Diplomacy Information
1BC Civ Forums
1BC Civ Forums
Home       Members    FAQ   Links
Welcome Guest ( Login | Register )
        


12»»

Diplomacy Information Expand / Collapse
Author
Message
11/15/2005 1:49 PM


General

GeneralGeneralGeneralGeneralGeneralGeneralGeneralGeneral

Last Seen:
3/20/2008 10:52 AM


Posts: 2,829
Visits: 5,317

The purpose of this thread is to consolidate information pertaining to the BOUNCED version of Diplomacy at 1BC.

Below is a table of contents that has links to later threads containing both game information for the 1BC BOUNCED version as well as the rules of Diplomacy consolidated into one thread. This will hopefully provide a valuable resource to all players as well as free the main Diplomacy board of clutter.

Contents:




BOUNCED Information

Game Information




Moving

Supporting

Convoying

Retreating

Building/Disbanding




Rare Cases and Tricky Situations

Special Cases

Nations

Illustrating a Year

Important Links
11/15/2005 1:49 PM


General

GeneralGeneralGeneralGeneralGeneralGeneralGeneralGeneral

Last Seen:
3/20/2008 10:52 AM


Posts: 2,829
Visits: 5,317

BOUNCED Information

-----------------------
BOUNCED order standard

At BOUNCED there is a standard way that orders are written in order for them to be valid. This standard is as follows:

Move order:
(Province) - (Province)
Example: MAR-SPA

Support order:
(Province) S (Province)
Example: PIE S MAR
(Province) S (Province) - (Province)
Example: GAS S MAR-SPA

Convoy order:
(Sea Province) C (Province) - (Province)
Example: ION C GRE-TUN
*Convoyed unit* (Province) -(Province) - (Province)
Example: GRE-ION-TUN (Note that each province(Sea and land) that the convoyed army passes through must be listed in the order)

Hold order:
(Province) H
Example: ADR H

Disband order (only during retreats):
(Province) disband
Example: GAL disband

Retreat order:
(Province) - (Province)
Example: GAL-BOH

Build order:
Build (F/A) (Province)
Example: Build F SEV

Remove order:
Remove (Province)
Example: Remove EAS

-----------------------
Deadlines

Spring turn - 72 hours
Spring Retreat - 24 hours
Fall turn - 72 hours
Fall Retreat - 24 hours
Winter Reinforcements - 24 hours

-----------------------
Abbreviations

At Bounced, only abbreviations of provinces are accepted.

(Capitalization not required)

Russia

St. Petersburg - STP

Moscow - MOS

Livonia - LIV

Warsaw - WAR

Ukraine - UKR

Sevastopol - SEV

England

Clyde - CLY

Edinburgh - EDI

Liverpool - LVP

York - YOR

Wales - WAL

London - LON

Germany

Kiel - KIE

Berlin - BER

Munich - MUN

Prussia - PRU

Silesia - SIL

Ruhr - RUH

France

Picardy - PIC

Brest - BRE

Paris - PAR

Burgundy - BUR

Gascony - GAS

Marseilles - MAR

Italy

Piemonte - PIE

Venezia - VEN

Tuscany - TUS

Rome - ROM

Apulia - APU

Napoli - NAP

Austro-Hungary

Tyrolia - TYR

Vienna - VIE

Trieste - TRI

Budapest - BUD

Galicia - GAL

Turkey

Constantinople - CON

Ankara - ANK

Smyrna - SMY

Armenia - ARM

Syria - SYR

Neutral

Holland - HOL

Belgium - BEL

Norway - NOR

Sweden -SWE

Denmark - DEN

Finland - FIN

Spain -SPA

Portugal - POR

North Africa -NAF

Tunisia - TUN

Serbia - SER

Rumania - RUM

Bulgaria - BUL

Albania - ALB

Greece - GRE

Sea Provinces

Barents Sea - BAR

Norwegian Sea - NWG

North Atlantic - NAO

Mid Atlantic - MAO

Gulf of Bothnia - BOT

Baltic Sea - BAL

Skagerrak - SKA

Helgoland Sea - HEL

North Sea - NTH

English Channel - ENG

Irish Sea - IRI

West Mediterranean - WES

Gulf of Lyon - LYO

Tyrrhenian Sea- TYS

Ionian Sea - ION

Adriatic Sea - ADR

Aegean Sea - AEG

East Mediterranean - EAS

Black Sea - BLA

(Capitalization not required)
11/15/2005 1:49 PM


General

GeneralGeneralGeneralGeneralGeneralGeneralGeneralGeneral

Last Seen:
3/20/2008 10:52 AM


Posts: 2,829
Visits: 5,317

Game Information

-----------------------
Some History

Diplomacy, which is one of the most acclaimed board games and is often compared to chess in depth, was created by Allan B. Calhamer in 1954 and was released commercially in 1959. The game has been revised several times since then. Since the 60's it has been widely played by mail through fanzines and with the advent of the internet PBEM games have become more popular. Diplomacy was supposedly John F. Kennedy's and Henry Kissinger's favorite game and it is also a favorite of Sid Meier.

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

Alliances

Alliances can be forged between players but none are mandatory and all can be broken at any time. An alliance is not an official matter and is purely based on the word of the player(s). In the end, only one person can win and so all alliances will eventually crumble and the backstabbing will commence. You can of course try to go through the game without ever allying with another person but it will not get you anywhere. In the end you will need an ally to be able to do anything. You also have the false alliances, where a person says he'll do this and that but won't hold his word. You will most probably feel the onset of paranoia and panic frequently in the game.

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

Miscellaneous

The game is set in Europe and begins in the year 1901(Though the borders for the nations are from 1914) and is played by seven people, each commanding one of seven nations(duh); the English, the French, the Russians, the Turkish, the Austro-Hungarians, the Germans or the Italians. All of these nations start with three units(except Russia which starts with four).

The game starts in the year 1901 as previously stated and each year is divided into Spring and Fall.

On the map are several provinces and some of them contain a star. The provinces with stars in them, called supply centers, are the ones of real importance, while the rest are for strategic use. The amount of supply centers under one nation's control shows how many units that nation can supply. The units are divided into two categories, land(Fleet) and sea(Army). There are only these two units and they are all of equal value.

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

Maps



Detailed map

Map collection(Including variants)
11/15/2005 1:49 PM


General

GeneralGeneralGeneralGeneralGeneralGeneralGeneralGeneral

Last Seen:
3/20/2008 10:52 AM


Posts: 2,829
Visits: 5,317

Moving

A province may never contain more than one unit and a unit may move into any province adjacent to the province it currently occupies. However, a unit cannot move into a province of conflicting terrain type. For instance, an army cannot directly move into a sea province and a fleet cannot move directly into a non-coastal land province.

A move order names the type of unit moving (Fleet or Army), the province it is currently in, and the province it is moving to; in that order.

Here is the standard form that should be used while issuing a move order:
(Province) - (Province).

So if an army currently located in Berlin wants to move to Kiel the order would look like this:
BER - KIE

Units, even of the same nation, may not directly exchange places. So the following set of orders would fail:
MUN - BER
BER - MUN

However, units may move in a triangle formation so the following set of orders will work:
MUN - BER
KIE - MUN
BER - KIE


If two units attempt to move into the same province during the same turn it will cause a standoff and both units remain where they began.

If units are trying to enter the same provinces and have equal support, which is the case with the orders below, it will also cause a standoff and both units remain where they began. The following orders would fail:

France:
PAR - BUR
MAR S PAR - BUR

Germany:
MUN - BUR
RUH S MUN - BUR

The armies would remain in Paris and Munich, and Burgundy would remain unoccupied.

If a unit has greater support than the opposing unit then that unit will occupy the contested province. For more on support see the Support section.


If a unit is ordered to move into an occupied province then it must have greater support than the unit defending that province. If the attacking unit doesn't have greater support it will result in a standoff. If the attacking units has greater support then the defending unit then the defending unit is dislodged and the attacking unit gains possession of that province. Any attack on an occupied province where the attacker has less support than the defender will end in a standoff.

For example let's assume that France has one army in Burgundy and Germany has one army in Munich and one army in Ruhr.

If the following move is issued by the German player then both the army in Burgundy and in Munich would remain where they were.
MUN - BUR


But if instead the German player issued these moves:
MUN - BUR
RUH S MUN - BUR

The French army in Burgundy would be dislodged and the army in Munich would gain possession of Burgundy since the army in Munich has greater support than the army in Burgundy.


Some provinces (Bulgaria, Spain, and St.Petersburg) have two coasts. When a fleet enters from one coast it may not exit from the other. The fleet may
only move to provinces adjacent to the coastal province from which it came. For more on this see the Special Cases section.

If a fleet is moving into a province that has two coast lines the order issued must also specify which coast the unit is to move into. For example: MAO - SPA is illegal because the coast wasn't specified but
MAO - SPA/SC is legal because the coast was specified. For more on this see the Special Cases section.
11/15/2005 1:49 PM


General

GeneralGeneralGeneralGeneralGeneralGeneralGeneralGeneral

Last Seen:
3/20/2008 10:52 AM


Posts: 2,829
Visits: 5,317

Supporting

There are two different kinds of support orders: the support to a stationary unit and the support to a moving unit. It must be one or the other and not both. Here are the standardized orders:

Stationary:
(Province) S (Province)

Moving:
(Province) S (Province) - (Province)


A unit can support any province adjacent to it's position. Support cannot be convoyed. For example a German army in Holland can support an advance into Ruhr by a German army in Munich by issuing the following orders:
MUN - RUH
HOL S MUN - RUH

A unit may only support a province it can occupy. An army in Holland trying to support a fleet in the North Sea would fail. HOL S NTH would fail because an army cannot move into a sea province but HOL S NTH would succeed because the Fleet in Holland can move into sea provinces. PIC S PAR - BUR would fail because the fleet in Picardy cannot move into the landlocked province of Burgundy, but
NTH S PIC - BEL would succeed as a fleet can move into a coastal province.

Units of a nation can support the units of any other nation. Conflict is resolved as a matter of numbers. The unit having the most support wins. If support is equal then everything remains the same as before, this is called a standoff.

If the province from which a unit is supported is attacked then that support is cut and the unit simply holds. So if an army in Munich is supporting an army in Berlin but the army in Munich is attacked by an army in Burgundy the Munich army's support is cut and therefore it doesn't support the army in Berlin. Note that your own units cannot cut your own support orders. The only time support is not cut is when the attack on the supporting unit comes from the province where support is given.
Example:

Germany:
MUN - BUR
RUH S MUN - BUR

France:
BUR - RUH

In this case support is not cut as the province under attack cannot cut the support for that attack.

Please note that no unit can support itself nor support an attack against itself. Support cannot be ordered during the retreat stage either, only during the movement phase.
11/15/2005 1:50 PM


General

GeneralGeneralGeneralGeneralGeneralGeneralGeneralGeneral

Last Seen:
3/20/2008 10:52 AM


Posts: 2,829
Visits: 5,317

Convoying

A fleet in a sea province can convoy an army from and to any costal province adjacent to that water province. To do this an army must be ordered to move to the intended province and the fleet must be ordered to convoy it. A fleet cannot convoy a fleet.

A convoy order is written like this:
(Sea Province) C (Province) - (Province)

The army convoyed must write this:
(Province) - (Province) - (Province)

Example:
ENG C LON - BRE
LON - ENG - BRE

A fleet cannot convoy more than one army during the same turn. Fleets in a coastal province cannot convoy. Support cannot be convoyed.

If you were to convoy a unit from London to Tunis there would have to be an unbroken chain of fleets between those two provinces. When convoying across several sea provinces the order is written for each fleet.

ENG C LON - TUN
MAO C LON - TUN
WES C LON - TUN

LON - ENG - MAO - WES - TUN

The fleets do not all have to be in your posession. If England has a fleet in the English Channel and the Mid Atlantic Ocean while France has a fleet in the Western Mediterranean Ocean the convoy can still work, but it relies on France writing WES C LON - TUN. In fact, all the fleets could be of another country(Or countries).


In order to disrupt a convoy you must dislodge a fleet in the convoy. Let's use the above example:

ENG C LON - TUN
MAO C LON - TUN
WES C LON - TUN

LON - ENG - MAO - WES - TUN

If Italy had a fleet in the Gulf of Lyon and attacked the fleet in the Western Mediterranean Ocean the convoy would NOT be disrupted. If Italy had a fleet in the Gulf of Lyon and the Tyrrhenian Sea the convoy could be disrupted. Example:

England:
ENG C LON - TUN
MAO C LON - TUN
WES C LON - TUN

LON - ENG - MAO - WES - TUN

Italy:
LYO - WES
TYS S LYO - WES

This would result in dislodgement. If you add an English fleet in Spain(South Coast) that supports the fleet in the Western Mediterranean or an English fleet in the Ionian Sea that attacks the fleet in the Tyrrhenian Sea the Italian attack would be stopped and the convoy would succeed.
11/15/2005 1:50 PM


General

GeneralGeneralGeneralGeneralGeneralGeneralGeneralGeneral

Last Seen:
3/20/2008 10:52 AM


Posts: 2,829
Visits: 5,317

Retreating

When a defending unit is dislodged from a province because it had less support than the attacking units it must retreat. A unit may only retreat to an unoccupied province that it is capable of moving to. In addition a unit may not retreat into a province that was left vacant by a standoff or the province from which the attack originated. If there are no valid provinces available to retreat to then the unit is disbanded. Also if two or more units are ordered to retreat to the same province then all units retreating to that province are disbanded. Retreating units may not be supported or convoyed and a player may choose to disband a unit rather than issue a retreat order.

Here is the standard way of issuing a retreat order(Same as Move order):
(Province) - (Province)

So if an army in Munich is retreating to Burgundy then the order would look like this:
MUN - BUR
11/15/2005 1:50 PM


General

GeneralGeneralGeneralGeneralGeneralGeneralGeneralGeneral

Last Seen:
3/20/2008 10:52 AM


Posts: 2,829
Visits: 5,317

Building/Disbanding

At the end of the Fall turn (Winter) any unit that is occupying a supply center that it's country doesn't control captures that center. The country controls that center until another country occupies the province at the end of the fall turn even if the province was captured during the Spring turn.

After the Fall turn players adjust the number of units they control based on the number of supply centers they control. A player with more supply centers than units on the map can build units and a player with less supply centers than units on the map must disband some of its units. If the units and supply centers are equal then there are no adjustments. At the start of any Spring turn a nation can have less units than supply centers but not more units than supply centers.

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

Disbanding

A player disbanding units may freely choose which of his units to disband. The only time one cannot choose which unit to disband is when a unit was dislodged and had nowhere to retreat, or retreated to the same province that another unit retreated to.

In order to disband a unit the player issues the disband order, its standard form is as follows:
(Province) Disband

So, if a player wanted to disband an army in Munich then they would issue the following order:
MUN Disband

Voulentary removal is used when you have no need for a particular unit type or need to reinforce your home supply centers. If you remove a unit during a Spring turn then you must wait until the end of Fall to reinforce it and it is therefore wisest to disband a unit during the Fall turn.

This is the standard removal order:
Remove (Province)

So, if a player wanted to remove an army in Munich then they would issue the following order:
Remove MUN

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

Building

A player that is building units can only build units in his "home supply" centers (See Nations section). Also, the home supply centers must be vacant in order to build a unit there. If a user is entitled to build three units but only has one home supply center unoccupied then the player can only build one unit. A nation may only build a unit between Fall and Spring(Winter).

A player must control a home supply center in order to build in it. So if the French controlled Munich the German player may not build a unit there even if it was unoccupied.

An inland center may only build armies but a coastal center may build either a fleet or army. So, for instance, Munich may not build a fleet, but Kiel can build either a fleet or an army.

The player can build less than the number of units they are entitled to, but not more.

The standardized build order is as follows:
Build (Province)

So if a player wanted to build a fleet in Kiel they would issue the following order:
Build Kiel

If you are building a Fleet in St. Petersburg you will also have to add the coast(NC or SC):
Build STP/SC
11/15/2005 1:50 PM


General

GeneralGeneralGeneralGeneralGeneralGeneralGeneralGeneral

Last Seen:
3/20/2008 10:52 AM


Posts: 2,829
Visits: 5,317

Rare Cases and Tricky Situations

-----------------------
Self-Dislodgement

A country cannot dislodge or support the dislodgement of one of it's own units, even if that dislodgement is unexpected. This is one time when support is refused or negated when it would otherwise be legal. However, such orders can be written for other reasons, such as creating a standoff.

This means that if you have a unit in Burgundy and move a unit from Paris to Burgundy this would result in a standoff, even if you have support.

Let's say that Germany has an army in Munich and an army in Ruhr. France has an army in Belgium and Burgundy.

If Germany moves it's army in Munich to Burgundy with no support it will result in a standoff.

If Germany moves it's army in Munich to Burgundy with support from the French unit in Belgium it will also result in a standoff since your own units cannot dislodge another of your units.

If Germany moves it's army in Munich to Burgundy with support from Ruhr it will dislodge the unit in Burgundy.

If Germany moves it's army in Munich to Burgundy with support from Ruhr and France supports it's army in Burgundy with it's army in Belgium it will result in a standoff.

MUN - BUR
Standoff

MUN - BUR
BEL S MUN - BUR
Standoff

MUN - BUR
RUH S MUN - BUR
Army in Burgundy dislodged

MUN - BUR
RUH S MUN - BUR
BEL S BUR
Standoff

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

Self-Standoff

While a country cannot dislodge it's own units, it can create standoffs by ordering two equally strong attacks on the same province. This is often done to maintain control of three provinces with two units. However, if one of the attacks has more support than the other, it will succeed.

This means that if you move two units to Burgundy, from Paris and Ruhr respectively, they will cause a standoff. Any single unit that attempts to attack Paris, Burgundy or Ruhr without support will then fail. If you move a unit from Paris to Burgundy and another unit from Ruhr with support from Munich to Burgundy then the unit moving from Ruhr will take Burgundy. This would not have happened if the unit in Paris also had support. Also, if the unit positioned in Paris in the above scenario had actually been positioned in Burgundy no attack from your unit in Ruhr would have succeeded, no matter the amount of support.

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

Cutting support on your own units

An attack by a country on one of it's own units does not cut support.

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

Exchanging places via a convoy

Two units can exchange places if either or both are convoyed.

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

A convoyed attack does not cut certain supports

A convoyed army does not cut the support of a unit supporting an attack against one of the fleets necessary for the army to convoy.

Let's say that France has an army in Tunis and a fleet in the Tyrrhenian Sea. Italy has a fleet in the Ionian Sea and another in Naples.

France:
TUN - NAP
TYS C TUN - NAP

Italy:
ION - TYS
NAP S ION - TYS

The fleet in the Tyrrhenian Sea is dislodged and the convoy failed.

Now, let's say that France has an army in Tunis, a fleet in the Tyrrhenian Sea and a fleet in the Ionian Sea. Italy has a fleet in Rome and a fleet in Naples.

France:
TUN TYS - ION - NAP
TYS C TUN - NAP
ION C TUN - NAP

Italy:
ROM - TYS
NAP S ROM - TYS

The army is convoyed by the fleet in the Ionian Sea and the army then cuts the support from the fleet in Naples. Since the fleet in Rome lost it's support the fleet in the Tyrrhenian Sea is not dislodged.

11/15/2005 1:50 PM


General

GeneralGeneralGeneralGeneralGeneralGeneralGeneralGeneral

Last Seen:
3/20/2008 10:52 AM


Posts: 2,829
Visits: 5,317

Special Cases

There are a few provinces in the game that work a differently from others. These are Bulgaria, Spain, St. Petersburg, Constantinople, Kiel, Denmark and
Sweden.


Bulgaria, Spain and St. Petersburg each have two coastlines. Bulgaria has an eastern and southern coastline while Spain and St. Petersburg have a northern and southern coastline.

If you move from Norway or the Barent's Sea to St. Petersburg you will be placed on the northern coast. If you move from Livonia, Finland or the Gulf of Bothnia to St. Petersburg you will be placed on the southern coastline.

If you move from the Black Sea or Rumania to Bulgaria you will be placed on the eastern coastline.
If you move from Greece or the Aegean Sea to Bulgaria you will be placed on the southern coastline.
If you move from Constantinople to Bulgaria you can choose which coastline to be placed on.

Because of the waterways that run through Kiel, Denmark and Constantinople they are considered to have one coast. Fleets can enter them along one coast(Kiel/Denmark; Baltic Sea, Constantinople; Aegean Sea) and exit on the other side(Kiel/Denmark; Helgoland, Constantinople; Black Sea) on the next turn.

Denmark is considered to have a land border with Sweden. This means that armies can move from Denmark to Sweden(Or vice versa) without a convoy. A fleet moving from Skagerrak to the Baltic Sea(Or vice versa) must first go through Denmark or Sweden. The common border with Denmark does NOT seperate the coast of Sweden into two coastlines. Denmark does NOT border on Berlin.
« Prev Topic | Next Topic »

12»»

Reading This Topic Expand / Collapse
Active Users: 0 (0 guests, 0 members, 0 anonymous members)
No members currently viewing this topic.
Forum Moderators: Admin, Sean, Zone, Winner, maniacalmonkey, Comedy Dave, Roadkill, cleopatra143, RabiAkiva, mongoose201, von Clausewitz, jerm

Permissions Expand / Collapse

All times are GMT -5:00, Time now is 9:39pm


Execution: 0.094. 9 queries. Compression Disabled.
© 2005 Take-Two Interactive Software and its subsidiaries. All rights reserved. Sid Meier's Civilization IV, Civ, Civilization, 2K Games, the 2K Games logo, and Take-Two Interactive Software are all trademarks and/or registered trademarks of Take-Two Interactive Software, Inc. Developed by Firaxis Games. Firaxis Games and the Firaxis Games logo are a registered trademark of Firaxis Games, Inc.

web stats