Greetings from the Diplomacy* Adjudicator!! July 27, 2004 info.dipmach Introduction Dipmach is an adaption of the Standard Diplomacy Map for play with the Machiavelli (Classical or version 2) rules. The adaption was conceived and made by Sergio Lidsell. Setup is the same as for standard Diplomacy. Modes of play Dipmach can either be played as: a) 2 or 3-season Diplomacy with or without garrisons b) good ol' Machiavelli a) Diplomacy style play To be able to play as 3-season Diplomacy you must set up the game thus: create ?gamename yourpassword dipmach set mach2 (enables the "diplomacy build and control rules") set nodice (removes disasters, variable income and more) set nomoney (removes all use of money) set nospecial (removes the use of elite and militia units) set nosummer (there will be no summer move) set nogarrisons (garrisons may not be used or built or coverted to) What are the differences with Diplomacy if I play "3-season dip w/ garr" ? Just these few: 1) you can garrison* an A or F by ordering e.g. A LON C G or F LON C G (fleets only in provinces with an anchor symbol). 2) you can convert* an A to an F by e.g. ordering in spring A LON C G and in summer G LON C F. 3) a garrisoned unit may be eliminated by siege by e.g. ordering A LON B G for two *consecutive seasons* (you do not have to write A LON B G LON as an army can only besiege a G in the province that the army is present in). 4) there is also a summer season *Only some SC's (cities) may be garrisoned, these are indicated by square SC symbols. (The number in some cities is for Mach play only and can be ignored in this case.) To play 100% Standard Diplomacy also set these flags set nogarrisons (this removes the use of garrisons) set nosummer (this removes the summer moves and plagues) b) Machiavelli notes 1) Famine, plague and storms tables have been added. 2) There are no fortresses on the map. 3) Kiel Canal This feature allows a fleet in Helgoland Bight to move to Kiel and then on to the Baltic Sea and vice versa, and a fleet in Holland to move to Kiel and then to Berlin/Baltic Sea and vice versa. 4) Denmark A fleet moving from the Baltic to Skagerrak must first enter Denmark. Army units can move between Denmark and Sweden. 5) Dardanelles, the Sea of Marmara and the Bosphorus This feature allows a fleet in the Black Sea to move to Constantinople and then on to the Aegean Sea and vice versa, and a fleet in Bulgaria/ec or Ankara to move to Constantinople and the on to either of the Aegean Sea, Bulgaria/sc or Smyrna. 6) Constantinople province This area straddles the abovementioned straits and and army is not blocked by those. 7) St. Petersburg province *Both* a fleet in in STP/NC *and* STP/SC may convert to garrison. A garrison may likewise convert to a fleet on both coasts. This means that a fleet in BAR has a backdoor into BAL. (This feature is due to Machiavelli not having split coasts and thus no rules covering this. This issue will not be adressed soon.) 8) Income England, Germany and Russia have two dice for variable income. All other countries (Austria, Italy, France and Turkey) have one. In addition to the playing powers the owner of Spain or Sweden will receive an additional roll for variable income. State dice 1 2 3 4 5 6 Initial Major city Austria 1 1 2 2 3 3 4 0 Vienna/2 England 2 1 2 2 3 3 4 3 London/3 France 1 2 3 3 4 5 6 1 Paris/3 Germany 2 1 2 2 3 3 4 3 Berlin/3 Italy 1 2 3 3 4 4 5 1 Rome/2 Russia 1 2 3 3 4 5 5 3 Moscow/3 Turkey 1 1 2 3 3 4 4 0 Constantinople/2 Spain 1 0 0 0 1 1 1 0 Spain/2 Sweden 1 0 0 0 0 1 1 0 - Belgium - - - - - - - - Belgium/2 The major city and variable incomes are based on the various countries GNP at the time. That is why some have 2 dice while others have 1. Belgium earned a lot from its rapacious exploitation of the Congo! Spain was pretty rich and Sweden earned a lot from its iron mines and woods and related industries. Austria and Turkey were on the other hand not that well managed. 9) Unit availability for Machiavelli2 England, France, Germany and Russia can build any type of unit Austria: no elite professional AGF; only bribe/maintain citizens militia F units. Italy: no elite professional AGF. Turkey: no elite professional AGF; no citizens militia F; only mercenary F units available. Fleet limits are based on the fleet availability about 1914, as those figures were easy to find. The only diffrence with 1901 is that everybody had less units. But relative strengths were about the same. Turkey had essentially no fleet, and the elite mercenary is available only for game balance. As Italy and Austria had less fleet units than EFGR, I choose to simulate this by removing elite professional availability for them. Army sizes, i.e. SC availability are kept as in Standard Diplomacy, although I slightly penalized AIT in Mach2 by removing access to the elite professinal army/garrison unit. Setup Game begins in spring 1901 A: Austria A-Budapest, A-Vienna, F-Trieste, Bohemia, Galicia, Tyrolia E: England A-Liverpool, F-Edinburgh, F-London, Clyde, Yorkshire, Wales F: France A-Marseilles, A-Paris, F-Brest, Burgundy, Gascony, Picardy G: Germany A-Berlin, A-Munich, F-Kiel, Prussia, Ruhr, Silesia I: Italy A-Rome, A-Venice, F-Naples, Apulia, Piedmont, Tuscany R: Russia A-Moscow, A-Warsaw, F-Sevastopol, F-St Petersburg/sc, Finland, Livonia, Ukraine T: Turkey A-Constantinople, A-Smyrna, F-Ankara, Armenia, Syria &: Autonomous garrisons G-Holland, G-Belgium, G-Sweden, G-Denmark, G-Portugal, G-Spain ----- * Avalon Hill, Machiavelli and Diplomacy are trademarks of Hasbro Inc. All rights reserved. ------ REVISION HISTORY v1, March 16th 2003. Final release version. By Sergio Lidsell. v2, August 15th 2003. Garrisons added. Variable income changes. By Sergio Lidsell. v2b,November 16th 2003. Clarification on StP and F/G conversion. Added short explanation of nosummer and nogarrison flags. By Sergio Lidsell. v2c,May 13th 2004. Correction of Russian VI. By SL. v2.1,July 27th 2004. Additional notes re. the scenario construction. By SL.