http://www.dipwiki.com/index.php?title=Special:NewPages&feed=atom&hideredirs=1&limit=50&offset=&namespace=0&username=&tagfilter=&size-mode=max&size=0DipWiki - New pages [en]2024-03-28T14:35:23ZFrom DipWikiMediaWiki 1.35.0http://www.dipwiki.com/index.php?title=Deutsches_Reich_1871Deutsches Reich 18712021-10-02T14:20:29Z<p>Eamon J Driscoll: DR1871 Info Box</p>
<hr />
<div>DR1871 v1.4<br />
<br />
Deutsches Reich 1871 is a six-player Diplomacy variant designed by Ingolf<br />
Emmert.<br />
<br />
The map of DR1871 shows the borders of the "Deutsche Reich" (green area) and <br />
its direct neighbours (bright beige area) in 1871. The division in<br />
territories is based on the borders of the different "national" kingdoms,<br />
dukedoms and principalities.<br />
<br />
The adjacent contries are neutral thus there are no supply centers to conquer<br />
but they give infantries and cavalries the permission to cross their <br />
countries. <br />
<br />
For a better playability some kingdoms and dukedoms are subdivided into<br />
further provinces. The best example for this is the division of Prussia.<br />
<br />
<br />
Special features:<br />
- DR1871 has no water-areas, so there is no need of fleets.<br />
- Instead of fleets, the cavalry-units are added.<br />
- Some areas are brown coloured. In these areas no actions take place.<br />
- The island of "Rügen" (rug) is reachable by infantries and cavalries.<br />
<br />
<br />
Special units:<br />
- infantry: (Realpolitik-unit=army) (A)<br />
The infantry-units have the normal options of orders and movements.<br />
Regard to use the abbrevation (A) and the symbol in the building-phase.<br />
- cavalry: (Realpolitik-unit=fleet) (F)<br />
The cavalry-units have a two-field movement. They can´t reach the adjacent<br />
countries of a territory (comparable with the knight at chess)!<br />
Example: A cavalry in Berlin can move to "Rügen" (rug) but not to <br />
"Westpommern" (wpo). Further a convoy-order as known for fleets is <br />
impossible! Regard to use the abbrevation (F) and the fleet symbol in the <br />
building-phase.<br />
<br />
<br />
Winning conditions:<br />
The victory criterion in DR1871 is to own 17 of the 32 supply centers.<br />
<br />
<br />
Historical background: German history up to 1871!<br />
<br />
At the end of the eighteenth century and up to 1814, Germany was under power <br />
of Napoleon's French empire. Napoleon was defeated in the battle of Leipzig<br />
by a coalition of the kingdomes Russia, Prussia, Britain and Austria.<br />
<br />
At the Congress of Vienna the German Confederation was created, <br />
which was placed under the administrative power of Austria.<br />
<br />
In the following periods the liberals in Germany founded the National<br />
Assembly, which aimed to unify Germany as a liberal, constitutional state.<br />
In May of 1848, The National Assembly (or the Frankfurt Assembly) was<br />
convoked in Frankfurt to prepare for this "unification". After <br />
disagreements between Prussia and Austria, Prussia decided to try to unify <br />
Germany under their "kleindeutsche" plan, which included all of the German <br />
states except Austria, under Prussian control. In 1848, the Assembly<br />
finished the constitution, and appointed King Frederick William IV as the <br />
first emperor of constitutional Germany (kleindeutesches Reich), but he <br />
refused that and the National Assembly failed.<br />
<br />
In 1862, Otto von Bismarck became the Prussian chancellor. Bismarck knew that<br />
to reach his aim of a united Germany under Prussian control, he had to get <br />
the German sovereigns to stand with him and to stop other countries from <br />
forming a coalition against Prussia.<br />
<br />
In 1863, Denmark tried to take away the autocracy of the two northernmost<br />
German states, Schleswig and Holstein. Bismarck announced that this was<br />
completely unacceptable to the German Confederation, and together Prussia<br />
and Austria went to war with Denmark. Denmark's armies were defeated, Prussia <br />
took Schleswig, and Austria took Holstein. To provoke Austria into declaring<br />
war on Prussia, Bismarck ordered his troops to the Austrian state of<br />
Holstein. At the German War in 1866, the South German states joined Austria<br />
to fight against the Prussian army, believing that Austria was the defender <br />
of their independence, but however, Bismarck's military forces won the war <br />
again.<br />
<br />
What Bismarck now needed was a patriotic war against France to unite the<br />
South and North German states. The disagreements between France and Prussia <br />
on the Spanish succession to the throne were taken as an occasion to provoke<br />
a Franco-Prussian war. On July 19, 1870, Napoleon III of France declared war<br />
on Prussia. Combined with the South and North German states, Prussia defeated<br />
the French army. The French were forced to cede Alsace and Lorraine to <br />
Germany.<br />
<br />
The Franco-Prussian war gave Bismarck the support he needed to unify Germany.<br />
After the war, he won the consent of the German princes to unite Germany<br />
(excluding Austria) under the Prussian king as German Emperor. On January 18,<br />
1871, in Versailles, the king proclaimed the "Deutsche Reich". William I <br />
became emperor, and Otto von Bismarck became chancellor.<br />
<br />
A new German constitution was written. The upper chamber (Bundesrat) and the<br />
king held power over the lower, popular elected chamber (Reichstag). The <br />
Bundesrat itself contained sixty-one members and this is what you are playing<br />
for: the majority in the Bundesrat!!!<br />
<br />
<br />
So, have fun with this variant!!! Feedback is very welcome!!!<br />
<br />
<br />
<br />
mailto: emmert@graue-substanz.net</div>Eamon J Driscollhttp://www.dipwiki.com/index.php?title=Ard_R%C3%ADArd Rí2021-08-30T19:21:07Z<p>Eamon J Driscoll: Created page with "Ard Rí means "High King" in Irish, and this variant represents the struggle of Irish feudal lords and chieftains to be crowned High King of Ireland. It was created in 1996..."</p>
<hr />
<div>Ard Rí means "High King" in Irish, and this variant represents the struggle <br />
of Irish feudal lords and chieftains to be crowned High King of Ireland. It <br />
was created in 1996 by Stuart John Bernard and published by Stupendous Games <br />
before apparently being lost to time. The variant was revived and adapted for <br />
Realpolitik in 2020 by Eamon John Driscoll.<br />
<br />
Ard Rí begins in Winter 379, allowing the players to select their own <br />
starting units. There are fifteen (15) supply centres on the board, of which <br />
none are neutral. To win the game, a power must control eight (8) centres. <br />
<br />
This is a five-player variant. The powers are:<br />
C: Connacht (Connachta) - black<br />
L: Leinster (Laighin) - green<br />
H: Meath (Midhe) - blue<br />
N: Munster (Mumhain) - yellow<br />
U: Ulster (Ulaidh) - red<br />
<br />
[[Image:Ard_Ri.gif]]<br />
<br />
Due to limitations of the Realpolitik programme, it was necessary to exclude <br />
both the optional Viking power and the "raiding" action (attacking off-board <br />
areas for profit). I have considered establishing Viking outposts throughout <br />
Ireland, but this option will require changes to the map that take it away <br />
from the original version of the game. Nevertheless, the Viking-esque unit <br />
icons taken from the Stonehenge variant are meant as a nod to this lost <br />
power. <br />
<br />
One change was made to the map from the original version. This was to give <br />
Waterford and Kilkenny a border, taking it away from Cashel and Wexford. <br />
Previously, it had been too easy for Leinster to build two armies <br />
straightaway and grab Cashel without resistance. <br />
<br />
Also important to note on the map is that Limerick is a coastal center, <br />
bordering Shannon Estuary. Thus Clare and Kerry are separated and units <br />
wishing to travel between them must either be convoyed or go through <br />
Limerick. <br />
<br />
When adapting Ard Rí, province names were changed to their familiar modern <br />
English-language place names. This was done in part to make the game more <br />
accessible and realistic, but also because the original names seemed to have <br />
very little basis in geographic reality. Some were accurate, but most were <br />
not and quite a few seemed to be not geographic at all. For those who wish to <br />
play with the original place names, a version is included in the files to <br />
copy, paste, and play.</div>Eamon J Driscollhttp://www.dipwiki.com/index.php?title=FederationFederation2021-08-27T18:22:09Z<p>Eamon J Driscoll: Created page with "Federation (version4) is a variant designed by Theo Kermanidis For Feedback please write to: theok@austarmetro.com.au This variant was adjusted for Realpolitik by: René Krok..."</p>
<hr />
<div>Federation (version4) is a variant designed by Theo Kermanidis<br />
For Feedback please write to: theok@austarmetro.com.au<br />
<br />
This variant was adjusted for Realpolitik by:<br />
René Krokowski and Frank Bacher for www.graue-substanz.net (v1.1)<br />
Please direct your feedback concerning RP files directly to <br />
krokowski@graue-substanz.net and bacher@graue-substanz.net.<br />
To learn more about development and history regarding this variant please <br />
visit Theo`s excellent Federation Homepage at:<br />
<br />
http://members.austarmetro.com.au/~theok/dip/federation/home.html<br />
<br />
Background<br />
<br />
Australia became a federation on the 1st of January 1901. So our history <br />
books tell us. The colonies came together, united into one nation. Not by an <br />
act of war, nor through violent action was a nation forged. How boring! No <br />
wonder I fell asleep in those Australian history classes.<br />
<br />
This is your chance to rewrite a nations history. Federation had failed. <br />
Instead of peaceful unity, war between the colonies is declared. All <br />
agreements between the colonies have been dissolved.<br />
<br />
It is Spring 1901. The divisions between the colonies is fuelled by a hunger <br />
to gain control over the continent. You are the colonys' governor and have <br />
already instructed the militia forces to be mustered and ready for action.<br />
<br />
Who will succeed to unify Australia? Who will forever be doomed to oblivion? <br />
What will you do to unite the colonies?<br />
<br />
Each colony had managed to muster the following forces in Spring 1901:<br />
<br />
New South Wales: Sydney (Fleet) Bourke (Army) Goulburne (Army)<br />
Queensland: Brisbane (Fleet) Cairns (Army)<br />
South Australia: Adelaide (Fleet) Port Augusta (Army)<br />
Tasmania: Hobart (Fleet) Launceston (Army)<br />
Victoria: Melbourne (Army) Geelong (Fleet) Ballarat (Army)<br />
Western Australia: Perth (Fleet) Albany (Army) <br />
Northern Territory: Darwin (Fleet) Katherine (Army)<br />
New Zealand: Wellington (Army) Auckland (Fleet)<br />
<br />
<br />
Each colony begins the campaign with the units deployed as shown in the above <br />
table. As the campaign progresses and supply centres are acquired, further <br />
units may be built in each colonies home supply centres, provided the colony <br />
has control of them.<br />
<br />
Home supply centres:<br />
<br />
New South Wales: Sydney, Bourke, Dubbo, Broken Hill, Goulburn, Newcastle<br />
Queensland: Brisbane, Cairns, Townsville, Cloncurry, Mount Isa, Longreach<br />
South Australia: Adelaide, Port Augusta, Riverland, Cooper Pedy, Mount <br />
Gambier, Eyre Peninsula<br />
Tasmania: Hobart, Launceston, Franklin<br />
Victoria: Melbourne, Geelong, Ballarat, Bendigo, Mildura, Gippsland<br />
Western Australia: Perth, Albany, Broome, Karlgoolie, Pilbara, Kimberly<br />
Northern Territory: Darwin, Katherine, Alice Springs<br />
New Zealand: Wellington, Auckland, Christchurch<br />
<br />
<br />
Victory Condition<br />
<br />
The victory condition is to capture 27 supply centres of the 52 supply <br />
centres.<br />
<br />
<br />
<br />
Albury, Abr<br />
Adelaide, Ade<br />
Amery Ice Shelf, AIS<br />
Albany, Alb<br />
Alice Springs, Ali<br />
Arafura Sea, Ara<br />
Arnhem Land, Arn<br />
Antarctic Southern Ocean, ASO<br />
Auckland, Auc<br />
Ballarat, Bal<br />
Banda Sea, Ban<br />
Barkley Tableland, Bar<br />
Bendigo, Ben<br />
Broken Hill, BHi<br />
Blue Mountains,BMo<br />
Bay Of Plenty,BoP<br />
Bourke, Bou<br />
Brisbane, Bri<br />
Broome, Bro<br />
Banks Strait, BSt<br />
Bourketown, Btn<br />
Cairns, Cai<br />
Coopers Creek, CCr<br />
Charleville, Cha<br />
Chatham Islands, ChI<br />
Christmas Island, Chm<br />
Christchurch, Chr<br />
Clarke River, Cla<br />
Cloncurry, Cln<br />
Mount Cook, Coo<br />
Coral Sea Islands, Cor<br />
Cooper Pedy, CPe<br />
Dandenong, Dan<br />
Darwin, Dar<br />
Davenport, Dav<br />
Dutch East Indies, DEI<br />
Dubbo, Dub<br />
Dunedin, Dun<br />
East Bass Strait, EBS<br />
East Cook Strait, ECS<br />
Equatorial Indian Ocean, EIO<br />
Encounter Bay, EnB<br />
Eyre Peninsula, EPe<br />
Equatorial Pacific Ocean, EPO<br />
Eastern Southern Ocean, ESO<br />
Esperance, Esp<br />
Eyre, Eyr<br />
Flinders, Fli<br />
Franklin, Fra<br />
Furneaux Islands, Fur<br />
Great Australian Bight, GAB<br />
Geelong, Gee<br />
Geraldton, Ger<br />
Gibson Desert, Gib<br />
Gippsland, Gip<br />
Gisborne, Gis<br />
Gulf of Carpentaria, GOC<br />
Gold Coast, Gol<br />
Goulburn, Gou<br />
Grampians, Gra<br />
Great Sandy Desert, GSD<br />
Great Victorian Desert, GVD<br />
George V Land, GVL<br />
Heard McDonald Island, HMI<br />
Hobart, Hob<br />
JB Gulf, JBG<br />
Kalgoorlie, Kal<br />
Kangaroo Island, Kan<br />
Katherine, Kat<br />
Kimberley, Kim<br />
King Island, KIs<br />
Launceston, Lau<br />
Longreach, Lon<br />
Mount Magnet, Mag<br />
Macquarie Harbour, MaH<br />
Mid Barrier Reef, MBR<br />
Mid Coral Sea, MCS<br />
Melbourne, Mel<br />
Mount Gambier, MGa<br />
Mildura, Mil<br />
Mid Indian Ocean, MIO<br />
Mount Isa, MIs<br />
Moree, Mor<br />
Mid Pacific Ocean, MPO<br />
Musgrave Ranges, MRa<br />
Mid Southern Ocean, MSO<br />
North Barrier Reef, NBR<br />
New Caledonia Islands, NCa<br />
North Coral Sea, NCS<br />
Nelson, Nel<br />
Newcastle, New<br />
New Guinea, NGu<br />
Norfolk Island, Nor<br />
Northern Tasman Sea, NTS<br />
Nullabor, Nul<br />
North West Shelf, NWS<br />
Olgas, Olg<br />
Port Augusta, PAu<br />
Perth, Per<br />
Pilbara, Pil<br />
Port Phillip Bay, PPB<br />
Portuguese Timor, PTi<br />
Riverland, Riv<br />
Rockhampton, Roc<br />
Ross Sea, Ros<br />
South Barrier Reef, SBR<br />
South Coral Sea, SCS<br />
Simpson Desert, SDe<br />
Southern Indian Ocean, SIO<br />
Snowy Mountains, Sno<br />
Solomon Islands, Sol<br />
Spencer Gulf, Spe<br />
South Pacific Ocean, SPO<br />
Southern Tasman Sea, STS<br />
Sydney, Syd<br />
Tanami Desert, Tan<br />
Tennant Creek, Ten<br />
The Heads, THd<br />
Timor, Tim<br />
Timor Sea, TiS<br />
Townsville, Tow<br />
Victoria Land, Vic<br />
Wagga Wagga, Wag<br />
West Bass Strait, WBS<br />
West Cook Strait, WCS<br />
Wellington, Wel<br />
Wilkes Land, Wil<br />
Wollongong, Wol<br />
Woomera, Woo<br />
Western Southern Ocean, WSO<br />
Cape York, Yor</div>Eamon J Driscollhttp://www.dipwiki.com/index.php?title=BretwaldaBretwalda2021-08-27T15:52:48Z<p>Eamon J Driscoll: </p>
<hr />
<div>BRETWALDA, n.: the title given to rulers of Anglo-Saxon kingdoms from the Vth <br />
century onwards who had achieved overlordship of some or all of the other <br />
Anglo-Saxon kingdoms. The first element, "Bret", may be related to Briton or <br />
Britain. The second element, "walda" is generally translated as "sovereign" <br />
but is more literally a "wielder". Therefore, a Bretwalda is a wielder of the <br />
Britons. <br />
<br />
The game begins in Winter 620/1 with no units on the board. This is then a <br />
build phase, where each power can construct any units in its home centres. <br />
Fleets can only be built in ports (see below), but in this phase boat bunches <br />
can also be constructed in any coastal centre. This cannot be done in any <br />
subsequent build phase. (See below)<br />
<br />
Winning conditions: There are 50 supply centres on the board: thus 26 are <br />
required for victory.<br />
<br />
Special areas: Iona is a land territory, although due to the sea area between <br />
it and mainland Scotland, an army cannot move to Dunadd, Great Glen or Ross <br />
from there. A boat bunch or fleet can do so, however, and armies can still <br />
exist in Iona (having been convoyed or built there): they just can't move <br />
anywhere without first building boats.<br />
<br />
Home centres: As part of the adjustment phase, players are now allowed to <br />
designate a single home centre to be moved to a different centre they <br />
control. The original centre gives up its ability to build new units, while <br />
the new one gains it. Both must be in the control of the player at the time, <br />
and the change does not take effect until the next adjustment phase (i.e. in <br />
the same phase you can still build in the old centre, but not the new one)<br />
<br />
By designating neutral centres as ports, this allows a lot more tactical <br />
options.<br />
<br />
If a power loses a home centre while it is a home centre, they cannot simply <br />
move the centre to somewhere else and continue to have 3 home centres. That <br />
centre remains as a home centre, and must be recaptured if they wish to have <br />
3 build centres again. Of course, it is also possible to move any <br />
neighbouring home centres away and fight on with only 2 (or whatever). A <br />
power can never have more home centres than it started with.<br />
<br />
So the advantages of moving your home centres nearer the front line can be <br />
outweighed by the risks of losing all your home centres if the tide turns <br />
against you.<br />
<br />
In the Dark Ages, many people groups were migrating around the British Isles, <br />
and power depended more on population than immovable resources. It seemed <br />
like a good idea, both historically and tactically, to allow for this <br />
migration and have non-fixed home centres. However, I'm not really a fan of <br />
the idea of building in *any* centre you own: it too easily turns small <br />
advantages into big ones and makes it very hard to fight back.<br />
<br />
[[Image:Bretwalda.gif]]<br />
<br />
Bretwalda has 3 types of unit: armies (A), fleets (F) and boat bunches (B).<br />
<br />
<br />
(1):Armies<br />
These behave exactly as in normal Diplomacy.<br />
<br />
(2):Fleets<br />
These behave exactly as in normal Diplomacy, except for one thing. They were <br />
not readily available in the Dark Ages, and hence construction of them is <br />
restricted. They can only be built in designated ports. The Picts were the <br />
only British kingdom to have a decent sized navy: this is represented by <br />
giving the Picts 2 ports, and everyone else 1. The following supply centres <br />
are designated as ports for the various powers, and the neutral ports:<br />
<br />
<br />
Dalriada: Iona [Ion]<br />
East Anglia: Ipswich [Ips]<br />
Gwynedd: Caernarfon [Cae]<br />
Kernow: Scillonia [Sci]<br />
Leinster: Wexford [Wex]<br />
Mercia: Gloucester [Glo]<br />
Northumbria: Bamburgh [Bam]<br />
Pictland: Abernethy [Abn]<br />
Pictland: Burghead [Bur]<br />
Wessex: Portchester [Por]<br />
The neutral ports<br />
<br />
<br />
Rheged [Rhe]<br />
Isle of Man [IoM]<br />
The Hebrides [Heb]<br />
Galway [Gal]<br />
Ystradtywi [Yst]<br />
London [Lon]<br />
Flanders [Fla]<br />
(3):Boat bunches<br />
A boat bunch represents an army with a set of boats. They are constructed <br />
from a coastal army by a special boat-building order: A (Den) = B. This move <br />
will work unless the army is attacked: similar to cutting support. Boat <br />
bunches cannot be built during build phases.<br />
<br />
A boat bunch may move across sea areas, but because the boats are smaller and <br />
of poorer quality than those comprising fleets, they must hug coastlines at <br />
all times. In other words, a boat bunch may not pass from one sea area to <br />
another unless there is an adjoining coastline common to both sea areas. For <br />
example, B (NSN) - WAS is legal, B (NSN) - NSS is not. This does not prevent <br />
B (Wic) - CDG, B (CDG) - Aby, however: only sea-to-sea movement without a <br />
coastline nearby is prevented.<br />
<br />
Once constructed, the boats are kept with the army until voluntaily <br />
abandoned. This can be by one of 4 means:<br />
<br />
(1) moving inland : B (Den) - Pow leaves Gwynedd with A (Pow).<br />
(2) supporting inland: B (Den) s A (Che) - Pow leaves Gwynedd with A (Den)<br />
(3) being convoyed : B (Den) - Mer VIA COL leaves Gwynedd with A (Mer)<br />
(4) being explicitly abandoned : B (Den) - Che (db) signifies that the boats <br />
are to be left behind.<br />
<br />
Coastal boat bunch moves default to taking boats with the army unless <br />
explicitly stated otherwise.<br />
<br />
Misorders are simply treated as void - that unit holds. So if a boat bunch <br />
tries to move inland but orders something illegal, the boats are still held. <br />
Note this does not apply to supporting other powers' moves which don't <br />
happen ...<br />
<br />
Convoys: Only a FLEET can convoy. A boat bunch cannot - it is inferior out at <br />
sea in this respect.<br />
<br />
Either an army or a boat bunch can BE convoyed - in the case of the boat <br />
bunch this requires it to abandon its boats, as above.<br />
<br />
BUT convoys are not restricted to "land-to-land"!<br />
<br />
A sea-borne boat bunch can be convoyed by a (sea-borne) fleet. As this <br />
requires abandoning boats, however, the boat bunch is DESTROYED if it fails <br />
to reach its destination.<br />
<br />
e.g. Gwynedd:<br />
<br />
B (CDG) - Arm VIA IRI<br />
F (IRI) c B (CDG) - Arm<br />
<br />
will leave Gwynedd with A (Arm) and F (IRI) if it works.<br />
<br />
However, if Dalriada comes in with<br />
B (NCH) - IRI<br />
F (IoM) s B (NCH) - IRI.<br />
the convoying fleet is dislodged, and B (CDG) is DESTROYED.<br />
<br />
A similar thing would occur if Dalriada simply moved A (Ban) - Arm, bouncing <br />
the convoy and leaving B (CDG) destroyed.<br />
<br />
F (IRI) could still retreat to CDG if it is vacant.<br />
<br />
A fleet moving into CDG in this case would succeed unsupported.<br />
<br />
Void convoys where a convoy from another power's fleet was expected and not <br />
delivered, are treated as a "stand" order, thus boats are not lost, nor are <br />
sea-borne boat bunches destroyed. The same goes for moves which would <br />
otherwise lose boats, but are impossible (e.g. moves inland to non-adjacent <br />
territories) However, a support given to another power's move that does not <br />
happen does require loss of boats.<br />
<br />
<br />
<br />
Bretwalda province names<br />
Land areas<br />
Abn - Abernethy P *<br />
Aby - Aberystwyth G *<br />
Alc - Alcluyd *<br />
Arm - Armagh *<br />
Art - Artois<br />
Ath - Atholl P<br />
Bam - Bamburgh N *<br />
Ban - Bangor D *<br />
Ber - Bernicia N<br />
Buc - Buckingham *<br />
Bui - Builth G<br />
Bur - Burghead P *<br />
Cae - Caernarfon G *<br />
Cai - Caithness P<br />
Cam - Cambridge E *<br />
Can - Canterbury *<br />
Cas - Cashel L *<br />
Che - Chester *<br />
Cir - Circinn P<br />
Cum - Cumbria<br />
Dal - Dalcassian L<br />
Dei - Deira N<br />
Den - Denbigh G *<br />
Dor - Dorchester *<br />
Dun - Dunadd D *<br />
Dyf - Dyfed G<br />
Elm - Elmet *<br />
Ess - Essex E<br />
Exe - Exeter K *<br />
Exm - Exmoor K<br />
Fla - Flanders *<br />
Far - Faringdon W *<br />
Gal - Galway *<br />
Gla - Glastonbury *<br />
Glo - Gloucester M *<br />
God - Gododdin *<br />
GrG - Great Glen D <br />
Gyr - Gyrwa E<br />
Ham - Hampshire W<br />
Hat - Hatfield *<br />
Heb - The Hebrides *<br />
Her - Herefordshire M<br />
Hwi - Hwicce<br />
Inv - Inverness P *<br />
IoM - Isle of Man *<br />
Ion - Iona D *<br />
Ips - Ipswich E *<br />
Ker - Kerrier K<br />
Lan - Lancaster N *<br />
Lin - Lindsey *<br />
Lon - London *<br />
Man - Manau <br />
May - Mayo <br />
Mer - Mersey<br />
Mgn - Morgannwg *<br />
Mun - Munster L<br />
Nrw - Norwich E *<br />
Ntn - Northamptonshire<br />
Ork - The Orkneys *<br />
Pns - The Pennines N<br />
Por - Portchester W *<br />
Pow - Powys G<br />
Rhe - Rheged *<br />
Ros - Ross<br />
Sci - Scillonia K * <br />
Sha - Shannon<br />
Shr - Shrewsbury M *<br />
SSt - South Strathclyde <br />
Sus - Sussex<br />
Tam - Tamworth M *<br />
Tar - Tara L *<br />
Tin - Tintagel K *<br />
Tir - Tirconnel D<br />
Tre - Trent M<br />
Tyr - Tyrone D<br />
War - Warwick M *<br />
Wea - The Weald W<br />
Wex - Wexford L *<br />
Wic - Wicklow<br />
Wil - Wiltshire W<br />
Win - Winchester W *<br />
Wiv - Wivel K<br />
Wix - Wixna E<br />
Wol - The Wolds N<br />
Wro - Wrockenset M <br />
Yor - York N *<br />
Yst - Ystradtywi *<br />
Sea areas<br />
ANG - Anglican Sea<br />
BCH - Bristol Channel<br />
CDG - Cardigan Bay<br />
CEL - Celtic Sea<br />
COL - Colwyn Bay<br />
CRS - Cornish Sea<br />
DOG - Dogger Bank<br />
ECH - English Channel<br />
FAS - Fastnet <br />
FFT - Firths of Forth and Tay<br />
HBS - Hibernian Sea <br />
IRI - Irish Sea<br />
LYM - Lyme Bay<br />
MAO - Mid - Atlantic Ocean<br />
MIN - The Minch<br />
MOF - Moray Firth<br />
MOR - Morecambe Bay<br />
NAO - North Atlantic Ocean<br />
NCH - North Channel<br />
NSN - North Sea North<br />
NSS - North Sea South<br />
PEF - Pentland Firth<br />
SEV - Severn Estuary<br />
SOD - Straits of Dover<br />
SOJ - Sound of Jura<br />
SOL - Solway Firth<br />
STG - St. George's Channel<br />
THA - Thames Estuary<br />
WAS - The Wash</div>Eamon J Driscoll