Europe 1615: Version 3

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EUROPE 1615: VERSION 3

A DIPLOMACY VARIANT

by Matthew Medeiros


[Play-testers needed! Currently recruiting players at www.diplomaticcorp.com under Open Games (select Games > Open Games in the main menu). Any comments or questions please write to medeiros412@aim.com. Thank you.]


INTRODUCTION

The Europe 1615 Diplomacy variant allows players to take the reins of one of the great powers of the time: Austria, France, Spain, England, and Denmark. During the game, players deploy influence points (INFs) and orders to secure political and/or religious authority over the minor states and their units. Victory is measured by the gain of victory points (VPs) from the capture of centers and from alignments. Game begins in 1615.

Standard 5th Edition rules of Diplomacy apply with modifications as described below.



PHASES OF THE GAME YEAR

1- Initial Status Check

2- Spring Movement and Retreat Phase

3- Summer Movement and Retreat Phase

4- Fall Movement and Retreat Phase

5- Early Winter Adjustment Phase (Required Disbands)

6- Late Winter Adjustment Phase (Build Phase)

7- Scoring Phase


INFLUENCE

Deployment of influence with submission of orders

Each power receives influence points (INFs) at the beginning of each year to distribute to the minor states with (or without) orders.


INFs available/allocated per year

Protestant powers:

England = 17

Denmark = 18


Catholic powers:

Spain = 23

France = 21

Austria = 18


Writing the orders: Example of the format for the submission of the INF deployment list and orders is as follows:


FRANCE (EXAMPLE SUBMISSION):


9: WUR

3: RHI

1: LOWR

5: LOR

5: SAV


NORM S PAR-CHA

PAR-CHA

BRIT HOLD

PRO S SAV HOLD


SAV HOLD

WUR HOLD

RHI HOLD

BRU S SAX HOLD

LOR S PAR-CHA


In the above example, France decides to deploy all INFs in the phase as follows: 9 INFs to Wuerttemburg (WUR), 3 INFs to the Rhineland (RHI), 1 INFs to Lower Saxony (LOWR), 5 INFs to the Lorraine (LOR), and 5 INFs to Savoy (SAV). In addition to submitting orders for French units, France submits orders to the units in the minor states where the INFs will be deployed to. Powers need not deploy all INFs in the first phase, but can spread out those deployments in subsequent phases. INFs will continue to accumulate in the minor states with each deployment dictating the status of the state. Any unused INFs do not carry forward into the next year, and players cannot deploy more than the available INFs for the year.


Pliant minor states

A listing of the minor states that may be influenced is given below.

List of Pliant Minor States

Minor v27.jpg

Note: The Catholic powers, only, may deploy INFs & submit orders to the Papal States (PAPL) which consists of the provinces of Rome (ROM) and the Marche (MAR). Lower Saxony consists of two provinces: Bremen and Brunswick-Lunenburg (BRU). Brandenburg consists of two provinces: Brandenburg (BRA) and Pomerania (POM).

Non-player powers: Ottomans, Poland, and Sweden

The Ottoman Empire (Ot) spans over several provinces and has two units in its military service: A(RUM), and A(SER). Each player may submit orders to these units, but which order is followed depends on the influential 'weight' for the year. For example, if Spain submits SER-BOS, and France submits SER-hold, then Spain's order will be followed since Spain has the most influence (37 versus 35 INFs in the first year). However, if France and Austria both submit SER-hold versus Spain's SER-BOS, then the hold order will be followed since combined French and Austrian influence (68 INFs) outweigh the Spanish influence. In cases of ties, units hold by default. Adjudication will only show the result, not what players have submitted. Additionally, the Ottoman units disband if dislodged. Ottoman units can also capture centers and contribute to expansion.

Both Sweden and Poland are treated in the same manner. Sweden has two units: F(STO), and A(LIVN). Poland has two units: A(WAR) and A(VILN). If Warsaw is captured, Lithuania/Vilnius becomes a pliant minor state. If Stockholm is captured, Livonia becomes a pliant minor state.


Gain and loss of influence

Powers also receive additional INFs from the capture of a center. This gain is maintained as long as the power maintains control of the center. The values of the centers are given on the map, ranging from 1 to 10 (see map below).


Reference map showing INF and victory point values of centers:

New-objectives v12.jpg


Capture value: Value shown in the center is the number of victory points awarded for the capture of the center.

Influence (INF) value: Value shown in the center is also the number of INFs gained with the capture of the center. A power will lose INFs from the loss of a home center equal to the INF value of the center.

Alignment value: Twice the value shown in the center is the number of victory points awarded to a power if the minor state is aligned.

Home centers: The sum of the values in each home center for a given power adds up to the number of INFs allocated/available for the first year.


EFFECTS OF INFLUENCE AND RULES GOVERNING THE STATUSES OF THE MINOR STATES

Minor states are marked as ALIGNED, NEUTRAL or UNALIGNED depending on how the powers invest INFs in them. Minor states marked as ALIGNED are in allegiance with the power holding the most influence and will follow the MOVE/ATTACK, SUPPORT, CONVOY, or HOLD order submitted by the power. For two or more powers equally invested in a minor state, the minor state will be marked as NEUTRAL and the orders submitted to those states will be ignored. After submission of orders and INF deployment, the GM publishes the results, which powers have deployed to which states and whether the orders submitted are followed or not.


Alignment (Passable)

For a minor state to follow the submitted orders, the power must hold the most INFs in the state (50% or greater). Orders submitted by the power to any aligned state will be followed by the unit of the state and reported in the adjudication.


No alignment (passable)

Political status of a minor state is not established if no power has invested any INFs. The minor state is then considered UNALIGNED. Any power or minor state may move into and/or capture the unaligned state. Any power can support the hold of a minor state's unit even if the minor state is unaligned.


Neutrality (impassable)

Neutrality occurs when two powers have invested equally (50/50), or if more than two powers have deployed to the state and not one holds 50% or more.

If the political status is NEUTRAL, no power can enter the minor state as it violates the neutrality status. A SUPPORT or HOLD order may be submitted to the unit of a neutral minor state in anticipation of a change in status. If a minor state changes to a NEUTRAL status, a foreign unit situated in the neutral minor state can still function to support, attack, hold, etc. If the army moves out of the neutral state, no other unit can enter, but while holding its position in the neutral state it is open to attack and dislodgment (since the neutral state harbors a foreign active unit, other states have the right to attack). A foreign unit situated in a neutral state can receive support.

Other rules

Dislodgment: A power cannot dislodge or support the dislodgment of an aligned minor state's unit, even if that dislodgment is unexpected.

Retreats: If the minor state's unit is dislodged, it is then disbanded (no retreats are allowed for units of the minor states).

Alliance: A power may move into its ALIGNED minor state if the unit is not present, but cannot capture the center as long as it is aligned.

Capture of a minor state: If a power captures a minor state's center, then the state is withdrawn from the list of pliant minor states. It can no longer be influenced. The captured minor state loses any alignment status, and all INFs invested in the state are held in suspension. Any religious markers are temporarily removed.

Religious/confessional status of the minor states (religious markers)

Religious markers are used in scoring, counterbalance, and for some of the sanctions. When a Protestant marker is placed, the state is considered a Protestant-majority state. If a Catholic marker is placed then the state is considered a Catholic-majority state. Islamic states cannot receive these markers. If a Protestant or Catholic confession solely holds the INFs in a minor state then a marker can be placed. If both confessions hold INFs in the minor state, then a marker is placed only when one confession holds twice the INFs over the other.

Example: If England and Denmark have collectively deployed 10 INFs to Saxony, and Spain and Austria have collectively deployed 5 INFs, and since the Protestant powers collectively hold twice the INFs in Saxony over the Catholic powers, then a Protestant marker is placed.


THE DIPLOMATIC ATTACK

First phase: A diplomatic attack order may be submitted in the first movement phase, even before INFs are deployed.

‘’’Action:’’’ A player will select one state where he/she has deployed or will be deploying INFs and then directs an attack against another player/power that also has INFs invested there (or will be deploying there).

Submission: The decision of a player is then included with the submission of the INF deployment lists to the GM. Each player is allowed to submit only one diplomatic attack order per movement phase. The order should indicate the minor state of interest and the target of the attack. Typical syntax for the order of the diplomatic attack:


MINOR STATE > MAJOR POWER


Sequence of attacks: The sequence of attacks is dependent on the number of INFs received for the year, basically from least influential to most influential (weakest power, in terms of INFs, has priority). In cases of ties, differentiate based on number of centers; and if tied on centers, differentiate by score from the previous year. If in the first year, then the order of priority is: (1) England attacks first (least influential), then (2) Austria, (3) Denmark, (4) France, and finally (5) Spain (most influential).

Effect: Diplomatic attacks are resolved by a MUTUAL REDUCTION. In the attack, the power with the lesser number of INFs invested removes all and the power with larger number of INFs invested loses equal amount.

Example of play: Spain needs the alignment with the Lorraine (LOR), then negotiates with England who agrees to assist. England currently holds 5 INFs in the LOR. France holds 10 INFs in the LOR, and Spain holds 10 INFs, in the Spring of 1616. England submits an order for a diplomatic attack against France in the LOR during the Summer of 1616. France, however, submits an order to attack Spain. Since England is first in sequence before France, and France before Spain, the result is that England commits and loses all INFs in LOR, and France is reduced to 5 INFs. Since INFs remain for France, the result of the French attack against Spain is that both French and Spanish INFs are reduced by 5. The LOR is then left aligned with Spain as Spain has sole influence over LOR. Any order submitted to the LOR from Spain will be followed.


RESOLVING ORDERS

Steps in resolving the orders at the beginning of each phase:

(Step 1) GM distributes INFs to the minor states as indicated in the deployment lists submitted by the players.

(Step 2) GM next determines the results of the diplomatic attacks.

(Step 3) GM next determines the status of each minor state.

(Step 4) GM then resolves the orders; publishes the statuses of the minor states and the adjudication.


SCORING PHASE

Earning victory points (VPs) based on alignment/religious status of the minor states and the capture of centers

Victory points are awarded at the end of each year. Scoring depends on the capture of centers (beyond home centers), and a reward system based on the alignment of the minor states. It is important to note that this rewards system only applies for minor states that have not been captured by a foreign unit.’’ It will be up to the players to weigh the benefits and drawbacks of capturing a minor state’s center.


Explanation and Examples

Reviewing the reference map above (INF and victory point values of centers), if Saxony is aligned with Austria, then Austria can garner twice the value of Saxony at the scoring phase, that is 10 VPs. If Denmark captures Saxony, Denmark can earn 5 VPs at a scoring phase, as well as 5 INFs. Saxony is then withdrawn from the list of pliant minor states. No power (including Denmark) can garner points on the alignment of the minor state from that point in time onwards, unless Saxony is liberated. If Austria should capture Saxony, Austria can then gain the 5 INFs and 5 VPs (Denmark loses those INFs and VPs).


Scoring from Religious Markers

At the scoring phase, each Protestant power receives 10 VPs for each Protestant marker on the board. This rule also applies to Catholic powers and Catholic markers (however, Catholics cannot score on the Papal States as they are permanently marked Catholic).


Scoring Metric

For scoring purposes, each year is referred to as a ROUND. GM determines the score for each power during the scoring phase. Score does not carry over from the previous year, however if a player scores for captures/alignments in one year, he/she may score again for the captures/alignments in another. Highest scoring power is designated the winner of the round. If ties occur for the top score, then no winner is declared for the round.


BUILD/ADJUSTMENT PHASE

Provinces: Provinces without centers held by a foreign unit at the build phase are automatically annexed by the occupier.

Waiving the capture of a center: The power occupying a foreign center, or a province at the build phase may waive the capture of the center or province. This may be arranged by the player (and communicated to the GM) to avoid depriving a center from an ally. The decision must be made prior to the build phase (preferably Fall phase). Once the decision is made no reversal is allowed until the next build phase.

Concerning supply centers: Each supply center controlled during the build phase provides the resources to field 1 army or 1 fleet (as in standard Diplomacy). However, a second type of supply is shown on the map and these do not provide a build should they be captured by a conqueror. Players may build new units on any unoccupied home center or captured center of a minor state. Builds are not allowed in captured Islamic centers. Protestant powers cannot build in a captured Catholic power’s center, and the same rule applies to Catholic powers with captured Protestant centers.

Re-building a minor state's army: Minor states automatically re-build their unit during the adjustment phase irrespective of the type of center.


ABANDONMENT / CIVIL DISORDER

When a power is abandoned, and the GM is unable to find a replacement, then power will be dissolved at the winter phase. Each remaining center becomes a pliant minor state. All other provinces are left as unaligned passable states. See ELIMINATION AND EFFECTS OF for rules regarding the influence distributed by the abandoned power.


SPECIAL NOTES ABOUT MOVEMENT ON THE BOARD

Army units and fleets may freely move between IRE and SCOT, and between ANDL and SUL. Holstein (HOL) has two separate coasts and players must specify which side the fleet moves to.

SANCTIONS

Sanctions or game modifiers will either give an advantage or impediment to a power, establish a restriction, or strengthen a minor state. Rules mentioned in the sanction supersede the general rules. The GM will present to each player a randomly-generated list of five sanctions (much like a dealing out of cards) before the start of the game. This list is kept hidden from other players. Given that there are 19 sanctions and 5 players, some sanctions will be duplicated between the players. At the build phase each player is required to select a sanction that they would like to see in effect for the coming year from their personal list, and then submit it to the GM. Along with the build adjudication, there will be a list showing what each player submitted. The sanction that is put into play by the GM is dependent on the ranking. For example the Protestant Union, the Catholic League, and Anti-Hapsburg rank first in their categories. Which one is cast for the year will depend on the influential ‘weight’ of the power or powers that submitted the sanction (this determination is similar to that described above with the submission of orders to non-player powers). If ties occurs then Protestant advantages always take priority over Catholic advantages, and impediments rank last. Once a sanction is put into effect, it is removed from the players' lists (duplicates are removed whether submitted or not). The process is then repeated for the next year. A player who no longer has sanctions to submit, no longer participates in the submission process. If certain conditions prevent a sanction from coming into effect, then the player may refrain from submitting the sanction until conditions are right. However, if the player still has other sanctions on his/her list that may be used, he/she is obligated to submit.


Description of sanctions/modifiers

Note: Modifiers may overlap. It is at the discretion of the GM to resolve the overlapping of rules.


Protestant advantages

1 - Protestant Union

Deployment of INFs to Rhineland (RHI), Hesse (HES), Brandenburg/Pomerania (BRA), and Baden-Wuerttemburg (WUR) is solely permitted to the Protestant powers. This modifier is available as long as the Rhineland is still an independent pliant state. The modifier cancels when RHI is captured. Diplomatic attacks are still allowed. A Protestant power can garner three times the value of a center in the Protestant Union, if aligned. A member’s unit cannot intentionally or unintentionally dislodge another member’s unit.

2 - Saxon intervention

Deployment of INFs to Saxony (SAX) is solely permitted to the Protestant powers. This modifier is available as long as the Saxony is still an independent pliant state. The modifier cancels when SAX is captured. Diplomatic attacks are still allowed.


3 - Bethlen's intervention

Deployment of INFs to Transylvania (TRA) is solely permitted to the Protestant powers. This modifier is available as long as Transylvania is still an independent pliant state. The modifier cancels when TRA is captured. Diplomatic attacks are still allowed.


4 - Kejserkrig

Deployment of INFs to Lower Saxony (LOWR) is solely permitted to the Protestant powers. This modifier is available as long as the Lower Saxony is still an independent pliant state. The modifier cancels when LOWR is captured. Diplomatic attacks are still allowed.


5 - Gustav's intervention

Submitted moves to Sweden is solely permitted to the Protestant powers. This modifier is available as long as Stockholm has not been captured.


6 - Dutch intervention

Deployment of INFs to the Dutch Provinces (DUT) is solely permitted to the Protestant powers. This modifier is available as long as the Dutch are still an independent pliant state. The modifier cancels when DUT is captured. Diplomatic attacks are still allowed.


7 - Protestant immunity

Protestant powers immune to diplomatic attacks by Catholic powers.


Catholic advantages

1 - Catholic League

Deployment of INFs to Bavaria (BAV) and Westphalia (WES) is solely permitted to the Catholic powers. This modifier is available as long as Bavaria is still an independent pliant state. The modifier cancels when BAV is captured. Diplomatic attacks are still allowed. A Catholic power can garner three times the value of a center in the Catholic League, if aligned. A member’s unit cannot intentionally or unintentionally dislodge another member’s unit.

2 - Polish intervention

Submitted moves to Poland is solely permitted to the Catholic powers. This modifier is available as long as Warsaw has not been captured.


3 - Catholic immunity

Catholic powers immune to diplomatic attacks by Protestant powers.


Impediments and the player’s advantage

1 - Anti-Hapsburg campaign

Austria and Spain restricted from deploying INFs to DUT, TRA, RHI, LOWR, and SAV. Diplomatic attacks still allowed.

2 - Bohemian revolt

Austria cannot build in BOH. Austria restricted from deploying INFs to Protestant-majority states or newly formed Protestant-majority states. Diplomatic attacks are still allowed.

3 - Treaty of Lyon

For this sanction to be available, France must not have been eliminated, Savoy is aligned with France, and Switzerland has not been captured. With these conditions, Spain will have the following restrictions:

- Spain will be unable to move a unit through Switzerland, unless France permits it.

- Spain will not be allowed to deploy INFs to Savoy. However, diplomatic attacks are still allowed.

The sanction cancels if France is eliminated or Savoy is captured or if Switzerland is captured.

4 - Dano-Swedish rivalry

Denmark restricted from submitting orders to Sweden, and restricted from deploying INFs to LIVN. Diplomatic attacks are still allowed.

5 - Anti-English Scotland

England cannot deploy INFs to Scotland. Diplomatic attacks are still allowed.


6 - Huguenot rebellion

French cannot build in GUY. French restricted from deploying INFs to Protestant-majority states or newly formed Protestant-majority states. Diplomatic attacks are still allowed.


7 - Catalonian revolt

Spain barred from deploying INFs to Catalonia.


8 - Irish Catholic rebellion

Protestant powers are barred from deploying INFs to Ireland.


9 - Player’s advantage

Player may elect from the following options:

Cancellation

Player may select a sanction currently in effect and request its cancellation (e.g., dissolve the Catholic League).

Sovereignty

Player may select a minor state to have complete control: sole deployer of influence.

Embargo

Player may select a minor state and prohibit another power from deploying INFs there.

ELIMINATION AND EFFECTS OF

A power is eliminated when all of its home centers have been captured, even if the power has acquired foreign centers during the game. The acquired foreign centers are liberated when the power is eliminated. Any player who has been eliminated cannot continue receiving nor deploying INFs for the remaining years, and all scores are ceded. INFs of the eliminated power (or abandoned power) that have been deployed to all minor states are removed after the scoring phase, and the statuses of the minor states reassessed at the opening phase of the year (Status Check). All remaining provinces of the eliminated power are to be left unmarked and passable.


VICTORY CONDITIONS

Victor by rounds: The power that wins 5 rounds (not necessarily consecutive rounds) takes immediate victory.

Automatic Protestant victory: A Protestant power that captures Rome (ROM) will have an automatic victory, irrespective of won rounds.

Victory by agreement: If a game plays for a too extended period of time, and no clear victor is in sight, players may agree to stop the game and allow the GM to call a winner. This must be a unanimous agreement. GM could select a winner based on number of won rounds or if there are ties for most rounds won, then GM selects winner based on accumulated score.


CONDITIONS TO FORCE AN AUTOMATIC DRAW

Under certain conditions, a player or players may salvage a losing situation by forcing a draw. Draw conditions are given below.

Elimination of Protestant powers: If all Protestant powers are eliminated, all remaining Catholic powers draw irrespective of won rounds.

Elimination of Catholic powers: If all Catholic powers are eliminated, all remaining Protestant powers draw irrespective of won rounds.

Ottoman expansion into Europe: Should the Ottomans acquire and hold 5 Christian centers (for a total of 7 centers or more), a draw is reached between the remaining powers irrespective of won rounds.

Ottoman capture of Rome: With the capture of Rome by an Ottoman unit, remaining Protestant powers draw irrespective of won rounds. If only one Protestant power remains it forces a draw between all remaining powers.


DEMONSTRATION OF RULES

<<under construction>>

OPENINGS, STRATEGIES AND TACTICS

<<under construction>>


DESIGN NOTES

<<under construction>>


ASSIGNING POWERS

Players will use a Blind Auction Bidding to have powers assigned by the GM. A description of the method is given at http://www.playdiplomacy.com/forum/viewtopic.php?f=412&t=27988. Modifications: (1) Each power should receive minimally 5 points from the 100 points allocated to each players. (2) In cases of ties, GM will check which player registered into the game first, and this player will be given priority.


REFERENCES/ACKNOWLEDGEMENTS

History, concepts, and rules adapted from:


Core Rules

Standard Diplomacy by Allan Calhamer (Rest in peace!)


Adapted Map Structure, Unit Positions, and Supply Centers

1600 by Tommy Larsson

1648 by Charles Feaux de le Croix


The Influence of Minor States and Units

"Ambition and Empire" by B. M. Powell and Jeff Kase

"Classic Payola" by Manus Hand and John Woolley

"Intimate Diplomacy" by Adrien Baird and Steve Doubleday


Status of States and Their Treatment; Victory Points and Time Limit

"Formal Diplomacy" by E. Sabatine and Edi Birsan


Diplomatic Attacks, Victory Conditions, and Scoring System

"Origins of World War 1" by Jim Dunnigan

"Origins of World War 2" by Jim Dunnigan and Thomas Shaw


Political and Military History

"The Thirty Years War" by C.V. Wedgwood

"The Thirty Years War: Europe’s Tragedy" by Peter H. Wilson

Wikipedia entry:- http://en.wikipedia.org/wiki/Thirty_Years'_War.

Britannica entry:- http://www.britannica.com/EBchecked/topic/592619/Thirty-Years-War.


Play-testers

My gratitude to the following individuals for their time in play-testing of this variant:

Christian Schanner

Ewoud Wiering

Chris Lee

Chun Wang Lau

Andrew Port

Mark Utterback

Max Victory

Steven Caponigri

Aaron Havas

Greg Bim-Merle


Design advise:


Charles Feaux de le Croix

members of HISTORUM discussion forum

EUROPE 1615 MAP AND STARTING POSITIONS

Map v48.jpg