DIPLOGAME FAQ AND REFERENCE MANUAL
ver 2.0
by CapTVK and OzzyKP
1. Foreword
1.1 Note on version 2.0
2. Diplogames
2.1 What are diplogames?
2.2 How long does a diplogame take?
2.3 Do I really need 7 players to play a diplogame?
2.4 Can players be replaced or join in later?
2.5 What's the point of playing such a game?
2.6 I'm a Newbie, or suck at Civ, can I still play a Diplogame?
2.7 How should I start?
3. Diplogame History
4. Settings
4.1 Maps
4.2 Special Rules
4.3 GeoPolitics
4.4 Colonization
4.5 Fantasy or Historical?
5. Stories
5.1 Stories as propaganda
5.2 Interwoven story lines
5.3 Visual Media
5.4 Statistics
5.5 Official communications between leaders
5.6 Using History and Literature to build a diplo story line
5.7 More on Characters
5.8 Foreshadow or Keep Secrets?
5.9 Link between game world and story world
5.10 Being the Bad Guy
6. Game Play
6.1 Balance of Power
6.1.1 Weak players
6.1.2 Strong players
6.2 War Etiquette
6.2.1 Wars of annihilation
6.2.2 Justification
6.2.3 Measured war
6.3 Elections
6.4 Land Treaties
6.5 Economic Ideas
6.5.1 Investment & Loans
6.5.2 Tolls
6.5.3 Tariffs
6.6 There can be only 1 top player
6.7 Other In-Game Goals
6.8 AI & Subs
7. Technical Innovation
7.1 Canals
7.1.1 Engineer opened canals
7.1.2 Other options
7.2 Game Ending
7.2.1 Alien Invasion Ending
7.2.2 Other Ending Options
7.3 Civ specific units
7.4 Natives
7.5 Custom Wonders
7.6 Modpack
7.7 Ship Movement Increases
7.8 Flags, Names, Titles
8. Great Library
9. Diplogames
1.Foreword
This faq is intended as a reference for playing diplogames or large scale multiplayer games. Subjects discussed in this thread will include: defining diplogames, rules, stories, game play, and technical innovation. Also a list of past and current diplogames will be included.
Most of these subjects have already been discussed in previous threads. For the benefit of the reader these threads will appear as links included where appropriate. An attempt was made to draw from experiences of past diplogames to enrich and inspire the diplofaq. References to past games are made throughout.
Note: This thread should be seen as an evolving document, in the sense that it will never be 'finished'. In time it will turn into a proper faq organized by category, chapter and subject. All people are free to help out and discuss the subject. From time to time if I see a good post or another relevant subject I will make an addition by posting this message in the thread: Category-subject-article+authors;, which means that it will be added to the FAQ.
1.1 Note on Version 2.0
As the DiploFAQ hadn't been updated in several years, I have taken it upon myself to do a complete overhaul. I ended up changing more than I anticipated I would. I tried to save stuff from the original DiploFAQ whenever possible, but sadly much of it was either outdated or unnecessary. For fans of the original Diplogame FAQ and Multiplayer Reference Guide, please view it here.
Areas I have removed include the timezone chart, and multiplayer basics (such as instructions on getting the patch), which by now I feel are generally known, can be found elsewhere, or just aren't unique to Diplogaming. Note the "multiplayer reference guide" has been dropped from the title. This is for Diplogames exclusively.
In my opinion CapTVK's chapter on geopolitics is more a college lecture than directly applicable guidelines for diplogaming, but it is interesting so I decided to keep it.
Finally, I apologize for frequent use of History of the World examples. There are lots of great games out there besides the HOTW series, however it is freshest in my mind, and in many ways epitomizes many aspects of good diplogaming. I also apologize for the length of this FAQ. The Table of Contents is over a page long itself, with the entire thing filling up 23 pages. When it is finished it’ll be even longer. Enjoy!
-Ozzy
2.1 What are diplogames?
Diplogames are champagne and opera to duel game's beer and tractor pull.
Looking through the threads you'll find countless definitions of diplogames. In summary a diplogames comes down to this: A long term Civ2MP game with 5-7 players who try to resolve problems by diplomacy. Managing your civ is not enough. You try to play a 'leader' thus roleplaying and storytelling in a diplogame is as important as gaming skills. An eloquent speaker who uses tact can get the same work done as the no.1 in the game, if he speaks up.
The Diplomacy takes place in the form of negotiations, treaties, special alliances, pacts and in the end...WAR. To keep track of historic events players will be required to post their view on events on a public forum. Everyone is free how to write his own posts it can be funny, formal, boring...anything is allowed as long as your message gets through. Just read through the diplogame threads located at the end of this FAQ for examples.
2.2 How long does a diplogame take?
Played on a weekly basis with 3-5 hours per session a full diplogame can last 6-12 months.
2.3 Do I really need 7 players to play a diplogame?
5 players will work fine. What is important is the size of the central 'core' (3-4) players. It's the 'core' that's responsible for keeping the game going.
2.4 Can players be replaced or join in later?
As long as a civ is available anyone can join in. It's inevitable that players will drop off due to other obligations so it's good if there are subs available to take their place. Just ask some of the core players if you can join. If you want to play for one session that's fine but players who want to play for a couple sessions or want to become a permanent sub are preferred.
2.5 What's the point of playing such a game?
To the faithful, diplogaming is an art form. It takes civ gaming to the next level of intensity. For players bored of dueling or standard civ play, this may be the variation to renew your interest in the game. These aren't games you play for an hour or two because you are bored; they can require a great investment of time and effort. A player in a good diplogame may spend every day in between sessions planning strategy, writing stories, researching characters, and plotting with his fellow players, this may last for 8 months.
Each diplogame is unique and special. Threads are saved from each game and read even years later. Non-players regularly read the stories posted from games, and good diplogames attract decent sized audiences.
Also diplogames are a good way to learn Civ2MP and learn to negotiate. It will be a learning experience for all players involved. Winning or losing isn't important in this sort of game; it's the story of reaching the end...
This is also a nice summary...
2.6 I'm a Newbie, or suck at Civ, can I still play a Diplogame?
Of course! Diplogames are a very good way for new players to learn the game. Since its not a kill or be kill atmosphere you have more time to play at your leisure and learn the workings of the game. Diplogamers aren't cut throat, and will help you through the game.
If you aren't new to the game but aren't good at competitive play you can also find a home with Diplogaming. Since Diplogaming depends on general skills of negotiation and diplomacy, players who may be lacking in a duel setting may excel in a diplogame. Make alliances with some of the more powerful players and you will never be out of the game.
2.7 How should I start?
Usually a post in the forums is the best way to start. Diplogames usually have a set-up thread where players are recruited, settings are discussed, and times are arranged. There is a great deal of information that needs to be agreed to before a game begins. Finding subs is encouraged, as every long running game will require them.
Having a regular weekly playing time is necessary. Because of this it is rare to have American, European and Australian players together in the same game. Usually the founder of the game picks a time convenient to him and looks for other players available then.
Getting the right players is important. The following key qualities help to ensure a mixed group. A player with a fast, stable Internet connection is important for a host. A core group of players who are dependable, show up to every session, and keep momentum in the game. One or two hardcore story posters keep the game rich all other players motivated. A person or two who can handle the technical requirements of a diplogame and can handle whatever modding or customizing may be required.
Once the settings and time are decided upon and you have found a group of core players you are ready to begin. Start a story thread in the forums and schedule your first session.
3. Diplogaming History
……………………
4. Settings[*]Normal Production and Normal movement.[*]Difficulty: Deity or Emperor usually. Though King is seen at times.[*]Barbarians: any setting that the players agree on is possible.[*]AI on or off. Usually the more human players the better. Leaving some AI allows human players to join later.
4.1 Maps
Diplogames are usually played on a real world map for the historic perspective (this also makes it easier for outsiders to follow the game). Though some prefer random maps for the freshness of discovery.
A good premade map defines the game, players can imagine themselves replaying and remaking world history with their game. Most common are games on a large World Map and on a European map. Play on a Gigamap is discouraged, as players have unlimited room to expand peacefully and usually reach the city limit (hard coded) before most of the land is inhabited.
World Map
MediterranianMap
Europe Map
More Maps
More Maps
For games on random maps, small land mass is recommended. Players bumping elbows on the map is one of the surest paths to an interesting game. Other settings are negotiable.
4.2 Special rules
Ideally problems should be worked out in game, diplomatically rather than using a list of rules. But for those who choose to use them, Rah's Rules are a very good list of standards to avoid exploits and unbalancing play.
4.3 GeoPolitics
The use geopolitics in diplogames
"Always make the best of your location, even when it sucks..."
Geopolictics, or the politics of geography, is based on the recognition that certain areas of the world are valuable for the political reasons. The term geopolitics, first used in the end of the nineteenth century, described a process well under way in international relations. Statesmen influenced by geopolitcal concerns recognized the strategic value of land. Some territory was considered important because of its proximity to acquired colonies or to territory targeted for takeover. France, for example, occupied thousands of square miles of the Sahara Desert to protect its interest in Algeria. Other territory was important because of its proximity to sea routes. Egypt had significance for Great Britain not because of any economic potential but because it controlled the entrance to the Suez canal which ensured a safe and secure British access to India.
"Try to control areas as quickly as possible. You don't have to settle, just control it and use that land as a strategic resource"
A third geopolitical motive for annexation was the necessity of fueling bases throughout the world. Faster and more reliable than wind-powered, coal-powered ships were, nonetheless, dependent on guaranteed fueling bases in friendly ports of call. Islands in the South Pacific and the Indian Ocean were acquired primarily to serve as fueling stations for the great steamers carrying manufactured goods to colonial ports and returning with foodstuffs and raw materials. Note the importance of colonies, in a diplogame naval bases (with ships and troops) also guarantee a place at the negotiating table, so try to establish a few colonies outside your own region, even when your a small player. The naval aspect of Civ2 is severely underrated, partly due to ships having such a low movement rate. When playing a diplogame on the world map you should increase naval movement of ALL ships in the rules.txt by two to emphasize the naval factor.
In turn, the acquisition of territories justified the increase of naval budgets and the size of fleets. Britain still had the world's largest navy, but by the beginning of the twentieth century, the US and Germany had entered the competition for dominance of sea-lanes. Japan joined the contest by expanding its navy as a vehicle for its own claims to empire in the Pacific. The politics of geography was land- as well as sea-based. As navies grew to protect sea-lanes, armies expanded to police new lands. A side effect of the growing importance of geopolitics was the increased influence of military and naval superiority in foreign policy. Once again I emphasize the naval factor, later ships like the frigate and ironclads should have more ATT and HP to increase their strategic importance when playing on the world map (i.e. gunboat policy).
In game terms, it is a good idea to carefully decide beforehand where players are placed, especially on premade maps. If you have 3 players in Europe they are gonna be very crowded, and possibly make for an Africa with just one player who ends up dominating the game. Sometimes positions need to be assigned. Depending on what map you use, some land that is more fertile may accommodate more players, take this all into consideration before starting.
Think of what characters you can choose for each civ, and think of your possibilities for expansion. Will you have enemies on all sides? Will you be stuck in a corner? Is your land desert or grassland? This will affect your strategy in the game.
4.4 Colonization
For World Map diplogames, players may choose to make the Americas and/or Australia available for colonization later in the game. This requires all players to start in the "Old World" (e.g. Europe, Asia, Africa, etc)
Benefits of this include historical realism, a great mid-game goal for players to compete over, the opportunity for players who start weak to catch up, colonial bargaining chips*, further emphasis on naval power by having spread out empires, and it forces player's starting positions onto a smaller land mass which encourages conflict and makes for interesting games.
In History of the World 2 for example, the Chinese player was stunted for many sessions when the AI controlled it. In the middle of the game a good player took over and since there was plenty of available land in the New World, was able to build China into a powerful world player.
*As players are loath to give up their homeland during war, defeated nations can trade colonial possessions to get back homeland territory.
4.5 Fantasy or Historical?
This is a good thing to decide upfront before starting a game. As diplogames are about assuming identities and role playing, which roles to allow is important. Players interested in a historical game may be bothered by their neighbor, Stan Lee of the Marvel Comics civilization.
For the enjoyment of all, all fantasy or all historical games are encouraged. Mixing can damper the enjoyment of some. Sometimes allowances must be made for historical games, i.e. a player starting in Australia has no great world empire to base his character off of and must improvise. All games have a mix of fantasy and reality, but how outlandish it gets is the question. Historical minded players will allow (though decidedly cringe) Adolf Hitler to take command of the Israelites, but Snoopy just won't cut it.
****links to fantasy games*****
*****links to historical games*****
ver 2.0
by CapTVK and OzzyKP
1. Foreword
1.1 Note on version 2.0
2. Diplogames
2.1 What are diplogames?
2.2 How long does a diplogame take?
2.3 Do I really need 7 players to play a diplogame?
2.4 Can players be replaced or join in later?
2.5 What's the point of playing such a game?
2.6 I'm a Newbie, or suck at Civ, can I still play a Diplogame?
2.7 How should I start?
3. Diplogame History
4. Settings
4.1 Maps
4.2 Special Rules
4.3 GeoPolitics
4.4 Colonization
4.5 Fantasy or Historical?
5. Stories
5.1 Stories as propaganda
5.2 Interwoven story lines
5.3 Visual Media
5.4 Statistics
5.5 Official communications between leaders
5.6 Using History and Literature to build a diplo story line
5.7 More on Characters
5.8 Foreshadow or Keep Secrets?
5.9 Link between game world and story world
5.10 Being the Bad Guy
6. Game Play
6.1 Balance of Power
6.1.1 Weak players
6.1.2 Strong players
6.2 War Etiquette
6.2.1 Wars of annihilation
6.2.2 Justification
6.2.3 Measured war
6.3 Elections
6.4 Land Treaties
6.5 Economic Ideas
6.5.1 Investment & Loans
6.5.2 Tolls
6.5.3 Tariffs
6.6 There can be only 1 top player
6.7 Other In-Game Goals
6.8 AI & Subs
7. Technical Innovation
7.1 Canals
7.1.1 Engineer opened canals
7.1.2 Other options
7.2 Game Ending
7.2.1 Alien Invasion Ending
7.2.2 Other Ending Options
7.3 Civ specific units
7.4 Natives
7.5 Custom Wonders
7.6 Modpack
7.7 Ship Movement Increases
7.8 Flags, Names, Titles
8. Great Library
9. Diplogames
1.Foreword
This faq is intended as a reference for playing diplogames or large scale multiplayer games. Subjects discussed in this thread will include: defining diplogames, rules, stories, game play, and technical innovation. Also a list of past and current diplogames will be included.
Most of these subjects have already been discussed in previous threads. For the benefit of the reader these threads will appear as links included where appropriate. An attempt was made to draw from experiences of past diplogames to enrich and inspire the diplofaq. References to past games are made throughout.
Note: This thread should be seen as an evolving document, in the sense that it will never be 'finished'. In time it will turn into a proper faq organized by category, chapter and subject. All people are free to help out and discuss the subject. From time to time if I see a good post or another relevant subject I will make an addition by posting this message in the thread: Category-subject-article+authors;, which means that it will be added to the FAQ.
1.1 Note on Version 2.0
As the DiploFAQ hadn't been updated in several years, I have taken it upon myself to do a complete overhaul. I ended up changing more than I anticipated I would. I tried to save stuff from the original DiploFAQ whenever possible, but sadly much of it was either outdated or unnecessary. For fans of the original Diplogame FAQ and Multiplayer Reference Guide, please view it here.
Areas I have removed include the timezone chart, and multiplayer basics (such as instructions on getting the patch), which by now I feel are generally known, can be found elsewhere, or just aren't unique to Diplogaming. Note the "multiplayer reference guide" has been dropped from the title. This is for Diplogames exclusively.
In my opinion CapTVK's chapter on geopolitics is more a college lecture than directly applicable guidelines for diplogaming, but it is interesting so I decided to keep it.
Finally, I apologize for frequent use of History of the World examples. There are lots of great games out there besides the HOTW series, however it is freshest in my mind, and in many ways epitomizes many aspects of good diplogaming. I also apologize for the length of this FAQ. The Table of Contents is over a page long itself, with the entire thing filling up 23 pages. When it is finished it’ll be even longer. Enjoy!
-Ozzy
2.1 What are diplogames?
Diplogames are champagne and opera to duel game's beer and tractor pull.
Looking through the threads you'll find countless definitions of diplogames. In summary a diplogames comes down to this: A long term Civ2MP game with 5-7 players who try to resolve problems by diplomacy. Managing your civ is not enough. You try to play a 'leader' thus roleplaying and storytelling in a diplogame is as important as gaming skills. An eloquent speaker who uses tact can get the same work done as the no.1 in the game, if he speaks up.
The Diplomacy takes place in the form of negotiations, treaties, special alliances, pacts and in the end...WAR. To keep track of historic events players will be required to post their view on events on a public forum. Everyone is free how to write his own posts it can be funny, formal, boring...anything is allowed as long as your message gets through. Just read through the diplogame threads located at the end of this FAQ for examples.
Originally posted by GNGSpam
Diplogames should center around Politics. While most games turn into lessons in game mechanics, with super growth strategy formulas, and trade bug manipulation equations, the Diplogame relies on human interaction, through diplomacy, politics, even out and out propaganda.
Diplogames should center around Politics. While most games turn into lessons in game mechanics, with super growth strategy formulas, and trade bug manipulation equations, the Diplogame relies on human interaction, through diplomacy, politics, even out and out propaganda.
Played on a weekly basis with 3-5 hours per session a full diplogame can last 6-12 months.
2.3 Do I really need 7 players to play a diplogame?
5 players will work fine. What is important is the size of the central 'core' (3-4) players. It's the 'core' that's responsible for keeping the game going.
2.4 Can players be replaced or join in later?
As long as a civ is available anyone can join in. It's inevitable that players will drop off due to other obligations so it's good if there are subs available to take their place. Just ask some of the core players if you can join. If you want to play for one session that's fine but players who want to play for a couple sessions or want to become a permanent sub are preferred.
2.5 What's the point of playing such a game?
To the faithful, diplogaming is an art form. It takes civ gaming to the next level of intensity. For players bored of dueling or standard civ play, this may be the variation to renew your interest in the game. These aren't games you play for an hour or two because you are bored; they can require a great investment of time and effort. A player in a good diplogame may spend every day in between sessions planning strategy, writing stories, researching characters, and plotting with his fellow players, this may last for 8 months.
Each diplogame is unique and special. Threads are saved from each game and read even years later. Non-players regularly read the stories posted from games, and good diplogames attract decent sized audiences.
Also diplogames are a good way to learn Civ2MP and learn to negotiate. It will be a learning experience for all players involved. Winning or losing isn't important in this sort of game; it's the story of reaching the end...
This is also a nice summary...
A real education eh Nappy? A freind of mine called Rah once asked me on another thread what was the 'point' of playing a diplomatic game where the objective is not to win. I told him that one of advantages of diplomatic games was that they taught you how to play Civ to a much higher standard and a lot more intensively than mute two or three player duels could ever do. I hope he reads the posts above from myself, Nappy and Glohithia as all are reporting that they are learning massively from this game, and talking about things they will do 'next time'. I predict that this group will contain many of the worlds finest players by our third or fourth game, all of which would have learned their craft from the most intensive way to play Civ. Just a theory.
Of course! Diplogames are a very good way for new players to learn the game. Since its not a kill or be kill atmosphere you have more time to play at your leisure and learn the workings of the game. Diplogamers aren't cut throat, and will help you through the game.
If you aren't new to the game but aren't good at competitive play you can also find a home with Diplogaming. Since Diplogaming depends on general skills of negotiation and diplomacy, players who may be lacking in a duel setting may excel in a diplogame. Make alliances with some of the more powerful players and you will never be out of the game.
Originally posted by The Capo
I kinda blow at Civ, but I love to play Diplogames becuase I can almost talk my way out of anything.
I kinda blow at Civ, but I love to play Diplogames becuase I can almost talk my way out of anything.
Usually a post in the forums is the best way to start. Diplogames usually have a set-up thread where players are recruited, settings are discussed, and times are arranged. There is a great deal of information that needs to be agreed to before a game begins. Finding subs is encouraged, as every long running game will require them.
Having a regular weekly playing time is necessary. Because of this it is rare to have American, European and Australian players together in the same game. Usually the founder of the game picks a time convenient to him and looks for other players available then.
Getting the right players is important. The following key qualities help to ensure a mixed group. A player with a fast, stable Internet connection is important for a host. A core group of players who are dependable, show up to every session, and keep momentum in the game. One or two hardcore story posters keep the game rich all other players motivated. A person or two who can handle the technical requirements of a diplogame and can handle whatever modding or customizing may be required.
Once the settings and time are decided upon and you have found a group of core players you are ready to begin. Start a story thread in the forums and schedule your first session.
3. Diplogaming History
……………………
4. Settings[*]Normal Production and Normal movement.[*]Difficulty: Deity or Emperor usually. Though King is seen at times.[*]Barbarians: any setting that the players agree on is possible.[*]AI on or off. Usually the more human players the better. Leaving some AI allows human players to join later.
4.1 Maps
Diplogames are usually played on a real world map for the historic perspective (this also makes it easier for outsiders to follow the game). Though some prefer random maps for the freshness of discovery.
A good premade map defines the game, players can imagine themselves replaying and remaking world history with their game. Most common are games on a large World Map and on a European map. Play on a Gigamap is discouraged, as players have unlimited room to expand peacefully and usually reach the city limit (hard coded) before most of the land is inhabited.
World Map
MediterranianMap
Europe Map
More Maps
More Maps
For games on random maps, small land mass is recommended. Players bumping elbows on the map is one of the surest paths to an interesting game. Other settings are negotiable.
4.2 Special rules
Ideally problems should be worked out in game, diplomatically rather than using a list of rules. But for those who choose to use them, Rah's Rules are a very good list of standards to avoid exploits and unbalancing play.
4.3 GeoPolitics
The use geopolitics in diplogames
"Always make the best of your location, even when it sucks..."
Geopolictics, or the politics of geography, is based on the recognition that certain areas of the world are valuable for the political reasons. The term geopolitics, first used in the end of the nineteenth century, described a process well under way in international relations. Statesmen influenced by geopolitcal concerns recognized the strategic value of land. Some territory was considered important because of its proximity to acquired colonies or to territory targeted for takeover. France, for example, occupied thousands of square miles of the Sahara Desert to protect its interest in Algeria. Other territory was important because of its proximity to sea routes. Egypt had significance for Great Britain not because of any economic potential but because it controlled the entrance to the Suez canal which ensured a safe and secure British access to India.
"Try to control areas as quickly as possible. You don't have to settle, just control it and use that land as a strategic resource"
A third geopolitical motive for annexation was the necessity of fueling bases throughout the world. Faster and more reliable than wind-powered, coal-powered ships were, nonetheless, dependent on guaranteed fueling bases in friendly ports of call. Islands in the South Pacific and the Indian Ocean were acquired primarily to serve as fueling stations for the great steamers carrying manufactured goods to colonial ports and returning with foodstuffs and raw materials. Note the importance of colonies, in a diplogame naval bases (with ships and troops) also guarantee a place at the negotiating table, so try to establish a few colonies outside your own region, even when your a small player. The naval aspect of Civ2 is severely underrated, partly due to ships having such a low movement rate. When playing a diplogame on the world map you should increase naval movement of ALL ships in the rules.txt by two to emphasize the naval factor.
In turn, the acquisition of territories justified the increase of naval budgets and the size of fleets. Britain still had the world's largest navy, but by the beginning of the twentieth century, the US and Germany had entered the competition for dominance of sea-lanes. Japan joined the contest by expanding its navy as a vehicle for its own claims to empire in the Pacific. The politics of geography was land- as well as sea-based. As navies grew to protect sea-lanes, armies expanded to police new lands. A side effect of the growing importance of geopolitics was the increased influence of military and naval superiority in foreign policy. Once again I emphasize the naval factor, later ships like the frigate and ironclads should have more ATT and HP to increase their strategic importance when playing on the world map (i.e. gunboat policy).
In game terms, it is a good idea to carefully decide beforehand where players are placed, especially on premade maps. If you have 3 players in Europe they are gonna be very crowded, and possibly make for an Africa with just one player who ends up dominating the game. Sometimes positions need to be assigned. Depending on what map you use, some land that is more fertile may accommodate more players, take this all into consideration before starting.
Think of what characters you can choose for each civ, and think of your possibilities for expansion. Will you have enemies on all sides? Will you be stuck in a corner? Is your land desert or grassland? This will affect your strategy in the game.
4.4 Colonization
For World Map diplogames, players may choose to make the Americas and/or Australia available for colonization later in the game. This requires all players to start in the "Old World" (e.g. Europe, Asia, Africa, etc)
Benefits of this include historical realism, a great mid-game goal for players to compete over, the opportunity for players who start weak to catch up, colonial bargaining chips*, further emphasis on naval power by having spread out empires, and it forces player's starting positions onto a smaller land mass which encourages conflict and makes for interesting games.
In History of the World 2 for example, the Chinese player was stunted for many sessions when the AI controlled it. In the middle of the game a good player took over and since there was plenty of available land in the New World, was able to build China into a powerful world player.
*As players are loath to give up their homeland during war, defeated nations can trade colonial possessions to get back homeland territory.
4.5 Fantasy or Historical?
This is a good thing to decide upfront before starting a game. As diplogames are about assuming identities and role playing, which roles to allow is important. Players interested in a historical game may be bothered by their neighbor, Stan Lee of the Marvel Comics civilization.
For the enjoyment of all, all fantasy or all historical games are encouraged. Mixing can damper the enjoyment of some. Sometimes allowances must be made for historical games, i.e. a player starting in Australia has no great world empire to base his character off of and must improvise. All games have a mix of fantasy and reality, but how outlandish it gets is the question. Historical minded players will allow (though decidedly cringe) Adolf Hitler to take command of the Israelites, but Snoopy just won't cut it.
****links to fantasy games*****
*****links to historical games*****
Comment