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Diplomacy: Intrigue, Alliance, Treachery

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1 Diplomacy: Intrigue, Alliance, Treachery on Sun Mar 28, 2010 11:49 pm

Syrnn

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It is Spring, 1911, and war is on the horizon. You, head of one of the world's seven Great Powers must lead your nation to victory as commander-in-chief, and as a diplomat. Beware the risks of political intrigue, for only one nation can bring the powder-keg of Europe to heel, and only the ultimate victor will have the privilege of writing history - in their own favor.

This is a map of Europe as you shall war over it. Notice how it is divided into provinces, some of which contain supply centers. The objective of the game is to control 18 of the 36 supply centers in the world, or by the unanimous declaration of you as victor by all surviving powers.

To do some review, a "turn" is half a year, in the seasons of either Spring or Fall, when resupply happens. Each season is broken up into Diplomacy/Orders and Regrouping, again, during which resupply will happen if it is Fall. Each of these phases takes 24 hours, which means a season takes two days to complete, and a single year, four days.


You have as many units (armies and fleets) as you have supply centers, and more can be built by capturing supply centers by occupying them in the Fall. Units are of equal strength, so numbers and allied support is the key here. Units move only one space, and only one unit may occupy a province at a time. Armies may only move across land, Fleets may move across sea, or dock on a coastal territory. Fleets may Move to adjacent land provinces and "coast" the sea line, but the provinces must share the same coast. In essence, this means you could not move from Rome to Venezia, et al.

The moves are simple, and listed here:
Move: Move to an adjacent province, and attack if occupied.
Hold: Remain in current province.
Support: Add the unit's strength to a Move or Hold order. Can be interrupted by a Move order.
Convoy: Convoys an Army unit from a specified adjacent province to another overseas adjacent (or linked by list several convoys) province. Must be accompanied by a Move order from the unit being convoyed! Can be interrupted by a move order.

With these tools, you may yet forge and sunder alliances, bargain treaties and armistices, and triumph over the other Great Powers.

A quick Recap:
24 hours to talk, at the end of which your written orders are due (via PM) to me, at 12:00 AM CST (GMT -6).
24 hours to resolve displacements with Retreat orders (issued like a move), order builds in one of your three home supply centers and disband units.

For any who wanted, here is a post with an example move and a complete list of the legal abbreviations for provinces.


Edit: Sorry for the slight cutoff, but just right click and hit "view image" to see the full map!

Additional notes and Edits:
There is one province that is missing from the current 1911 map as it is: The Skagerrak. This will be remedied in later maps.
Important!:
-Bulgaria, Spain and St. Petersburg are the only three provinces that have multiple coasts, but when a fleet occupies them, it must declare which coast, and must legally be able to get there. These are all "North" or "South" coasts.
-Kiel and Constantinople do not have multiple coasts, but due to their waterways (the one dividing Kiel and Denmark keeping the Helgoland Bight whole, and the one within Constantinople connecting the Black and Aegean Seas).
-An army or fleet can move from Sweden to Denmark in one turn. Further, a fleet cannot go directly from the Baltic to the Skagerrak, but must coast along Sweden or Denmark.
-Denmark does not border Berlin

If anyone has any questions regarding the mechanics of the game or anything else, please, please, please do so at your soonest convenience, and I will try to get back to you. I am always open to any questions!

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2 Re: Diplomacy: Intrigue, Alliance, Treachery on Mon Mar 29, 2010 5:47 pm

Well I guess I'll open this up then. Um, anyone here?(echo of an empty room)

Italy would hate to see Europe wracked by conflict between the great powers.

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3 Re: Diplomacy: Intrigue, Alliance, Treachery on Mon Mar 29, 2010 7:28 pm

minotaur wrote:Well I guess I'll open this up then. Um, anyone here?(echo of an empty room)

Italy would hate to see Europe wracked by conflict between the great powers.

Russia agrees. We should, uh... What's the word?

Oh right! Work together! That's it!
Not stab each other in the back or anything...

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4 Re: Diplomacy: Intrigue, Alliance, Treachery on Mon Mar 29, 2010 8:11 pm

We as the ottoman empire wish to know that the Mediterranean will remain peaceful place in the world. and that of North Africa

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5 Re: Diplomacy: Intrigue, Alliance, Treachery on Mon Mar 29, 2010 8:41 pm

Montgomery has returned, be afraid, rash descisions and foolish move will abound!!1 jk peace and happiness for all

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6 Re: Diplomacy: Intrigue, Alliance, Treachery on Tue Mar 30, 2010 4:04 am

Syrnn

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Moves:
Austria-Hungary:
All units hold!

England:
All units hold!

France:
Brest moves to the Mid Atlantic
Paris moves to Picardy
Marseilles moves to Burgundy

Germany:
All units hold!

Italy:
Venezia holds!
Rome moves to Apulia
Naples moves to the Ionian Sea

Russia:
Saint Petersburg moves to the Gulf of Bothnia
Moscow moves to Saint Petersburg
Warsaw holds!
Sevastopol moves to Rumania

Ottoman Empire:
All units hold!

Europe sits quiet, breath abated as the great powers position themselves, talks nigh nonexistent between diplomats.

(I did not receive orders from fully half of the players this season! Given that this is early game, this is not the end of the game, for certain, but gives a serious handicap to those who did not even bother contacting me! If 3 or more players are missing by Fall of 1912, the game will be dissolved and restarted!)

EDIT: I screwed up on Russia's orders on the map, and Moscow's order has been correctly displayed as moving to St. Petersburg, not Sevastopol this season. Sorry about that, Cherdenko!



Last edited by Syrnn on Tue Mar 30, 2010 6:21 pm; edited 1 time in total

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7 Re: Diplomacy: Intrigue, Alliance, Treachery on Tue Mar 30, 2010 1:28 pm

Peace is for the timid and humble, The Netherlands is German.

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8 Re: Diplomacy: Intrigue, Alliance, Treachery on Tue Mar 30, 2010 4:15 pm

Syrnn wrote:
Moves:
Austria-Hungary:
All units hold!

England:
All units hold!

France:
Brest moves to the Mid Atlantic
Paris moves to Picardy
Marseilles moves to Burgundy

Germany:
All units hold!

Italy:
Venezia holds!
Rome moves to Apulia
Naples moves to the Ionian Sea

Russia:
Saint Petersburg moves to the Gulf of Bothnia
Moscow moves to Saint Petersburg
Warsaw holds!
Sevastopol moves to Rumania

Ottoman Empire:
All units hold!

Europe sits quiet, breath abated as the great powers position themselves, talks nigh nonexistent between diplomats.

(I did not receive orders from fully half of the players this season! Given that this is early game, this is not the end of the game, for certain, but gives a serious handicap to those who did not even bother contacting me! If 3 or more players are missing by Fall of 1912, the game will be dissolved and restarted!)
some of these non existent talks have happened behind closed doors...

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9 Re: Diplomacy: Intrigue, Alliance, Treachery on Tue Mar 30, 2010 6:42 pm

Syrnn

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Even if these talks have happened behind closed doors, the whole purpose of the first 24 hours is to talk openly in this thread for the season. I want to make this abundantly clear: The 24 hours before your orders are due are to be used to post in this thread and talk to every great power. Right now, there is no "regrouping" to be done, but I am going to leave this one day bubble for anyone who feels the need to ask me questions. Please do so with the utmost speed, because if after the Spring orders are received (meaning April 3rd at Midnight, Central Standard Time) I am missing orders from 3 of the powers or more, I am going to scrap this game.

To all nations who did not issue orders: While this game is called Diplomacy, it has a clear goal, and there can only ever be one winner. Team victories are not allowed. It is to your benefit that you at least attempt to position yourselves, even if you are not grabbing neutral supply centers. Fighting happens in this game, and it happens all the time. If this trend continues in Fall of 1911, it will be the first time I have ever seen a game of diplomacy go through year 1 without any conflict. Keep this in mind! It is a very "every man for himself" game, and you will make allies when it is convenient to you (or them?), if you can convince them! Partnerships are wholly disposable.

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10 Re: Diplomacy: Intrigue, Alliance, Treachery on Tue Mar 30, 2010 8:00 pm

i dont think i can keep up with both this and the nation game, srrry but i have to respectfully withdraw..

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11 Re: Diplomacy: Intrigue, Alliance, Treachery on Tue Mar 30, 2010 9:29 pm

work is picking up so i can't devote as much time as i would want to this and nation game... i am sorry but i don't think i will be able to continue with this...

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12 Re: Diplomacy: Intrigue, Alliance, Treachery on Tue Mar 30, 2010 10:49 pm

Quick question: what indicates ownership of a supply center? Does there have to be a unit on it?

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13 Re: Diplomacy: Intrigue, Alliance, Treachery on Tue Mar 30, 2010 11:39 pm

Syrnn

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Alright, it seems that with two nations flat out dropping, a reset and/or pause in starting this up is in order. No one seems particularly clear on the rules, either, which kind of vexes me given that I have typed them out in different fashions twice over, and given people ample time to ask any questions with a two day delay in the original start!

I'm more than willing to run this, but next time before we start, I want to know that everyone is 100% on the rules before they sign up and so on.

As for your question, Cherdenko, a unit has to be on the supply center in the Fall, as I've said (and bolded, which I don't do without reason!) in each of my explanations of the rules. In fact, it's underlined too in the OP of this thread.

I want everyone to keep me up to date if they are interested, and to try to ask me whatever questions they have about this in the set up thread. I will start this up, I just need to know that it's worth starting up again! Locking this thread and re-opening set up.

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