LadyAnn
01-23-2003, 23:00
I am starting a thread here to let it evolves, with help from the community. Here is how the process works:
1. I'll post the rules of the campaign in the next post and will edit the rules as it evolves.
2. Opinion from the community is appreciated and will be incorporated, but there is no guaranteed they will make it to the final rules. This is to keep the rules simple and lift the process off the ground. We will refine the rules further later.
3. This is not to compete with any other online campaign in formation or in progress out there. I encourage people to participate in other campaigns and tournements so that we can gain insight on how things will work out.
PBEM Diplomacy is Play-by-email Diplomacy. Diplomacy is a board game that is over half a century old. PBEM uses modern email technology to bring people together.
Here is a short run-down of the Diplomacy game play by email.
Diplomacy is played over a map with provinces, similar to MTW strategic map.
Diplomacy is turn-base, again, like MTW. The turns are usually 4 per year, with 2 turns Spring and Autumn are moves turn (order the armies to move around) and 2 others are adjustment turns (Winter and Summer). Armies are created or destroyed on purpose (other than destroyed during battle) only in winter turn, and provinces change hands in winter turn.
The map has two kind of "spaces": province is land, sea is water. Provinces could be coastal (adjaccent to a sea), inland (non-coastal) or impassable (mountain too high armies cannot go through). Provinces also has two attributes: have supply center (SC) or not. Some supply centers are home supply centers of a power, others are neutral.
In Diplomacy, there is only two kind of combat units: a fleet or an army. An army only goes on land (except being transported via fleets). A fleet can go on coastal provinces or on sea. A fleet can "transport" an army.
Rules to fight on Diplomacy is very simple and usually is based on numerical superiority. You gang 3 armies on a province and the defenders only have 2, then you win the province. Am not going into the intricacy of the Diplomacy rules for battle, because we are replacing that with MTW online Multiplayer battle. I'll retain some of the aspects of the Diplomacy army movement rules to make it a strategic game, not just a tactical one (reserve the tactical to the MP battlefield).
The economic model of Diplomacy is also very simple. Control of a supply center allow you to field a unit (a fleet or an army). At the end of the year, you will count how many SC you have and build more army or disband army to adjust your military might.
Everyone begins at 3 or 4 home supply centers. There are 34 supply centers in total, 12 neutral SC, 22 home SC.
OK, enough of the Diplomacy game so you get the basic idea. next posts will be the rules.
Annie
1. I'll post the rules of the campaign in the next post and will edit the rules as it evolves.
2. Opinion from the community is appreciated and will be incorporated, but there is no guaranteed they will make it to the final rules. This is to keep the rules simple and lift the process off the ground. We will refine the rules further later.
3. This is not to compete with any other online campaign in formation or in progress out there. I encourage people to participate in other campaigns and tournements so that we can gain insight on how things will work out.
PBEM Diplomacy is Play-by-email Diplomacy. Diplomacy is a board game that is over half a century old. PBEM uses modern email technology to bring people together.
Here is a short run-down of the Diplomacy game play by email.
Diplomacy is played over a map with provinces, similar to MTW strategic map.
Diplomacy is turn-base, again, like MTW. The turns are usually 4 per year, with 2 turns Spring and Autumn are moves turn (order the armies to move around) and 2 others are adjustment turns (Winter and Summer). Armies are created or destroyed on purpose (other than destroyed during battle) only in winter turn, and provinces change hands in winter turn.
The map has two kind of "spaces": province is land, sea is water. Provinces could be coastal (adjaccent to a sea), inland (non-coastal) or impassable (mountain too high armies cannot go through). Provinces also has two attributes: have supply center (SC) or not. Some supply centers are home supply centers of a power, others are neutral.
In Diplomacy, there is only two kind of combat units: a fleet or an army. An army only goes on land (except being transported via fleets). A fleet can go on coastal provinces or on sea. A fleet can "transport" an army.
Rules to fight on Diplomacy is very simple and usually is based on numerical superiority. You gang 3 armies on a province and the defenders only have 2, then you win the province. Am not going into the intricacy of the Diplomacy rules for battle, because we are replacing that with MTW online Multiplayer battle. I'll retain some of the aspects of the Diplomacy army movement rules to make it a strategic game, not just a tactical one (reserve the tactical to the MP battlefield).
The economic model of Diplomacy is also very simple. Control of a supply center allow you to field a unit (a fleet or an army). At the end of the year, you will count how many SC you have and build more army or disband army to adjust your military might.
Everyone begins at 3 or 4 home supply centers. There are 34 supply centers in total, 12 neutral SC, 22 home SC.
OK, enough of the Diplomacy game so you get the basic idea. next posts will be the rules.
Annie