cpp;tut_2_fr_8;There are three core rules of Diplomacy and if you understand all three, then you will have gone a long way toward winning your first game. Loosely speaking, they are the answers to the three following questions: Where are units allowed to be? How do they move? What happens when they get there?  Diplomacy has more rules, but they are designed to resolve special and tricky situations that come up as you play. We're going to answer the first two questions, thus learning two of the rules in this tutorial.;X;;;x
_diplomacylib\briefing.cpp;tut_2_fr_9;Where is a unit allowed to be? That depends on the unit. An army unit is allowed to be in any province that is predominantly land, so that means it can be in an inland province or a coastal province but it can never be in a water province. A fleet must have access to water, so that means that a fleet can only be in a water province or a coastal province but can never be in an inland province. Makes sense, right? A unit can never be in, or move to, a province that isn't suitable to the type of unit. That's the rule.;X;;;x
_diplomacylib\briefing.cpp;tut_2_fr_10;How do units move? Again, that's simple if you think of provinces as being a bit like the jumbled-up squares of a chess board. During each turn, a unit may only move one 'square' so it can only move into a province that is adjacent to the province it's in. Does this mean that as long as the two provinces share a common border then everything is all right? Not quite. There's an extra part to this rule that depends on whether the unit is an army or a fleet.;X;;;x
_diplomacylib\briefing.cpp;tut_2_fr_11;Armies are easiest. An army can move into any adjacent province with the only restriction being that it can't move into a water province. For an army, the special exception to this rule is that it can use something called a convoy to move even further than this. A convoy also allows it to cross water provinces that would otherwise block its movement. We'll look at convoys towards the end of this tutorial.;X;;;x
_diplomacylib\briefing.cpp;tut_2_fr_12;Fleets have a special extra requirement to their rule. Fleets can move to an adjacent province as long as the province it's moving to isn't an inland province and as long as the border between the two provinces is 'adjacent along the coastline'. What this means in practice is that it either has to move into or out of a water province, or that it has to be able to slide along a coastline between two coastal provinces while crossing only one border—the border between the two provinces.;X;;;x
_diplomacylib\briefing.cpp;tut_2_fr_13;At the beginning of the tutorial, we made a side note about having changed the usual starting setup for Italy for this tutorial. We did this partially because having a fleet in Rome lets us provide an excellent example of this special 'adjacent along the coastline' part of a fleet's movement rule. Whenever you pick up a unit in Diplomacy you'll notice that any adjacent province that is a valid place for the unit to move to will be highlighted. In fact, the game won't even let you issue an order that breaks these rules.;X;;;x
_diplomacylib\briefing.cpp;tut_2_fr_14;Let's have a look at this. After closing this text box, pick up the fleet in Rome and look at the locations that are highlighted on the map. Once you've finished, put the fleet back down in Rome. Since you picked it up you will be asked to issue an order, so give it a basic Hold order for now. We'll change it later. Go ahead and do that now.;X;;;x
_diplomacylib\briefing.cpp;tut_2_fr_15;Pick up the fleet in Rome. Look at the highlighted provinces and then issue the fleet a Hold order to remain in Rome.;X;;;x
_diplomacylib\briefing.cpp;tut_2_fr_16;When you picked up the fleet, there were two provinces that weren't highlighted that you might otherwise have expected would be: Apulia and Venice. While Apulia does share a common border with Rome, the border is a land border, not a coastal border, so the fleet can't slide along the coastline to move between the two provinces. The same is true of Venice. The border isn't along the coastline so the fleet can't cross it. The fleet in Rome could only move out into the Tyrrhenian Sea water province, or slide along the coastline to either Tuscany or Naples.;X;;;x
_diplomacylib\briefing.cpp;tut_2_fr_17;An army isn't subject to the same restrictions. An army in Rome could be ordered to move to Apulia or Venice if we want it to because armies can move between any two adjacent provinces as long as the province it moves to isn't a water province. In fact, we're going to prove that when we issue our very first Move order.;X;;;x
_diplomacylib\briefing.cpp;tut_2_fr_18;A Move order is very easy to place and is only a little different from the Hold order you've already learned. You will pick up the unit and instead of releasing it immediately, you will continue to hold down the mouse button and drag it over to the province you want it to move to. Once it's there, release the mouse button and you will see a pop-up orders menu where one of the options will be to issue the Move order. Select this option and the order will be issued.;X;;;x
_diplomacylib\briefing.cpp;tut_2_fr_19;The order we are going to place is to instruct the army in Venice to move to Rome. Earlier in this tutorial we issued an order for that same army to hold in Venice, but since we haven't pressed the Resolve button to end the phase, we can change its orders any time we like. The only order that will ever be processed or resolved is the very last order that the unit receives. We don't have to cancel its old order, we only need to issue it a new one.;X;;;x
_diplomacylib\briefing.cpp;tut_2_fr_20;When you pick up the army in Venice you'll see that Rome is highlighted so it is a valid Move order for the army to receive. Drag the army over to Rome, then release the mouse button. You'll see a couple of options in the pop-up menu and the one you want to select is the 'Move: Venice to Rome' order. Ignore the Support order for now. If you accidentally pick the wrong option, try it again. After you've closed this text box, the next box won't appear until you've issued the correct order. Go ahead now and try it now.;X;;;x
_diplomacylib\briefing.cpp;tut_2_fr_21;Order the army in Venice to move to Rome by left-clicking and dragging it there. When you release it in Rome, select the Move order from the menu.;X;;;x
_diplomacylib\briefing.cpp;tut_2_fr_22;You've done it! Or... Wait... Have you? The army didn't move. Why is that? Ah... It's because orders are never processed until the end of the phase. Until you finish issuing all of your orders and press the Resolve button, nothing will actually happen. Until the Resolve button is pressed, all orders are pending. So yes, you have successfully created the order.;X;;;x
_diplomacylib\briefing.cpp;tut_2_fr_23;You will almost certainly have noticed that a new graphic has been added to the map. It's a solid green arrow that arches from Venice to Rome and has a small white arrow marker at the middle of it. This is the Move graphic and allows you to see at a glance what order has been issued to a unit. If you look closely at the fleet in Rome you'll notice that it has the Hold graphic above it—a green rectangle with a dot at the center. Each order has a unique graphic that makes it easy to tell what orders you've issued to your units.;X;;;x
_diplomacylib\briefing.cpp;tut_2_fr_24;Let's practice the Move order by issuing another one, but this time let's try it with a fleet. We have a fleet in Naples that we haven't done anything with yet, so let's order it to move out into the Tyrrhenian Sea. Close this text box and then pick up the unit and drag it over to the province. Then release the mouse button and select the 'Move from Naples to Tyrrhenian Sea' order.;X;;;x
_diplomacylib\briefing.cpp;tut_2_fr_25;Order the fleet in Naples to move to the Tyrrhenian Sea.;X;;;x
_diplomacylib\briefing.cpp;tut_2_fr_26;Excellent! The order is placed and the Move graphic is now displayed on the map. Everything looks fine.;X;;;x
_diplomacylib\briefing.cpp;tut_2_fr_27;Let's practice one more Move order. Let's cancel the Hold order that the fleet in Rome currently has and try the 'slide along the coastline' version of the Move order for fleets. Tuscany seems like a good place to try. Close this box and see if you can issue the order without any further instructions. Order the fleet in Rome to move to Tuscany.;X;;;x
_diplomacylib\briefing.cpp;tut_2_fr_28;Order the fleet in Rome to move to Tuscany.;X;;;x
_diplomacylib\briefing.cpp;tut_2_fr_29;You're getting good at this! It looks like you now know how to place a Move order for both your armies and your fleets. Of course, nothing has actually happened yet. We've placed the orders but the units haven't moved anywhere. That's because we haven't ended the current phase yet. Until we do, we can always re-select a unit and give it different orders. Let's leave them the way they are now, though, and double-check that we've done everything correctly.;X;;;x
_diplomacylib\briefing.cpp;tut_2_fr_30;You should now see a red pointer that we've just added to your map. It's pointing at the orders summary button near the bottom right corner of the screen. When you click this, a summary will appear that lists the orders that you have currently issued to your units. Instead of using the words army or fleet, each line will start with an army symbol or a fleet symbol. The Move order will use the V-shaped move marker that you've already seen in the center of the arrow on the Move graphic on the map. The summary screen always uses symbols instead of words. You will get used to reading these in no time.;X;;;x
_diplomacylib\briefing.cpp;tut_2_fr_31;The orders summary should read as follows: the fleet in Naples will move to the Tyrrhenian Sea, the fleet in Rome will move to Tuscany, and the army in Venice will move to Rome. If any of the orders you see is different, then you should re-issue the correct order for that unit since the final part of this tutorial is based on these orders being in place. Close the summary screen by clicking the button again, correct any orders that need fixing, and then press the next button on this text box.;X;;;x
_diplomacylib\briefing.cpp;tut_2_fr_32;Now we're almost ready to move on to the last part of this tutorial. Before we do that, though, let's see what happens when we process our orders. Right now we're in the Diplomacy and Orders phase of the Spring 1901 turn. In a game, you might first spend some time negotiating with other players (which we'll teach you in a future tutorial) before issuing your orders as we've just done. In this tutorial you can take as long as you'd like, but in a game you will have 15 minutes to finish the phase.;X;;;x
_diplomacylib\briefing.cpp;tut_2_fr_33;While 15 minutes doesn't sound too bad, diplomatic negotiations can become quite protracted and if you have a lot of units, you may find yourself running short of time. If the time limit expires, any unit that you fail to issue an order to will be given the default Hold order instead, and whatever units have orders will attempt to execute them whether you want them to or not. It probably won't happen too often, but it could.;X;;;x
_diplomacylib\briefing.cpp;tut_2_fr_34;Once you're ready, you will press the V-shaped Resolve button to end the phase (see the red pointer we've just added to the bottom right corner of your  screen). In a single player game, the phase will end immediately. In a multiplayer game you will have to wait until all players have pressed the Resolve button before the phase will end. Once this happens, the game will then process all of the orders simultaneously. Let's try that with our orders and see what happens. Close this text box and then press the Resolve button that the red marker is pointing to.;X;;;x
_diplomacylib\briefing.cpp;tut_2_fr_35;Click the Resolve button to process and resolve your orders.;X;;;x
_diplomacylib\briefing.cpp;tut_2_fr_36;Congratulations! You've just completed your first full turn of Diplomacy. The date in the top left corner of the screen now shows that it's fall 1901. All of the orders you placed last turn have been processed. Your fleet moved from Naples to the Tyrrhenian Sea, your other fleet slid down the coast from Rome to Tuscany, and your army marched from Venice to Rome.;X;;;x
_diplomacylib\briefing.cpp;tut_2_fr_37;If there had been any conflicts between players in the last turn, then there would have been a longer Resolution phase and possibly a Retreat phase. There weren't any conflicts because we've disabled the AI for these tutorials. None of the other nations will issue any orders other than hold unless the tutorial calls for it to happen. We won't do that until next time, though, so the other nations won't even think of attacking you. The last thing we're going to do in this tutorial is teach you how to issue a simple Convoy order.;X;;;x
_diplomacylib\briefing.cpp;tut_2_fr_38;Convoy is an order that allows an army to move to another province by asking one or more fleets to transport it there. The Convoy order we'll look at now is a simple one because we will only use one fleet, and both the army and the fleet belong to the same nation. The more complex Convoy orders we'll look at in subsequent tutorials will involve using more than one fleet, or convoys where there is more than one nation involved (another nation transporting your army, or you transporting theirs).;X;;;x
_diplomacylib\briefing.cpp;tut_2_fr_39;As we discussed earlier in this tutorial, a Convoy order allows an army to do something it can't normally do: it can cross water and it can move further than the usual one-province movement allowance. The way that convoys are handled in Diplomacy might seem a little odd, but that is partially because of the third essential rule of Diplomacy: no two units may ever occupy the same province at the same time. This is part of the answer to the 'What happens when it gets there?' question that we asked earlier.;X;;;x
_diplomacylib\briefing.cpp;tut_2_fr_40;We'll discuss other implications of this rule in the next tutorial, but because two units can never be in the same province at the same time, this means that a convoy doesn't work the way that you might expect it to. The army doesn't spend one turn getting on board and then another turn disembarking. That's because at the end of the first turn, the army and fleet would both be in the same province and this would violate the rules. It would also mean that the army was in a water province and it can't do that either.;X;;;x
_diplomacylib\briefing.cpp;tut_2_fr_41;Instead, a convoy happens all in one turn. The army boards a fleet that is in an adjacent water province and then disembarks from the fleet into another province that the fleet is adjacent to. It  can often result in an army moving somewhere that would otherwise be an illegal move for it. Keep in mind that the fleet providing the transport must be in a water province to transport services, and that it gives up its ability to do anything else (like move) this turn.;X;;;x
_diplomacylib\briefing.cpp;tut_2_fr_42;Since we have an army in Rome now, and we have a fleet in the Tyrrhenian Sea that's adjacent to it, we should be able to use that fleet to convoy the army somewhere. The fleet can't move, though, so this means that the army will have to land in another province that is also immediately adjacent to the fleet's location in the Tyrrhenian Sea. Let's look at the map and see if there's somewhere it could move to.;X;;;x
_diplomacylib\briefing.cpp;tut_2_fr_43;The two small islands aren't an option because they are impassable. Land areas like that are on the map to add a bit of realism, but aren't valid locations for a unit to move to. There is, however, Tunis. It's the eastern-most province in the only part of North Africa that is included in the game. As an added bonus, it also has one of the fancy supply center symbols in it and this is a fall turn, so if we can move there, then we might be able to capture and gain control of a new supply center!;X;;;x
_diplomacylib\briefing.cpp;tut_2_fr_44;Let's double check whether the army can be convoyed there. Close this text box and pick up the army in Rome to see if Tunis is highlighted. Then put the army back down in Rome (remember that we can change its orders later) and issue it a Hold order.;X;;;x
_diplomacylib\briefing.cpp;tut_2_fr_45;Pick up the army in Rome. Look at the highlighted provinces and then issue it a Hold order to remain in Rome.;X;;;x
_diplomacylib\briefing.cpp;tut_2_fr_46;Drat! The province wasn't highlighted. Does this mean that we can't move there? No. Unlike a basic Move order which highlights all valid adjacent provinces, Convoy order is a bit more complex and as a result, the map doesn't highlight a possible convoy location even if it's valid. The map will only highlight adjacent provinces that an army can move to without using a convoy. It is up to you to determine if a more distant province can be reached.;X;;;x
_diplomacylib\briefing.cpp;tut_2_fr_47;It is easier to check valid convoy locations by picking up the fleet, not the army, and seeing where it can move. If the fleet can move to a province, then it can offer convoy services for an army to the province as well. Okay then. Let's check it that way. Close this text box and pick up the fleet in the Tyrrhenian Sea to see if it can move to Tunis. Again, when you've finished checking, put it back down and issue it a Hold order in the Tyrrhenian Sea for now.;X;;;x
_diplomacylib\briefing.cpp;tut_2_fr_48;Pick up the fleet in the Tyrrhenian Sea. Look at the highlighted provinces and then issue it a Hold order to remain in the Tyrrhenian Sea.;X;;;x
_diplomacylib\briefing.cpp;tut_2_fr_49;Good! The fleet can move there. In fact, if we wanted to, we could just issue the fleet an order to move to Tunis this turn and not bother convoying the army there at all. A fleet is able to occupy a province and capture a supply center all by itself. There is no need for an army to do it. But since the goal is to teach you a basic Convoy order, let's use the army to capture the province instead.;X;;;x
_diplomacylib\briefing.cpp;tut_2_fr_50;Simple convoys require two orders: one order to instruct the army that it is going to be convoyed to a particular destination and a second order to instruct the fleet to provide the convoy services. The army's order is actually a special variation of the Move order. The fleet's order is a new one that we haven't seen yet. In Diplomacy, you must issue the army's orders first otherwise it will be impossible to issue the correct orders to the fleet. We'll prove that to you just to show you that the menu system is context-sensitive.;X;;;x
_diplomacylib\briefing.cpp;tut_2_fr_51;Let's start by doing it the wrong way. Close this text box, pick up the fleet in the Tyrrhenian Sea, and then drag it over to Tunis and release it. The only option you'll see is the option to move there. That's okay. Issue the Move order anyway. Order the fleet to 'Move from the Tyrrhenian Sea to Tunis'.;X;;;x
_diplomacylib\briefing.cpp;tut_2_fr_52;Issue a Move order for the fleet in the Tyrrhenian Sea to move to Tunis.;X;;;x
_diplomacylib\briefing.cpp;tut_2_fr_53;The reason that there was no option to provide convoy services when you did this is that even though the fleet can convoy the army, you need to issue the order to the army before you can issue the order to the fleet. Without the army's order to move, the fleet does not recognize that the context of your mouse action could be intended to act as a convoy instead. Now let's issue the order the right way.;X;;;x
_diplomacylib\briefing.cpp;tut_2_fr_54;Close this text box and then issue a Move order for the army in Rome to move to Tunis. As we've already seen, Tunis won't be highlighted but if you drag the army there and release it, you will see that there is an option in the orders menu that appears anyway. It will say 'Move (by convoy) from Rome to Tunis'. Select this. Go ahead and do that now.;X;;;x
_diplomacylib\briefing.cpp;tut_2_fr_55;Issue a Move order for the army in Rome to move by convoy to Tunis.;X;;;x
_diplomacylib\briefing.cpp;tut_2_fr_56;It worked! There's now an order issued for your army to attempt the move. There's also the Move graphic on the map that stretches all the way to Tunis. It is worth noting that if there isn't a fleet (belonging to any nation) that could provide transport, then you would not have been able to place this order. When you released the army over Tunis, there would not have been an order menu displayed at all and the army would have dropped back into Rome without orders.;X;;;x
_diplomacylib\briefing.cpp;tut_2_fr_57;Now we need to issue a Convoy order to the fleet. If we forget to do this, then when the phase ends and the orders are processed, the game will detect that even though the army could have moved there and had orders to do so, there was no fleet ordered to provide transport. When something like that happens, the army's orders are deemed invalid and it will not move. It will try to defend itself if attacked, but there are some limitations to this defense (it cannot receive any support—something that we'll begin to look at in the next tutorial).;X;;;x
_diplomacylib\briefing.cpp;tut_2_fr_58;Issuing a fleet a Convoy order to transport an army is done almost exactly the same way that you would issue a Move order. You will pick up the fleet and drag it to a province that is the army's intended destination. As long as there is an army that you have already ordered to move there by convoy, the option for the fleet to provide transport will appear when you release the fleet. There will be at least two additional order options listed as well: one for the fleet to move there itself, and one to support the army. We'll look at Support in the next tutorial.;X;;;x
_diplomacylib\briefing.cpp;tut_2_fr_59;Let's try it. Issue a Convoy order for your fleet in the Tyrrhenian Sea to 'Convoy: Rome to Tunis'. Be careful to select the correct order option since you will have three to choose between. If you make a mistake, simply try it again. Close this box and issue the Convoy order.;X;;;x
_diplomacylib\briefing.cpp;tut_2_fr_60;Issue a Convoy order for the fleet in the Tyrrhenian Sea to convoy the army in Rome to Tunis.;X;;;x
_diplomacylib\briefing.cpp;tut_2_fr_61;Success! The order to convoy the army has been placed. You can see this in the graphic that has been added to the map. It's a narrow green arrow that has an anchor and movement arrow in the middle (this means 'convoy an army's move') and the graphic points directly to the center of your army's movement arrow instead of to Tunis itself. Although it hasn't yet been stated specifically, you will not be surprised to learn that only armies can be convoyed. A fleet cannot convoy another fleet.;X;;;x
_diplomacylib\briefing.cpp;tut_2_fr_62;Let's see if our Convoy order works. Click the Resolve button to end the phase and have the orders processed and resolved.;X;;;x
_diplomacylib\briefing.cpp;tut_2_fr_63;Now you're the proud owner of a new supply center! This brings us to the close of the second tutorial. You now know the rules about basic movement and you've learned how to issue some new types of orders to your forces: the Hold order, the Move order, and now you've just placed your first 'move by convoy' and matching Convoy order. Convoys can get much more complex than this when there are other nations or long convoy chains involved, but we won't look at those until a later tutorial. In the next session, we'll teach you about the final order type that you can issue: the Support order.;X;;;x
_diplomacylib\briefing.cpp;tut_3_fr_1;In the previous tutorial, you learned how to place three of the four order types that you may issue to your units: Hold, Move, and Convoy. You also learned a few of the core rules so you now can answer two of the three essential questions of Diplomacy: 'Where is a unit allowed to be?' and 'How do units move?' This tutorial will begin to answer the third question: 'What happens when it gets there?' It will teach you how to place the fourth and final order type: the Support order. We have a couple surprises in store for you too.;X;;;x
_diplomacylib\briefing.cpp;tut_3_fr_2;What happens when it gets there?' is a very complex question because the answer depends on many factors. In the last tutorial, we stated that no two units may occupy the same province at the same time. Unlike the first two rules, the game will not prevent you from placing an order that can violate this rule when the orders are processed. Instead, when two or more units try to occupy the same province, the game recognizes that this creates a conflict and then uses a set of rules to determine how the conflict should be resolved.;X;;;x
_diplomacylib\briefing.cpp;tut_3_fr_3;A conflict is a battle. If the two units both belong to the same nation, then they will never fight one another and will simply ignore the orders that placed them in conflict. This means that any unit that was ordered to move will refuse that order and simply remain in its original place. In all other instances—where two nations' units attempt to occupy the same province—there will be a battle to resolve this conflict. This occurs even if the two nations consider themselves to be allied or on good terms with one another!;X;;;x
_diplomacylib\briefing.cpp;tut_3_fr_4;There are two primary rules that deal with resolving conflicts and then a host of others that deal with special situations. The first rule states that all units are the same strength. A fleet unit is the same strength as any other fleet unit, an army unit is the same strength as any other army unit. A fleet unit is the same strength as any army unit. The nationality of the unit does not make any difference.;X;;;x
_diplomacylib\briefing.cpp;tut_3_fr_5;The second rule states that when two units come into conflict, the stronger unit will win the battle. If both units are the same strength, then this results in a standoff and both units will remain exactly where they were at the beginning of the turn. If one unit is stronger than the other, it will win the conflict provided, of course, that it isn't in conflict with another unit that belongs to the same nation. If the defeated unit was attempting to attack the province, then it will fail and remain where it was. If it was defending the province, then it will be forced to retreat.;X;;;x
_diplomacylib\briefing.cpp;tut_3_fr_6;So if all units are the same strength, and yet a conflict is resolved by seeing which side is stronger, how can this ever result in anything other than a standoff? That's where the Support order comes in. Support allows one or more units to lend their strength to another, giving it a better chance to win a conflict. Every supporting unit increases the overall strength of an attack or defense, and as long as your total is greater than your opponent's total, you will win the conflict.;X;;;x
_diplomacylib\briefing.cpp;tut_3_fr_7;Enough generalizations! Let's look at some practical examples. In this tutorial, you'll be playing Austria which uses red as its national color. You have two armies and one fleet which we've placed in locations that are suitable for our tutorial's purposes. We've disabled the AI, so no other country will attempt to do anything unless the tutorial specifically instructs it to. In this tutorial, we'll be attacking Italy and will have no threat or interference from anyone else.;X;;;x
_diplomacylib\briefing.cpp;tut_3_fr_8;Let's place some orders that will help to demonstrate a few of the basics. We'll begin by showing you what happens when you attempt an unsupported attack against another unit. We'll launch this attack against Venice since it is a supply center that we might have some hopes of capturing this turn. (Note: If you're an experienced player, you know that this will fail, but play along with the scenario since the tutorial expects that you will precisely follow the instructions given here.);X;;;x
_diplomacylib\briefing.cpp;tut_3_fr_9;An attack against a province is a simple Move order. If there is no opposing unit, then your unit will move there. If there is an opposing unit, then there will be conflict that must be resolved. Let's launch our attack by issuing an order for our army in Trieste to move to Venice. Remember that a Move order is made by left-clicking and dragging the unit to the destination province. When you do this, you'll see several options in the order menu. Be sure to pick the Move option.;X;;;x
_diplomacylib\briefing.cpp;tut_3_fr_10;Order the army in Trieste to move to Venice.;X;;;x
_diplomacylib\briefing.cpp;tut_3_fr_11;Good. Later, when we press the Resolve button to end this turn, our army will move and attempt to occupy Venice. There are some other things that we need to do first, though.;X;;;x
_diplomacylib\briefing.cpp;tut_3_fr_12;We are now going to issue an order for the army in Tyrolia to move into the province that the Trieste army is (we hope) vacating. Let's pretend that want it there for strategic purposes, but in reality we'd like you to issue the order because it will help to demonstrate one of the effects of losing a battle. Let's place that order now. Make sure that you select the Move order and not one of the other options that will be available.;X;;;x
_diplomacylib\briefing.cpp;tut_3_fr_13;Order the army in Tyrolia to move to Trieste.;X;;;x
_diplomacylib\briefing.cpp;tut_3_fr_14;Good. Just one more order to place and then we'll get to see how this all turns out.;X;;;x
_diplomacylib\briefing.cpp;tut_3_fr_15;Let us also suppose that we think there might be a value to moving our fleet from the Adriatic Sea to the Ionian Sea this turn. This is probably not a very sound strategic move but let's pretend that it is since it will help us to illustrate another situation that occurs quite frequently during play. Let's issue that order now.;X;;;x
_diplomacylib\briefing.cpp;tut_3_fr_16;Order the fleet in the Adriatic Sea to move to the Ionian Sea.;X;;;x
_diplomacylib\briefing.cpp;tut_3_fr_17;Great! Now let's check that we have all the correct orders placed with our units. Click the orders summary button (it's the left-most of the three buttons in the bottom right of the screen) to display all orders that have currently been issued to your units.;X;;;x
_diplomacylib\briefing.cpp;tut_3_fr_18;You should see three orders: the army in Trieste moving to Venice, the army in Tyrolia moving to Trieste, and the fleet in the Adriatic Sea moving to the Ionian Sea. If all of the orders are correct, close this text box and press the Resolve button to see what happens. If the order summary shows any orders other than these, please close this text box and re-issue the correct orders before you press the Resolve button.;X;;;x
_diplomacylib\briefing.cpp;tut_3_fr_19;Before you press the Resolve button, please confirm that you have ordered the army in Trieste to move to Venice, that army in Tyrolia to move to Trieste, and the fleet in the Adriatic Sea to move to the Ionian Sea.;X;;;x
_diplomacylib\briefing.cpp;tut_3_fr_20;What happened? When the turn was resolved, not a single one of our Austrian units was able to move. Why is that? We'll look at each situation in turn. (Note: In the Resolution phase, you may have noticed that an English unit moved. This was necessary for the purposes of the tutorial's scripting, but has no relevance to the subject we're illustrating so you may safely ignore it.);X;;;x
_diplomacylib\briefing.cpp;tut_3_fr_21;If you were reading carefully earlier, you probably expected the attack on Venice to fail unless the Italian army had moved elsewhere. The Venetian army remained in place, though, and this resulted in a conflict. You each had a total strength of 1 unit and this resulted in a standoff. Your unit failed in its attack and remained where it was at the beginning of the turn (in Trieste) and the Italian army also remained where it was (in Venice). You can never displace a defending unit unless you can launch an attack that is stronger than the defense.;X;;;x
_diplomacylib\briefing.cpp;tut_3_fr_22;If you were reading very carefully, you might also have anticipated that the failed attack on Venice would create problems for the army that was trying to move from Tyrolia to Trieste. Because the Trieste army failed, it remains in place and that puts it into conflict with the incoming army from Tyrolia. Since two units belonging to the same nation can never be in conflict, this created a traffic jam and the Tyrolean unit was unable to complete its move. Even if it had been supported, it would never fight against another of its own nation's units and would always abort its move.;X;;;x
_diplomacylib\briefing.cpp;tut_3_fr_23;The last failed move was the fleet's attempt to go to the Ionian Sea. This was due to an order the tutorial gave to the Italian fleet in Naples to attempt to move there as well. Since you both tried to move to the province, you came into conflict, and since you were both equal in strength (a strength of 1 each), this resulted in another standoff. Both units remained exactly where they were at the beginning of the turn—your fleet stayed in the Adriatic Sea and the Italian fleet remained in Naples.;X;;;x
_diplomacylib\briefing.cpp;tut_3_fr_24;Even though we didn't accomplish anything in the previous turn, we have now illustrated two common standoffs as well as the traffic jam effect. There were no retreats required after those conflicts because no defending units were displaced. Similarly, there were no supply centers that changed hands so even though we have just completed a fall turn, there is no Build phase required and we are now ready to begin placing orders in the spring turn of 1902. This time, let's win a conflict! To do this, we'll need to attack with greater strength than the defender can muster.;X;;;x
_diplomacylib\briefing.cpp;tut_3_fr_25;What we'll need to do is issue some Support orders to increase the attacking unit's strength and to do that we must begin by learning the first rule of support: a unit may support another unit as long as the unit offering support is legally allowed to move into the province where the conflict will occur. What that means is that an army can't support an attack into a water province and a fleet can't support a conflict into an inland province because, in both cases, the supporting unit isn't allowed to move into the province where the conflict will occur.;X;;;x
_diplomacylib\briefing.cpp;tut_3_fr_26;Fortunately, Venice is a coastal province which means that it is a suitable place for both armies and fleets to provide support. Looking closely at the situation, it turns out that all three of our Austrian units could move to Venice, so we should be able to order one of the units to attack and then have the other two units support the attack. This will add up to a total attack strength of three units. Looking at the Italian situation, only the army in Rome could support the Venice army, so the strongest defense that Italy can achieve is a total of two.;X;;;x
_diplomacylib\briefing.cpp;tut_3_fr_27;Now we need to decide which unit to attack with. We might want to keep the fleet in the Adriatic Sea for future convoy or support purposes, so let's not attack with it. There is also another rule about support that comes into play in our situation: if a unit that is providing support is attacked by any unit other than the one involved in the conflict it is supporting, then the support is cut and the unit's strength is not applied to the attacking force. No problem, right? Wrong! There's a German army unit in Munich that poses a threat!;X;;;x
_diplomacylib\briefing.cpp;tut_3_fr_28;Even though it isn't Italian, if the German unit moves to Tyrolia, it would be in conflict with our army and this would cut that army's support for any conflict in Venice. Our attack strength would be reduced to a total of 2, and that is the same as Italy's potential defense strength and that would then result in another standoff. Since we don't want that to happen, let's use the Tyrolean army for the attack instead. Attacks are not disrupted if an enemy attacks the province that we are leaving. Only support is cut by an attack.;X;;;x
_diplomacylib\briefing.cpp;tut_3_fr_29;Whenever you are going to have an attack that will be supported by another unit, you must issue the attacking unit's Move order first. If you don't, you will not have the option to issue the correct Support order to any other units. The order menu is context-sensitive and needs to know all of the details of who is making the attack before it will allow you to issue a Support order for the attack. Let's place that Move order. Close this text box and order the army in Tyrolia to attack (move to) Venice.;X;;;x
_diplomacylib\briefing.cpp;tut_3_fr_30;Order the army in Tyrolia to move to Venice.;X;;;x
_diplomacylib\briefing.cpp;tut_3_fr_31;Good. Now that you've ordered the attack, let's give that unit some support. We'll start with the army in Trieste. To issue a Support order, you will use exactly the same technique that you have been using to issue your Move orders. You will pick up the unit and then drag it to the province that you expect the conflict to occur in, and then you will release it. As long as another unit has already been ordered to move there, the pop-up order menu will have an option to support that specific move.;X;;;x
_diplomacylib\briefing.cpp;tut_3_fr_32;Be very careful when selecting the order option because there is also a second Support order offered: one to support the province you're attacking. You do not want to select this option because it would instruct your army to support the Italian army in Venice. The option appears because you are allowed to support any unit you like, and in another situation you might want to help Italy defend itself against an enemy's attack. In this case, you must specify that you are supporting your attacking unit's move, so be sure to select the correct order. Go ahead and try it now.;X;;;x
_diplomacylib\briefing.cpp;tut_3_fr_33;Order the army in Trieste to support the Tyrolean army's move. Pick up the Trieste army and drag it to Venice. Make sure that you select the order to 'Support Tyrolia to Venice' and not the other simple Venice Support order! (Don't worry, we won't proceed until you've placed the correct order.);X;;;x
_diplomacylib\briefing.cpp;tut_3_fr_34;That's it. You'll now see a Support graphic—an arrow with an 'S' in the center that points to the movement arrow of the army it's supporting. If you had accidentally selected the other 'support Venice' order option, then you would have invalidated your attack and Support orders because two of your units would have orders to be on opposite sides of a conflict. If that happens, both units' orders would become invalid during the Resolution phase and both would remain in place for the turn and do nothing. The game won't prevent you from making this error because neither order is strictly illegal.;X;;;x
_diplomacylib\briefing.cpp;tut_3_fr_35;We now have a total attack strength of two units, but if the Italian army in Rome supports the army in Venice, we'll still have a standoff (we would have equal combined strengths). To ensure that we win, we need to issue another Support order to have the fleet in the Adriatic Sea support exactly the same move. Let's do that. Remember to be very careful to select the correct Support order because we don't want to invalidate our orders by mistake. You must support the Tyrolia-to-Venice move, not just the province of Venice. Go ahead and do that now.;X;;;x
_diplomacylib\briefing.cpp;tut_3_fr_36;Order the fleet in the Adriatic Sea to support the army's move from Tyrolia to Venice.;X;;;x
_diplomacylib\briefing.cpp;tut_3_fr_37;Great! We now have an attack strength of 3 so no matter what Italy does, we should win the conflict. Let's quickly recap two points: Remember that for support, it only matters where the conflict will occur. A fleet may support an army that is coming from an inland province as long as the conflict occurs in a coastal province. Also remember that if the army in Venice attacks our army in Trieste, it won't cut the support because the conflict is already expected. Support is only cut if the supporting unit is attacked by a unit that is not otherwise directly involved in the conflict.;X;;;x
_diplomacylib\briefing.cpp;tut_3_fr_38;Now let's see what happens. If everything goes according to plan, our army should win the conflict and succeed in its attack on Venice. Close this text box, then open an order summary to confirm that you have all of the following orders: the army in Tyrolia moves to Venice, the army in Trieste supports the move from Tyrolia to Venice, and the fleet in the Adriatic Sea also supports the same move. Once you've ensured this, click resolve to have the orders processed and any conflicts resolved.;X;;;x
_diplomacylib\briefing.cpp;tut_3_fr_39;Confirm that you have the correct orders to move from Tyrolia to Venice, and are supporting this move with both the army in Trieste and the fleet in the Adriatic. Make any corrections and then click the Resolve button to process and resolve the orders.;X;;;x
_diplomacylib\briefing.cpp;tut_3_fr_40;Congratulations! You've just defeated the Italian army in Venice. You will see that the Italian army is now tipped onto its side on the board. This means that it has been displaced and will now be forced to withdraw. As a result, we are now in the Retreat phase of the spring turn and the Italian player must decide where the army will retreat. The tutorial will issue this order to the Italian unit automatically, but let's quickly discuss the rules that the Italian army must follow when making the decision.;X;;;x
_diplomacylib\briefing.cpp;tut_3_fr_41;A unit that has been displaced can only retreat to a province that it is allowed to enter—fleets can't retreat to an inland province, nor can armies retreat to a water province. The province cannot currently contain another unit since that would violate the 'only one unit in a province' rule. The province also cannot be the province that the attacker came from. This means that even though Tyrolia is empty, the Italian army can't retreat there because our army attacked from there. A retreat can move deeper into enemy territory if there is an empty province that is otherwise legal.;X;;;x
_diplomacylib\briefing.cpp;tut_3_fr_42;The last retreat rule is a little less obvious: the displaced unit cannot retreat to a province if there was a conflict there this turn, even if that province is empty. A province could be empty as a result of a standoff between two units of equal strength trying to move there, but it would still not be a legal place to retreat to during this phase. If there is nowhere that a unit can retreat, then it must be disbanded and removed from the map. A nation always has the option to disband a unit even if there is somewhere it could retreat to. You might do this for strategic reasons that are discussed in the manual.;X;;;x
_diplomacylib\briefing.cpp;tut_3_fr_43;Also, because this is a spring turn, our army now only occupies Venice. We can't gain control of the supply center unless we still occupy it during the fall Build phase and, until then, we won't gain the benefits of the extra supply center—an extra unit that we will be allowed to build and the fact that we will be one small step closer to victory. Even though you don't need to do anything during this phase because none of your units are displaced, you will still need to resolve this phase for the other nations. Close this text box and then click the Resolve button to end the phase.;X;;;x
_diplomacylib\briefing.cpp;tut_3_fr_44;Click the Resolve button to end the Retreat phase.;X;;;x
_diplomacylib\briefing.cpp;tut_3_fr_45;The Italian army has retreated to Apulia and it is now fall 1902. You may also have noticed that in the previous turn, the Italian fleet moved to the Ionian Sea. This is good news for us because it means that it can't be involved in any attempt to recapture Venice—it is too far away to be able to move or support there. The strongest attack that Italy can assemble is one unit to attack, from either Rome or Apulia, and the other unit can support the attack, so all we need is to ensure that we have a defense strength of at least 2 to hold Venice. This allows us to show you another type of Support order.;X;;;x
_diplomacylib\briefing.cpp;tut_3_fr_46;The Support orders you placed last turn are called Offensive Support orders because they are used to increase the strength of a moving unit's attack. The other type of support is called Defensive Support and is used to strengthen the defense of any unit that is not moving. It can be simply holding, or it can be supporting or convoying another unit. As long as it doesn't try to move it can receive defensive support. Defensive support is always given to a province that already contains the unit we want to support.;X;;;x
_diplomacylib\briefing.cpp;tut_3_fr_47;Defensive Support orders are placed using the same basic technique that we used for movement and offensive support. This time, though, we're supporting a unit's defense so we only need to specify the province. The Italian fleet in the Ionian Sea could attack our fleet and cut any support we order to the province, so to be safe, we should use the army in Trieste to support the army in Venice. Pick up the Trieste army, drag it to Venice, and then release the left mouse button. Select 'Support Venice' from the pop-up order options menu to issue the order. Close this text box and try it.;X;;;x
_diplomacylib\briefing.cpp;tut_3_fr_48;Order the army in Trieste to 'Support Venice'.;X;;;x
_diplomacylib\briefing.cpp;tut_3_fr_49;Good. You'll notice that this time the Support graphic's arrow is pointing to the province, which indicates defensive support instead of offensive support. As long as the army in Venice doesn't try to move, it will receive the support. You've probably also noticed that we didn't need to issue an order to the Venice army first this time—again, because we're giving it defensive support. Be careful when doing this, though, because if you later issue a Move order to the Venice army, you will invalidate the Support order and the game won't prevent you from doing so.;X;;;x
_diplomacylib\briefing.cpp;tut_3_fr_50;Let's place that Hold order for the army in Venice just so we don't forget about our Support order and accidentally invalidate it. Hold is the default order so if we pressed the Resolve button now, the army would be given that order anyway. It's still usually a good habit to issue the order. Close this text box and give the Venice army its orders.;X;;;x
_diplomacylib\briefing.cpp;tut_3_fr_51;Order the army in Venice to hold.;X;;;x
_diplomacylib\briefing.cpp;tut_3_fr_52;We still have one unit without orders: our fleet in the Adriatic Sea. The Italian fleet might try to attack us but that doesn't present a problem because it would do so without support. The only other Italian units are armies and they cannot support an attack in a water province. There are no other fleets belonging to any other nations in the area, so we don't need to worry about anyone else supporting the Italian fleet either. Although you might seek to press your advantage a bit in a real game, let's do something a little unusual to demonstrate another rule of conflict.;X;;;x
_diplomacylib\briefing.cpp;tut_3_fr_53;The rule we'll illustrate is that no two units may switch places without at least one of them using a convoy. In a later tutorial, we'll show you how to use a convoy to have an army unit swap places with another, but since fleets can't be convoyed, they can never swap places. Let's assume that the Italian fleet will attack us in the Adriatic Sea and see what happens if we order our fleet to try to swap places with it by moving to the Ionian Sea. Close this text box and place a simple Move order to send your fleet to that province.;X;;;x
_diplomacylib\briefing.cpp;tut_3_fr_54;Order the fleet in the Adriatic Sea to move to the Ionian Sea.;X;;;x
_diplomacylib\briefing.cpp;tut_3_fr_55;If we had another fleet in the right location, or an ally to provide us with some fleet support, we could try to arrange for support for our fleet's move. At the moment, what we expect to happen is for our fleet and the Italian fleet to come into conflict as they try to swap places. This will result in a standoff because they are equal in strength. If either side had support, the stronger fleet would win that conflict and successfully move to its intended destination. The loser would fail to move and become displaced by the victor, then being forced to retreat.;X;;;x
_diplomacylib\briefing.cpp;tut_3_fr_56;Now that we have placed orders for our Venice army to hold its ground, our Trieste army to support it, and have also set up our fleet example of trying to swap places, let's resolve this turn to see what happens. Our expectation is that we will have no trouble holding our ground in Venice and will soon gain control of a new supply center. Close this text box and then click the Resolve button.;X;;;x
_diplomacylib\briefing.cpp;tut_3_fr_57;Press the Resolve button to process this turn.;X;;;x
_diplomacylib\briefing.cpp;tut_3_fr_58;As you just saw, the Italian army made a futile attempt to recapture Venice but because it couldn't arrange for enough support to defeat you, the attack was unsuccessful and you continue to hold Venice. At sea, your fleet attempted to swap places with the Italian fleet and because this resulted in a standoff, you both remained where you were at the beginning of the turn. Since there were no displacements, the Retreat phase isn't necessary so the game has automatically moved on to the next phase—the Build phase.;X;;;x
_diplomacylib\briefing.cpp;tut_3_fr_59;That's great news! Since this is a fall turn, there is a Build phase. The first thing that happens during this phase is that control of supply centers is checked. A supply center that is vacant (like your supply centers in Vienna and Budapest) remain unchanged. A supply center that is in a province occupied by another nation's unit will now change control to the occupying nation. Unless there is a unit physically present, control doesn't change.;X;;;x
_diplomacylib\briefing.cpp;tut_3_fr_60;If you look at the national summaries at the top of the screen you will see that yours now indicates that you control four supply centers and that Italy now controls only two. You'll also see a '+1' beside your number and a '-1' beside Italy's. This indicates that those two nations have an imbalance between the number of supply centers they control and the number of units that they have on the map. In your case, you are entitled to build a new unit. In Italy's case, it must disband a unit because it has too many on the map since it has lost its supply center in Venice.;X;;;x
_diplomacylib\briefing.cpp;tut_3_fr_61;The tutorial will issue Italy's order automatically, but you get the surprise of learning how to build a new unit as your last step in this tutorial. As you've probably guessed, there are some rules that apply to building new units. The first is that you don't have to build one if you don't wish to, or if you can't. You can waive your right to build a unit if you're entitled, and you would do this by pressing the Resolve button to end the phase. You might do this due to one of the other rules about building units, or as part of a deal you'd arranged with another nation.;X;;;x
_diplomacylib\briefing.cpp;tut_3_fr_62;You can only build a new unit in one of the three supply centers that you controlled at the very start of the game (if you were playing Russia, you would have four original supply centers to choose from). All supply centers you later capture will increase the number of units you can place on the map, but you can not build new units in them. This makes it extremely important that you don't lose control of your original supply centers if you can possibly avoid it. If you lose all of them, you will not be able to place new units on the map until you've recaptured at least one.;X;;;x
_diplomacylib\briefing.cpp;tut_3_fr_63;Losing your last original supply center won't necessarily mean that you have lost the game. As long as you have captured supply centers elsewhere, you can still retain units on the board. You just won't be able to build any new units. The next rule is fairly obvious: You cannot build a new unit in a supply center if the province already contains another unit. This means that if you want to build new units, you'll need to ensure that you have enough of your original supply centers vacant. Both Vienna and Budapest are our original supply centers and are vacant, so we have a choice.;X;;;x
_diplomacylib\briefing.cpp;tut_3_fr_64;The final rule is also predictable: You can only build a unit that is the right type for the province. This means that a new fleet can only be built in a coastal province that was one of your original supply centers. In this case, Trieste is our only original coastal province and it is currently occupied, so we won't have a choice. We can only build an army unit in Vienna or Budapest. If we wanted to pursue our campaign against Italy (and trusted our other neighbors), we would probably build an army in Vienna. Let's do that.;X;;;x
_diplomacylib\briefing.cpp;tut_3_fr_65;Like all other actions in Diplomacy, you need to place an order to build a unit. Until the Resolve button is pressed to end the phase, all orders remain secret and pending. That also means that we won't know which unit Italy is going to disband until we've already issued our order. To issue the Build order, left-click on your national summary flag at the top of the screen (see the red marker we've added to the screen) and keep the mouse button pressed. The mouse pointer will change to a small ball which you will drag to the supply center where you want the army to be built. We'll do this in a moment.;X;;;x
_diplomacylib\briefing.cpp;tut_3_fr_66;Once you've dragged the ball to the supply center—Vienna in our case—you will release the mouse button. A pop-up menu will appear and it will show any available build options. Since Vienna is an inland province, you will only have one option: to build an army. If Trieste were vacant and we had dragged the ball there, you would then have had a choice between building an army or a fleet. Let's try building our army now. Close this text box and then click on your national summary flag and drag the ball to Vienna.;X;;;x
_diplomacylib\briefing.cpp;tut_3_fr_67;Click and hold on your national flag. Drag the ball to Vienna, then release the mouse button. Select the option to build an army in Vienna.;X;;;x
_diplomacylib\briefing.cpp;tut_3_fr_68;That's it! You've placed the Build order and when this phase is processed, you will have a new army deployed to Vienna. Italy will also have one less unit available to defend itself with because it has too many units on the map compared to the number of supply centers it controls at the moment. Unless another nation interferes, you are well on your way to a conquest of Italy and the elimination of the Italian player. Of course, it is a little unlikely that you will make such easy headway in a real game of Diplomacy.;X;;;x
_diplomacylib\briefing.cpp;tut_3_fr_69;You've learned a lot in this tutorial. You've found out about offensive and defensive support, you've learned some of the basic rules of conflict resolution. You've learned that units can't swap places. You know that support can be easily cut. You know the rules of retreat (although we'll show you how that order is placed in a subsequent tutorial). You've even occupied and gained control of a new supply center, and topped it off by issuing an order to build a new unit. Let's bring this tutorial to a close by processing the order. Close this text box and click the Resolve button.;X;;;x
_diplomacylib\briefing.cpp;tut_3_fr_70;Press the Resolve button to process your order and end the Build phase.;X;;;x
_diplomacylib\briefing.cpp;tut_3_fr_71;Excellent! Your new unit has been deployed to Vienna and is available for use this turn (spring 1903). This brings us to the end of this tutorial. Everything you've done so far has involved using only your own forces. In the next tutorial, we'll begin to talk to our neighbors and learn what the game is all about—after all, there's a good reason it's called 'Diplomacy'.;X;;;x
_diplomacylib\briefing.cpp;tut_4_fr_1;In this fourth Diplomacy tutorial, we will begin to look at the heart of game: the system used to conduct negotiations between players. This tutorial assumes that you have completed the previous ones and that you are becoming comfortable with the methods used to place the four main order types: Hold, Move, Convoy, and Support. If you aren't, then you may wish to review the third tutorial before proceeding with this one since we will not be giving you specific directions on how to place each order.;X;;;x
_diplomacylib\briefing.cpp;tut_4_fr_2;It may have occurred to you during the previous tutorial that it can be very difficult, if not impossible, to accomplish very much in the game unless you have either the support or, at the very least, the general consent of your neighbors. Even if you can muster the necessary forces to begin a strategic military campaign by yourself, doing so will leave your homeland wide open to another nation's attack. This could lead to a ruinous result. It is essential, then, that you be able to communicate with other nations and form agreements—either of mutual cooperation or of non-aggression.;X;;;x
_diplomacylib\briefing.cpp;tut_4_fr_3;Diplomacy uses a graphic-based negotiating language rather than a text-based system. This has the double benefit of allowing comprehensible communications between human and AI players, and allows multiplayer games to be played between people who would otherwise be unable to communicate with one another due to language barriers. A further benefit is that the game's AI players are better able to analyze and formulate strategies with each other and with human players.;X;;;x
_diplomacylib\briefing.cpp;tut_4_fr_4;Diplomatic communications between players are negotiations that attempt to formulate a treaty. A treaty may contain two types of terms: Specific Terms and General Terms. This tutorial focuses primarily on the former while the next tutorial looks at the latter. Treaties may only be negotiated during the Diplomacy and Orders phase of a turn, so there will usually be some time pressure to complete negotiations and place your final orders. You won't have to worry about that during this tutorial since we've disabled the time clock while you're learning.;X;;;x
_diplomacylib\briefing.cpp;tut_4_fr_5;A treaty's specific terms will be a detailed set of orders that the participating nations would like to have processed at the end of the turn. This might be something along the lines of, 'In this turn, I want you to support my army's attack on Berlin and in exchange I'll convoy your army to Belgium.' The general terms of a treaty are arrangements for a long-lasting understanding—something such as, 'Let us both agree that neither of us will attempt to occupy each other's provinces.' These are usually open-ended and will remain force until one party terminates the treaty. ;X;;;x
_diplomacylib\briefing.cpp;tut_4_fr_6;No treaty that you negotiate is ever binding, no matter what is agreed. A player may break, cancel, or disregard any term at any time. This will sometimes happen with little or no prior notice. Outright betrayals are called backstabs and you should consider this possibility as you develop your strategies—both to avoid being on the receiving end, and occasionally to execute a good backstab of your own. Before we talk any further about breaking treaties, let's look at how we go about creating them.;X;;;x
_diplomacylib\briefing.cpp;tut_4_fr_7;In this tutorial, you'll be playing England. We've prepared an initial unit setup that offers us a good opportunity to demonstrate how the specific terms of a treaty are negotiated between players. To help keep things simple, we'll limit our negotiations to just one other nation—France . Our game-long rival is Gertrude who is playing Germany. Frank, who controls France, has been friendly towards us (so far). When we use 'he' or 'Fra' in this tutorial, we are referring to France, and when we use 'she' or 'Ger', we are referring to Germany. This should help to keep things clear. Let's begin.;X;;;x
_diplomacylib\briefing.cpp;tut_4_fr_8;First, we'll give you an opportunity to have a good look at the situation. You will want to review the current location of your own units and, as you're doing so, consider that it's the fall turn and our goal is to gain control of the supply center in Holland. You should spend a bit of time looking at Ger and Fra's units as well. After you close this text box, we'll wait for you to complete your survey. When you've finished looking around, simply issue an order for your army in London to hold. This will be the signal that you're ready for the tutorial to continue. (We'll change that order later.);X;;;x
_diplomacylib\briefing.cpp;tut_4_fr_9;Have a good look at the location of your English units, as well as the French and German forces. When you're ready to continue, order the army in London to hold.;X;;;x
_diplomacylib\briefing.cpp;tut_4_fr_10;You have probably realized that the only English unit that can easily move to Holland is the fleet in the Helgoland Bight and that there are quite a few things that could prevent this move from succeeding. Both Fra and Ger are in a far better position to occupy the province than you are since they each have two units that can move there. If they both attempt to take Holland, this will result in a standoff (so neither would occupy it), but that doesn't solve our problem. How can we arrange for Holland to become England's supply center?;X;;;x
_diplomacylib\briefing.cpp;tut_4_fr_11;We mentioned previously that Fra has been friendly, so we might be able to convince him to let us take it, but Ger has been hostile so it's very unlikely that she will be willing to stay out of the way. What we really need is to convince Fra to do more than just remain neutral. We want him to actively help us because otherwise, Ger will almost certainly capture our prize. Let's see if there's some way to make it worth it for Fra to help us against Ger, and at the same time find a way to guarantee that we occupy Holland during the Build phase.;X;;;x
_diplomacylib\briefing.cpp;tut_4_fr_12;We mentioned in previous tutorials that both support and convoys can be multi-national. It is possible for another nation's fleet to convoy our armies, and we can convoy theirs. We can also support their forces and they can support ours. As it happens, this allows us to make a fairly attractive offer to our friend: We can help Fra control Portugal in exchange for his help in capturing Holland. Further, we can help him retain his fleet's position in the North Sea—a position that he will lose if one of Ger's northern fleets attacks him with her other fleet supporting the attack.;X;;;x
_diplomacylib\briefing.cpp;tut_4_fr_13;This probably seems a bit confusing, so why not take one more look at the map? This time, as you consider the situation, pretend that you control both the English units and the French units. See if you can think of a way to occupy Holland and Portugal and also protect the fleet in the North Sea. As before, when you close this text box, we'll wait until you tell us you're ready before the tutorial continues. This time, the signal that you're ready will be to issue a Hold order to your fleet in Edinburgh.;X;;;x
_diplomacylib\briefing.cpp;tut_4_fr_14;Once you've finished looking at the situation, order the fleet in Edinburgh to hold.;X;;;x
_diplomacylib\briefing.cpp;tut_4_fr_15;There is only one way to accomplish all of our goals and this depends upon Fra's willingness to help us. If you haven't figured it out, here's the solution: We will need to have Fra use his fleet in the North Sea to convoy our army from London to Holland. This attack will need at least two units' support if it's going to defeat the possible German attack, so this support must come from Belgium and the Helgoland Bight. No unit can attack our fleet and cut its support. If Ger attacks Fra's army in Belgium to cut its support, her army in Kiel will be attacking unsupported and we'll still win.;X;;;x
_diplomacylib\briefing.cpp;tut_4_fr_16;At the same time, we'll offer to have our fleet in the Mid-Atlantic transport Fra's army from Brest to Portugal, which will give Fra a supply center too, and should make the deal fairly attractive. Our only problem is that Ger can ruin our plan by dislodging Fra's fleet in the North Sea with an attack from her fleets. We can prevent this by supporting Fra's fleet with our own fleet in Edinburgh. (A reminder: Attacking a supporting unit cuts the support, but convoys can only be disrupted if the fleet providing the transport is successfully dislodged. If it wins or there is a standoff, the convoy isn't disrupted.);X;;;x
_diplomacylib\briefing.cpp;tut_4_fr_17;Now that we have a plan, all we need to do is communicate it to Fra to see if he's interested and, if so, jointly issue the appropriate orders. How do we do this? Since we don't have an existing treaty or open negotiation with France, our first step will be to create a new 'briefing folder' (or 'brief') which we'll use as a convenient way of keeping track of the negotiations. Think of it as a file folder that you might keep in a filing cabinet—a folder that will contain the details of your current treaties and negotiations.;X;;;x
_diplomacylib\briefing.cpp;tut_4_fr_18;You will have a unique brief for each distinct group of negotiating partners. You might have one for France, another for Austria, and a third for a negotiation between you, France, and Austria. The briefing folder will be created as soon as you identify the nations involved in the discussion and you'll keep using this same brief for all future negotiations with this group until there is nothing 'current' in it (no treaties or ongoing discussions), at which point the brief will be removed.;X;;;x
_diplomacylib\briefing.cpp;tut_4_fr_19;A brief will begin as a set of suggestions that you'll assemble into a draft. The suggestions are the terms that you want each nation to agree to—things like, 'You move this unit here and I'll move mine there,' or, 'We should form an alliance.' Once your draft is ready, you will send it to the other negotiating partners as a proposal and await their response. If they agree to it, you will now collectively have a treaty and each nation involved in the negotiations will be expected to live up to its terms.;X;;;x
_diplomacylib\briefing.cpp;tut_4_fr_20;In our case, the treaty we want to form is between ourselves and France. Since we don't have an existing briefing folder for this negotiating partnership, we need to create one. You do this by clicking the 'speech bubble' in France's national summary box—we've placed a red marker just below it on your screen. Click this now (while this text box is still open) and Fra's avatar will appear at the bottom of the screen. Whenever there is an avatar visible on the screen you are in 'negotiation mode' and as soon as you add your first suggestion to a draft, a brief will be created for that partnership.;X;;;x
_diplomacylib\briefing.cpp;tut_4_fr_21;You could include another player in this negotiation by clicking that nation's speech bubble and you'd see their avatar added to the bottom of the screen as well. Only nations included in the negotiation will have any idea that a discussion is occurring, and only they will know about any subsequent treaty that you agree to. No one else will be aware of it. All diplomatic negotiations and treaties are completely secret and the other nations will only be able to guess at its existence by deducing it from your subsequent orders and units' actions.;X;;;x
_diplomacylib\briefing.cpp;tut_4_fr_22;The terms that we want France to agree to are all suggestions for moves that you will make cooperatively. These are called specific terms because they call for an order to be placed during the current turn. In the next tutorial we'll look at general terms that carry over to future turns. Since we want to suggest specific terms, the easiest way to communicate this is to show France the orders we want our two nations to place. We do that by issuing draft orders to each of the units involved in our plan.;X;;;x
_diplomacylib\briefing.cpp;tut_4_fr_23;In the previous tutorials, all of our orders were real orders—ones that would be processed when the phase ends and orders are resolved. When we're negotiating, we issue draft orders to suggest the real orders we'd like each nation to issue. draft orders are never processed—they're only suggestions—but we use exactly the same method as before to issue them. Because the game knows we're in negotiations mode it will offer us this option in the pop-up orders menu, and it will allow us to issue draft orders to Fra's units as well.;X;;;x
_diplomacylib\briefing.cpp;tut_4_fr_24;The easiest way to assemble a draft of specific terms is to think of all units belonging to all nations (that are included in the negotiation) as belonging to you. Almost all of the orders we want to propose to France involve either Convoy orders or Offensive Support orders. As you'll recall from placing those order types in previous tutorials, we have to issue a Move order before the order menu will let us place a convoy or an Offensive Support order. If we don't, the game won't recognize the context and the orders menu won't give us those options.;X;;;x
_diplomacylib\briefing.cpp;tut_4_fr_25;Let's start with the order that is of utmost importance to our overall goal this phase: the order to move our army by convoy from London to Holland. First, make sure you're in negotiation mode and are talking to France. Fra's avatar should still be visible on the screen from earlier in this tutorial. If it isn't, click on the speech bubble in France's national summary. If any other nation's avatar is visible, click on that nation's speech bubble to remove them from the negotiation (the speech bubble acts as a toggle switch).;X;;;x
_diplomacylib\briefing.cpp;tut_4_fr_26;Now let's issue the draft Move order. After closing this text box, use the same action you'd normally use to issue the 'Move (via Convoy)' order to your army in London. Pick it up and drag it to Holland. This time when you release it you will see that the option in the order menu is to issue a draft Move order. That's because you're currently in negotiations mode. Go ahead and issue that order now.;X;;;x
_diplomacylib\briefing.cpp;tut_4_fr_27;Issue a draft order for your army in London to 'Move (via Convoy)' to Holland.;X;;;x
_diplomacylib\briefing.cpp;tut_4_fr_28;You'll notice that two things have happened. First, a small colored box has been added to the right side of the screen that contains your flag and France's flag. This is the newly created briefing folder that you will use to manage your ongoing negotiations with France. Right now, you're creating a draft so the letter-shaped draft symbol is illuminated on the brief. You'll also see that a Draft Move graphic has been added to the map. It looks just like a regular Move order except it's a dotted line rather than a solid line, and the color of the graphic matches the color of the brief.;X;;;x
_diplomacylib\briefing.cpp;tut_4_fr_29;Each brief will have a unique color and all draft orders that are included in that brief will use the same color. Since you can have multiple negotiations with different nations all ongoing during a turn, this makes it easy to see at a glance which orders belong to which draft, and to distinguish between the draft orders (which won't be resolved at the end of the turn) and any real orders you've issued. Until you issue a real Move order or convert this draft to a real order, the London army will ignore the draft order.;X;;;x
_diplomacylib\briefing.cpp;tut_4_fr_30;Now we need to suggest that France use its fleet in the North Sea to convoy our army. Close this text box and then issue the Convoy order in exactly the same way you'd issue it if the fleet belonged to you. Drag the French North Sea fleet to Holland and then release it. Be careful to select the draft Convoy order and not the draft Move order. We don't want France to move there, we want it to convoy our army.;X;;;x
_diplomacylib\briefing.cpp;tut_4_fr_31;Issue a draft order for the French fleet in the North Sea to convoy our army from London to Holland.;X;;;x
_diplomacylib\briefing.cpp;tut_4_fr_32;Good! As you've just seen, issuing a draft order to one of your negotiating partners' units is exactly the same as issuing an order to one of your own. Because it's a draft order, the graphic displayed on the screen uses a dotted line instead of a solid line, and the color of the graphic matches the associated brief. When we later send this proposal to Fra, he will understand that we're asking him to convoy our army to Holland. He will also understand that if this move is successful, he will have helped us to capture a new supply center.;X;;;x
_diplomacylib\briefing.cpp;tut_4_fr_33;Now we need to give France some incentive to help us and, as we decided earlier, a suitable offer would be to help him capture Portugal.  We could just send our current draft and see if he'll do it without a quid pro quo, or let him make the counterproposal himself. To help save some time and show him how reasonable we are, let's show him that we're thinking about his welfare and are willing to do this. This means we need to suggest that we convoy his army in Brest to Portugal. Let's do that. As before, we must start by issuing the Move order for his army.;X;;;x
_diplomacylib\briefing.cpp;tut_4_fr_34;Issue a draft order to the French army in Brest to 'Move (via Convoy)' to Portugal.;X;;;x
_diplomacylib\briefing.cpp;tut_4_fr_35;Notice that as we're adding draft orders, we aren't creating a new brief for each order. The suggestions are being placed in the same briefing folder which we'll send to France when we've finished preparing the draft. France won't see the individual orders as we add them—he won't even know that we're in the process of creating a brief. Until we send the proposal, we are the only one who is aware of what we are doing.;X;;;x
_diplomacylib\briefing.cpp;tut_4_fr_36;Now let's issue the draft order for our fleet to convoy the French army. Close this text box and order the fleet in the Mid-Atlantic to convoy the French army in Brest to Portugal.;X;;;x
_diplomacylib\briefing.cpp;tut_4_fr_37;Issue a draft order for your fleet in the Mid-Atlantic to convoy the French army in Brest to Portugal.;X;;;x
_diplomacylib\briefing.cpp;tut_4_fr_38;Now we're getting there. We've shown France what we want and we've shown him that he also stands to gain from the deal. If we're successful, we'll each gain control of a new supply center when this turn's Build phase rolls around.;X;;;x
_diplomacylib\briefing.cpp;tut_4_fr_39;If our army is going to take Holland, it will have to defeat a probable German advance on that province. To do that, we'll need to arrange for some support. We have a fleet in Helgoland Bight that can help so let's issue that order. Be careful to select the correct order option—you want the fleet to support the army's move.;X;;;x
_diplomacylib\briefing.cpp;tut_4_fr_40;Issue a draft order for our fleet in Helgoland Bight to support our army's move from London to Holland.;X;;;x
_diplomacylib\briefing.cpp;tut_4_fr_41;That will give us a total attack strength of two (one for the army and one for the supporting fleet). Germany can also attack Holland with a total strength of two by moving one of her armies in either Ruhr or Kiel and supporting with the other. This means that we need to increase our support by one more factor.;X;;;x
_diplomacylib\briefing.cpp;tut_4_fr_42;Fortunately, any nation is allowed to support any other nation's units, so France's army in Belgium is in position to support us. Let's include this request in our draft proposal as well. Close this text box and issue a draft Support order for France's army in Belgium to support our army's move from London to Holland.;X;;;x
_diplomacylib\briefing.cpp;tut_4_fr_43;Issue a draft order for France's army in Belgium to support our army's move from London to Holland.;X;;;x
_diplomacylib\briefing.cpp;tut_4_fr_44;Good! Now no matter what Ger does, she won't be able to defeat or achieve a standoff with our army. If she tries to cut the support of the French army by attacking it, she'll only be able to move into Holland with a strength of one and our supported attack will defeat it. If she moves with either army and supports with the other, we'll have a total strength of three which will defeat her strength of two. Either way, we'll win.;X;;;x
_diplomacylib\briefing.cpp;tut_4_fr_45;There is still one danger remaining: Ger can attack the French fleet that we hope will be providing the convoy services to our London army. Unlike support, which is cut if the supporting unit is attacked by any unit that is otherwise uninvolved in the conflict, a convoy can only be disrupted if the fleet that is providing the transport is attacked and successfully dislodged from its province. If the attack fails, then the convoy isn't disrupted and may proceed as planned. Ger has two fleets in position to attack Fra's fleet, so we will need to give it support to ensure that any attack results in a standoff.;X;;;x
_diplomacylib\briefing.cpp;tut_4_fr_46;Our fleet in Edinburgh is in perfect position to support France's fleet, and Fra will probably be happy that he will be able to defend his position so he will most likely treat this support offer as not only being a strategic necessity, but also an added advantage of agreeing to our proposal. Let's show him our plan by including that order in our draft. Close this text box and issue the draft order for our fleet in Edinburgh to provide that support.;X;;;x
_diplomacylib\briefing.cpp;tut_4_fr_47;Issue a draft order for our fleet in Edinburgh to support the French fleet in the North Sea.;X;;;x
_diplomacylib\briefing.cpp;tut_4_fr_48;Of course the draft Support order we just placed only needed to specify the province, not the unit, because the French fleet in the North Sea isn't moving so it is eligible to receive defensive support. We can offer defensive support as long as it is holding, convoying or supporting. If it tries to move, then the support would be lost.;X;;;x
_diplomacylib\briefing.cpp;tut_4_fr_49;That would seem to be everything we need to include in the draft. France's army in Marseilles isn't in a position to contribute to our plan, so we can ignore it and let Fra do whatever he likes with it. If we tried to specify an action for it, then Fra would have to decide if he wanted to do that and might reject our proposal if he had something else in mind. In general, you should only include draft orders for another nation's unit in your proposal if there's a good reason to do so. Now that our draft is ready, all we need to do is communicate it to France.;X;;;x
_diplomacylib\briefing.cpp;tut_4_fr_50;To send a draft to your negotiating partners, you will click on the paper-shaped draft symbol on the briefing folder and drag it one step to the right and release the mouse when it's positioned over the envelope-shaped middle slot of the brief. When you do, a menu will pop up with the option to suggest the draft. Select this to send the proposal or click the 'X' to cancel the action and return to draft. Once sent, France will consider your offer and then decide what to do. Let's try this. Close this window and send your draft.;X;;;x
_diplomacylib\briefing.cpp;tut_4_fr_51;Propose your draft by dragging the letter symbol on the brief one step to the left and then selecting the Suggest option from the pop-up menu.;X;;;x
_diplomacylib\briefing.cpp;tut_4_fr_52;As France is deciding how to respond, the proposal symbol in the middle of the brief will be highlighted. Since you are the one who sent it, you are automatically deemed to have accepted the proposal already. You are now waiting to see if France will accept or reject it, or whether perhaps he will make a counterproposal. When a proposal is awaiting a response, it will be surrounded by a yellow glow.;X;;;x
_diplomacylib\briefing.cpp;tut_4_fr_53;France has accepted your proposal. When he did so, the symbol in the briefing folder moved from the proposal stage to the treaty stage. This is now an agreement that you are both committed to fulfill and you must each now issue the correct real orders to reflect the treaty's terms. If France had rejected the proposal completely, the negotiations would have been removed completely.;X;;;x
_diplomacylib\briefing.cpp;tut_4_fr_54;If you had been negotiating with two other nations, then you would have to wait until both nations had responded. If either had rejected it, the proposal symbol would have glowed red, an 'X' would have been added to it, and the color of the 'X' would have been the national color of the nation that rejected it. If the first nation had accepted it, you would have seen a small check mark added to the proposal symbol in that nation's color, and you would have continued to wait for the second nation to respond. Human players may take a while to respond while AI nations are quick to answer.;X;;;x
_diplomacylib\briefing.cpp;tut_4_fr_55;Now that we have a treaty, we need to issue real orders to our own units to fulfill our end of the bargain. There's a simple way to do this: Diplomacy's conversion utility for specific treaty orders. Or we can do all of it manually. We'll show you both methods.;X;;;x
_diplomacylib\briefing.cpp;tut_4_fr_56;The hard way is to go through the time consuming process of re-issuing all of the necessary real orders. Since the only orders that are ever processed are real orders, we would need to redo all four of our unit's orders (Fra is the only one who can issue orders for his units). We won't ask you to do all of these in this tutorial because you already know how to issue most of them, but we will show you one order because it's one that you haven't seen before. That's because one of the real orders you need to issue is impossible to do without being able to issue an order to France's unit.;X;;;x
_diplomacylib\briefing.cpp;tut_4_fr_57;The order we're referring to is the order for your fleet in the Mid-Atlantic to convoy the French army to Portugal. Let's try it. First, we have to leave negotiations mode and return to regular order-placement mode. You can do this by either clicking again on the speech bubble in France's national summary, which will cause France's avatar to disappear, or you can clear all avatars at once by clicking on the 'close negotiations' tab on the right side of the screen (that's the brief that has only your flag on it and is in your national color). Do this now while this text box is open.;X;;;x
_diplomacylib\briefing.cpp;tut_4_fr_58;You already know that you won't be able to issue a Convoy order for your fleet because the Convoy order option will only appear if there's an existing Move order first. But you also know that you can only issue a real Move order to a unit that belongs to you and the unit that's moving belongs to France. So what do we do? Simple! We issue an imagined Move order instead. Let's try it. Close this text box, make sure that you are not in negotiations mode, and then try to issue an order for the French army in Brest to 'Move (via Convoy)' to Portugal.;X;;;x
_diplomacylib\briefing.cpp;tut_4_fr_59;Issue an order for the French army in Brest to make an 'Imagined Move (via Convoy)' to Portugal. Select the Imagined Move option from the pop-up menu.;X;;;x
_diplomacylib\briefing.cpp;tut_4_fr_60;The imagined order you just placed is a way of indicating an order that you expect another nation will issue as a real order. You will probably only use this in a situation like this one where one of your units can only receive its order after another nation's unit has been given an imagined order. You could also use it as a visual aid while you're planning a strategy. In either case, the imagined order is only an aid, and it will never be processed. Only real orders are ever processed.;X;;;x
_diplomacylib\briefing.cpp;tut_4_fr_61;Just to demonstrate that it is now possible to issue your Convoy order, let's do that. Close this text box and issue the Convoy order to your fleet in the Mid-Atlantic.;X;;;x
_diplomacylib\briefing.cpp;tut_4_fr_62;Issue a real order for your fleet in the Mid-Atlantic to convoy the French army from Brest to Portugal.;X;;;x
_diplomacylib\briefing.cpp;tut_4_fr_63;As you can imagine, in complex negotiations, it can become very tedious to assemble a large draft containing many orders and then being forced to re-issue all of the necessary imagined and real orders. Diplomacy has a handy treaty order conversion utility to save you the trouble. It will work as long as you have an accepted treaty in a briefing folder like the one that you currently have with France. Let's use it to convert all of the rest of our orders to real orders.;X;;;x
_diplomacylib\briefing.cpp;tut_4_fr_64;First, click anywhere on the briefing folder to return to that specific treaty. You can do that now, while this text box is still open. You'll see that the avatars of all nations involved in the treaty will appear at the bottom of the screen. This means that we're now in negotiations. This is a very quick and easy way to select the appropriate nations when you already have an existing brief for that group of participants. Now close this text box and then simply left-click on the small treaty symbol. Select 'Convert Orders' from the pop-up menu.;X;;;x
_diplomacylib\briefing.cpp;tut_4_fr_65;Click the treaty symbol on the brief and select 'Convert Orders' from the pop-up menu.;X;;;x
_diplomacylib\briefing.cpp;tut_4_fr_66;That's it! The conversion utility only converts order for your own units but it is a very handy utility that will save you a lot of time during the Diplomacy and Orders phase. Remember, too, that you can change your mind and re-issue a different real order to any of your units. If you do that, you will be in violation of your treaty with France. Violating a treaty is a very drastic action that will ruin your relationship with a nation and is likely to make them very reluctant to accept orders from you in the future.;X;;;x
_diplomacylib\briefing.cpp;tut_4_fr_67;It's important to remember that at this point, there is nothing that binds either you or France to adhere to your treaty. Germany might have made a different, and possibly better, offer and France could simply renege on the deal and decline to convoy or support you. He could also still issue the Move order for his army and even though he's violated one term, you will still transport it to Portugal. You could do the same and 'forget' to issue the Convoy order. This sort of backstab is very nasty and should be used very sparingly unless you want to make a lot of enemies.;X;;;x
_diplomacylib\briefing.cpp;tut_4_fr_68;Let's decide to live up to our part of the treaty and issue the orders we've agreed to. We've had a good relationship with France in the past and it's hardly worth burning our bridges at this point in the game. If, or when, we backstab France, it should be a crippling blow, not something as minor as this. Close this text box and click the Resolve button to see if France feels much the same way.;X;;;x
_diplomacylib\briefing.cpp;tut_4_fr_69;Click the Resolve button to end the phase.;X;;;x
_diplomacylib\briefing.cpp;tut_4_fr_70;As you just saw, France honored the treaty as well and you have both profited admirably from your cooperation. Ger was defeated in both of her attacks. Both you and Fra have just gained control of a new supply center. This sort of treaty will be essential during much of the game since you will often lack the units or positioning to overcome a unit by yourself. Eventually you will need to decide whether to continue your relationship and perhaps share the victory, or whether to pick the right moment to plan a dagger in France's back. That's Diplomacy!;X;;;x
_diplomacylib\briefing.cpp;tut_4_fr_71;Because all specific terms are orders that are processed at the end of a turn, any treaty that contains only specific terms will come to an end automatically when the phase is resolved and the briefing folder will be deleted. Even though it has disappeared and the treaty is over, Fra will remember your cooperation and in the future, his decisions will be somewhat influenced by its success. Developing relationships with other players can have many benefits—even if the player is AI-controlled.;X;;;x
_diplomacylib\briefing.cpp;tut_4_fr_72;This brings us to the end of the fourth tutorial. It will take some time to get used to negotiating and managing treaties that contain specific terms, but the concepts and techniques that we've just used will remain the same in all cases. In the next tutorial, we will expand your diplomatic vocabulary and options as we look at the various general terms that can be included in a treaty.;X;;;x
_diplomacylib\briefing.cpp;tut_5_fr_1;This is the second part of the tutorial that discusses your various negotiating options in Diplomacy. In the previous tutorial, we looked at the way that specific terms could be included in a proposal—terms that called for the participating nations to issue specific orders to their units. This tutorial will discuss the various general terms that you may negotiate. We'll be playing as Russia this time, beginning in the fall turn of the game's first year, and most of our attention will be focused on our three nearest neighbors: Turkey, Austria, and Germany.;X;;;x
_diplomacylib\briefing.cpp;tut_5_fr_2;While it is still early in the game, let us suppose that our initial diplomatic feelers were turned down by Austria and we now consider her a threat. Turkey didn't seem interested in doing much negotiating, but she didn't appear overtly hostile either. Germany has seemed friendly, although we haven't reached any sort of agreement with him. Our goal, then, will be to try to build on these initial feelings to see if we can gain some sort of advantage.;X;;;x
_diplomacylib\briefing.cpp;tut_5_fr_3;Turkey, sitting on our southern flank, will be difficult to defeat and can present some problems early in the game. He is already poised to take Bulgaria at the end of this turn and might make a play for Rumania as well. Since Austria has proved uncooperative, we can't expect any help from that quarter. This means that we should really try to come to some arrangement with Turkey to avoid any unnecessary hostilities. In particular, we do not want to risk having her establishing a position in the Black Sea, because she will be extremely difficult to dislodge thereafter.;X;;;x
_diplomacylib\briefing.cpp;tut_5_fr_4;What we would like to do, then, is suggest to Turkey that her expansion should not include the Black Sea, or Rumania for that matter, since that will give her a second border (and thus attack point) with Sevastopol. To induce her to agree to this, we will probably need to promise much the same, except that we would like to remain in the Black Sea. There is a handy term for treaties that we can suggest: the 'demilitarized zone' (or 'DMZ') term. DMZ is a general treaty term that is renewed each turn. It will remain in force until such time as the treaty is terminated. ;X;;;x
_diplomacylib\briefing.cpp;tut_5_fr_5;A suggestion to treat a province as a DMZ is a promise to agree to a simple set of terms. Neither nation will attempt to move a unit into the DMZ province unless the other has already been notified of the intended move and has agreed to it. We will also agree not to convoy any nation's unit to the DMZ, or to offer either defensive or offensive support there—again, unless we have prior approval. Essentially, the province becomes out of bounds for all Move, Support or Convoy orders for both nations unless permission has been given to do so by the other nation.;X;;;x
_diplomacylib\briefing.cpp;tut_5_fr_6;A general term like DMZ is a suggestion that you will include in a draft and then propose during the Diplomacy and Orders phase. In our case, we will propose to Turkey that Rumania and the Black Sea be agreed upon as DMZs and that neither nation will move, convoy or support to either province without prior permission. Just as we did with specific terms, we begin this process by identifying the nation (or nations) that we will propose this treaty to by creating a briefing folder for the negotiations.;X;;;x
_diplomacylib\briefing.cpp;tut_5_fr_7;While this text box is still open, click on the negotiations 'bubble' in Turkey's national summary. Her avatar will appear at the bottom of the screen to indicate that we are now in negotiations mode. You won't see the new briefing folder appear on the screen yet because we have not yet added a suggestion to the draft. We'll do that in a moment. First, though, we need to make a small comment that relates to the way that general terms are handled internally by the game engine.;X;;;x
_diplomacylib\briefing.cpp;tut_5_fr_8;The game's internal handling of general terms does not allow us to have you close a text box and wait until you have issued a suggestion for a general term before the next text box appears. To allow us to keep the text boxes hidden while you're learning, we will also be asking you to issue an order for a unit each time we ask you to create a general term. Please be sure to take the action to include the general term in your draft before you issue the order to the unit. This will prevent the next text box from appearing prematurely.;X;;;x
_diplomacylib\briefing.cpp;tut_5_fr_9;We are also unable to check that you have issued the suggestion correctly (we can only check specific orders or movements), so we will be assuming that in each case, you have successfully added the term. If you make a mistake, you can restart the tutorial and follow the instructions again. If you accidentally add the wrong suggestion to a draft, you can delete that suggestion by clicking on the graphic that appears on the screen and select the Cancel option from the pop-up menu. You can also clear the entire draft by clicking on the paper-shaped draft symbol and selecting the Clear Draft option, and then start again.;X;;;x
_diplomacylib\briefing.cpp;tut_5_fr_10;To suggest a DMZ during a negotiation, you will click and then drag the flag in your national summary box at the top of the screen to the intended DMZ province. When you release the mouse, a pop-up menu will include the option to propose that province as a DMZ. When you add this proposal to a draft, you will see a small flag appear in the identified province. The graphic will be somewhat transparent at first, using the same color as the brief. If the proposal later becomes a treaty, the graphic will become opaque.;X;;;x
_diplomacylib\briefing.cpp;tut_5_fr_11;Let's try that now for both of our intended DMZs. Close this text box, then drag your national summary box's flag to Rumania and select the Draft Demilitarized Zone option to propose it as a DMZ. You should see the DMZ flag graphic added to the screen and a brief will appear at the right side of the screen. Repeat this action to propose the Black Sea as a DMZ. After you have made both proposals, issue a draft order for the fleet in the Black Sea to hold. Please remember not to issue the draft Hold order until you've proposed both of the DMZs, so the next text box won't appear too soon. Go ahead and try it now.;X;;;x
_diplomacylib\briefing.cpp;tut_5_fr_12;Drag the flag from your national summary to Rumania and then select 'Draft DMZ' from the pop-up menu. Repeat this to propose the Black Sea as a DMZ. After creating both DMZ suggestions, issue a draft Hold order to the fleet in the Black Sea.;X;;;x
_diplomacylib\briefing.cpp;tut_5_fr_13;If everything went as intended, you should now see a semi-transparent DMZ flag in both provinces. These will use the same color as the briefing folder that has appeared at the right side of the screen with the letter-shaped draft symbol highlighted. This will be the draft that we'll propose to Turkey.;X;;;x
_diplomacylib\briefing.cpp;tut_5_fr_14;It is worth pointing out that our fleet in the Black Sea will not violate the terms of the possible treaty because it is already present in the DMZ province. As long as we don't support it with another of our units, or move a new unit, then we will be adhering to the DMZ's terms. We can't do either of those actions at present because we don't have another fleet in the vicinity. The DMZ's terms would NOT prohibit our fleet from receiving support from another nation's fleet, though (if one were available). It is only our own orders and Turkey's orders that must abide by the terms of the DMZ.;X;;;x
_diplomacylib\briefing.cpp;tut_5_fr_15;We should also point out that the draft Hold order we issued is considered part of the negotiation and is included in the draft. If this becomes a treaty, then we must issue the real Hold order to the fleet or we will be in violation of the treaty. Treaties may contain both specific terms and general terms. Each is equally binding and the specific orders must be issued during the current turn in order to satisfy the treaty. These are cleared from the treaty after the Resolution phase and only the long-lasting general terms will be carried over to the next turn.;X;;;x
_diplomacylib\briefing.cpp;tut_5_fr_16;Now let's see if Turkey is interested in our suggestions. Just as we did in the previous tutorial, we will send the proposal to Turkey by dragging the brief's highlighted draft symbol over to the 'proposal position' which will then become highlighted. If Turkey agrees, then the proposal symbol will disappear and the treaty symbol will be highlighted instead. Let's try it. Close this text box and propose your draft to Turkey.;X;;;x
_diplomacylib\briefing.cpp;tut_5_fr_17;Propose your draft by dragging the letter symbol on the brief one step to the right. Then select the Suggest option from the pop-up menu.;X;;;x
_diplomacylib\briefing.cpp;tut_5_fr_18;As we mentioned in the previous tutorial, you will usually receive a very rapid response to a proposal if all of the other nations involved in the brief are controlled by AI players. Human players will usually take longer because they may be in the midst of another negotiation, and will take somewhat longer to review your suggestions before making a decision. You can conduct negotiations with other nations while you are waiting because each brief stores a separate draft.;X;;;x
_diplomacylib\briefing.cpp;tut_5_fr_19;Good news! Turkey has accepted our proposal, so it is reasonable to assume that the situation has been settled. It's very early in the game so it's quite unlikely that she will renege on this agreement unless she sees an opportunity to make very significant gains.;X;;;x
_diplomacylib\briefing.cpp;tut_5_fr_20;It is a very good habit to convert any draft orders into real orders as soon as a treaty has been accepted. Since our treaty with Turkey involves an order, it is good practice to issue the real order immediately, even in a case like this where it is a Hold order that would be issued by default. Let's do that the hard way this time. Instead of using the conversion utility, we'll issue the order directly.;X;;;x
_diplomacylib\briefing.cpp;tut_5_fr_21;First, we need to exit negotiations mode. Click on the 'clear negotiations' tab at the right side of the screen—it's the tab that doesn't contain any nations' flags—or click on Turkey's negotiations 'bubble'. Either method is fine as long as the Turkish avatar is no longer displayed at the bottom of the screen. Now close this text box and issue an order to the fleet in the Black Sea to hold.;X;;;x
_diplomacylib\briefing.cpp;tut_5_fr_22;Issue a real order for the fleet in the Black Sea to hold.;X;;;x
_diplomacylib\briefing.cpp;tut_5_fr_23;As we discussed a moment ago, the fleet will not violate our treaty with Turkey because this is an order that we've already indicated to Turkey that we intend to place. In fact, if we issue any other order to the fleet, then we will violate the treaty. Since Turkey was willing to accept our DMZ proposal, perhaps we should consider suggesting an even safer type of relationship between our two nations: a non-aggression pact.;X;;;x
_diplomacylib\briefing.cpp;tut_5_fr_24;Forming a non-aggression pact is a bit like creating a treaty that contains multiple DMZs, where the exact location of DMZs is somewhat flexible. If you agree to one with Turkey, then you will be required to treat every supply center owned by Turkey as a DMZ. You cannot move, convoy, or support to those provinces without first receiving her permission. Further, you must treat the provinces that are currently occupied by her units as DMZs as well. Also, if she indicates that she will be moving, convoying, or supporting into a province, you will be required to treat that location as a DMZ as well!;X;;;x
_diplomacylib\briefing.cpp;tut_5_fr_25;Essentially, a non-aggression pact seeks to avoid having your forces come into conflict. As long as you forewarn her where you want to move, she will be required to leave that province alone during that turn. The reverse is true as well. You will be required to avoid thwarting any actions she notifies you about. We'll discuss how to issue this forewarning or notification and how to obtain permission for a move in a moment.;X;;;x
_diplomacylib\briefing.cpp;tut_5_fr_26;There are two types of non-aggression pacts: permanent pacts and non-permanent pacts. They are identical in all respects, except that forming a permanent non-aggression pact is suggesting that the pact will last for the rest of the game. A nation will probably not agree to a permanent pact unless you already have good history of mutual cooperation or, at least, have demonstrated that you have no intentions of being at war with one another. While the rules are the same, breaking or violating a permanent pact will have a far greater negative impact on your relationship.;X;;;x
_diplomacylib\briefing.cpp;tut_5_fr_27;Since it's early in the game—and it's quite likely that we will come into conflict with Turkey sometime in the future—it is far more likely that she will accept a non-permanent, non-aggression pact at this time, so that should be the type we propose. Also, upon reflection, it would seem that we stand no chance of gaining control of more than one new supply center (Sweden) this turn, so perhaps we were a little hasty in our previous negotiation when we agreed to make Rumania a DMZ and leave it neutral.;X;;;x
_diplomacylib\briefing.cpp;tut_5_fr_28;We already have a treaty with Turkey where Rumania has been agreed to as a DMZ. That means we can't move there without her permission or we will violate the treaty and ruin any chance of a good ongoing relationship with her. In fact, violating the treaty on the same turn it is created is quite likely to make her angry enough to join forces with another nation (like Austria) and aggressively attack us. A situation like that would be dangerous, quite possibly ending in our defeat or even our elimination from the game. Let's avoid that!;X;;;x
_diplomacylib\briefing.cpp;tut_5_fr_29;Let's summarize what we want to achieve before we begin to try negotiating with Turkey. We want to suggest a regular (non-permanent) non-aggression pact between our two nations, and we want to seek her permission to move to Rumania so we can try to capture the supply center there without violating our existing treaty. These would appear to be two different types of request: one is to create a new treaty to form the pact, and the other is to satisfy the existing treaty's terms and get permission before issuing an order.;X;;;x
_diplomacylib\briefing.cpp;tut_5_fr_30;As it happens, these are not separate actions. In Diplomacy, only one treaty can exist between any unique group of negotiating partners. If we want to create a new treaty with a group of nations for which we already have a briefing folder, then really, we're just asking to amend the terms of the existing treaty to include a new term. Similarly, when we ask permission to move to Rumania, we are really asking to modify the existing treaty to allow a specific unit to move there. In both cases, we're seeking to renegotiate the current treaty's terms in order to agree upon a new, more expansive treaty.;X;;;x
_diplomacylib\briefing.cpp;tut_5_fr_31;A treaty may be renegotiated at any time during a Diplomacy and Orders phase. Terms can be added and removed at will, and then the new draft will be sent as a proposal. If accepted, the new treaty will replace the old one and any revisions in terms will supersede the previous agreement. It's almost like negotiating a new treaty, except that until it is accepted, the old treaty remains in force. Diplomacy includes a quick copy utility so you don't have to assemble the entire treaty from scratch unless you want to. Let's use that handy utility.;X;;;x
_diplomacylib\briefing.cpp;tut_5_fr_32;With this text box still open, click on your existing briefing folder with Turkey. This is just a quick way to ensure that we're in negotiations mode and that the correct nations are involved in the diplomatic discussions (just Turkey in this case). Now close this text box and copy the existing treaty into a new draft by clicking and dragging the treaty symbol on the brief back to the draft position—the first letter-shaped icon on the brief. When you do this, a pop-up menu will offer you the option to Replace Draft. Accept this option. Go ahead and do that now.;X;;;x
_diplomacylib\briefing.cpp;tut_5_fr_33;Copy your treaty with Turkey to a new draft by dragging the treaty symbol on the brief over to the draft position. Accept the Replace Draft option in the pop-up menu.;X;;;x
_diplomacylib\briefing.cpp;tut_5_fr_34;You'll now see that both the draft symbol and the treaty symbol are now highlighted on the brief. That's because the existing treaty always remains in force until a new treaty is agreed upon by all of the nations involved. Now we want to make two changes to the draft, both of which we'll do at the same time to allow us to hide the text box. We will propose the non-aggression pact (in addition to the two existing DMZs). We also want to ask permission to place the Move order to Rumania.;X;;;x
_diplomacylib\briefing.cpp;tut_5_fr_35;To suggest the non-aggression pact, you will click and drag the flag from your national summary box at the top of the screen over to the flag in Turkey's national summary box. When you release the mouse, a pop-up menu will offer you quite a large assortment of options. Look through these and then select the one that suggests a regular non-aggression pact instead of a permanent non-aggression pact. After you've done that, place a draft order for your fleet in the Black Sea to move to Rumania. Please be sure to do this in exactly this order. Close this text box and try it now.;X;;;x
_diplomacylib\briefing.cpp;tut_5_fr_36;Drag the flag from your national summary to the flag in Turkey's national summary. Select 'suggest non-aggression pact' from the list of options in the pop-up menu. After you've done this, issue a draft order for the fleet in the Black Sea to move to Rumania.;X;;;x
_diplomacylib\briefing.cpp;tut_5_fr_37;You should now see that a pair of symbols has been added near the top of the screen, just below your two nations' national summary boxes. This is the non-aggression pact symbol which will continue to be displayed at all times to remind you that you have this pact. At the moment, they are semi-transparent to indicate that they are part of a draft order. They will become opaque if Turkey agrees to your proposal. You will also see the dotted draft order graphic, requesting permission for your fleet's move to Rumania.;X;;;x
_diplomacylib\briefing.cpp;tut_5_fr_38;Your draft Move order for the Black Sea fleet actually serves two purposes at the moment. Not only will it request Turkey's permission to allow you to move to Rumania in spite of the DMZ agreement, but it will also serve as notification that you intend to move there. If she agrees to the proposal, she will be forewarned that you intend to move there, so the non-aggression pact will prohibit her from moving, convoying, or supporting into that province even if it wasn't already a DMZ.;X;;;x
_diplomacylib\briefing.cpp;tut_5_fr_39;You've just seen how to ask for permission to place an order that violates a general treaty term. All you need to do is add the proscribed move to a draft and then propose it. If the new proposal is accepted, it replaces the existing treaty and you will have permission to issue the move this turn. In fact, if you fail to issue the Move order this turn, you'll violate the treaty! The exact same method is used to notify or forewarn a nation of your intended move. Once she accepts it, Turkey would be prohibited from interfering due to the non-aggression pact.;X;;;x
_diplomacylib\briefing.cpp;tut_5_fr_40;The last point we'll make before proposing the revised treaty is that you could have, if you wished, negotiated the friendly removal of one of the DMZ terms of the existing treaty by removing them in the new draft. There are two ways of doing this. You could left-click on the DMZ symbol on the map and then select the Cancel Draft DMZ option from the pop-up menu. This will remove it from the draft, and if your new draft is accepted, the DMZ will have been cancelled by mutual agreement because it isn't included in the new treaty.;X;;;x
_diplomacylib\briefing.cpp;tut_5_fr_41;The other method is to begin drafting a new proposal without having copied the existing treaty. You can, if you wish, simply click on the briefing folder and begin adding terms to a new draft. If you haven't copied the existing treaty, only the new suggestions you make will be added to the draft. You could, for instance, propose a the DMZ for the Black Sea again but omit the one for Rumania. If Turkey agreed, the new treaty would replace the old one and the Rumania DMZ would no longer be a part of your treaty.;X;;;x
_diplomacylib\briefing.cpp;tut_5_fr_42;Renegotiating a treaty and omitting a general term is the friendly way of terminating that part of an agreement. There are three other ways to terminate a term like this, each of which will impact your relationship in a different way. You can notify the other nations that you intend to end the treaty's term which will cause it to expire after the current turn. You can notify the other nations that you are unilaterally breaking that term. This will immediately terminate it and will upset your partners considerably more than simply ending it. Your third—and worst—option is to simply violate it without notice.;X;;;x
_diplomacylib\briefing.cpp;tut_5_fr_43;Let's see if Turkey is interested in our treaty revision. Just as before, we will drag the draft over to the proposal position on the briefing folder and await Turkey's response. Close this text box and then go ahead and make the proposal.;X;;;x
_diplomacylib\briefing.cpp;tut_5_fr_44;Propose your draft by dragging the letter symbol on the brief one step to the right. Select the Suggest option from the pop-up menu.;X;;;x
_diplomacylib\briefing.cpp;tut_5_fr_45;Turkey will soon respond to our offer (and the tutorial has been programmed to accept it) but while we're waiting, let's turn our attention elsewhere. We mentioned earlier that Germany had seemed fairly friendly and that Austria had been somewhat hostile in comparison. That would suggest that perhaps Germany would be interested in joining forces with us to pursue an aggressive attack against Austria. In Diplomacy, an agreement like this is called an offensive alliance—one of the options that you probably noticed on the menu when you were suggesting the non-aggression pact to Turkey.;X;;;x
_diplomacylib\briefing.cpp;tut_5_fr_46;Diplomacy offers two distinct types of alliances: offensive alliances and full alliances. The former is somewhat less restrictive than the latter, and would be used when there is a specific enemy that you want to attack. The latter type is the most friendly arrangement that can exist between ourselves and Germany, but it will also greatly limit our ability to issue orders without first either notifying him or getting his permission. You should refer to the section on Alliances in the Negotiations chapter of the game manual if you are at all confused about the differences after completing this tutorial.;X;;;x
_diplomacylib\briefing.cpp;tut_5_fr_47;The alliance we'll offer to Germany is an offensive alliance against Austria. Unlike full alliances, which may be permanent or non-permanent, an offensive alliance is always considered to be non-permanent. In addition to all of the normal terms of a non-aggression pact, an offensive alliance forces you to communicate with your ally in almost any situation that could possibly result in accidental conflict between your forces. It sets requirements for situations where you must notify your ally of your intended actions before you are allowed to proceed with them. Failing to do so will violate the treaty.;X;;;x
_diplomacylib\briefing.cpp;tut_5_fr_48;If you create an offensive alliance with Germany against Austria, you will be required to notify him if you intend to move, convoy, or support into a province that is adjacent to a province that is currently occupied by one of his units and also contains, or is adjacent to, one of Austria's units, or one of Austria's supply centers. He must, of course, do the same. This makes sense since, if you are supposedly cooperating together to attack Austria, you really should be communicating with each other to ensure that you don't accidentally do something to come into conflict with one another.;X;;;x
_diplomacylib\briefing.cpp;tut_5_fr_49;There is an exception to this extra term: if the province in question is already occupied by one of your units or contains a supply center that you already control, then you won't have to notify him although it certainly wouldn't be a bad idea to do so anyway. The reverse is also true: he doesn't have to notify you if he moves a unit to a province that contains a supply center he already controls, of if the province already contains one of his units and he wants to support it with another of his units. This is intuitively logical. You still would be required to notify him if you wanted to move there.;X;;;x
_diplomacylib\briefing.cpp;tut_5_fr_50;Let's see if Germany is interested in an offensive alliance. To do this, we'll first need to create a new briefing folder for the negotiation. We must first clear the Turkish avatar from the screen since our negotiation will just be between ourselves and Germany (not between all three nations). Either click the negotiations 'bubble' in Turkey's national summary box, or click on the 'close negotiations' tab on the right side of the screen. You can do this now, while the text box is still open.;X;;;x
_diplomacylib\briefing.cpp;tut_5_fr_51;Now we want to initiate the diplomatic discussions with Germany, so let's click on Germany's negotiations 'bubble'. Go ahead and do this now. His avatar should appear at the bottom of the screen. To offer Germany an offensive alliance against Austria, we will click and drag the small flag from your national summary over to Germany's—exactly the same action you used to suggest the non-aggression pact with Turkey. This time, though, you'll select the 'offensive alliance against Austria' option from the pop-up menu. (Don't do this yet).;X;;;x
_diplomacylib\briefing.cpp;tut_5_fr_52;Since this is another general term, we'll also need to ask you to issue a draft order or we won't be able to hide the text box to make it easy to suggest the offensive alliance. Since we will probably need the army in the Ukraine to support our fleet's move to Rumania, let's choose a different unit of this order. Let's suggest a draft Move order for our army in Warsaw to move to Galicia. Go ahead and close this text box. Then suggest the offensive alliance and issue the draft Move order.;X;;;x
_diplomacylib\briefing.cpp;tut_5_fr_53;Offer an offensive alliance to Germany against Austria by dragging the flag from your national summary box to Germany's national summary box at the top of the screen. After doing that, issue a draft order for your army in Warsaw to move to Galicia.;X;;;x
_diplomacylib\briefing.cpp;tut_5_fr_54;You should now see a new symbol just below your own national summary box and another one below Germany's. That is the offensive alliance symbol which will remain on the screen as a reminder that you have made that suggestion. At the moment, it will be semi-transparent. If Germany agrees to the treaty, it will become opaque.;X;;;x
_diplomacylib\briefing.cpp;tut_5_fr_55;The draft Move order we issued is one of the orders that we would have been forced to inform Germany about in advance if we didn't want to violate the offensive alliance we've proposed. Galicia is adjacent to one of his units and is also adjacent to one of Austria's units. In fact, it's adjacent to two of Austria's units and is also adjacent to two of her supply centers. If we issue a Move order to go there without notifying Germany, we will violate the term that is the principle difference between a non-aggression pact and an offensive alliance.;X;;;x
_diplomacylib\briefing.cpp;tut_5_fr_56;If Germany didn't have a unit in Silesia, we would not be required to inform him of the move because it wouldn't have been adjacent to one of his units. We are only required to give him advanced notice of our move if it is possible that it could conflict with something that he intends to do on that front. If we wanted to move the Warsaw army to Prussia instead, we would not have had to notify him because it is not a supply center. Even though it is adjacent to one of his units, it's not adjacent to an Austrian unit or supply center. In a full alliance, though, it would be a treaty violation.;X;;;x
_diplomacylib\briefing.cpp;tut_5_fr_57;If you've looked at the manual and are worried about trying to remember the differences between all of these terms, don't worry! The game will always warn you if you try to issue an order that conflicts with a treaty. The option in the orders menu will have a dagger symbol in it to tell you that issuing this order will be an outright violation of a treaty: the details below the order will indicate which treaty it violates. The on-screen graphic will also display the same backstab symbol as a secondary warning. Of course, you can still issue the order, but it will violate the treaty and ruin your relationship.;X;;;x
_diplomacylib\briefing.cpp;tut_5_fr_58;In a real game of Diplomacy, we would probably want to ask Germany to provide support for our Warsaw army's move—that would still not guarantee its success depending on Germany's orders—but to keep this tutorial a reasonable length, let's just send the proposal the way it is right now. Close this text box and then drag the draft over to the proposal position on the brief.;X;;;x
_diplomacylib\briefing.cpp;tut_5_fr_59;Send your draft as a proposal to Germany by dragging it one position to the right.;X;;;x
_diplomacylib\briefing.cpp;tut_5_fr_60;We won't take you through the same set of steps to create a full alliance since the method you use to propose one is identical to the what you've just done. The difference between offensive and full alliances is the additional restrictions that limit where you are permitted to move (or support, or convoy) unless you have previously negotiated it with your ally and received the player's acceptance. In a full alliance, you must ask for permission before moving, convoying, or supporting into any province anywhere on the map that is adjacent to one of your ally's units or controlled supply centers.;X;;;x
_diplomacylib\briefing.cpp;tut_5_fr_61;As was the case with offensive alliances, the exception to the rule is a case where the province in question is already occupied by one of your units or contains a supply center that you already control. A full alliance may also be offered as a permanent agreement. There is no difference in the terms of a permanent alliance compared to a non-permanent alliance. The only difference is how badly the termination of that alliance will affect your relationship with an AI player.;X;;;x
_diplomacylib\briefing.cpp;tut_5_fr_62;Now that Germany has accepted the offensive alliance, we only have a few more things to show you in this tutorial: the ways that a treaty may be terminated. The nastiest way to do this is to simply issue a real order that violates the treaty without warning your treaty partner. You will be warned if you do this, but there is nothing that will stop you. There is also nothing that commits you to the action, so you can always change your mind and adhere to the treaty as long as you do so before the phase is resolved.;X;;;x
_diplomacylib\briefing.cpp;tut_5_fr_63;First, though, we should continue to foster that habit of converting draft orders into real orders as soon as a treaty has been accepted. This time, let's use the handy conversion utility that we learned about in the last tutorial, just to get a little more practice with it. Close this text box. Left-click on the treaty symbol in your brief with Germany and select the 'convert orders' option from the pop-up menu.;X;;;x
_diplomacylib\briefing.cpp;tut_5_fr_64;Convert the draft order in your treaty with Germany to a real order using the order conversion utility.;X;;;x
_diplomacylib\briefing.cpp;tut_5_fr_65;One thing we haven't negotiated with Turkey is permission to use the army in Ukraine to support the fleet's move to Rumania. Even though it's a logical order to issue because of Austria's army in Budapest, if we issue the Support order without first negotiating it with Turkey, we'll be in violation of the Rumanian DMZ term of the treaty. Let's see what happens if we try to do it anyway.;X;;;x
_diplomacylib\briefing.cpp;tut_5_fr_66;First, let's leave negotiations mode by clicking on the tab at the right that doesn't contain a flag. If you prefer, click on Germany's negotiations bubble instead. After you've done that, close this text box and order the army in Ukraine to support your fleet's move from the Black Sea to Rumania.;X;;;x
_diplomacylib\briefing.cpp;tut_5_fr_67;Issue an order for the army in Ukraine to support your fleet's move from the Black Sea to Rumania.;X;;;x
_diplomacylib\briefing.cpp;tut_5_fr_68;As you placed the order, you will have noticed that the order option contained the 'backstab' dagger symbol. The box below it gives details about the order indicating that you would be violating your DMZ treaty with Turkey if you proceed. You will see that the same symbol has now been added to the on-screen graphic. Even though you already had permission for the fleet to move there, you still require permission to support it. Let's ask Turkey for that permission.;X;;;x
_diplomacylib\briefing.cpp;tut_5_fr_69;Let's renegotiate the terms of our treaty, just like we did before. Since it's getting to be a somewhat complex treaty, the 'copy draft' option will be quite handy. After you close this text box, click on the treaty symbol in your brief with Turkey, drag it to the draft location, and then choose the 'replace draft' option from the pop-up menu. Then issue a draft order that will ask permission for your army in Ukraine to support the fleet's move from the Black Sea to Rumania.;X;;;x
_diplomacylib\briefing.cpp;tut_5_fr_70;Copy your treaty with Turkey to a new draft by dragging the treaty symbol on the brief over to the draft position. Accept the 'replace draft' option in the pop-up menu. Then issue a draft order for the army in Ukraine to support the fleet's move from the Black Sea to Rumania.;X;;;x
_diplomacylib\briefing.cpp;tut_5_fr_71;Even though we're now asking for permission so we have a draft order for the Support order, this has not overwritten our existing real order to provide that support. Even if Turkey refuses the request, we will still be proceeding with the order and will be in violation of the treaty. In some situations we might wish to indicate just how vital an order is to our plans, even if reinforcing the importance might hurt our relationship a bit. This is done by issuing an ultimatum.;X;;;x
_diplomacylib\briefing.cpp;tut_5_fr_72;An ultimatum is a threat that if the negotiating partners do not agree to our proposal, we will automatically break the current treaty and all of the terms in the treaty will become worthless. Unlike a normal proposal, an ultimatum can only be accepted or rejected. Your negotiating partners cannot make a counterproposal to the new proposal's terms. Understandably, an ultimatum will be somewhat damaging to a relationship, even if the other nations accept it. It is, however, one way that a treaty can be terminated.;X;;;x
_diplomacylib\briefing.cpp;tut_5_fr_73;Let's see how it works. After closing this text box, use the normal technique to propose your new draft. Once the proposal symbol is highlighted, left-click it and then select 'ultimatum' from the pop-up menu.;X;;;x
_diplomacylib\briefing.cpp;tut_5_fr_74;Propose your draft to Turkey. Turn it into an ultimatum by clicking on the proposal and selecting 'issue ultimatum' from the menu.;X;;;x
_diplomacylib\briefing.cpp;tut_5_fr_75;Use ultimatums sparingly since other nations will usually not appreciate it when you force their hands in this way. It's not as damaging to a relationship as an outright backstab, but it is a fairly diplomatically disruptive demand. Now let's look at another way that we can terminate a treaty.;X;;;x
_diplomacylib\briefing.cpp;tut_5_fr_76;Beyond violating a treaty, renegotiating it, or breaking it as a result of a rejected ultimatum, there are two other ways to terminate a treaty. You can break it or notify the nations that you wish to end it. The difference between the two methods is precisely when the treaty ends and the amount of damage it will do to your relationship with your treaty partners. ;X;;;x
_diplomacylib\briefing.cpp;tut_5_fr_77;Notifying your treaty partners that you wish to end a treaty is the milder form of termination because most nations understand that treaties will rarely last for eternity. When you end a treaty, you notify your partners that this is the last turn that you will consider yourself bound by the treaty's terms. You are still required to adhere to it during the current turn, and if you fail to do so, they will treat you as though you had backstabbed them instead. Also, you may selectively end individual terms of a treaty if it contains more than one long-lasting term.;X;;;x
_diplomacylib\briefing.cpp;tut_5_fr_78;Unilaterally breaking a treaty is a more damaging proclamation that you immediately consider the treaty null and void. You cannot selectively break terms in a treaty—it's an 'all-or-nothing' action. You are no longer bound by any of the treaty's terms and proceed to issue orders without any risk of being treated as a backstabber. Understandably, your negotiating partners will not be very impressed, but because you are giving them a little bit of warning, their reaction will not be quite as severe as it would have been if you simply violated it.;X;;;x
_diplomacylib\briefing.cpp;tut_5_fr_79;In either case, it would be far preferable to seek a course of renegotiating the treaty and omitting the terms you wish to eliminate from your existing agreement. Your treaty partners will respond in a far less negative way—and if you're lucky, a human player might not even notice that you have removed one of the terms that was previously part of the deal. For that reason, you should always review any proposals that change an existing treaty. Otherwise, you might find yourself very unpleasantly surprised during the subsequent Resolution phase.;X;;;x
_diplomacylib\briefing.cpp;tut_5_fr_80;There are two other factors that will govern the other players' reactions to ending or breaking a treaty. If the treaty contains terms that have been agreed upon as permanent (such as a permanent alliance or non-aggression treaty) then they will be more upset about the termination. Also, the exact timing of your notification is taken into consideration. If you tell them near the beginning of a Diplomacy and Orders phase that this is your intention then the reaction will be much less severe than if you wait until the final seconds of the phase to do it.;X;;;x
_diplomacylib\briefing.cpp;tut_5_fr_81;We've already shown you how to renegotiate a treaty, so to conclude this tutorial we'll demonstrate these other two methods. We'll end our offensive alliance with Germany and also break our treaty with Turkey. Since both are actions that the game engine handles somewhat differently than orders, we'll also need to ask you to issue an order so you can complete the exercise before the final text box appears. Read the instructions in the next three text boxes carefully and then try it.;X;;;x
_diplomacylib\briefing.cpp;tut_5_fr_82;To end a long-lasting term in a treaty, click on the brief and then click the screen graphic that shows the term you want to end. In our case, you will click the 'offensive alliance' graphic below Germany's national summary and then select the 'end alliance' option from the pop-up menu. Remember that this only cancels the term after the current phase has been resolved, so you will still be expected to adhere to the offensive alliance's terms when placing your orders this turn.;X;;;x
_diplomacylib\briefing.cpp;tut_5_fr_83;To unilaterally break your treaty with Turkey, click on the brief and then left-click on the treaty. Select the 'break treaty' option from the pop-up menu to irrevocably break the treaty. This immediately cancels all terms of the treaty, so neither you nor Turkey will be bound by them this turn. Do not expect Turkey to be very happy about your action—she will probably not be interested in agreeing to any of your proposals for a while, and may even actively oppose you.;X;;;x
_diplomacylib\briefing.cpp;tut_5_fr_84;Okay, let's do that. After closing this text box, end your offensive alliance with Germany by clicking the brief and then clicking the offensive alliance symbol below Germany's national summary box. Then click the treaty symbol on your brief with Turkey and break the treaty. After you have done both, exit negotiations mode by clicking on the 'clear negotiations' tab at the right side of the screen and then issue an order for the fleet in the Black Sea to hold. Make sure you are issuing a real Hold order and that you have completed the other two actions first.;X;;;x
_diplomacylib\briefing.cpp;tut_5_fr_85;End your offensive alliance with Germany, then break your treaty with Turkey. Finally, issue a real order for your fleet in the Black Sea to hold.;X;;;x
_diplomacylib\briefing.cpp;tut_5_fr_86;This has been a long and complex tutorial and it is possible that you might wish to replay it for a little extra practice. You may also want to refer to the manual's chapter on 'Negotiations' for even more detailed information on general terms. You now know most of the basics you need to play Diplomacy. The final two tutorials will show you a few special rules and situations, but you can rest easy that you know most of the instructions you'll need to begin a real game.;X;;;x
_diplomacylib\briefing.cpp;tut_6_fr_1;In this sixth of seven tutorials we will take a look at a few of the more common special situations that can occur during a game. We will also show you how to retreat a dislodged unit and how to disband a unit. You should already be familiar with almost all of the commands and rules, so our focus will be on the special 'exceptions' and 'clarifications' of the basic rules. We'll also continue our 'tour' of the nations you've played by having you control Germany this time. We'll begin in the fall turn of 1902.;X;;;x
_diplomacylib\briefing.cpp;tut_6_fr_2;Our focus in this session is on movement, orders and conflict, so we will not be conducting any diplomatic negotiations. A few of the orders we'll be asking you to issue are also of somewhat dubious strategic value and are probably not a course of action that you might pursue is you were to find yourself in this position in the game. Bear with us, as they are all intended to illustrate certain points we're making. Close this text box and take a few moments to look at your forces. When you're ready to continue, issue a Hold order to the army in Munich.;X;;;x
_diplomacylib\briefing.cpp;tut_6_fr_3;Have a look at Germany's position and then issue a Hold order to the army in Munich when you're ready to continue.;X;;;x
_diplomacylib\briefing.cpp;tut_6_fr_4;Let's begin by looking at several locations on the map that are somewhat unusual and have special rules associated with them. The first is a trio of provinces that are of particular concern to fleets because of their coastlines. The three provinces in question are St. Petersburg, Spain and Bulgaria. Let's look at St Petersburg first. You'll notice that this province has both a southern and a northern coastline. The north coast borders the Barents Sea and is adjacent to Norway along the coastline. The south coast borders the Gulf of Bothnia and is adjacent to Finland and Livonia along the coastline.;X;;;x
_diplomacylib\briefing.cpp;tut_6_fr_5;St Petersburg is treated as a single province for the purposes of occupation and conflict, but the game keeps track of whether a fleet occupies its north or south coast. A fleet that is in the Barents Sea or Norway may only move to the north coast of St. Petersburg. When it subsequently leaves it must exit from the same location it entered, so it can only move to the Barents Sea or Norway. While it is still in St. Petersburg it can only offer support to those two locations as well.;X;;;x
_diplomacylib\briefing.cpp;tut_6_fr_6;A fleet in the south coast of St. Petersburg can only move or support into Finland, Livonia or the Gulf of Bothnia. Nevertheless, it will be in conflict with any unit that attempts to enter the province, which includes a fleet that tries to enter the north coast. The location of the fleet on the map will always make it quite clear which coast it occupies and your orders will also indicate the coast. Since you have a fleet there, close this text box and order the fleet to move into the Gulf of Bothnia.;X;;;x
_diplomacylib\briefing.cpp;tut_6_fr_7;Order your fleet on the south coast of St. Petersburg to move to the Gulf of Bothnia. As you do so, notice the highlighted, valid locations to which the fleet may move.;X;;;x
_diplomacylib\briefing.cpp;tut_6_fr_8;As you saw, the only valid locations for your fleet were ones adjacent to the south coast location and when you issued the order, the move specified that it was moving from the south coast. Let's look at another province that has two coastlines: Spain.;X;;;x
_diplomacylib\briefing.cpp;tut_6_fr_9;Spain has a north coast that borders on the Mid-Atlantic and is adjacent to Portugal and Gascony. It also has a separate south coast that is adjacent to Portugal and Marseilles, and borders on three different water provinces: the Mid-Atlantic, the Western Med., and the Gulf of Lyon. This province is treated the same way that St Petersburg is handled. A fleet that moves here will either move to the north or the south coast and must always leave from the same coast that it entered.;X;;;x
_diplomacylib\briefing.cpp;tut_6_fr_10;The extra consideration in Spain's case is when a fleet, such as ours, is located in the Mid-Atlantic Ocean and wishes to move to Spain. When you issue a Move order to go to Spain, you will have a choice of which coast to move to, and you must always specify which coastline you will use. In a subsequent turn, you must depart from whichever coast you chose earlier. Let's try that. Close this text box and issue a Move order for your fleet in the Mid-Atlantic to move to the south coast of Spain.;X;;;x
_diplomacylib\briefing.cpp;tut_6_fr_11;Issue an order for your fleet in the Mid-Atlantic to move to the south coast of Spain.;X;;;x
_diplomacylib\briefing.cpp;tut_6_fr_12;The third province that has a split coastline is Bulgaria. We don't have a unit in that location, but as you can see it has a coast in the south that borders the Aegean Sea and is adjacent to Greece and Constantinople. Bulgaria's east coast borders the Black Sea and is adjacent to Constantinople and Rumania. Again, whichever coast you enter is the coast from which you must subsequently depart.;X;;;x
_diplomacylib\briefing.cpp;tut_6_fr_13;While we're looking at this region, we should look at another unusual province: Constantinople. It would appear to be similar to Bulgaria because it has a north coast that borders the Black Sea and a south coast that borders the Aegean. Constantinople is not treated as having two coastlines, however, because the Dardanelle Strait that connects the Black Sea to the Aegean is a well-traveled waterway that can easily be used to move between the two coastlines.;X;;;x
_diplomacylib\briefing.cpp;tut_6_fr_14;You cannot move directly from the Black Sea to the Aegean, but you can enter Constantinople from the Black Sea and then subsequently depart into the Aegean. The narrow strait does not hamper an army's movement, so there is no need for an army in the province to be 'convoyed' from one side of the province to the other. Note, however, that if you move a fleet directly from Constantinople to Bulgaria then you will be required to specify which of Bulgaria's coastlines you are moving to since the fleet could move to either. This is similar to the decision you made when moving to Spain.;X;;;x
_diplomacylib\briefing.cpp;tut_6_fr_15;Since we're in this area, there are a couple of orders that you can place for nearby units that will help to demonstrate another topic later on. Adjust your view a bit to the north-west. Close this text box and issue the following two orders: order your army in Prussia to move to Warsaw, then order your army in Livonia to support that attack.;X;;;x
_diplomacylib\briefing.cpp;tut_6_fr_16;Order the army in Prussia to move to Warsaw, then order the army in Livonia to support this attack.;X;;;x
_diplomacylib\briefing.cpp;tut_6_fr_17;There's another region of the map that has some special rules: the area around Kiel and Denmark. If you look closely at the map, you will notice that a narrow waterway runs through Kiel to join the Helgoland Bight to the Baltic Sea. This is the famous Kiel canal that is treated, in the game, in the same way that Constantinople is handled. A fleet located in Kiel may move to either water province without having to sail around Denmark. It can't move directly from the Baltic to the Helgoland Bight, though. It would have to stop in Kiel (or Denmark) first.;X;;;x
_diplomacylib\briefing.cpp;tut_6_fr_18;Denmark is also a special case. Not only does it border on three water provinces (the Baltic, Skagerrak, and the North Sea), the strait that separates it from Sweden is so narrow, an army may march between those two provinces without requiring the convoy services of a fleet. In spite of this 'land link', a fleet in Denmark may freely move to Kiel, Sweden, the North Sea, Skagerrak, Helgoland Bight, or the Baltic Sea. An army may move (without convoy) to either Kiel or Sweden.;X;;;x
_diplomacylib\briefing.cpp;tut_6_fr_19;Similarly, a fleet in Sweden is not prevented from sliding anywhere along its coastline. A fleet located in Sweden may move to Finland, Norway, Denmark, or any of the three bordering water provinces (the Gulf of Bothnia, the Baltic Sea, or Skagerrak). It is very easy to make a strategic error in this location so it's worth paying special attention to what's going on here if you are likely to be in conflict with another nation.;X;;;x
_diplomacylib\briefing.cpp;tut_6_fr_20;We've now looked at all of the special provinces, but since we're here, let's look at something that we promised to show you how to do back in the second tutorial. You may recall that when we talked about basic movement and conflict, we introduced a rule that states that two units are not allowed to switch places unless at least one of them uses a convoy.;X;;;x
_diplomacylib\briefing.cpp;tut_6_fr_21;We have an army located in Denmark and a fleet in the Baltic, while England has an army in Kiel and a fleet in the Helgoland Bight. Even though we'll lose a supply center at the end of this turn, let's demonstrate the way you can have those two armies swap places without violating the rules of movement. According to the rule, as long as at least one of your two armies uses a convoy, you can successfully swap places.;X;;;x
_diplomacylib\briefing.cpp;tut_6_fr_22;We have it on good authority that England will move its army to Denmark this turn, so let's use our fleet in the Baltic Sea to convoy our army to Kiel (even though the army could march there). That way, we won't come into conflict with the English army no matter how it moves. Close this text box and then issue the following two orders: order the army to move from Denmark to Kiel via convoy, and then order the fleet in the Baltic to convoy the army. Remember, you must use the 'via convoy' version of the order for your army or you won't be able to issue the order for your fleet.;X;;;x
_diplomacylib\briefing.cpp;tut_6_fr_23;Order the army in Denmark to 'Move (via Convoy)' to Kiel. Then order the fleet in the Baltic Sea to convoy the army from Denmark to Kiel.;X;;;x
_diplomacylib\briefing.cpp;tut_6_fr_24;Before we leave this area, we should mention another interesting rule that relates to convoys. As we said a moment ago, England could use its fleet to convoy its army from Kiel to Demark, but at this point, if you were on friendly terms, England doesn't need to use a convoy if it knows you are planning to convoy your army. It can simply march to Denmark. However, if there was an enemy in the area who could attack your fleet and dislodge it, then the convoy would fail. There aren't any fleets that can do this at the moment, but let us pretend for a moment that there are.;X;;;x
_diplomacylib\briefing.cpp;tut_6_fr_25;In this case, England could also order his fleet to convoy your army from Denmark to Kiel. Army's don't specify which convoy they are to use, so the special rule is that as long as at least one possible convoy route remains undisrupted, the army will be successfully convoyed as long as it has been ordered to move via convoy. If both you and England issue Convoy orders to your fleets, as long as one of the fleets is not disrupted, your army will successfully move.;X;;;x
_diplomacylib\briefing.cpp;tut_6_fr_26;The same is true of convoy chains. As long as there is some way for your army to get there, you do not need to specify exactly which route it will use. As long as the army has been issued an order to use a convoy, it will use whichever route is not disrupted. We'll show you have to create a convoy chain (another promise from the second tutorial) a little late in this tutorial. In the meantime, we have one more unit that has not yet received an order. Let's take care of that first.;X;;;x
_diplomacylib\briefing.cpp;tut_6_fr_27;Adjust your map view a little so you can see the army in Munich—the one that you issued a Hold order to at the beginning of this tutorial. Close this text box and give it a new order to move to attack the Austrian army in Silesia. We'll explain exactly why we want you to do this in a moment.;X;;;x
_diplomacylib\briefing.cpp;tut_6_fr_28;Order the army in Munich to move to Silesia.;X;;;x
_diplomacylib\briefing.cpp;tut_6_fr_29;The congested area around Warsaw creates a very interesting situation that allows us to show you several special rules. To make this easier to see, we're going to ask you to issue three more orders. These will be imagined orders for three Austrian units. Even though you have no treaty or negotiation ongoing with Austria, you can still issue imagined orders to her forces. Since these orders are never processed, it sometimes helps to place a set of imagined orders to make it easier to visualize a possible conflict before committing to resolve the turn.;X;;;x
_diplomacylib\briefing.cpp;tut_6_fr_30;When you close this text box, please enter the following three imagined orders in exactly this order: First, issue an imagined order for the Austrian army to move from the Ukraine to Warsaw. Then issue an imagined order for the Austrian army in Galicia to support the other Austrian army's move. Finally (and please make sure this is the last order you issue), order the Austrian army in Silesia to support the Austrian army's move from Ukraine to Warsaw as well. In each case, be very careful to issue the correct Support order. Do not support the province (the existing Russian army) or your army moving from Livonia.;X;;;x
_diplomacylib\briefing.cpp;tut_6_fr_31;Place imagined orders as follows: the Austrian army moves from Ukraine to Warsaw: the Austrian army in Galicia supports the move from Ukraine to Warsaw: the Austrian army in Silesia to support the army moving from Ukraine to Warsaw.;X;;;x
_diplomacylib\briefing.cpp;tut_6_fr_32;Good! Now have a look at the mess of movement and support arrows, assuming that Austria issues exactly those orders (the tutorial is programmed so that she will). If you look at Warsaw, you will notice that there are two armies attacking the single Russian unit that occupies the province. One of the rules of conflict resolution is that if there is a conflict between two units that are moving into a province, this conflict is resolved before resolving any conflict that occurs with a unit that already occupies the province.;X;;;x
_diplomacylib\briefing.cpp;tut_6_fr_33;At first glance, our army attacking from Livonia will lose to the Austrian army attacking from the Ukraine. We only have one unit supporting the move while Austria is supported by two. Looking more closely, however, you will see that your army in Munich will be attacking one of Austria's supporting armies—the one in Silesia. Support is cut even if the attack is unsuccessful, so Austria will only have one unit of support. This means that we each will have a total strength of 2, which results in a standoff, so both of our armies will remain where they were at the beginning of the turn.;X;;;x
_diplomacylib\briefing.cpp;tut_6_fr_34;What about the Russian army? Surely something happens to it since it is weaker than either of the attacking armies? As it happens, no. The Russian army will continue to occupy Warsaw because its strength is not evaluated until there is a clear winner in the incoming attacks. Even though it has no support, it will win the conflict because our army had a standoff with the Austrian army. If we had not cut Austria's support from Silesia, Austria would have defeated us (her strength 3 beats our strength 2) and the Russian army (strength 3 against strength 1) as well.;X;;;x
_diplomacylib\briefing.cpp;tut_6_fr_35;There is one other very interesting rule we can demonstrate in this same area, but we will need you to issue two more imagined orders for Austria's forces. After closing this text box, issue an imagined order for Austria's army in Tyrolia to move to Munich, and then for the Austrian army in Bohemia to support the Tyrolean army's attack.;X;;;x
_diplomacylib\briefing.cpp;tut_6_fr_36;Issue an imagined order for Austria's army in Tyrolia to move to Munich: then issue an imagined order for Austria's army in Bohemia to support the army moving from Tyrolia to Munich.;X;;;x
_diplomacylib\briefing.cpp;tut_6_fr_37;Now what happens? We know that our army in Munich will fail to dislodge the Silesian army when it attacks. It is only making the attack to cut support, so this means that it will stand off and return to Munich. Munich is being attacked by a supported Austrian army, so we would lose. Does this mean that we wouldn't cut the Silesian support after all? Again, no. Because the Silesian army is involved in a different conflict than the one that will dislodge our Munich army, our army will still cut the support even though it will subsequently lose to the Austrian attack from Tyrolia.;X;;;x
_diplomacylib\briefing.cpp;tut_6_fr_38;There are a number of rules that are designed to clarify very special situations like this. A very experienced player will probably have them all memorized, but for a beginner, it can seem a little overwhelming at times. This is part of the reason that Diplomacy has a 'sandbox' mode. You can save a game and then switch over to sandbox mode using the game menu. Once there, issue all of the real orders and then resolve the turn to see what happens. Once you've settled on a strategy, return to single player mode, reload your saved game, and issue your orders.;X;;;x
_diplomacylib\briefing.cpp;tut_6_fr_39;We've issued orders to all of our forces—and we've predicted that we will not have a very fruitful turn—so let's press the Resolve button and see if our predictions were correct. Close this text box and press the Resolve button.;X;;;x
_diplomacylib\briefing.cpp;tut_6_fr_40;Press the Resolve button to end the phase and resolve all of the orders.;X;;;x
_diplomacylib\briefing.cpp;tut_6_fr_41;As predicted, the very messy situation in Warsaw resulted in the hopelessly outnumbered Russian army managing to retain control of Warsaw due to our standoff with the Austrian. Our army in Denmark successfully switched places with the English army in Kiel (England marched the army and supported it with the fleet). Annoyingly, France moved an army to Spain which caused a standoff with our fleet because it didn't matter which coast we moved to—no two units may ever occupy the same province.;X;;;x
_diplomacylib\briefing.cpp;tut_6_fr_42;As predicted, Austria also dislodged our army in Munich. You will see that it is now lying on its side and must be retreated or disbanded, which is why we are now in the Retreat phase instead of having advanced directly to the fall Build phase. You may recall that we did the same thing to an Italian army in a previous tutorial and that there were rules that governed where a unit may retreat. Let's refresh your memory since it's been a while.;X;;;x
_diplomacylib\briefing.cpp;tut_6_fr_43;A dislodged unit may retreat in any direction it wishes. It can only retreat to an adjacent province that is currently unoccupied. It cannot retreat to the province that was the source of the attacking army. That means that we can't retreat to Tyrolia because that's the province from which Austria launched the attack. It also cannot retreat to a province where a standoff occurred this turn. That would mean, for instance, that if Spain happened to be an adjacent province, we couldn't move there because our fleet and a French army had a standoff there this turn.;X;;;x
_diplomacylib\briefing.cpp;tut_6_fr_44;Surveying our options, it would appear that we can retreat to one of three provinces: Burgundy, Ruhr, or Berlin. The rules of retreat also state that, if we wish, we can elect to disband the unit instead. In this particular situation, we would probably give that some serious consideration because we are about to lose control of two of our supply centers (Denmark and Munich), and will be forced to disband two units anyway. Nevertheless, let's issue a Retreat order just to see how it's done.;X;;;x
_diplomacylib\briefing.cpp;tut_6_fr_45;A Retreat order is issued using exactly the same technique that you issue a Move order, so close this text box and then issue an order for the army in Munich to retreat to Berlin. This is probably the most strategically sound location to make our withdrawal.;X;;;x
_diplomacylib\briefing.cpp;tut_6_fr_46;Use the same technique that you use for Move orders to order the army in Munich to retreat to Berlin.;X;;;x
_diplomacylib\briefing.cpp;tut_6_fr_47;Good. Wherever possible, Diplomacy will always use a similar action for all orders that accomplish roughly the same thing. If you were looking closely, you will also have noticed the only three provinces that were highlighted when you picked up the army were the three provinces we had predicted. Before we move on, we should remind you that a Retreat order cannot use a convoy. Retreat can only be made to an adjacent province that the army can reach by itself. Also, if two units attempt to retreat to the same province, they will be in conflict and both units will be disbanded instead.;X;;;x
_diplomacylib\briefing.cpp;tut_6_fr_48;Now we need to resolve the Retreat phase. Close this window and then click the Resolve button.;X;;;x
_diplomacylib\briefing.cpp;tut_6_fr_49;Press the Resolve button to resolve the Retreat phase.;X;;;x
_diplomacylib\briefing.cpp;tut_6_fr_50;We are now in the fall Build phase. Sadly, we have lost both Denmark and Munich, so we now only control five supply centers. We have seven units on the map, though, which means that we are two units over our maximum allowable limit. This means that we are now forced to disband two units in order to bring us down to our new limit. You can see this at a glance by looking at your national summary box. We can choose any units we like, but if we fail to disband the required two units, the game will remove them for us. Diplomacy does not allow cheating.;X;;;x
_diplomacylib\briefing.cpp;tut_6_fr_51;If you fail to issue the necessary disband orders before the phase's time limit expires, or if you resolve the Build phase without having done so, the game will remove the two units that are furthest from your starting supply centers—most likely the fleet in the Mid-Atlantic and the fleet in the Gulf of Bothnia. Let's not take a chance with that. Instead, let's issue the orders ourselves. We'll start with the fleet in the Mid-Atlantic.;X;;;x
_diplomacylib\briefing.cpp;tut_6_fr_52;To disband the fleet, pick it up and then release it again—the same action you use for issuing a Hold order—and then select the 'disband' order from the pop-up menu. Go ahead and do that now for the fleet in the Mid-Atlantic. Close this text box and then order the fleet to disband.;X;;;x
_diplomacylib\briefing.cpp;tut_6_fr_53;Order the fleet in the Mid-Atlantic to disband using the same technique you would normally use to issue a Hold order.;X;;;x
_diplomacylib\briefing.cpp;tut_6_fr_54;You will notice that the fleet hasn't been disbanded yet. That's because the order will not be processed until the Build phase is resolved. This means that your enemies will have to issue their Build orders without knowing which units you've chosen to disband. Of course you won't know where they will be building their new forces either, so it's a fairly even trade-off.;X;;;x
_diplomacylib\briefing.cpp;tut_6_fr_55;In the previous Retreat phase, we mentioned that if we had wanted to, we could have ordered the army that was dislodged from Munich to disband instead. If we had wished to do so, we would have used exactly the same technique that we're using to issue the orders right now. Unfortunately, we get to practice that technique again, because we must remove a second unit from the map to reduce our total force back down to our supply center limit.;X;;;x
_diplomacylib\briefing.cpp;tut_6_fr_56;Even though it might make most sense to disband the fleet in the Gulf of Bothnia, we want to use it to demonstrate something, so let's disband our army in Kiel instead. Close this text box and then issue the order for the Kiel army to disband.;X;;;x
_diplomacylib\briefing.cpp;tut_6_fr_57;Order the army in Kiel to disband.;X;;;x
_diplomacylib\briefing.cpp;tut_6_fr_58;We will press the Resolve button in a moment, bringing this disastrous fall turn to an end. Before we do that, let's remind you how you would have built a new unit if you had the good fortune to gain control of a new supply center instead. Do you recall how it's done? You've issued the order in a previous tutorial.;X;;;x
_diplomacylib\briefing.cpp;tut_6_fr_59;If you have a good memory, you'll recall that a new unit can only be built in one of your original supply centers. For Germany, those would be Munich, Kiel, or Berlin. We've lost Munich to Austria, so in the future, we will not be able to build a unit there until we recapture it. Berlin already has an army in it, so we wouldn't have been allowed to build there either. A new unit can only be built in a supply center that is currently unoccupied. Since we disbanded the army in Kiel, the province is vacant and it would be the only location that we could have built a unit if we had been entitled to do so.;X;;;x
_diplomacylib\briefing.cpp;tut_6_fr_60;To issue the order—which we can't do at the moment—you would click and drag the flag from your national summary box to the valid supply center where you want to build the unit. As you'll recall from having done this in the third tutorial, a pop-up menu will appear with the option to issue the Build order. In the case of Kiel, you would have a choice between building an army or a fleet. As we just mentioned, the unit would not appear on the map until the phase is resolved, so none of your opponents would know what you've ordered, but they would know that the only location you can build is Kiel.;X;;;x
_diplomacylib\briefing.cpp;tut_6_fr_61;Let's resolve the Build phase now. Close this text box and then click the Resolve button.;X;;;x
_diplomacylib\briefing.cpp;tut_6_fr_62;Press the Resolve button to resolve the Build phase.;X;;;x
_diplomacylib\briefing.cpp;tut_6_fr_63;We're now in the spring turn of 1903 and are ready to show you one last thing before we bring this tutorial to an end. We haven't yet shown you how to order an army to use a convoy chain to move across multiple water provinces in a single turn. You may already have guessed how it's done, because the technique is identical to issuing a regular Convoy order.;X;;;x
_diplomacylib\briefing.cpp;tut_6_fr_64;As you'd expect, we must first issue the Move order for the army, identifying the intended destination of the convoy. You can drag your army to any coastal province on the map and then release it. The army will settle back into its original position if there is no unbroken chain of fleets that could provide transport, and there will be no pop-up menu allowing you to issue the order. If there is an unbroken chain between your current location and your intended destination, the menu will appear and you can issue the 'Move (via Convoy)' order.;X;;;x
_diplomacylib\briefing.cpp;tut_6_fr_65;There is currently a fleet in the Baltic Sea and another in the Gulf of Bothnia, so there is an unbroken chain between your army in Berlin and the provinces of Finland and St. Petersburg. You could, if you wish, move to either, although given your current situation, it would probably be unwise. Let's do it anyway. Close this text box and then issue the move via convoy order to your army in Berlin.;X;;;x
_diplomacylib\briefing.cpp;tut_6_fr_66;Order the army in Berlin to move via convoy to St. Petersburg.;X;;;x
_diplomacylib\briefing.cpp;tut_6_fr_67;Good. Keep in mind that when you use a convoy chain, it can be made up not only of your own fleets, but also of fleets that belong to other nations. As long as each fleet receives the correct order to supply transport, and as long as no fleet in the chain is dislodged, the convoy will succeed.;X;;;x
_diplomacylib\briefing.cpp;tut_6_fr_68;We now need to issue the orders to our fleets to provide transport. Let's do both orders at once. While it doesn't matter in the game in what order you issue the orders, it's a good idea to begin with the fleet closest to the army and then continue to issue orders to each fleet along the chain. After closing this text box, begin by issuing the Convoy order to the fleet in the Baltic Sea by picking it up and dragging it to the army's destination province—all the way to St. Petersburg, not just to the Gulf of Bothnia. Then do the same for the fleet in the Gulf of Bothnia.;X;;;x
_diplomacylib\briefing.cpp;tut_6_fr_69;Order the fleet in the Baltic to convoy the army in Berlin to St. Petersburg. Then order the fleet in the Gulf of Bothnia to do the same. Please issue the orders in this sequence to avoid having the next text box appear prematurely.;X;;;x
_diplomacylib\briefing.cpp;tut_6_fr_70;No matter how far your army will be travelling, it will accomplish the move in a single turn and all fleets in the convoy chain will be issued the same order to transport it to the destination province. Each fleet will be dragged to the army's destination province, not just to the next province in the chain. If there are multiple possible routes, you can order all of the fleets in those possible routes to provide transport. If some of them are dislodged, the convoy will still succeed if there is some way to trace an undisrupted convoy route.;X;;;x
_diplomacylib\briefing.cpp;tut_6_fr_71;Only an army's Move order can make use of a convoy. You cannot convoy an army's support, nor can you retreat using a convoy. Also, if the army enters into a conflict at the destination province and fails to win, then it will remain in its original location, even if that location is a great distance away. It will fail regardless of whether the result is a standoff or an outright loss.;X;;;x
_diplomacylib\briefing.cpp;tut_6_fr_72;There is one final rule we should mention before ending this tutorial although it is a very uncommon situation. If an army is using a convoy to move to a province that contains an enemy unit, it will cut any support the enemy unit is providing, even if the convoy is unsuccessful. However, if the enemy unit is providing support to a unit that is attacking one of the fleets that is necessary for the convoy to succeed, the support is not cut because this could result in the convoy being disrupted, and the army never arriving at its destination.;X;;;x
_diplomacylib\briefing.cpp;tut_6_fr_73;We've now reached the end of the sixth tutorial and, in most respects, you should be well armed to begin playing. The seventh and final tutorial will give you an example of the beginning of a sample game, showing you how all of the rules and concepts work together in a typical game situation.;X;;;x
_diplomacylib\briefing.cpp;tut_7_fr_1;This is the seventh and final tutorial. By now you should be familiar with all of the game's main interfaces and most of the rules of movement, conflict resolution, and the Retreat and Build phases. Rather than introduce any new topics, this tutorial seeks to bring together all of the things you've learned by playing the beginning of a sample game. Of course you should not expect a real game to follow this exact series of moves.;X;;;x
_diplomacylib\briefing.cpp;tut_7_fr_2;The game begins in the spring of 1901 and this is the exact setup that you will see when you begin a single player game. In previous tutorials we've played with six of the seven Great Powers represented in the game, so let us conclude the series by playing the only remaining nation we haven't yet tried: Turkey. As with all of the previous tutorials, we've disabled the time clock so you are under no pressure to complete each phase under the normal restrictions. Also, please be sure to issue all orders in exactly the sequence requested so a text box doesn't appear prematurely.;X;;;x
_diplomacylib\briefing.cpp;tut_7_fr_3;We'll give you a moment to have a look at the situation before we begin. Close this text box and then review your starting position. When you're ready, issue an order for your army in Constantinople to hold and we'll open the next text box.;X;;;x
_diplomacylib\briefing.cpp;tut_7_fr_4;When you're ready to continue, order your army in Constantinople to hold.;X;;;x
_diplomacylib\briefing.cpp;tut_7_fr_5;Turkey's position at the edge of the map is somewhat more comfortable than some of the other nations' situations. We share a border with only one other player—Russia—and there are several neutral provinces nearby that afford us an opportunity for early expansion if we can come to a suitable arrangement with our neighbor. We will probably need to discuss this with Austria as well, since the same neutral provinces will probably be equally appealing to that player.;X;;;x
_diplomacylib\briefing.cpp;tut_7_fr_6;While this approach will keep us out of trouble in the short term, it might make a bit more sense to consider our long-term objectives. In a few turns all the minors will have been gobbled up and we will be pitting ourselves against one of the other players. When this happens, we will probably need to look for an ally, and our choices are likely to be limited to either Russia or Austria, and our first enemy will almost certainly be whichever of the two isn't our ally. Whichever we choose, it would be prudent to begin courting the player early.;X;;;x
_diplomacylib\briefing.cpp;tut_7_fr_7;Because Russia begins the game with a somewhat larger territory and one extra supply center (and thus also an extra unit) we may have an easier time negotiating with Austria and initiating a war with Russia. Austria can give us a bit of much-needed support, and the player will probably appreciate the fact that with only a little help from him, our actions are likely to keep Russia off his back. He'll find that quite useful if Italy or Germany are at all hostile towards him.;X;;;x
_diplomacylib\briefing.cpp;tut_7_fr_8;It is probably too soon to appeal to Austria directly for an offensive alliance, but we can show our general desire to be friendly by offering the player a non-aggression treaty. This might be too big a leap at the moment unless we are willing to offer some additional incentive. Since he has an army in Budapest, it might make sense to suggest to him that Rumania be a DMZ, but that he attempt to move to the province. He will understand this to mean that we are supportive of him taking the province.;X;;;x
_diplomacylib\briefing.cpp;tut_7_fr_9;Let's prepare that draft, then. After closing this text box, initiate negotiations with Austria by clicking on the bubble in his national summary. Then add a term that would make Rumania a DMZ by dragging the flag from your national summary to the province and selecting the 'DMZ' option. Next, offer the non-aggression pact by dragging the flag from your national summary to the flag in his, and then selecting the non-aggression pact option. Let's not try too much, so keep it non-permanent for now. Finally, issue a draft order for his army in Budapest to move to Rumania.;X;;;x
_diplomacylib\briefing.cpp;tut_7_fr_10;Open a negotiation with Austria. Propose Rumania as a DMZ, then offer a non-permanent non-aggression pact. Finally, issue a draft order for the Austrian army in Budapest to move to Rumania.;X;;;x
_diplomacylib\briefing.cpp;tut_7_fr_11;Good. If we can convince Austria that we are well-disposed towards him we will probably be able to solicit his aid sometime in the future. Even if he rejects this proposal, which is fairly likely considering that it is only the first turn of the game, he will still be aware of our overall feelings and might be more receptive to offers in the future.;X;;;x
_diplomacylib\briefing.cpp;tut_7_fr_12;Let's send the proposal to Austria and see how he responds. Close this text box and drag the draft over to the proposal position on the newly-created briefing folder to send it.;X;;;x
_diplomacylib\briefing.cpp;tut_7_fr_13;Propose the draft to Austria.;X;;;x
_diplomacylib\briefing.cpp;tut_7_fr_14;Good. Austria will respond shortly, but in the meantime let's go ahead and issue orders to our units since they will not really depend on his answer one way or the other. The Black Sea is usually a point of contention between Russia and Turkey in the early part of the game since control of the water province allows an extra angle of support for moves being made in the region, and adds the threat of convoying an army past a defensive line. Russia will very likely try to move there, and this would present something of a danger to us, so our best course of action is to order our fleet to the Black Sea as well.;X;;;x
_diplomacylib\briefing.cpp;tut_7_fr_15;Ah. Too bad. Austria has declined our suggestion. Oh well, that was to be expected and at least it has probably begun to lay the groundwork for a future relationship. Let's make sure we aren't in negotiation mode before we continue. Click the close negotiations tab on the right of Austria's negotiations 'bubble' to remove the Austrian avatar from the bottom of the screen. Go ahead and do that while this text box is still open.;X;;;x
_diplomacylib\briefing.cpp;tut_7_fr_16;Now let's order our fleet in Ankara to move to the Black Sea. Although it is very likely that this will result in a standoff, it isn't a wasted move because we will prevent Russia from getting a positional advantage if she tries to move there as well. If she doesn't attempt the move then we will enjoy a nice position for future turns. Close this text box, make sure that you are no longer in negotiations mode, and then issue an order for your fleet to move to the Black Sea.;X;;;x
_diplomacylib\briefing.cpp;tut_7_fr_17;Order your fleet in Ankara to move to the Black Sea.;X;;;x
_diplomacylib\briefing.cpp;tut_7_fr_18;If Russia moves her fleet to Armenia the we will have to take steps next turn to prevent her from capturing Ankara, but that is easily done because she will not be able to arrange for any support. If she moves to Rumania then we can hope that Austria will move there as well, and that their two units will stand off. If she simply holds in Sevastopol then we will have her at a nice disadvantage.;X;;;x
_diplomacylib\briefing.cpp;tut_7_fr_19;Our most obvious immediate source of a new supply center is Bulgaria. The only unit of any nationality that can move there is our army in Constantinople, so we can be assured that we will occupy it without opposition this turn. We won't gain control of the supply center until the fall Build phase, but that should be relatively easy to ensure. Close this text box and issue that Move order.;X;;;x
_diplomacylib\briefing.cpp;tut_7_fr_20;Order your army in Constantinople to move to Bulgaria.;X;;;x
_diplomacylib\briefing.cpp;tut_7_fr_21;Now we have only one remaining unit to think about: our army in Smyrna. It would be somewhat pointless to move it to Ankara since we expect that our fleet will probably stand off with the Russian fleet when both units try to move the Black Sea. If that happens, our fleet will bounce back to Ankara and that would create the traffic jam problem that we looked at in the third tutorial, resulting in our army remaining in Smyrna. Our logical choices would therefore be either Armenia or Constantinople.;X;;;x
_diplomacylib\briefing.cpp;tut_7_fr_22;Of the two possibilities, Constantinople makes far more sense. The move cannot be opposed by anyone else's force, and the resulting position will allow us to support the army that will be in Bulgaria, making it almost certain that we will capture the supply center. If we're lucky we might even be able to move even further and capture two supply centers, although that is somewhat unlikely. If Russia moves her fleet to Armenia this turn then we can also use that army to create a standoff in Ankara without forcing our fleet to vacate the Black Sea.;X;;;x
_diplomacylib\briefing.cpp;tut_7_fr_23;If we move the army to Armenia instead, we really don't gain much positional advantage over Russia at all, and our movement options are extremely limited for the subsequent turn. All in all, Constantinople is the most reasonable choice. Let's issue that order. Close this text box and order the army in Smyrna to move to Constantinople.;X;;;x
_diplomacylib\briefing.cpp;tut_7_fr_24;Order the army in Smyrna to move to Constantinople.;X;;;x
_diplomacylib\briefing.cpp;tut_7_fr_25;Now that we have finished issuing orders, is there anything else we should do before we complete the phase? We don't want to pester Austria with repeated negotiations—not that the AI player is likely to become annoyed with us—and since we've committed ourselves to the general idea that we will be actively at war with Russia in the very near future, it is probably best not to offer her anything that will force us to break a treaty too soon since word tends to spread about such things, and even nations who aren't privy to the negotiations may notice that we've done something nasty.;X;;;x
_diplomacylib\briefing.cpp;tut_7_fr_26;Besides, even though we are beginning the game with a malevolent eye turned towards Russia, there could be some point in the future where we may need her assistance against someone else. The game of Diplomacy can result in such relationship reversals in a heartbeat, if the situation warrants it. In the future we will probably want to begin discussions with some of the more distant nations, but for now it would seem that we have accomplished as much as we need to, so let's end the phase and see what happens. Close this text box and press the Resolve button.;X;;;x
_diplomacylib\briefing.cpp;tut_7_fr_27;Press the Resolve button to end the phase and resolve all of the orders.;X;;;x
_diplomacylib\briefing.cpp;tut_7_fr_28;That is very interesting! Russia made the somewhat unexpected attempt to move to Rumania, but so did Austria so their two units ended in a standoff. This has allowed us to gain a strategic advantage with uncontested control of the Black Sea. It will now be very difficult for Russia to dislodge our navy, and we will be able to use it to support further offensive activities. While Russia will probably not like the situation, we also haven't done anything to directly oppose her yet so she remains unaware of our intentions.;X;;;x
_diplomacylib\briefing.cpp;tut_7_fr_29;Equally as interesting, Russia has moved an army from Warsaw into the Austrian province of Galicia. Combined with their standoff in Rumania, it is safe to assume that Russia is intending to be hostile towards our red friend. Germany's lack of a corresponding aggressive move against Austria would suggest that there is nothing yet going on between Germany and Russia, but Italy's attempt to move to Trieste might be a signal that Austria will be faced with enemies on two fronts.;X;;;x
_diplomacylib\briefing.cpp;tut_7_fr_30;While that's bad news for Austria, it's good news for us. We can expect Austria to be considerably more interested in our overtures this turn because he'll probably be looking for allies. There is, of course, the expected good news that we have now occupied Bulgaria with our army, and the other army is nicely positioned for several possible options this turn. The only bad news is that the bulk of Russia's forces are now poised on the border of Rumania so we aren't likely to make much headway in that direction.;X;;;x
_diplomacylib\briefing.cpp;tut_7_fr_31;As we did in the spring, let's begin by making a new proposal to Austria. His fleet's move to Albania makes it obvious that he would like to take Greece. We could oppose this by moving from Bulgaria to Greece which would result in a standoff and we'd return to Bulgaria and thus gain control of the supply center during the Build phase. This wouldn't be a bad move except we want Austria to be friendly towards us and blocking him from his only realistic opportunity to capture a new supply center would not aid that process at all.;X;;;x
_diplomacylib\briefing.cpp;tut_7_fr_32;Instead, we want to make an offer that he'll find hard to refuse. If you look closely, it is probable that Austria will have to make an attempt to dislodge the Russian army in Galicia. This will require both of his armies, and will fail if Russia supports its defense, but also means that he won't be able to spare the army to move to Serbia. This makes it likely that we can move our army from Bulgaria to Serbia and our other army from Constantinople to Bulgaria with no opposition. That would give us two supply centers and an excellent counter-position against Rumania.;X;;;x
_diplomacylib\briefing.cpp;tut_7_fr_33;The nice thing about this is that we probably don't need to negotiate this with Austria, so our offer to him can be something like an offensive alliance against Russia, with the extra free incentive of giving him Greece unopposed. We're not really giving it to him, but we are offering not to oppose him, which he will definitely appreciate. He will also realize that we are thinking about his welfare, so the chances of him accepting are quite a bit higher that they would otherwise be—particularly because we aren't asking for anything in exchange.;X;;;x
_diplomacylib\briefing.cpp;tut_7_fr_34;Let's make the proposal. Start a new negotiation with Austria (you can do this now) and then after you close this text box you should offer Austria an offensive alliance against Russia, and then issue a draft order for his fleet to move from Albania to Greece. We don't need to suggest his probable attack against Galicia since we don't want to tie his hands. We'll just take our chances that he won't move to Serbia. Even if he does and this results in a bounce, it won't particularly damage our relations since these things happen all the time. Go ahead and create the draft now.;X;;;x
_diplomacylib\briefing.cpp;tut_7_fr_35;Create a draft negotiation with Austria. Begin by adding the suggestion for an offensive alliance against Russia, and then add the draft order for the Austrian fleet in Albania to move to Greece.;X;;;x
_diplomacylib\briefing.cpp;tut_7_fr_36;Good. Now send the proposal to Austria and we'll see if Russia and Italy's attacks last turn have provided him with enough incentive to agree to the terms.;X;;;x
_diplomacylib\briefing.cpp;tut_7_fr_37;It seems that they have. The brief now shows that we have a treaty with Austria, so he is now committed to the agreement. That's very good news, and this means that we can proceed to place the necessary orders for our forces. First, make sure that you are no longer in negotiations mode because we'll want to issue real orders, not draft orders.;X;;;x
_diplomacylib\briefing.cpp;tut_7_fr_38;There is no way that we can reliably prevent Russia from gaining control of Rumania because her army in Galicia can avoid the Austrian attack by moving to Rumania, and benefit from the support of the Russian army in the Ukraine and the fleet in Sevastopol. Russia will be forced to order all of that support to guarantee a victory, so her position will otherwise be fairly static. This suggests that we have an excellent likelihood of gaining two supply centers this turn—Serbia and Bulgaria—and we still won't have to tip our hand by showing Russia any opposition.;X;;;x
_diplomacylib\briefing.cpp;tut_7_fr_39;Let's issue the necessary orders. Close this text box, confirm that you are not in negotiations mode, and then order the army in Bulgaria to move to Serbia. After issuing that order, issue a second order to move the army from Constantinople to Bulgaria.;X;;;x
_diplomacylib\briefing.cpp;tut_7_fr_40;Order the army in Bulgaria to move to Serbia. Then order the army in Constantinople to move to Bulgaria.;X;;;x
_diplomacylib\briefing.cpp;tut_7_fr_41;Another nice aspect of our intended move is that if we are successful we will have all three of our original supply centers vacant during the upcoming Build phase. If we gain control of both Serbia and Bulgaria, we will have no difficulty building our new units. We still haven't issued an order to the fleet in the Black Sea. What shall we do with it?;X;;;x
_diplomacylib\briefing.cpp;tut_7_fr_42;Sometimes the best policy is to do nothing. We could, of course, attempt a move to Sevastopol or Rumania, both of which are almost guaranteed to fail, and both of which will would give Russia a good reason to suspect our hostility. So far, our only action we've made against Russia is the move to the Black Sea, and in the grand scheme of things it isn't something that she will be particularly angry about. She'll just be a little concerned about the position. So, lacking anything productive to do with our fleet, let's content ourselves with issuing it an order to support the army's move to Bulgaria.;X;;;x
_diplomacylib\briefing.cpp;tut_7_fr_43;Order the fleet in the Black Sea to support the army moving from Constantinople to Bulgaria.;X;;;x
_diplomacylib\briefing.cpp;tut_7_fr_44;This support is meaningless since there is no unit that can oppose the move, but it might lead an intermediate player to think that we aren't particularly good at evaluating positional strategy. A 'meaningless' or even erroneous move (like 'accidentally' ordering a standoff between two of your own units) can occasionally be a good bluff to make other players underestimate you. An experienced player will probably not assign much importance to such a move because they've seen, and probably used, that trick many times before.;X;;;x
_diplomacylib\briefing.cpp;tut_7_fr_45;Now we're ready to resolve the fall Diplomacy and Orders phase. Close this text box and then click the Resolve button to see what our opponents have done.;X;;;x
_diplomacylib\briefing.cpp;tut_7_fr_46;Press the Resolve button to end the phase and resolve all of the orders.;X;;;x
_diplomacylib\briefing.cpp;tut_7_fr_47;The fall Resolution phase was fairly interesting in our neighborhood. The great news is that have now gained control of both Serbia and Bulgaria, so we will be entitled to deploy two new units during the current Build phase. Russia predictably used the Galicia army to capture Rumania with the support of the Ukraine army and Sevastopol fleet, so Austria's supported attack on Galicia turned out to be unnecessary, but the new Austrian position is likely to be very helpful in future turns as we begin to make a serious assault on the Russian homeland.;X;;;x
_diplomacylib\briefing.cpp;tut_7_fr_48;Austria probably came to some sort of agreement with Italy because we didn't see a repeat of the attack on Trieste, which is fortunate since Austria would have lost a supply center and the only coastal province he could use to build new fleets. Austria took Greece which was what we'd offered and, in fact, was a move that he was committed to make when he agreed to the treaty. If he had not move his fleet to Greece and hadn't renegotiated our treaty, he would be in violation of it.;X;;;x
_diplomacylib\briefing.cpp;tut_7_fr_49;Finally, while we haven't commented on the goings-on in more remote provinces, it's worth noting that Russia also captured Sweden, so she'll be entitled to build two new units this turn. Italy has captured a new supply center in Tunis, Germany has taken Denmark, England has taken Holland, and France has managed a bit of a coup by capturing both Belgium and Spain. All in all, each nation has made a decent gain and it is certainly still anyone's game at the moment.;X;;;x
_diplomacylib\briefing.cpp;tut_7_fr_50;Let's get down to business and decide where we want to build our new units, and what type of unit we should build. With the Black Sea under our control, it would probably not be a bad idea to add one more fleet to our forces to give us a bit of versatility in case we need to defend our other fleet at sea. Given Constantinople's position, straddling the strait between the Black Sea and the Aegean, that would seem to be the best location for us to build our new fleet. Let's issue that order first, and then consider our other build.;X;;;x
_diplomacylib\briefing.cpp;tut_7_fr_51;Issue a Build order for a new fleet in Constantinople by dragging the flag from your national summary box to the province and then selecting the 'build fleet' option from the pop-up menu.;X;;;x
_diplomacylib\briefing.cpp;tut_7_fr_52;It would be somewhat excessive—and limiting—to build a third fleet at the moment. If we really intend to pursue an attack against Russia then we'll need a healthy compliment of armies in order to make any inroads inland. Since we've already designated Constantinople as the location for our new fleet, our choice is now between Smyrna and Ankara.;X;;;x
_diplomacylib\briefing.cpp;tut_7_fr_53;The reasons for choosing Ankara over Smyrna should be obvious. It provides a much stronger position to attack from, since we can convoy that army with our Black Sea fleet, or march it in either direction along the coastline if we move the new fleet into the Aegean. Smyrna would be a much weaker position with very limited movement possibilities. Let's issue the second Build order to deploy a new army in Ankara.;X;;;x
_diplomacylib\briefing.cpp;tut_7_fr_54;Issue a Build order for a new army in Ankara.;X;;;x
_diplomacylib\briefing.cpp;tut_7_fr_55;Once the Build phase is resolved, Russia will see our new fleet and army and will probably become even more concerned about our position. At the moment, though, there is a fairly good chance that she will build one of her two new units in St. Petersburg. So between our own expanded forces and Austria's respectable position, we will probably be able to out-muscle her in the south, provided that Germany and Italy don't suddenly become involved.;X;;;x
_diplomacylib\briefing.cpp;tut_7_fr_56;Let's resolve the Build phase and see what each nation has decided.;X;;;x
_diplomacylib\briefing.cpp;tut_7_fr_57;Click the Resolve button to end the phase.;X;;;x
_diplomacylib\briefing.cpp;tut_7_fr_58;Having played the first year of this sample game together, you will now have an idea of some of the thought processes and strategies that can help to make you a successful player. If you like, you can save this game and then continue playing it to see how things work out. Do that now, while the text box is open. If not, you should now be familiar enough with the game to begin playing against the AI.;X;;;x
_diplomacylib\briefing.cpp;tut_7_fr_59;In time, you will likely reach a point where the AI is simply not challenging enough. When this happens, or whenever you'd like to experience the ultimate challenge, try playing Diplomacy in multiplayer mode against your friends, or use the Metaserver mode to join the worldwide Diplomacy community and find the best opponents that the globe has to offer.;X;;;x
_diplomacylib\briefing.cpp;tut_7_fr_60;In the immediate future you will probably need to refer to the game manual for specific details of rules and interfaces. If you have any questions that the manual doesn't answer about the game, its interfaces, its rules, or any other aspect of Diplomacy, please visit our community forums and technical support site. We'd be delighted to help you. Until then, good luck, and we hope you enjoy your gaming experience.;X;;;x
_diplomacylib\briefing.cpp;tut_button_close;Close;X;;;x
_diplomacylib\briefing.cpp;tut_button_end;End;X;;;x
_diplomacylib\briefing.cpp;tut_button_next;Next;X;;;x
_diplomacylib\briefing.cpp;tut_button_okay;Okay;X;;;x
