New Diplomacy Game: Civdip XII - Broken Resolutions

TrailblazingScot

I was kittenOFchaos
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Broken Resolutions

The 25,000 strong crowd huddled together in the Mall outside Buckingham Palace on the eve of the New Year whilst the leaders of the Great Powers inside were preparing for their joint announcement at 00:01 of the New Year after the chimes of Big Ben died out. The London Peace Conference was designed to bring peace and cooperation between Europeans to allow their domination of the World via Empire and trade to continue despite rising powers such as Japan and the United States.

The Head of State of each Great Power: Austria-Hungary, Britain, France, Germany, Italy, Russia and Turkey came out onto the balcony and praised the treaty, speculated about a great future for Europe and claimed that it was apt to make such a resolution for ever-lasting peace and an end to war at the start of a New Year.

Each of the leaders returned home and time passed...soon it would be Spring...


You are the leader of one of the Great Powers of Europe, will their be peace by way of cooperation, or is there an opportunity to unite Europe under one flag - yours?​




There appears to be some interest in starting up another diplomacy game here at civfanatics and I'm willing to GM it having had some success in the past running games here.

I will update this post with further details later today, but what I'm looking for now is for interested persons to put down their names. Please consider that the game will take between 1-2 months and you'll need access to the internet during this time to respond around 3 times a week, hopefully more considering you'll talk to the other powers.

See the FAQ below to find out more about Diplomacy as we'll be using standard rules with a few exceptions:

1. Game to end by Spring 1915 - at the latest.
2. 1 year will typically take 6 days. 2 days Winter-Spring, Summer-Autumn and 2 days for builds, retreats/disbands may force a 1 day extension depending on how quickly players respond.
3. No retreat received: The unit will retreat in a random direction or be disbanded as diced by the GMs dice.
4. No build received: build waived
5. No disband received: Units shall be removed according the following precedence: The unit not on a supply center that is furthest from a home supply center, counted using the shortest route, regardless of movement capability. If 2 or more units not on supply centers are equally distant from a home supply center, then fleets will be removed before armies. If 2 or more units of the same type not on supply centers are equally distant from a home supply center, then the unit in the province which comes first alphabetically shall be removed.
6. More than 1 order for the same unit: If you order a unit more than once in your set of orders, that unit will be considered to HOLD (but can receive defensive support)
7. As a general rule, I will accept unambiguous orders, no matter how poorly written. If there is only 1 possible meaning, then the order will be followed. I will also NOT accept any ambiguous orders. If more than 1 meaning can be construed, then the unit will HOLD, and CAN receive defensive support. I consider Mos - Liv or F Lon - Nor, though poorly written, to be unambiguous. I consider Nwg S Skag - Nor to be very ambiguous, no matter how Skag was ordered.
8. Army/Fleet designation. You are NOT required to use the A/F designation when ordering your units, or when ordering support for other units (whether yours or not). Since only 1 unit can be in a province at a time, there is no ambiguity here. If you do specify A/F, and it's wrong, the designation will be ignored and the order will be valid. The only exception to this, of course, would be build orders. "Build Budapest" would be valid, as only an army can be built there. "Build Trieste" will be adjudicated as BUILD WAIVED, as it is unclear whether an army or a fleet should be built.
9. Coastal designation. You are NOT required to use a coastal designation unless it is needed to eliminate ambiguity. For example: Barents -> StPete is perfectaly acceptable, as is Western Med -> Spain and Black -> Bulgaria, as there is only 1 coast that is reachable from these places. MAO -> Spain or Con -> Bul would require a coastal designation however, as would a fleet build in St. Petersburg. Note that coastal designation in support orders (movement or hold) WILL BE IGNORED. Support for a unit attacking a province is considered valid on the whole province. Thus, if Russia orders Rumania supports Turkish fleet Constaninople -> Bulgaria(sc), and Turkey orders Constantinople -> Bulgaria(ec), the Russian support order WILL be valid.
10. Convoy Routes. You do not have to spell out the route of your convoy path in the order for the army. Simply ordering the army to it's destination will be enough (i.e. Edinburgh - St.Pete will be acceptable). When writing the fleet order for a convoy, simply writing the origin and destination of the army is fine (i.e. MAO convoys London - Tunis). If you do explicitly spell out the convoy path for your army, then it will not be able to use an alternative convoy route if the stated route is disrupted.
11. Multiple Convoy routes ARE allowed. England can order London-Belgium, North convoys Lon - Bel, Eng convoys Lon-Bel. If either one of Eng or Nth is dislodged the convoy still works. Note that if England had ordered Lon - Bel via Nth, Eng convoys Lon-Bel, and Nth convoys Lon-Bel, and the North Sea was dislodged, then the convoy would NOT work, as England explicitly stated he was convoying via north. Note that this would also be true if one of the routes were foreign. Thus if England order Lon - Bel, Nth convoys Lon - Bel, and France ordered Eng convoys Lon - Bel, even if Nth were dislodged, the convoy would still work.
12. "Unwanted Convoys" will not be allowed. If your army can get to it's destination by both land and a convoy, the land route is ALWAYS used unless either A) You write the convoy order with one of your fleets, or B) you write "via convoy" on the army order. This prevents foreign fleets from "kidnapping" your army. For example, if England ordered Pic - Bre, Eng convoys Bre - Pic, and France ordered Bre - Pic, the result would be a bounce - units can't change places. England can't say "But I convoyed the french army to picary, therefore it should work". Only if France were to have explicity stated the french army was convoying would the units switch places.
13. A Convoying Army does NOT cut the support for an attack on any fleet being used in the convoy.
14. NMR - I will look for a replacement player.

(Thanks to Redscape for many of these typical house rules)

P.S don't get scared off by these rules, they are just to prevent invention of rules should certain scenarios arise by having covered these areas beforehand.



SIGN UP LIST

Barron of Ideas
Pellaken
Gnarfflinger
Keirador
Arminius
Stapel
Magnus

Reserve Players
Oh Slappy - deployed Feb 8th 2004 to replace Barron of Ideas as Russia.
Ambuel - joined Feb 8th 2004

Players going into the breach
Sheep2 - replacing Pellaken as Turkey.

All positions filled - anyone wanting to sign up as a reserve player is welcome.


Diplomacy FAQ

The rules:
http://www.hasbro.com/instruct/Diplomacy.PDF

Other Diplomacy sites:

www.redscape.com A big Diplomacy community

http://realpolitik.sourceforge.net/ (You can also D-Load Realpolitik from this site.)

http://www.diplom.org/ One of the best on the net. Loads of strategies and the like here. They also have a quarterly WebZine. Loads of maps, variants, and hobby information can be found here.

http://www.diplomacy-archive.com/ Another site with tonnes of information.

http://www.dipbounced.com/ A place where you can PLAY a game of Diplomacy without too much hassle, for those looking for a quicker paced game.

(Thanks to Flatlander Fox for originally putting these links up)
 
6 days. So game length would probably hit 3 months.
 
I'd like to try one from the start with this crowd. Please consider me for this game.
 
I can't get involved in another game for about a month, but please keep me in mind for a mid-late game replacement if one is needed. I think Kitten may still have my email from the D-Day game. If not, I can mail you, KOC. Good luck to all.
 
I don't know how we assign Great Powers around here, but just in case its a first-come first-serve basis, dibs on Germany. Second choice- France.
 
I will deal out nations by random, but I'm happy to allow people to select two nations they don't want to play as due to having played them often etc.

So, I take it Pellaken, you wouldn't want to be either Russia or England and Barron, would not want to be Italy again.
 
Italy is a challenge, there is data, I saw somewhere, to show that the most likely country to win is France, with Russia close behind. The wicked witches, England and Turkey are hard to eliminate, and both Austria and Germany, as central powers, while they have the problem of being eliminated early, but once they are over the initial challenge of survival, and grow to reasonable size (six or more centers, say by 1903/04) have very good prospects, likely better than the witches. Their advantage, especially Austria, is proximity to lots of neutrals, and likely straddling most stalemate lines, so they or their alliance is less likely to stall and have to settle for a relatively large draw, or possibly be able to force a draw if there are only a few players left. They have more control over their own destiny, and that of the game than the exterior players, including France and Russia as well as the witches.

Of course, what determines success in Diplomacy is the alliance patterns that develop, and how well your diplomacy style meshes with that of the other players. However, playing Italy is not everyone's cup of tea, as you get only one natural neutral, Tunis, and growth to survival size can be unusually difficult. Survival size is staying about the same size as other survivors. Say 6 or more centers, and you don't want to be much smaller to avoid having a bullseye on your back, one that says stab here.

So, that is why Italy is not a really popular country to play, by players who do not want to be eliminated (and thus expect the game to end in a draw), and by others who hope to win. On the other hand, if you enjoy a challenge, Italy isn't that bad to play, and if you don't do well, at least expectations weren't all that high going in.

I personally would prefer not to repeat the same challenge again so soon.
 
Tonight I've sent alot of private messages out to people that are reliable civdip players, many of whom haven't been to civfanatics for a while to see if they want to play.

Failing that I will start sending out e-mails to get up to 7 players.

Hopefully we'll soon be in a position to start this game :)
 
How many more do you need?

We 've started running diplo games at CDZ, and maybe some would want to play here (most are also CFC members).
 
anarres said:
How many more do you need?

We 've started running diplo games at CDZ, and maybe some would want to play here (most are also CFC members).

We need 3 more players for this game - if you would like to put out the invitation to members of that CDZ forum that would be appreciated.

Civdip games are important in so far as it would be nice to put a civfanatic team into the next Worldmaster tourney and hopefully do much better than last time :lol:
 
Sign me up. Sorry for the delay; I had a rather crazy December that seems to have extended, at some point, into January.

Negative Preferrences:
Turkey
England

EDIT: 4 hours of sleep over 2 days isn't good for grammar...
 
Nice to have you onboard mate...hope you had a good holiday :)
 
We may have a 6th player on the way...still looking for more...
 
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