LordAhriman
06-19-2004, 9:24 PM
Here's a Diplomacy map I thought up, with a few new rules (only one major change, read about that later.) Now, as you probably well know, I am not the most experienced Diplo player, being currently in my first game; but I grasp the concept and flow of gameplay pretty well, having studied recorded games (yes, lots and lots of free time); tell me if there are any forseeable imbalances or confusions with this map and it's new rules.
I'd like to get an 'exhibition match' (I think that's what you call it) running soon, if that's possible (IE, when a slot is open and I get the specifics of how to GM.) I check here more than once daily, so I'll be more than able to make maps on time.
http://img40.imageshack.us/img40/1289/themostfinaloffinals.png
1400 - Diplomacy Variant by Tom Kirkpatrick, AKA Lord Ahriman
Kingdoms.
On the map, there are seven countries, each with their own territories and supply centers. NOTE: These are suggested nations, historically accurate to the year 1400.
Kingdom of France - Duchy of Normandy, Poitiers (F), Paris (A), Albi (A)
England - London (F), Devon, Wales, York (A), Lancaster (A)
Small States of the German Kingdom - German Kingdom (A), Fora, Tyrolia (A), Holstein (F)
Kingdom of Poland and Grand-Duchy of Lithuania - Poland (A), Moldovia (F), Mazovia (A), Lithuania
Kingdom of Castille - Galica, Navarre (A), Old Castille (A), Murcia (F)
Ottoman Sultanate of Rome - Naissus (A), Thessalonia, Nicomedia (F), Smyrna, Angora (A)
Union of Kalmar - Denmark (A), Norway, Sweden (F), Finland (A)
Rule Variations.
1. The countries on the map are only SUGGESTED territories; you have the option of creating your own nation, so long as every player agrees to do this as opposed to going with standard nations.
a. How do you do this? Pick six territories (at most) at any place on the map.
b. You must have, within these pieces of land, no more and no less than three supply centers.
c. This nation becomes your home turf; give it a name.
d. The final boundaries of your nation MUST have one neutral space between another player's territories. There is one exception: your territory is allowed to have one territory that directly borders with another nation's land.
d. The final boundaries of your nation must be reasonably interconnected; you can have bases in both England and France, for example, or Spain and Africa; however, you can't choose to have a base in Finland, one in Spain, and one in Turkey, or some selection of the like.
e. The nation selection is first come, first serve, once the game is full. After the game is started, however, there is a period of negotiations where players are allowed to iron out the details of who owns what. In this fashion, the only factor of diplomacy that had to do with luck (what nation you get) is turned into a factor of diplomatic skill.
f. At the start of the game, you build two armies and one fleet at your home supply centers; if your territories touch no land, you build all armies. Where you build the armies and fleet is your choice, provided it is on your previously selected supply centers.
2. If an army or fleet is in Granada or the Marinid Kingdom, it may pass to the other without having to enter and exit the Straits of Gibraltar. However, a fleet coming from the Western Mediterranian or North Atlantic must stop in the Straits of Gibraltar on it's route to either body of water. Optionally, the Straits of Gibraltar can be occupied in the same fashion as any body of water.
3. Flanders does touch both the English Channel and North Sea. Sicily does border directly on Naples.
4. Naissus and Moldovia do NOT share a border, no matter what the map looks like.
5. The Irish Sea acts though a permanant and neutral convoy unit were there: a unit in Wales can travel directly to Leinster, same as a unit in Ulster can travel to Scotland. No other body of water does this.
6. Corsica and Sardinia (otherwise known as Bella Rocca and Arborea) are considered part of Rome. Cyprus is a part of Karaman. Crete is a part of Athens.
7. The provision of North/South/East/West coasts is gone; Nicomedia, for example, touches the Black Sea, Aegean Sea, and Eastern Mediterranian.
8. All other rules of Diplomacy apply.
I'd like to get an 'exhibition match' (I think that's what you call it) running soon, if that's possible (IE, when a slot is open and I get the specifics of how to GM.) I check here more than once daily, so I'll be more than able to make maps on time.
http://img40.imageshack.us/img40/1289/themostfinaloffinals.png
1400 - Diplomacy Variant by Tom Kirkpatrick, AKA Lord Ahriman
Kingdoms.
On the map, there are seven countries, each with their own territories and supply centers. NOTE: These are suggested nations, historically accurate to the year 1400.
Kingdom of France - Duchy of Normandy, Poitiers (F), Paris (A), Albi (A)
England - London (F), Devon, Wales, York (A), Lancaster (A)
Small States of the German Kingdom - German Kingdom (A), Fora, Tyrolia (A), Holstein (F)
Kingdom of Poland and Grand-Duchy of Lithuania - Poland (A), Moldovia (F), Mazovia (A), Lithuania
Kingdom of Castille - Galica, Navarre (A), Old Castille (A), Murcia (F)
Ottoman Sultanate of Rome - Naissus (A), Thessalonia, Nicomedia (F), Smyrna, Angora (A)
Union of Kalmar - Denmark (A), Norway, Sweden (F), Finland (A)
Rule Variations.
1. The countries on the map are only SUGGESTED territories; you have the option of creating your own nation, so long as every player agrees to do this as opposed to going with standard nations.
a. How do you do this? Pick six territories (at most) at any place on the map.
b. You must have, within these pieces of land, no more and no less than three supply centers.
c. This nation becomes your home turf; give it a name.
d. The final boundaries of your nation MUST have one neutral space between another player's territories. There is one exception: your territory is allowed to have one territory that directly borders with another nation's land.
d. The final boundaries of your nation must be reasonably interconnected; you can have bases in both England and France, for example, or Spain and Africa; however, you can't choose to have a base in Finland, one in Spain, and one in Turkey, or some selection of the like.
e. The nation selection is first come, first serve, once the game is full. After the game is started, however, there is a period of negotiations where players are allowed to iron out the details of who owns what. In this fashion, the only factor of diplomacy that had to do with luck (what nation you get) is turned into a factor of diplomatic skill.
f. At the start of the game, you build two armies and one fleet at your home supply centers; if your territories touch no land, you build all armies. Where you build the armies and fleet is your choice, provided it is on your previously selected supply centers.
2. If an army or fleet is in Granada or the Marinid Kingdom, it may pass to the other without having to enter and exit the Straits of Gibraltar. However, a fleet coming from the Western Mediterranian or North Atlantic must stop in the Straits of Gibraltar on it's route to either body of water. Optionally, the Straits of Gibraltar can be occupied in the same fashion as any body of water.
3. Flanders does touch both the English Channel and North Sea. Sicily does border directly on Naples.
4. Naissus and Moldovia do NOT share a border, no matter what the map looks like.
5. The Irish Sea acts though a permanant and neutral convoy unit were there: a unit in Wales can travel directly to Leinster, same as a unit in Ulster can travel to Scotland. No other body of water does this.
6. Corsica and Sardinia (otherwise known as Bella Rocca and Arborea) are considered part of Rome. Cyprus is a part of Karaman. Crete is a part of Athens.
7. The provision of North/South/East/West coasts is gone; Nicomedia, for example, touches the Black Sea, Aegean Sea, and Eastern Mediterranian.
8. All other rules of Diplomacy apply.