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Unknown - scaponig   (Jan 13, 2009, 10:26 am)
Sure, why not?
I can post it to DipWiki later on tonight, when I get home.
Isn't a big, flat plain good for Diplomacy? Other than Switzerland, mountains don't matter...
I thought that at first too, but with the DuPage River, the Fox River, and the Canals, along with a couple of lakes that I made a little bigger than actual size, it is legit option to build fleets. In the Soutwest and West suburbs, fleets aren't necessarily the greatest, but in the Northern Suburbs, I think fleets are necessary for conquest, not to mention the probably SC-rich City coastal neighborhoods.
Plus, I figure that in Mandate of Heaven, the setup is similar, and in 1873, there are no fleets.
Oh, and something I forgot before, and probably no one ill be able to help me out on this until I post the map, but I'm thinking the spaces in Lake Michigan may be too large.
I had also thought about putting a SC in the lake, to enduce fleets. II'm not sure what it would be, though. Fishing zone? Isn't there a pipe that they have to extend every once in a while to pump in fresh water that's not polluted? Maybe that can be a SC? I'd like ideas on that, too.

[Reply]

Unknown - FuzzyLogic   (Jan 13, 2009, 8:48 am)
Hey Steve, is there going to be an honorary SC for my home city of Lisle?

You should post the map tho, or at least a link to it. I'd be interested to see the layout you've come up with. Go to www.dipwiki.com and create an appropriate entry there, since you can upload files, add some text, etc.

My initial suspicion is that being from Chicago, I know that our geography is really boring. One big flat plain, with a lake in the corner. How will that geography make for the need for fleets, convoy action, etc?

There are many cities that I'd consider interesting layouts... San Francisco, Pittsburgh, Philadelphia, Washington, Seattle, but they all have lots of rivers, inlets, peninsulas, straits, etc. So I think the biggest challenge with a Chicago map would be making it diverse enough.

[Reply]

Chicago Dip - scaponig   (Jan 13, 2009, 7:47 am)
So I got this idea a couple of weeks ago to create a Diplomacy game based on the map of Chicago and its suburbs-each Suburb or neighborhood in the city would have its own space, people would play as one of the 'burbs or 'hoods.
I finished the map. I haven't assigned SCs or starting zones yet, but it's pretty big (290 Land Spaces, 31 Sea Spaces), so I would like some feedback. I'm thinking Chaos builds, and having each person just start with 1 SC.
1. Would anyone be interested in playing it when it's set?
2. How many players/SCs would be needed? I saw an article on DC a while ago about the ratio of spaces:SCs, but I can't find it now.
3. Would anyone want to look over the map, and see if there are any glaring deficiencies? (This is my first attempt at Variant design, so I don't see any, but who knows...)
4. I'll also probably be taking suggestions for which should be SCs. I live in the NW suburbs, so I know which of those are important enough to have SCs, but the North and South, and some in the City I don't know as well, and I don't want to have the board imbalanced, just because I know one area better.

Thanks!

Steve Caponigri

[Reply]

Unknown (Variants) FuzzyLogic Jan 13, 08:48 am
Hey Steve, is there going to be an honorary SC for my home city of Lisle?

You should post the map tho, or at least a link to it. I'd be interested to see the layout you've come up with. Go to www.dipwiki.com and create an appropriate entry there, since you can upload files, add some text, etc.

My initial suspicion is that being from Chicago, I know that our geography is really boring. One big flat plain, with a lake in the corner. How will that geography make for the need for fleets, convoy action, etc?

There are many cities that I'd consider interesting layouts... San Francisco, Pittsburgh, Philadelphia, Washington, Seattle, but they all have lots of rivers, inlets, peninsulas, straits, etc. So I think the biggest challenge with a Chicago map would be making it diverse enough.
Unknown (Variants) scaponig Jan 13, 10:26 am
Sure, why not?
I can post it to DipWiki later on tonight, when I get home.
Isn't a big, flat plain good for Diplomacy? Other than Switzerland, mountains don't matter...
I thought that at first too, but with the DuPage River, the Fox River, and the Canals, along with a couple of lakes that I made a little bigger than actual size, it is legit option to build fleets. In the Soutwest and West suburbs, fleets aren't necessarily the greatest, but in the Northern Suburbs, I think fleets are necessary for conquest, not to mention the probably SC-rich City coastal neighborhoods.
Plus, I figure that in Mandate of Heaven, the setup is similar, and in 1873, there are no fleets.
Oh, and something I forgot before, and probably no one ill be able to help me out on this until I post the map, but I'm thinking the spaces in Lake Michigan may be too large.
I had also thought about putting a SC in the lake, to enduce fleets. II'm not sure what it would be, though. Fishing zone? Isn't there a pipe that they have to extend every once in a while to pump in fresh water that's not polluted? Maybe that can be a SC? I'd like ideas on that, too.
Unknown (Variants) scaponig Jan 13, 08:04 pm
Map is up on dipwiki for those who want to view it.
Unknown (Variants) FuzzyLogic Jan 13, 09:10 pm
Hey Steve,
First impression - Oh my god that's a lot of provinces! It would take forever to play out, and the number of players that would go into that game would be somewhere around 15-20.

As for the concept of fleets being possible, sure they're possible cuz of the rivers, but an army is better in almost every case. Cuz armies can move everywhere fleets can move, plus they can move away from the rivers. Up in the north, sure, I could see an odd fleet being useful in a lake, but aside from the starting fleet players get, I just dont see much of a decision what to build.

A good person to talk to about the heavy land-based games would be Jerry, since his Star Trek variant, I think uses only armies. To see how it's working, or what he'd change.

I dont think the lake spots are too big... I think the others are too small.

If you want centers in the eastern waters, why not make off-board locations? You could put an off-board box for Gary, IN (which borders Indiana Coast and SCLM), and another for Grand Rapids, MI, in place of "To Michigan". Those are definitely two industrial powerhouses of the region.
Eastern World 901-Comments Requested - david_e_cohen   (Dec 17, 2008, 7:46 pm)
This is the eastern counterpart to the Western World 901 subvariant/precursor to my very large Known World 901 variant, with the changes being near the western, southern and northern edges of the map to fix chopped up borders and for playability purposes. For information on the other two variants, you can look on my web site (http://diplomiscellany.tripod.com/). There is some overlap between the EW901 and WW901 maps (the two easternmost Powers of WW901 are the two westernmost Powers of EW901--the two sub Saharan Powers are in neither subvariant.). For those who think that WW901 and especially KW901 are just too large, this variant really has more of the scale of Standard. There are 6 Powers and 41 Supply Centers. The rules are the same as those of WW901, so the only substantive changes are Chaos style builds and holding neutral armies. I am looking for any comments and criticisms you would care to offer.


[Reply]

Unknown - FuzzyLogic   (Oct 29, 2008, 9:58 am)
So hard to choose! Variants are inhernetly interesting cuz of the variety, however it comes... I guess I tend to lean toward variants that involve a new map, but keep the core rules of Diplomacy relatively unchanged.

[Reply]

New Poll - scaponig   (Oct 29, 2008, 9:44 am)
What is your favorite type of variant?

[Reply]

Unknown (Variants) FuzzyLogic Oct 29, 09:58 am
So hard to choose! Variants are inhernetly interesting cuz of the variety, however it comes... I guess I tend to lean toward variants that involve a new map, but keep the core rules of Diplomacy relatively unchanged.
Colonization - FuzzyLogic   (Jun 06, 2008, 12:14 pm)
My next thought on games… (perhaps more practical than the previous one, and also more likely to attract mainstream players)

===== Colonization =====

The year is 2101. Europe has been at war for 200 years and nothing has changed… except technology: Every player has invented space travel.

Each player may now attempt to either play like normal (on a standard 7-player map) or, send a unit out to colonize one of two planets (moons?). The planets can either be pre-drawn and known to all, or hidden discovery.

Each player has 3 spaceports, one in each of his home centers (Russia-4). An army (not fleet) may order to colonize… (coloninze planet alpha or colonize planet beta)… in which case it would then go up into space, and land on one of the planets. The planets would have around 15 sc each. The player would choose their intended landing space (must be a city)… conflicting landings will bounce and result in a failed trip (no movement). If landed successfully, they can capture the sc in the fall. Then use that sc to build… either back on earth, or, in their spaceports on one of the planets.

Additional spaceports may be built by ordering an army to build a port in a captured supply center. That port then becomes a home center / space port, allowing the player to build on the moons if they so desire. Any unit in a space port may order back into space, either back to earth (again, choosing where to land – must be a city). If an enemy city, the enemy must approve it. If neutral, the neutral residents don’t mind you landing there. If your own, obviously ok.

To win: Capture 18 sc on Earth… or… fully colonize both moons. (i.e. capture 8 sc on both of them).

Some caveats:
The decision to stay on earth or travel abroad would be paramount. The first person to lay claim to a moon could get established there and have access to a swathe of uncontested neutral centers, which may be used to build at home. However sending units off in the first turn means you aren’t capturing neutrals on earth, and are sacrificing position there.

My initial take on balance is that the game would favor England and Italy, for they could send a traditionally useless first year army to colonize with little recourse… thereby ensuring them 2 builds instead of the usual 1 build. Central nations like Germany and Austria would be hard pressed to spare a unit away from defense so early.

Thoughts?
-mike

[Reply]

Unknown - coebq   (May 24, 2008, 2:12 am)
Jerry, I think a change there makes sense. It certainly allows the Spanish an additional option.

I don't remember, but does Spain also have a fleet starting in CRN? If so, France will still have to deal with a potentially very crowded BOB in order to get their fleet out.

Bruce

[Reply]

Aegean Diplomacy! - sandiegosmith at hotma...   (May 09, 2008, 11:55 am)
Hi,

Aegean looks like a great variant and is definitely one I've never played. I've played a handful of Diplomacy games at DC, but quite a number at the sister site of Redscape. You can often find my opinions posted on Redscape's political forum, however I am sick of the Reverend Wright topic.

Look forward to hearing from you.

Cheers,

Mark-sandiegosmith

Subject: Aegean Diplomacy!
Date: Thu, 8 May 2008 22:49:41 -0700
From: mike(at)southwall.com
To: alley_cat_1990(at)hotmail.com; sandiegosmith(at)hotmail.com; psychosis(at)sky.com; garry.bledsoe(at)alltel.com; jorgesaralegui(at)verizon.net; shgarner(at)gmail.com; howellpaul5(at)gmail.com
CC: variants(at)diplomaticcorp.com

Player list re003 Welcome Dip Friends,
To this game of Aegean Diplomacy!

This is the first time this game has been played in dc, and really the first time I've heard of it being played anywhere - so it should be a pretty experimental game - hopefully a lot of the basic strategies of standard 7-player dip will be equally applicable here, so you're not totally in the dark about what to do.

Being the first time played, I'll run it completely random for the countries. So take a moment to reply to me (or the group) to let me know you're still interested, committed to play to the end, and if you like, a bit about you, especially the new players that I dont know here.

See you soon with country assignments once I hear from all 7!
-mike




From: feedback(at)diplomaticcorp.com [mailto:feedback(at)diplomaticcorp.com]
Sent: Thu 5/8/2008 10:48 PM
To: Michael Sims; Michael Sims; stevelytton(at)hotmail.com; former.trout(at)gmail.com
Subject: Player list re003


Player list for re003

ID : AlanRFarrington
Ctry : _Unassigned 1
Name : Alan Farrington
Email: alley_cat_1990(at)hotmail.com

ID : sandiegosmith
Ctry : _Unassigned 2
Name : Mark Smith
Email: sandiegosmith(at)hotmail.com

ID : psychosis1973
Ctry : _Unassigned 3
Name : Michael Thompson
Email: psychosis(at)sky.com

ID : garry.bledsoe
Ctry : _Unassigned 4
Name : Garry Bledsoe
Email: garry.bledsoe(at)alltel.com

ID : txurce
Ctry : _Unassigned 5
Name : Jorge Saralegui
Email: jorgesaralegui(at)verizon.net

ID : Selborne
Ctry : _Unassigned 6
Name : Shelby Garner
Email: shgarner(at)gmail.com

ID : Integrity69
Ctry : _Unassigned 7
Name : Paul Howell
Email: howellpaul5(at)gmail.com

Player address string:
alley_cat_1990(at)hotmail.com; sandiegosmith(at)hotmail.com; psychosis(at)sky.com; garry.bledsoe(at)alltel.com; jorgesaralegui(at)verizon.net; shgarner(at)gmail.com; howellpaul5(at)gmail.com;


Windows Live SkyDrive lets you share files with faraway friends. Start sharing.

[Reply]

Seismic - 2.0! - kornel.tomczyk at gmai...   (Apr 25, 2008, 2:34 pm)
OK, thanks. That answers my question.

On 4/26/08, Martin Gilbey <mgdip(at)yahoo.com ([email]mgdip(at)yahoo.com[/email])> wrote:

You have to be very careful here! - All Seismic orders
take place at the same time, therefore note the
following:-

Player 1: Split War/Mos, join Ukr/Lvn [OK]
Player 2: Split Ukr/Lvn, join Mos/War [Invalid]

This is because Player 2's order is not valid at the
start of processing the seismic orders and therefore
does not block Player 1's order.

Martin
(If I hadn't just started GMing a CivDip game, I'd
offer to run the game)



--- Kornel Tomczyk <kornel.tomczyk(at)gmail.com ([email]kornel.tomczyk(at)gmail.com[/email])> wrote:

[quote:cf3791672c]OK, but that's exactly what I meant. Say I think
someone is about to connect
two provinces planning to reach me sooner. Although
these two provinces are
now apart, I believe he's going to join them, so I
order the split AS IF
they were already joined by that person. How will
this work?

On 4/26/08, Michael Sims <mike(at)southwall.com ([email]mike(at)southwall.com[/email])> wrote:
[quote:cf3791672c]
Yes they would then clash and both fail.



However if two players order the same order, and

it clashes with one player

who opposed, the 2:1 would win and succeed, just

like supports.




Note the way you've described it isn't quite

right… "splitting the

provinces you believe someone is going to join"…

for if someone is going to

join them, then they're already split.



However if your join crosses the same line that

another join crosses, then

they clash:



Player 1: Split War/Mos, join Ukr/Lvn

Player 2: Split War/Lvn, join Mos/Pru



Obviously one cant join both Ukr to Lvn, AND Mos

to Pru, because that is

topologically impossible. Both orders would fail,

unless one of them was

doubled up by another player.






------------------------------

*From:* Kornel Tomczyk

[mailto:kornel.tomczyk(at)gmail.com ([email]kornel.tomczyk(at)gmail.com[/email])]

*Sent:* Friday, April 25, 2008 11:32 AM
*To:* Michael Sims

Can I use split against a predicted join? Like

splitting the provinces I

believe someone is going to join? Would these two

orders mutually

neutralize?

On 4/26/08, *Michael Sims* <mike(at)southwall.com ([email]mike(at)southwall.com[/email])>

wrote:


Things happen sequentially.



Moves, then Seismics.



Therefore you can move "faster" by using Seismics

effectively…




Like for Italy:



F NAP-ION

With a seismic order of Join ION-Tri, Split

Alb-ADR, would put Italy in

attacking distance of Trieste in spring 01!



Or, F NAP-ION, A ROM-NAP

With a seismic order of Join Tun-Nap, Split

TYS-ION, the army can then walk

from Nap to Tun in the fall, no convoy needed!



Or, Italy could use a seismic to join Tus to Mar,

creating a supported

attack on Mar in fall 01.



The creative possibilities are endless.

-mike








------------------------------

*From:* Kornel Tomczyk

[mailto:kornel.tomczyk(at)gmail.com ([email]kornel.tomczyk(at)gmail.com[/email])]

*Sent:* Friday, April 25, 2008 11:15 AM
*To:* Michael Sims

Very interesting. Which takes precedence - moves

or seismics?


On 4/26/08, *Michael Sims* <mike(at)southwall.com ([email]mike(at)southwall.com[/email])>

wrote:


Thinking about what to run next – it occurred to

me that we haven't run a

SEISMIC Diplomacy game since dc099!



Seismic info:


[/quote:cf3791672c]www.dipwiki.com?title=Seismic<http://www.dipwiki.com/?title=Seismic>

[quote:cf3791672c]


dc99, including final image of the last Seismic

game played:

[/quote:cf3791672c]www.diplomaticcorp.com?game_id=dc099<http://www.diplomaticcorp.com/?game_id=dc099>

[quote:cf3791672c]
(Scroll thru the past adjudications to see what

kind of things people

ordered)



In a nutshell, Seismic Diplomacy is a game played

on the Standard map –

Standard rules – Except instead of ordering just

your moves, you also order

a SEISMIC order as well! This is an order to

change the map – by picking

any border – and connecting 2 countries, thereby

disconnecting two others.

So you can order: Seismic: Join War-Sev, Split

Mos-Ukr. Then War and Sev

would grow together, splitting apart Mos and Ukr.



The EOG's


[/quote:cf3791672c](http://www.diplomaticcorp.com/phpbb2/viewforum.php?f=4)

showed
[quote:cf3791672c]that everyone had a blast, trying to come up w the

most creative ways to

alter the map.



It's only 7 players! If interested, join up on

the Open Games page,

www.diplomaticcorp.com/recruiting.



Also – if any of you have interesting variants you

thought about or wanted

to GM, let me know!

Enjoy,

-mike








[/quote:cf3791672c]


__________________________________________________________
Sent from Yahoo! Mail.
A Smarter Email http://uk.docs.yahoo.com/nowyoucan.html
[/quote:cf3791672c]

[Reply]

Seismic - 2.0! - mgdip at yahoo.com   (Apr 25, 2008, 2:27 pm)
You have to be very careful here! - All Seismic orders
take place at the same time, therefore note the
following:-

Player 1: Split War/Mos, join Ukr/Lvn [OK]
Player 2: Split Ukr/Lvn, join Mos/War [Invalid]

This is because Player 2's order is not valid at the
start of processing the seismic orders and therefore
does not block Player 1's order.

Martin
(If I hadn't just started GMing a CivDip game, I'd
offer to run the game)



--- Kornel Tomczyk <kornel.tomczyk(at)gmail.com> wrote:

OK, but that's exactly what I meant. Say I think
someone is about to connect
two provinces planning to reach me sooner. Although
these two provinces are
now apart, I believe he's going to join them, so I
order the split AS IF
they were already joined by that person. How will
this work?

On 4/26/08, Michael Sims <mike(at)southwall.com> wrote:
[quote:e77b8bb0c4]
Yes they would then clash and both fail.



However if two players order the same order, and

it clashes with one player

who opposed, the 2:1 would win and succeed, just

like supports.




Note the way you've described it isn't quite

right… "splitting the

provinces you believe someone is going to join"…

for if someone is going to

join them, then they're already split.



However if your join crosses the same line that

another join crosses, then

they clash:



Player 1: Split War/Mos, join Ukr/Lvn

Player 2: Split War/Lvn, join Mos/Pru



Obviously one cant join both Ukr to Lvn, AND Mos

to Pru, because that is

topologically impossible. Both orders would fail,

unless one of them was

doubled up by another player.






------------------------------

*From:* Kornel Tomczyk

[mailto:kornel.tomczyk(at)gmail.com]

*Sent:* Friday, April 25, 2008 11:32 AM
*To:* Michael Sims

Can I use split against a predicted join? Like

splitting the provinces I

believe someone is going to join? Would these two

orders mutually

neutralize?

On 4/26/08, *Michael Sims* <mike(at)southwall.com>

wrote:


Things happen sequentially.



Moves, then Seismics.



Therefore you can move "faster" by using Seismics

effectively…




Like for Italy:



F NAP-ION

With a seismic order of Join ION-Tri, Split

Alb-ADR, would put Italy in

attacking distance of Trieste in spring 01!



Or, F NAP-ION, A ROM-NAP

With a seismic order of Join Tun-Nap, Split

TYS-ION, the army can then walk

from Nap to Tun in the fall, no convoy needed!



Or, Italy could use a seismic to join Tus to Mar,

creating a supported

attack on Mar in fall 01.



The creative possibilities are endless.

-mike








------------------------------

*From:* Kornel Tomczyk

[mailto:kornel.tomczyk(at)gmail.com]

*Sent:* Friday, April 25, 2008 11:15 AM
*To:* Michael Sims

Very interesting. Which takes precedence - moves

or seismics?


On 4/26/08, *Michael Sims* <mike(at)southwall.com>

wrote:


Thinking about what to run next – it occurred to

me that we haven't run a

SEISMIC Diplomacy game since dc099!



Seismic info:


[/quote:e77b8bb0c4]www.dipwiki.com?title=Seismic<http://www.dipwiki.com/?title=Seismic>

[quote:e77b8bb0c4]


dc99, including final image of the last Seismic

game played:

[/quote:e77b8bb0c4]www.diplomaticcorp.com?game_id=dc099<http://www.diplomaticcorp.com/?game_id=dc099>

[quote:e77b8bb0c4]
(Scroll thru the past adjudications to see what

kind of things people

ordered)



In a nutshell, Seismic Diplomacy is a game played

on the Standard map –

Standard rules – Except instead of ordering just

your moves, you also order

a SEISMIC order as well! This is an order to

change the map – by picking

any border – and connecting 2 countries, thereby

disconnecting two others.

So you can order: Seismic: Join War-Sev, Split

Mos-Ukr. Then War and Sev

would grow together, splitting apart Mos and Ukr.



The EOG's


[/quote:e77b8bb0c4](http://www.diplomaticcorp.com/phpbb2/viewforum.php?f=4)

showed
[quote:e77b8bb0c4]that everyone had a blast, trying to come up w the

most creative ways to

alter the map.



It's only 7 players! If interested, join up on

the Open Games page,

www.diplomaticcorp.com/recruiting.



Also – if any of you have interesting variants you

thought about or wanted

to GM, let me know!

Enjoy,

-mike








[/quote:e77b8bb0c4]


__________________________________________________________
Sent from Yahoo! Mail.
A Smarter Email http://uk.docs.yahoo.com/nowyoucan.html

[Reply]

Seismic - 2.0! - kornel.tomczyk at gmai...   (Apr 25, 2008, 1:57 pm)
OK, but that's exactly what I meant. Say I think someone is about to connect two provinces planning to reach me sooner. Although these two provinces are now apart, I believe he's going to join them, so I order the split AS IF they were already joined by that person. How will this work?

On 4/26/08, Michael Sims <mike(at)southwall.com ([email]mike(at)southwall.com[/email])> wrote:


Yes they would then clash and both fail.

However if two players order the same order, and it clashes with one player who opposed, the 2:1 would win and succeed, just like supports.

Note the way you've described it isn't quite right… "splitting the provinces you believe someone is going to join"… for if someone is going to join them, then they're already split.

However if your join crosses the same line that another join crosses, then they clash:

Player 1: Split War/Mos, join Ukr/Lvn
Player 2: Split War/Lvn, join Mos/Pru

Obviously one cant join both Ukr to Lvn, AND Mos to Pru, because that is topologically impossible. Both orders would fail, unless one of them was doubled up by another player.





From: Kornel Tomczyk [mailto:kornel.tomczyk(at)gmail.com ([email]kornel.tomczyk(at)gmail.com[/email])]
Sent: Friday, April 25, 2008 11:32 AM
To: Michael Sims


Can I use split against a predicted join? Like splitting the provinces I believe someone is going to join? Would these two orders mutually neutralize?
On 4/26/08, Michael Sims <mike(at)southwall.com ([email]mike(at)southwall.com[/email])> wrote:
Things happen sequentially.

Moves, then Seismics.

Therefore you can move "faster" by using Seismics effectively…

Like for Italy:

F NAP-ION
With a seismic order of Join ION-Tri, Split Alb-ADR, would put Italy in attacking distance of Trieste in spring 01!

Or, F NAP-ION, A ROM-NAP
With a seismic order of Join Tun-Nap, Split TYS-ION, the army can then walk from Nap to Tun in the fall, no convoy needed!

Or, Italy could use a seismic to join Tus to Mar, creating a supported attack on Mar in fall 01.

The creative possibilities are endless.
-mike






From: Kornel Tomczyk [mailto:kornel.tomczyk(at)gmail.com ([email]kornel.tomczyk(at)gmail.com[/email])]
Sent: Friday, April 25, 2008 11:15 AM
To: Michael Sims
Very interesting. Which takes precedence - moves or seismics?
On 4/26/08, Michael Sims <mike(at)southwall.com ([email]mike(at)southwall.com[/email])> wrote:
Thinking about what to run next – it occurred to me that we haven't run a SEISMIC Diplomacy game since dc099!

Seismic info: www.dipwiki.com?title=Seismic

dc99, including final image of the last Seismic game played: www.diplomaticcorp.com?game_id=dc099
(Scroll thru the past adjudications to see what kind of things people ordered)

In a nutshell, Seismic Diplomacy is a game played on the Standard map – Standard rules – Except instead of ordering just your moves, you also order a SEISMIC order as well! This is an order to change the map – by picking any border – and connecting 2 countries, thereby disconnecting two others. So you can order: Seismic: Join War-Sev, Split Mos-Ukr. Then War and Sev would grow together, splitting apart Mos and Ukr.

The EOG's (http://www.diplomaticcorp.com/phpbb2/viewforum.php?f=4) showed that everyone had a blast, trying to come up w the most creative ways to alter the map.

It's only 7 players! If interested, join up on the Open Games page, www.diplomaticcorp.com/recruiting.

Also – if any of you have interesting variants you thought about or wanted to GM, let me know!
Enjoy,
-mike












[Reply]

Seismic - 2.0! - kornel.tomczyk at gmai...   (Apr 25, 2008, 1:44 pm)
Can I use split against a predicted join? Like splitting the provinces I believe someone is going to join? Would these two orders mutually neutralize?

On 4/26/08, Michael Sims <mike(at)southwall.com ([email]mike(at)southwall.com[/email])> wrote:


Things happen sequentially.

Moves, then Seismics.

Therefore you can move "faster" by using Seismics effectively…

Like for Italy:

F NAP-ION
With a seismic order of Join ION-Tri, Split Alb-ADR, would put Italy in attacking distance of Trieste in spring 01!

Or, F NAP-ION, A ROM-NAP
With a seismic order of Join Tun-Nap, Split TYS-ION, the army can then walk from Nap to Tun in the fall, no convoy needed!

Or, Italy could use a seismic to join Tus to Mar, creating a supported attack on Mar in fall 01.

The creative possibilities are endless.
-mike






From: Kornel Tomczyk [mailto:kornel.tomczyk(at)gmail.com ([email]kornel.tomczyk(at)gmail.com[/email])]
Sent: Friday, April 25, 2008 11:15 AM
To: Michael Sims


Very interesting. Which takes precedence - moves or seismics?
On 4/26/08, Michael Sims <mike(at)southwall.com ([email]mike(at)southwall.com[/email])> wrote:
Thinking about what to run next – it occurred to me that we haven't run a SEISMIC Diplomacy game since dc099!

Seismic info: www.dipwiki.com?title=Seismic

dc99, including final image of the last Seismic game played: www.diplomaticcorp.com?game_id=dc099
(Scroll thru the past adjudications to see what kind of things people ordered)

In a nutshell, Seismic Diplomacy is a game played on the Standard map – Standard rules – Except instead of ordering just your moves, you also order a SEISMIC order as well! This is an order to change the map – by picking any border – and connecting 2 countries, thereby disconnecting two others. So you can order: Seismic: Join War-Sev, Split Mos-Ukr. Then War and Sev would grow together, splitting apart Mos and Ukr.

The EOG's (http://www.diplomaticcorp.com/phpbb2/viewforum.php?f=4) showed that everyone had a blast, trying to come up w the most creative ways to alter the map.

It's only 7 players! If interested, join up on the Open Games page, www.diplomaticcorp.com/recruiting.

Also – if any of you have interesting variants you thought about or wanted to GM, let me know!
Enjoy,
-mike







[Reply]

Seismic - 2.0! (Variants) kornel.tomczyk at gmai... Apr 25, 01:57 pm
OK, but that's exactly what I meant. Say I think someone is about to connect two provinces planning to reach me sooner. Although these two provinces are now apart, I believe he's going to join them, so I order the split AS IF they were already joined by that person. How will this work?

On 4/26/08, Michael Sims <mike(at)southwall.com ([email]mike(at)southwall.com[/email])> wrote:


Yes they would then clash and both fail.

However if two players order the same order, and it clashes with one player who opposed, the 2:1 would win and succeed, just like supports.

Note the way you've described it isn't quite right… "splitting the provinces you believe someone is going to join"… for if someone is going to join them, then they're already split.

However if your join crosses the same line that another join crosses, then they clash:

Player 1: Split War/Mos, join Ukr/Lvn
Player 2: Split War/Lvn, join Mos/Pru

Obviously one cant join both Ukr to Lvn, AND Mos to Pru, because that is topologically impossible. Both orders would fail, unless one of them was doubled up by another player.





From: Kornel Tomczyk [mailto:kornel.tomczyk(at)gmail.com ([email]kornel.tomczyk(at)gmail.com[/email])]
Sent: Friday, April 25, 2008 11:32 AM
To: Michael Sims


Can I use split against a predicted join? Like splitting the provinces I believe someone is going to join? Would these two orders mutually neutralize?
On 4/26/08, Michael Sims <mike(at)southwall.com ([email]mike(at)southwall.com[/email])> wrote:
Things happen sequentially.

Moves, then Seismics.

Therefore you can move "faster" by using Seismics effectively…

Like for Italy:

F NAP-ION
With a seismic order of Join ION-Tri, Split Alb-ADR, would put Italy in attacking distance of Trieste in spring 01!

Or, F NAP-ION, A ROM-NAP
With a seismic order of Join Tun-Nap, Split TYS-ION, the army can then walk from Nap to Tun in the fall, no convoy needed!

Or, Italy could use a seismic to join Tus to Mar, creating a supported attack on Mar in fall 01.

The creative possibilities are endless.
-mike






From: Kornel Tomczyk [mailto:kornel.tomczyk(at)gmail.com ([email]kornel.tomczyk(at)gmail.com[/email])]
Sent: Friday, April 25, 2008 11:15 AM
To: Michael Sims
Very interesting. Which takes precedence - moves or seismics?
On 4/26/08, Michael Sims <mike(at)southwall.com ([email]mike(at)southwall.com[/email])> wrote:
Thinking about what to run next – it occurred to me that we haven't run a SEISMIC Diplomacy game since dc099!

Seismic info: www.dipwiki.com?title=Seismic

dc99, including final image of the last Seismic game played: www.diplomaticcorp.com?game_id=dc099
(Scroll thru the past adjudications to see what kind of things people ordered)

In a nutshell, Seismic Diplomacy is a game played on the Standard map – Standard rules – Except instead of ordering just your moves, you also order a SEISMIC order as well! This is an order to change the map – by picking any border – and connecting 2 countries, thereby disconnecting two others. So you can order: Seismic: Join War-Sev, Split Mos-Ukr. Then War and Sev would grow together, splitting apart Mos and Ukr.

The EOG's (http://www.diplomaticcorp.com/phpbb2/viewforum.php?f=4) showed that everyone had a blast, trying to come up w the most creative ways to alter the map.

It's only 7 players! If interested, join up on the Open Games page, www.diplomaticcorp.com/recruiting.

Also – if any of you have interesting variants you thought about or wanted to GM, let me know!
Enjoy,
-mike












Seismic - 2.0! (Variants) mgdip at yahoo.com Apr 25, 02:27 pm
You have to be very careful here! - All Seismic orders
take place at the same time, therefore note the
following:-

Player 1: Split War/Mos, join Ukr/Lvn [OK]
Player 2: Split Ukr/Lvn, join Mos/War [Invalid]

This is because Player 2's order is not valid at the
start of processing the seismic orders and therefore
does not block Player 1's order.

Martin
(If I hadn't just started GMing a CivDip game, I'd
offer to run the game)



--- Kornel Tomczyk <kornel.tomczyk(at)gmail.com> wrote:

OK, but that's exactly what I meant. Say I think
someone is about to connect
two provinces planning to reach me sooner. Although
these two provinces are
now apart, I believe he's going to join them, so I
order the split AS IF
they were already joined by that person. How will
this work?

On 4/26/08, Michael Sims <mike(at)southwall.com> wrote:
[quote:e77b8bb0c4]
Yes they would then clash and both fail.



However if two players order the same order, and

it clashes with one player

who opposed, the 2:1 would win and succeed, just

like supports.




Note the way you've described it isn't quite

right… "splitting the

provinces you believe someone is going to join"…

for if someone is going to

join them, then they're already split.



However if your join crosses the same line that

another join crosses, then

they clash:



Player 1: Split War/Mos, join Ukr/Lvn

Player 2: Split War/Lvn, join Mos/Pru



Obviously one cant join both Ukr to Lvn, AND Mos

to Pru, because that is

topologically impossible. Both orders would fail,

unless one of them was

doubled up by another player.






------------------------------

*From:* Kornel Tomczyk

[mailto:kornel.tomczyk(at)gmail.com]

*Sent:* Friday, April 25, 2008 11:32 AM
*To:* Michael Sims

Can I use split against a predicted join? Like

splitting the provinces I

believe someone is going to join? Would these two

orders mutually

neutralize?

On 4/26/08, *Michael Sims* <mike(at)southwall.com>

wrote:


Things happen sequentially.



Moves, then Seismics.



Therefore you can move "faster" by using Seismics

effectively…




Like for Italy:



F NAP-ION

With a seismic order of Join ION-Tri, Split

Alb-ADR, would put Italy in

attacking distance of Trieste in spring 01!



Or, F NAP-ION, A ROM-NAP

With a seismic order of Join Tun-Nap, Split

TYS-ION, the army can then walk

from Nap to Tun in the fall, no convoy needed!



Or, Italy could use a seismic to join Tus to Mar,

creating a supported

attack on Mar in fall 01.



The creative possibilities are endless.

-mike








------------------------------

*From:* Kornel Tomczyk

[mailto:kornel.tomczyk(at)gmail.com]

*Sent:* Friday, April 25, 2008 11:15 AM
*To:* Michael Sims

Very interesting. Which takes precedence - moves

or seismics?


On 4/26/08, *Michael Sims* <mike(at)southwall.com>

wrote:


Thinking about what to run next – it occurred to

me that we haven't run a

SEISMIC Diplomacy game since dc099!



Seismic info:


[/quote:e77b8bb0c4]www.dipwiki.com?title=Seismic<http://www.dipwiki.com/?title=Seismic>

[quote:e77b8bb0c4]


dc99, including final image of the last Seismic

game played:

[/quote:e77b8bb0c4]www.diplomaticcorp.com?game_id=dc099<http://www.diplomaticcorp.com/?game_id=dc099>

[quote:e77b8bb0c4]
(Scroll thru the past adjudications to see what

kind of things people

ordered)



In a nutshell, Seismic Diplomacy is a game played

on the Standard map –

Standard rules – Except instead of ordering just

your moves, you also order

a SEISMIC order as well! This is an order to

change the map – by picking

any border – and connecting 2 countries, thereby

disconnecting two others.

So you can order: Seismic: Join War-Sev, Split

Mos-Ukr. Then War and Sev

would grow together, splitting apart Mos and Ukr.



The EOG's


[/quote:e77b8bb0c4](http://www.diplomaticcorp.com/phpbb2/viewforum.php?f=4)

showed
[quote:e77b8bb0c4]that everyone had a blast, trying to come up w the

most creative ways to

alter the map.



It's only 7 players! If interested, join up on

the Open Games page,

www.diplomaticcorp.com/recruiting.



Also – if any of you have interesting variants you

thought about or wanted

to GM, let me know!

Enjoy,

-mike








[/quote:e77b8bb0c4]


__________________________________________________________
Sent from Yahoo! Mail.
A Smarter Email http://uk.docs.yahoo.com/nowyoucan.html
Seismic - 2.0! (Variants) kornel.tomczyk at gmai... Apr 25, 02:34 pm
OK, thanks. That answers my question.

On 4/26/08, Martin Gilbey <mgdip(at)yahoo.com ([email]mgdip(at)yahoo.com[/email])> wrote:

You have to be very careful here! - All Seismic orders
take place at the same time, therefore note the
following:-

Player 1: Split War/Mos, join Ukr/Lvn [OK]
Player 2: Split Ukr/Lvn, join Mos/War [Invalid]

This is because Player 2's order is not valid at the
start of processing the seismic orders and therefore
does not block Player 1's order.

Martin
(If I hadn't just started GMing a CivDip game, I'd
offer to run the game)



--- Kornel Tomczyk <kornel.tomczyk(at)gmail.com ([email]kornel.tomczyk(at)gmail.com[/email])> wrote:

[quote:cf3791672c]OK, but that's exactly what I meant. Say I think
someone is about to connect
two provinces planning to reach me sooner. Although
these two provinces are
now apart, I believe he's going to join them, so I
order the split AS IF
they were already joined by that person. How will
this work?

On 4/26/08, Michael Sims <mike(at)southwall.com ([email]mike(at)southwall.com[/email])> wrote:
[quote:cf3791672c]
Yes they would then clash and both fail.



However if two players order the same order, and

it clashes with one player

who opposed, the 2:1 would win and succeed, just

like supports.




Note the way you've described it isn't quite

right… "splitting the

provinces you believe someone is going to join"…

for if someone is going to

join them, then they're already split.



However if your join crosses the same line that

another join crosses, then

they clash:



Player 1: Split War/Mos, join Ukr/Lvn

Player 2: Split War/Lvn, join Mos/Pru



Obviously one cant join both Ukr to Lvn, AND Mos

to Pru, because that is

topologically impossible. Both orders would fail,

unless one of them was

doubled up by another player.






------------------------------

*From:* Kornel Tomczyk

[mailto:kornel.tomczyk(at)gmail.com ([email]kornel.tomczyk(at)gmail.com[/email])]

*Sent:* Friday, April 25, 2008 11:32 AM
*To:* Michael Sims

Can I use split against a predicted join? Like

splitting the provinces I

believe someone is going to join? Would these two

orders mutually

neutralize?

On 4/26/08, *Michael Sims* <mike(at)southwall.com ([email]mike(at)southwall.com[/email])>

wrote:


Things happen sequentially.



Moves, then Seismics.



Therefore you can move "faster" by using Seismics

effectively…




Like for Italy:



F NAP-ION

With a seismic order of Join ION-Tri, Split

Alb-ADR, would put Italy in

attacking distance of Trieste in spring 01!



Or, F NAP-ION, A ROM-NAP

With a seismic order of Join Tun-Nap, Split

TYS-ION, the army can then walk

from Nap to Tun in the fall, no convoy needed!



Or, Italy could use a seismic to join Tus to Mar,

creating a supported

attack on Mar in fall 01.



The creative possibilities are endless.

-mike








------------------------------

*From:* Kornel Tomczyk

[mailto:kornel.tomczyk(at)gmail.com ([email]kornel.tomczyk(at)gmail.com[/email])]

*Sent:* Friday, April 25, 2008 11:15 AM
*To:* Michael Sims

Very interesting. Which takes precedence - moves

or seismics?


On 4/26/08, *Michael Sims* <mike(at)southwall.com ([email]mike(at)southwall.com[/email])>

wrote:


Thinking about what to run next – it occurred to

me that we haven't run a

SEISMIC Diplomacy game since dc099!



Seismic info:


[/quote:cf3791672c]www.dipwiki.com?title=Seismic<http://www.dipwiki.com/?title=Seismic>

[quote:cf3791672c]


dc99, including final image of the last Seismic

game played:

[/quote:cf3791672c]www.diplomaticcorp.com?game_id=dc099<http://www.diplomaticcorp.com/?game_id=dc099>

[quote:cf3791672c]
(Scroll thru the past adjudications to see what

kind of things people

ordered)



In a nutshell, Seismic Diplomacy is a game played

on the Standard map –

Standard rules – Except instead of ordering just

your moves, you also order

a SEISMIC order as well! This is an order to

change the map – by picking

any border – and connecting 2 countries, thereby

disconnecting two others.

So you can order: Seismic: Join War-Sev, Split

Mos-Ukr. Then War and Sev

would grow together, splitting apart Mos and Ukr.



The EOG's


[/quote:cf3791672c](http://www.diplomaticcorp.com/phpbb2/viewforum.php?f=4)

showed
[quote:cf3791672c]that everyone had a blast, trying to come up w the

most creative ways to

alter the map.



It's only 7 players! If interested, join up on

the Open Games page,

www.diplomaticcorp.com/recruiting.



Also – if any of you have interesting variants you

thought about or wanted

to GM, let me know!

Enjoy,

-mike








[/quote:cf3791672c]


__________________________________________________________
Sent from Yahoo! Mail.
A Smarter Email http://uk.docs.yahoo.com/nowyoucan.html
[/quote:cf3791672c]
Unknown - aramis604   (Sep 21, 2007, 12:02 pm)
From what I understand, before he died he made pretty detailed notes on how the story should finish, and explained in great detail to his wife and publishers what was going to happen. That's that I've read anyway.

I think it's pretty much a guarantee that someone will finish it. It is too bad that he couldn't finish it himself tough.

-Josh

[Reply]

Jihad - FuzzyLogic   (Sep 21, 2007, 10:51 am)
It looks like a fun map, tho I must be insane to join a game with both Trout and Ray!

[Reply]

Unknown - aramis604   (Sep 21, 2007, 9:50 am)
Here are the special rules from the description in the RP variant.


SPECIAL RULES:
1. Istanbul functions identically to standard Constantinople. Fleets can not
pass from AEG-BLA (canal).

2. Egypt functions identically to standard Constantinople. Fleets can not
pass from EMed-Red (canal).

3. SAS is a water + land region. Armies can not move onto the south shore of
SAS. Fleets may enter and exit SaS from Aqa, Ela, Sin, and Red. Armies may
enter and exit only from Ela and Sin.

4. Fleets may pass from RED-PER.

5. Convoys THROUGH any of the 2 canal spaces (IST and EGY) are in order for
this game.

6. There are 26 centers available. 14 centers are required to win the game.

7. Deserts are Impassable


- Josh

[Reply]

Jihad (Variants) FuzzyLogic Sep 21, 10:51 am
It looks like a fun map, tho I must be insane to join a game with both Trout and Ray!
WOT Variant, 2 slots left!! - Githraine   (Sep 18, 2007, 7:22 am)
The Wheel of Time turns, and Ages come and pass, leaving memories that
become legend. Legend fades to myth, and even myth is long forgotten
when the Age that gave it birth comes again. In one Age, called the
Third Age by some, an Age yet to come, an Age long past, a wind rose in
the Halls or RealPolitik. The wind was not the beginning. There are
neither beginnings nor endings to the turning of the Wheel of time.
But it was a beginning. The beginning of a Playtest. New alliances
have formed and the armies of Randland have begun to march. There must be unity before Tarmon Gaidon, and seven Great Captains are each
convinced their hand should be on the tiller. But there are other
threats. The Blight stirs, the Aiel are restless, and rumors of
strange ships in the Western Aryth Ocean have people talking about
Artur Hawkwings lost armies.
Peace of the Sword and the Blessings of the Light be upon you. Let the
War begin!
I am looking for 7 brave Captains willing to march these untested
fields.
If you have any questions about the Map or the Rules, please contact me.
Githraine(at)Yahoo.com
House rules will be posted in the house rules section of the message board.

[Reply]

Unknown (Variants) aramis604 Sep 21, 12:02 pm
From what I understand, before he died he made pretty detailed notes on how the story should finish, and explained in great detail to his wife and publishers what was going to happen. That's that I've read anyway.

I think it's pretty much a guarantee that someone will finish it. It is too bad that he couldn't finish it himself tough.

-Josh

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