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  • Possible Game Idea

    I threw this game idea out over a year ago and just wanted to try again and see if anyone was interested. The game is a varient of the 20th Century map. The rules have changed to add dimensions to the usual mode of negotiations and power struggles regularly seen in diplomacy. If any of you wish to play I would be willing to GM and I think you'll find with the changes the game becomes more enjoyable on account of the added possiblities for game play. The current rules are a working model but I've already played with them before in face to face games and will never go back to old diplomacy after expereincing the wonders offered by these rules. Please respond with your reactions.

    Real World Diplomacy (name may change)

    All of the old rules of Diplomacy apply except when stated.

    Designed for the Twentieth Century Map but may be played on any.

    Objective is to gain 100 million dollars in your bank by the end of the Monetary Turn (on the twentieth century map).

    I’ll describe the rules by going through the order of game play.

    All turns are simultaneous

    Year
    -Build turn: every nation builds or removes units according to the number of supply centers they own plus the number of factories they own. May disband units and build new ones in home centers.
    -There are four new units.
    1. Aircraft: may occupy or be built on a supply center that is already occupied by a naval, army, little boy, ICBM, or V2. More than one aircraft cannot occupy one territory. Aircraft require 1 support and 1 million to be mobilized. Aircraft act as if they were on a separate plane than the board that armies and navies act on. Aircraft may use their move to do one of four things: move one space in any direction, support another aircraft into or in an adjacent space, support a navy or army into or in the space occupied by the aircraft, or “convoy” an army, ICBM, V2 or little boy.
    a. Aircraft convoy: units convoyed by aircraft may only be convoyed into a space occupied or surrounding that aircraft convoying the unit. The unit convoyed must be adjacent to the aircraft convoying it. (Just like a navy convoy.)

    2. Little Boy: may occupy or be built on a supply center that is already occupied by a naval, army, aircraft, ICBM, or V2. More than one may occupy a supply center. May only occupy supply centers while not active. Requires one support and one million to be mobilized. May be convoyed in regular fashion by aircraft, army, or navy. At the end of a session if the Little Boy is occupying a territory that is not controlled by the owner it is destroyed and a nuclear explosion occurs. If it occupies a sea territory or unmarked(supply center lacking) only all units occupying the space are destroyed. When an explosion occurs all units, except for aircraft, factories and antiaircraft are destroyed and the supply center gives no support or revenue for the next build and monetary turn and must be recaptured.

    3. ICBM: act as Little Boys and V2 at same time. Max distance allowed to target is 6. Moves three per spring or fall.
    4. V2: cut support, move two before destroyed. Requires no support or mobilization cost. May only stay in supply centers, if not destroyed. May be convoyed.

    -Monetary turn: at the start of the monetary turn every nation receives their GNP, or # supply centers plus factories in 1 million dollars. This money starts in the nations bank. The money is than distributed. The money can be spent on a number of things.
    -Mobilizing a unit costs 1 million. Each million spent on mobilization allows the player to write the same number of orders during both the Spring and Fall moves. So, if a nation spends 5 million on mobilization the player may only write five orders during both the Spring and Fall movement phases, 5 in spring and 5 in fall. The orders do not have to be for the same units for both the Spring and Fall moves.
    -Building a factory costs 2 million. Factories may be built in any supply center and count as an extra supply center for the owner of that territory. Factories are not built until the build turn, so they count for the next monetary turn. When a supply center changes hands all factories and factories under construction are destroyed. A second factory may be built in a supply center that already has a factory with the research of improved manufacturing technology.
    -Building antiaircraft cost 1 million. Requires antiaircraft technology. Built on the build turn like factories. They may only be built on a supply center. Antiaircraft may be ordered to disrupt (cut support or a convoy) an occupying aircraft unless supported. Antiaircraft do not move. This order is written by the owner of the territory and do not require mobilization. When territories change hands antiaircraft are destroyed.
    -Money may be put into research of new technology. The money is assigned to a specific technology and is cumulative from year to year for that technology. The benefits from that technology become available at the start of the next year when research is completed (the next build turn). Every technology has a different cost that may vary for country size. There are five technologies. Technology may not be transferred from one country to another.
    1. A-Bomb: allows construction of little boy.
    Costs: 3 plus ½ #supply centers
    2. Rocketry: allows construction of V2.
    Costs: 1 plus 1/3 #supply centers
    3. Antiaircraft: allows construction of antiaircraft guns.
    Costs: 1 plus ¼ #supply centers
    4. Improved Manufacturing: allows construction of a second factory.
    Costs: 2 plus ½ #supply centers
    5. Long Range missiles (Requires both A-Bomb and Rocketry completed): Allows
    construction of ICBMs.
    Cost: 4 plus ½ # of supply centers
    -Money may be transferred to other nation’s banks. There are two ways.
    1. An investment: a nation sends money to other nations bank. The investor is essentially buying a portion of the other nations bank. The investor now owns a fraction of the other nation’s bank. That fraction is the fraction of the investment over the nations GNP plus investment. So if a nation of 4 gets 2 from investment the investor now owns 2/6 of the nation’s bank. An investor may pull their share out of the nations GNP in the monetary turn.
    2. A Grant: a nation sends money to other nation’s bank. This money has no actual strings attached.

    Players distribute their GNP simultaneously and post it.

    Post-Monetary turn: ends the monetary turn.
    Nations that had other nations put money into their country must decide whether or not to accept it. If it is not accepted the money goes back to the other nations bank were it can not be used until the next monetary turn.
    Investor’s fraction of a countries bank is also figured during this phase.
    Banks that gained money may spend it in the Post Monetary turn. Banks that spent money which were lost must decide where not to spend money.

    Spring
    Fall
    Just like regular diplomacy except for the new units and rules.

    The game starts in the first Monetary turn.

    P.S. My design
    Duddha: I will return...
    Arnelos: ... and the civilizied world shudders ...
    "I'm the Dude. So that's what you call me. That, or Duder. His Dudeness. Or El Duderino, if, you know, you're not into the whole brevity thing..."
    Free California!

  • #2
    Strikes me as way too complicated. It'd be fun for a computer game, sure, but with perfect information and hand-doing results... things could get dragged out.

    See, I originally had an idea for a Diplomacy variant that was mildly similar (except with magic instead of nukes & money), but I realized that it would drive players insane with the number of possibilities that would render strategic thought far too random. In fact, it would also drive the GM insane from keeping track of anything. So I cut back and made what I think is a much better variant, which I might try to run if my schedule ever clears up. Basically every nation would get some fun/interesting power(s), but these wouldn't be told to the entire board until they were revealed. They'd also be kept as simple and easy to keep track of as possible. For instance, say, a "general" power might be able to promote a unit to have "2" power when attacking (read: When it moves some place, insert an imaginary, uncuttable support for that move. But only on the attack, not for supports or defense). And that would be it (well, it might be able to get more super-units as time goes on). A "spy" power, on the other hand, might have 2-3 powers. You get a point every movement season (so 2 points a year), and you can, say, spend 2 points to issue an order to any unit (which the GM will then secretly change in the person's actual orders, so it looks like they ordered it. And only inform the person who's orders were changed, of course). Or you can spend 6 points to assassinate a leader and have that country NMR a turn. Simple, and more importantly, it's still pretty easy to understand the board and tactics. The idea of air units being able to convoy other units, and the messes that you get into with your implementation of nukes... (blowing up from a range is fine. "moving" 3 will get nasty, trust me, and will lead to unstable situations where there are multiple possible "correct" ajudications)

    Oh well. I checked Redscape a bit ago out of curiosity, and they had somebody there running a "world map with nukes" scenario. I think I like it a bit better than your setup. It didn't use money, and kept things as simple as possible. IIRC, each nation had a starting range of nukes (the US had unlimited; England had 5, Pakistan had 2; and some countries didn't have the technology yet). For nuke-equipped countries, you could increase your range by waiving builds. Non-nuclear countries had to use Diplomacy to get nukes (but an ally could send you starting technology with range 2). Building nukes was also simple- they cost a build like everything else, but they took a year to construct (instead of building instantly). Once they got on the playfield, they moved normally, except they had no offensive, defensive, or supporting power (and were destroyed if dislodged). However, they could also order launching against any territory in range, and that launch would "go first" in ajudication, destroying any armies in that territory, cutting their supports, and removing any SC that used to be there. So they were exactly as cruel and unfair as nukes are supposed to be.
    Last edited by SnowFire; October 14, 2003, 06:08.
    All syllogisms have three parts.
    Therefore this is not a syllogism.

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