Tasslehoff
Kender
The year is 1950. Over the past twenty years, the conflict known as World War II took place beginning when Japan invaded Manchuria in 1931, then China in 1937, and when Germany, under the Nazi party, invaded Poland in 1939. In 1940, Germany signed an alliance with the United States of America and the SSSR, and quickly captured Norway and Denmark, and began an invasion of France. Despite being outnumbered, the French, British, and Italian Allies fought Germany and its allies to a standstill, aided by several large-scale rebellions in Germany in 1943.
Japan had conquered most of South East Asia by December 1941, when a large bombing in Hawaii brought the U.S. into the war. Clashes with Soviet forces brought the SSSR, also to war with Japan. By 1945, Australia was the only Pacific Islands unconquered by Japan. Nuclear physicists had just been successful in the creation of an atomic bomb, and several of the weapons were dropped on the Japanese cities of Hiroshima, Nagasaki, and Kyoto. These bombings were immediately followed by the collapse of Japan.
The success of these bombs resulted in the commissioning of several more, to end resistance in France, Britain, and Italy. As the preparations for launch were made, however, a radical group of Jewish Americans, angry at the US government's support of the anti-Jewish Nazi party, seized control of the nuclear launch station, re-targeted the bombs, and launched.
The resultant destruction of Berlin and Washington D.C. sent America into total anarchy, and greatly weakened Germany. Allied forces swept through Germany and the Eastern section of the SSSR. By 1947, peace had settled upon the major powers in the world. The European Union formed a single democracy through Europe, struggling to recover from the war. China, united by the fight on Japan, rose and formed a communist government.
The formerly British Australia and Quebec peacefully seceded to form democracies, Quebec annexing Eastern Canada, and some of New England. Nationalistic fervor in Chile led to a powerful union of southern South America, and the nation of Mexico took advantage of anarchy in the former US to seize California and Texas. The SSSR, though defeated, recovered from the loss of Moscow, and remains a world power. In the Middle East, Arab states united, re-establishing the Caliphate under a new Caliph. In South Africa, revolts against the apartheid system resulting in a huge nationalistic movement, eliminating ‘white’ control of Africa. Most recently, a man claiming to descend from the ancient kings of Ghana and Mali rebuilt the ancient Ghanaian empire, with himself as king.
The world has recovered from the huge World War II. But world powers are in conflict again. How will this situation end?
RULES
Introduction
Welcome to Diplomacy Europe (Not) III, the sequel to Diplomacy Europe and Diplomacy Europe II- A new dawn. This is a 10-player strategy game set in an alternate world, starting in 1955. History in this world is identical to our world until 10 (or so) years before the beginning of this game, at which point it becomes totally fictional.
The original game was destroyed when LosingT was captured by TEH MAFIA ALIENZ, and Diplomacy Europe II, hosted by Izipo, is now wrapping up, so it's time for my game. This will be the first game hosted on a shiny new map,
The rules have several minor (and a few major) changes from Izipo's rules, which have some changes from LosingT's rules, but the basic concept is the same as the original game, which was LosingT's invention.
The unit of currency is the abstract G, representing gold. Income is measured in GPT (Gold Per Turn), and spending is measure in G.
Players may discuss alliances, tactics, anything relating to the game in any way they wish. Then, they send me orders via PM before the deadline posted with each update. All moves are then resolved simultaneously and after all the calculations are done, I post a write-up, and the new turn begins.
Objective
Spoiler :
The goal of the game is to control half of the map (i.e. a domination win). The map is made of 148 land territories. Controlling 74 territories will grant you a solo victory.
You can also win an allied victory with one or two allies: The domination requirements are raised to 3/4 of the map (111 territories) with two players, or 7/8 of the map (130 territories) with three players.
You can also win an allied victory with one or two allies: The domination requirements are raised to 3/4 of the map (111 territories) with two players, or 7/8 of the map (130 territories) with three players.
Terrain types
Spoiler :
There are 4 different types of terrain.
- Territories are worth 10GPT
- Cities are worth 15GPT and can manufacture units.
- Capitals are worth 20GPT, and can manufacture units like cities. Additionally this is the seat of your government. Losing your capital will have various bad results depending on your overall situation (ranging from instant loss to minor inconvenience like losing all your gold reserve).
- Sea Lanes : There are 6 Sea Lanes around the map that grants you an economical bonus (10% income). When two BBs (see units) are on
- Territories are worth 10GPT
- Cities are worth 15GPT and can manufacture units.
- Capitals are worth 20GPT, and can manufacture units like cities. Additionally this is the seat of your government. Losing your capital will have various bad results depending on your overall situation (ranging from instant loss to minor inconvenience like losing all your gold reserve).
- Sea Lanes : There are 6 Sea Lanes around the map that grants you an economical bonus (10% income). When two BBs (see units) are on
Improvements
Spoiler :
There are 2 different types of structures that you can build in territories you control.
- Naval Bases (NB) can be built on any Coastal cities, they cost 30G. Naval bases are required to make naval units. Building Naval base takes 1 turn, after which building Naval Units is possible.
- AirBases (AB) can be built in any territories, they cost 40G and take 1 turn to build. Airbases are required to produce Paratroopers. Paratrooper drops can only be executed from an airbase. Note: AirBases do not enable Paratrooper production unless in a city territory.
- Naval Bases (NB) can be built on any Coastal cities, they cost 30G. Naval bases are required to make naval units. Building Naval base takes 1 turn, after which building Naval Units is possible.
- AirBases (AB) can be built in any territories, they cost 40G and take 1 turn to build. Airbases are required to produce Paratroopers. Paratrooper drops can only be executed from an airbase. Note: AirBases do not enable Paratrooper production unless in a city territory.
Units
Spoiler :
- Infantry (I) : The king of the battlefield, infantry can be produced in any city you control (even those under attack). Infantry cost 10G, they can move and attack right out of the factory gates.
- Tank Regiment (T): After effective use in the first two World Wars, tanks have become a common weapon, with large fighting power. Also extremely mobile, it has a bonus movement point that can be used only in friendly or allied territory. Tanks cost 40G but have a fighting power equal to 3 Infantry. Additionally they give a 10% bonus to infantry fighting alongside (blitz).
- Paratroopers (P) : Also a recent development, Paratroopers are shock troops used to disrupt and confuse the enemy. They can only be built at Airbases in city territories and cost 20G. Paratroopers come from the air, which is another direction that can be used in flanking. Paratroopers ignore enemy lines of defenses and can be dropped 3 areas away from the airbase at which they are stationed. After a successful drop, Paras can move like regular infantry, and may airdrop again the turn after reaching an airbase. For the purpose of distance calculation, ocean territories count as two movement spaces. This means no paratrooping across the Atlantic.
- Battleships (BB) : Standard navy unit, they can only be built at naval bases and cost 20G. Although formidable at sea, BB cannot capture territories by themselves. They may assist a land or marine invasion by bombardment, adding their strength (equal to an infantry) to the battle.
- Transport fleet (Tr) : Standard cargo ship. Can be built at naval bases and cost 10G. They can hold 4 Infantry or 1 Tank. A loaded transport can be used to invade a coastal territory, unloading contents onto a territory. They have no fighting power and will sink with their load if faced with enemy BB, unless guarded by a friendly BB. Transports can Load and Move or Move and Unload, not both.
Naval units when built, start their turn in the seaport, they can then move to an adjacent sea territory.
- Tank Regiment (T): After effective use in the first two World Wars, tanks have become a common weapon, with large fighting power. Also extremely mobile, it has a bonus movement point that can be used only in friendly or allied territory. Tanks cost 40G but have a fighting power equal to 3 Infantry. Additionally they give a 10% bonus to infantry fighting alongside (blitz).
- Paratroopers (P) : Also a recent development, Paratroopers are shock troops used to disrupt and confuse the enemy. They can only be built at Airbases in city territories and cost 20G. Paratroopers come from the air, which is another direction that can be used in flanking. Paratroopers ignore enemy lines of defenses and can be dropped 3 areas away from the airbase at which they are stationed. After a successful drop, Paras can move like regular infantry, and may airdrop again the turn after reaching an airbase. For the purpose of distance calculation, ocean territories count as two movement spaces. This means no paratrooping across the Atlantic.
- Battleships (BB) : Standard navy unit, they can only be built at naval bases and cost 20G. Although formidable at sea, BB cannot capture territories by themselves. They may assist a land or marine invasion by bombardment, adding their strength (equal to an infantry) to the battle.
- Transport fleet (Tr) : Standard cargo ship. Can be built at naval bases and cost 10G. They can hold 4 Infantry or 1 Tank. A loaded transport can be used to invade a coastal territory, unloading contents onto a territory. They have no fighting power and will sink with their load if faced with enemy BB, unless guarded by a friendly BB. Transports can Load and Move or Move and Unload, not both.
Naval units when built, start their turn in the seaport, they can then move to an adjacent sea territory.
Combat
Spoiler :
Combat is resolved territory by territory.
Forces are matched by Strength, bonuses are added, random factor is added.
Highest total wins. Difference between winner and loser equals winning survivors.
*Bonuses
- Defense : 25% Only works if the unit is entrenched, meaning it hasn't moved this turn.
- Flanking : 10% Each direction from which an invasion attacks a territory adds 10% to the total attacking force
- Blitz : 10% When a Tank (or group of tanks) and an Infantry army attack the same territory from the same direction the infantry are given the 10% bonus.
- Naval Bombardment : BB attacking with other forces grant their strength to the attacking force, with a strength cap set at 4, as well as adding Flanking if applicable.
- Amphibious : -10% to the attacking force. A transport full of marines will have a strength of 3.6.
- Surrounded : -20% bestowed upon units that have no means of retreat. This depends on the type (Land or Naval) of the unit, and the map. Only units may block off an otherwise feasible invasion. For example, land units on Madagascar are automatically outnumbered.
- Overwhelmed : -50% if initial strength ratio is 10/1
- Surprise ! : -10% to all defending troops if the attack is totally unexpected.
- Untested : -10% Units built in a city that was attacked the turn before will be less effective and won't receive defensive bonus either.
*Randomness
There will be a dice roll for each side. Winner gets +1 strength. A roll of 6-1 will give +2 to the side that gets the 6.
*Rounding
Defenders have a high rounding : 1,5 and higher = 2
Attackers have a low rounding : 1,5 and lower = 1
*Resolution
The GM will use its own discretion as to what exactly survives.
Battleships in naval invasions cannot be sunk by ground troops (not even by spearmen). Transports can be rendered combat ineffective though.
*Capturing territories
To capture a neutral territory you need an army with total strength of at least three. The territory becomes yours immediately, and units may move again without forfeiting the territory.
To capture an enemy territory you need to successfully invade and wipe out defenders. The territory becomes neutral, and another turn with an army strength of at least three is needed to make it yours.
A unit moving into an allied territory is considered to be defending that territory. Two opposing armies moving into the same, non-allied territory will fight each other, the surviving army then attacking any defenders.
Forces are matched by Strength, bonuses are added, random factor is added.
Highest total wins. Difference between winner and loser equals winning survivors.
*Bonuses
- Defense : 25% Only works if the unit is entrenched, meaning it hasn't moved this turn.
- Flanking : 10% Each direction from which an invasion attacks a territory adds 10% to the total attacking force
- Blitz : 10% When a Tank (or group of tanks) and an Infantry army attack the same territory from the same direction the infantry are given the 10% bonus.
- Naval Bombardment : BB attacking with other forces grant their strength to the attacking force, with a strength cap set at 4, as well as adding Flanking if applicable.
- Amphibious : -10% to the attacking force. A transport full of marines will have a strength of 3.6.
- Surrounded : -20% bestowed upon units that have no means of retreat. This depends on the type (Land or Naval) of the unit, and the map. Only units may block off an otherwise feasible invasion. For example, land units on Madagascar are automatically outnumbered.
- Overwhelmed : -50% if initial strength ratio is 10/1
- Surprise ! : -10% to all defending troops if the attack is totally unexpected.
- Untested : -10% Units built in a city that was attacked the turn before will be less effective and won't receive defensive bonus either.
*Randomness
There will be a dice roll for each side. Winner gets +1 strength. A roll of 6-1 will give +2 to the side that gets the 6.
*Rounding
Defenders have a high rounding : 1,5 and higher = 2
Attackers have a low rounding : 1,5 and lower = 1
*Resolution
The GM will use its own discretion as to what exactly survives.
Battleships in naval invasions cannot be sunk by ground troops (not even by spearmen). Transports can be rendered combat ineffective though.
*Capturing territories
To capture a neutral territory you need an army with total strength of at least three. The territory becomes yours immediately, and units may move again without forfeiting the territory.
To capture an enemy territory you need to successfully invade and wipe out defenders. The territory becomes neutral, and another turn with an army strength of at least three is needed to make it yours.
A unit moving into an allied territory is considered to be defending that territory. Two opposing armies moving into the same, non-allied territory will fight each other, the surviving army then attacking any defenders.
Economy
Spoiler :
To buy all those shiny troops, you need G. G are mainly acquired through territories, in the method described under terrain.
The economic weight of your land at the start of the turn represents your income, or gpt.
To boost your total gold without expansion you have 3 possibilities:
- Trade : Trading is allowed when two countries either share a border, have a mutual ally who specifically allows trade between the two, or have a sea route between Naval Bases.
- Sea routes exist between Sea Lanes, and Naval Bases. A naval base (in a land territory) or a Sea Lane (in a sea area) is adjacent to any sea territory that borders the territory. A naval base or sea lane allows the controller to trade with any naval base that borders an adjacent sea area.
- For example, the naval base in Spain may trade with any naval base or sea lane adjacent to the Mediterranean or the North East Atlantic, including the Sea Lane in North West Atlantic. Should the owner of the Sea Lane in North West Atlantic allow it, Spain can also trade, by extension, with naval bases bordering the Gulf of Mexico, Caribbean Sea, etc.
- Controlling a Sea Lane gives you an additional 10% boost to GPT per Sea Lane.
- Diplomacy : Extortion, Land/Unit sales, trade deals, any agreement is legal. Agreements that deal strictly with gameplay, such as sales and trade allowances, must be cleared with the DM. Unless your deal is unrealistic, or will make the game extraordinarily unfair, I will approve.
- Randomness. A random sum will be added or subtracted to each nation’s G on any given turn, to represent natural fluctuations in economy, as well as to make it more difficult to discover secret ability users.
Just so we're clear : At the start of the turn you have G (your treasury) that you can spend to buy troops and build stuff. You can keep some, it goes in your treasury. The turn is resolved and you gain or lose territories. Income is calculated for everyone and bonus are added accordingly. Trade bonuses are calculated at the same time. You have a GPT of 110G, your trade partner 150G. You receive 15G, he receives 11G. Your gold at the start of the turn is 110+15+your treasury. Controlling a Sea Lane will grant you an additional 11G, giving you a grand total of 136G + your treasury to spend on the next turn.
The economic weight of your land at the start of the turn represents your income, or gpt.
To boost your total gold without expansion you have 3 possibilities:
- Trade : Trading is allowed when two countries either share a border, have a mutual ally who specifically allows trade between the two, or have a sea route between Naval Bases.
- Sea routes exist between Sea Lanes, and Naval Bases. A naval base (in a land territory) or a Sea Lane (in a sea area) is adjacent to any sea territory that borders the territory. A naval base or sea lane allows the controller to trade with any naval base that borders an adjacent sea area.
- For example, the naval base in Spain may trade with any naval base or sea lane adjacent to the Mediterranean or the North East Atlantic, including the Sea Lane in North West Atlantic. Should the owner of the Sea Lane in North West Atlantic allow it, Spain can also trade, by extension, with naval bases bordering the Gulf of Mexico, Caribbean Sea, etc.
- Controlling a Sea Lane gives you an additional 10% boost to GPT per Sea Lane.
- Diplomacy : Extortion, Land/Unit sales, trade deals, any agreement is legal. Agreements that deal strictly with gameplay, such as sales and trade allowances, must be cleared with the DM. Unless your deal is unrealistic, or will make the game extraordinarily unfair, I will approve.
- Randomness. A random sum will be added or subtracted to each nation’s G on any given turn, to represent natural fluctuations in economy, as well as to make it more difficult to discover secret ability users.
Just so we're clear : At the start of the turn you have G (your treasury) that you can spend to buy troops and build stuff. You can keep some, it goes in your treasury. The turn is resolved and you gain or lose territories. Income is calculated for everyone and bonus are added accordingly. Trade bonuses are calculated at the same time. You have a GPT of 110G, your trade partner 150G. You receive 15G, he receives 11G. Your gold at the start of the turn is 110+15+your treasury. Controlling a Sea Lane will grant you an additional 11G, giving you a grand total of 136G + your treasury to spend on the next turn.
Diplomacy
Spoiler :
Okay people, this is diplomacy. It's not just numbers and bonuses, it's mainly player interactions. It's hard to win alone, you'll need partners and there will be some backstabbing... probably.
You may make Proclamations, or Acts. For example, if Britain decides that the waters around Britain are threatened, he can issue a Proclamation saying that any country that attacks these waters will be declared upon. You can also say stuff like "Anyone who trades with Austria will be an enemy of the British nation". Make it real, make it lively.
Here is a very good example.
Likewise, you can make Civ style pacts (Defensive, Open borders, Permanent alliance, Non Aggression...). Sort it out via PM and post your announcements in the thread.
It is best if most of the formal requests are made in the thread. Remember, this must be interesting for non-participants also.
The only agreements that need[/B} to be cleared with me are things such as Open Borders, so I don’t have you attack an ally by accident .
You may make Proclamations, or Acts. For example, if Britain decides that the waters around Britain are threatened, he can issue a Proclamation saying that any country that attacks these waters will be declared upon. You can also say stuff like "Anyone who trades with Austria will be an enemy of the British nation". Make it real, make it lively.
Here is a very good example.
Likewise, you can make Civ style pacts (Defensive, Open borders, Permanent alliance, Non Aggression...). Sort it out via PM and post your announcements in the thread.
It is best if most of the formal requests are made in the thread. Remember, this must be interesting for non-participants also.
The only agreements that need[/B} to be cleared with me are things such as Open Borders, so I don’t have you attack an ally by accident .
Espionage
Spoiler :
The biggest addition in this game is the reworking/addition of general espionage. To achieve the overarching goal of making the rules of this game reach the complexity of a NES, I have added this new, complicated function. Any nation may allocate cash towards espionage missions that allow viewing of orders, sabotage of production, or sabotage of armies. Each mission has a success rate depending on the amount of cash allocated towards it. The minimum allocation grants the base % chance of success, and each addition increment adds 10%, to a maximum success rate of 90%. Some territory-centered abilities must be a certain distance or less from one of your cities to be executed.
- Mission Type
Minimum Allocation-Maximum Allocation (Increment)
Base Percent Chance, Maximum Distance
Description
- Steal Plans
10G-90G (10G)
60%
This mission allows you to view a portion of the target’s plans. This feature can be extremely helpful during war, allowing you to respond to your opponent’s movements. In addition to increasing success rate, you may choose to allocate increments of spending towards increasing the portion of orders stolen. No allocation reveals 25% of the individual orders. Each increment increases the portion by 12.5%, to a maximum of 100%. Executing this mission delays the deadline for YOUR orders until 24 hours after the normal deadline (to allow you to process the stolen orders).
- Bombings
50G-200G (30G)
40%, four territories
Through various sneaky methods, you plant a bomb in a targeted city, which devastates the city’s production and economy. Half to all of the city’s builds that turn are destroyed, although the building nation only pays half of the build costs. For the turn after, a nation only receives 10G from that city, all units cost 5G more to make, and receive the “untested” penalty.
- Sabotage
50G-150G (20G)
40%, two territories.
Saboteurs attack a targeted army entering or exiting an area, forcing that army to stop for repairs. Execution of this mission, if successful, will stop all units of a single type from either exiting an area, or entering an area. For example, you may choose to stop all infantry from entering a certain area, such as one of your cities, or stop all infantry from exiting an enemy city.
- Mission Type
Minimum Allocation-Maximum Allocation (Increment)
Base Percent Chance, Maximum Distance
Description
- Steal Plans
10G-90G (10G)
60%
This mission allows you to view a portion of the target’s plans. This feature can be extremely helpful during war, allowing you to respond to your opponent’s movements. In addition to increasing success rate, you may choose to allocate increments of spending towards increasing the portion of orders stolen. No allocation reveals 25% of the individual orders. Each increment increases the portion by 12.5%, to a maximum of 100%. Executing this mission delays the deadline for YOUR orders until 24 hours after the normal deadline (to allow you to process the stolen orders).
- Bombings
50G-200G (30G)
40%, four territories
Through various sneaky methods, you plant a bomb in a targeted city, which devastates the city’s production and economy. Half to all of the city’s builds that turn are destroyed, although the building nation only pays half of the build costs. For the turn after, a nation only receives 10G from that city, all units cost 5G more to make, and receive the “untested” penalty.
- Sabotage
50G-150G (20G)
40%, two territories.
Saboteurs attack a targeted army entering or exiting an area, forcing that army to stop for repairs. Execution of this mission, if successful, will stop all units of a single type from either exiting an area, or entering an area. For example, you may choose to stop all infantry from entering a certain area, such as one of your cities, or stop all infantry from exiting an enemy city.
Miscellaneous
Spoiler :
- You are allowed to burn your own cities, ports, and airfields. If an enemy is approaching, and you feel you can't defend a city, you may destroy your own city, so that he cannot use it to build, or get the extra 5G. You must have a unit however present in your city in order to burn it. You may not rebuild.
- You may disband your units for 50% refund.
- You cannot spend more than 2/3 of your treasury in the same city.
- There will be random events, and hopefully the other players will throw in surprises, too. Be prepared (or don’t, it’s more interesting that way).
- I will simulate the Diplomacy Board Game for update structure. You will be given a period of 2-3 days for diplomacy, after which I will post telling you to send in your orders. Diplomacy may still continue, but I will need orders by 24 hours after that post. Orders more than two hours late will not be counted, unless a special ability would delay the deadline, in which case you will have 24 hours to send in orders. Missing two sets of orders in a row without an excuse beforehand, or five sets of orders total will result in your removal from the game, to allow a reserve player to play. At some point after the order deadline, the update will be posted.
- You may disband your units for 50% refund.
- You cannot spend more than 2/3 of your treasury in the same city.
- There will be random events, and hopefully the other players will throw in surprises, too. Be prepared (or don’t, it’s more interesting that way).
- I will simulate the Diplomacy Board Game for update structure. You will be given a period of 2-3 days for diplomacy, after which I will post telling you to send in your orders. Diplomacy may still continue, but I will need orders by 24 hours after that post. Orders more than two hours late will not be counted, unless a special ability would delay the deadline, in which case you will have 24 hours to send in orders. Missing two sets of orders in a row without an excuse beforehand, or five sets of orders total will result in your removal from the game, to allow a reserve player to play. At some point after the order deadline, the update will be posted.