Napoleonic: Empires and Coalitions

9-player variant in which formal coalitions can be formed between powers. Designed and GMd by VaeVictus. Solo win: JonathanSwaim (Prussia); 4-way draw shared between Austria (Stanislaw), Britain (Xildur) and France (haroonriaz)

Napoleonic: Empires and Coalitions

Postby VaeVictis » 11 Sep 2013, 06:20

Empires & Coalitions-Diplomacy Variant-v.2.0-GIF.gif
Empires & Coalitions-Diplomacy Variant-v.2.0-GIF.gif (48.47 KiB) Viewed 1882 times


It is a long read, but I think it worthwhile, so please read diligently.

Napoleonic: Empires and Coalitions is a reworking of the Napoleonic variant I released earlier on this site.

Rules:

Napoleonic: Empires and Coalitions is a variant set at the beginning of the French Consulate after Napoleon toppled the French Assembly in the coup of the 18th Brumaire. It focuses on special rules concerning the formation of empires and coalitions as part of its game play. It is a 9 player variant with major and minor powers. The status of a major or minor power in this variant is based on the number of men mobilized during the Napoleonic Wars. Any power that exceeded 500,000 men during the course of the many conflicts or was a known militarized power begins the game with 3 or more units (this is done with historical flare, but the game map has been carefully tailored to hopefully reflect excellent balance based on this game mechanic). The major powers in this category are France (4 SC’s), Britain (4 SC’s), Russia (4 SC’s), Austria (3 SC’s), and Prussia (3 SC's). The minor powers of Napoleonic consist of any nation that mobilized 100-300,000 men during the course of the wars or were strategically significant. These include Denmark, Spain, the Ottoman Empire, and Sicily (all 2 SC’s). The status of major or minor powers only affects initial setup and has no bearing on the course of the game after the first turn.

44 supply centers, 26 controlled by the powers, 18 neutral, and 23 needed to win.

Powers:
Austria- A Vienna, A Venice, A Budapest
Britain- F London, F Edinburgh, F Gibraltar, A Hanover
Denmark- F Copenhagen, F Christiania
France- A Paris, A Brest, A Lyon, F Marseilles
Ottoman Empire- A Constantinople, F Angora
Prussia- A Berlin, A Konigsberg, A Breslau
Russia- F St. Petersburg, A Moscow, A Kiev, F Sevastopol
Sicily- A Naples, F Palermo
Spain- F Madrid, F Valencia


Special Rules about the Board:
Gibraltar- Gibraltar is passable and considered a coastal space, movement by both fleets and armies is possible. Gibraltar is not an SC, but contains a British fleet to begin with supplied from Liverpool. Gibraltar divides the coastline of Andalusia, but does not break up the coast of Morocco. Gibraltar is considered a sea space for convoys and does not border Morocco for land movement.

Land Bridges- There are land bridges connecting Edi and Ire, Nap and Plm, Con and Ang.

Bosporus Strait- The Aegean Sea and Black Sea do not border one another. In order for a fleet to move from one to the other it must move along the coastline of either Constantinople or Angora through the Sea of Marmara (which is not represented as a sea space on the map). A fleet moving from either the Aegean or Black Seas into the other must first capture or move through Constantinople or Angora before proceeding.

Sweden- Sweden is considered to have one coast and is not interrupted by the space of Copenhagen.

Dual Coasts- The spaces of Andalusia (Spain), Papal States, Schleswig (Denmark), and St. Petersburg (Russia) have two coastlines.

Special Rules:
Additional home supply centers for minor powers- Each minor power begins with 2 home centers at the start of the game in Spring 1800. Each minor power has a designated neutral supply center that will become a third home center upon being captured by that minor power. The additional home centers respective to each minor country are as follows: Portugal (Spain), Sweden (Denmark), Egypt (Ottoman Empire), Papal States (Sicily).

Alliance Phase- The Alliance Phase occurs after the Fall Builds and before the Spring Orders. During this phase, coalition and empire agreements may be formed and submitted to the Game Master who will announce them at the end of Alliance Phase and before the Spring Orders Phase begins. All powers joining in a coalition or imperial agreement must confirm the alliance via PM to the Game Master or the alliance will not take effect that turn. The first phase of the game is the Alliance Phase for the year 1800.

Empires- Powers become empires when they gain 12 centers (more than half of what is required for victory). Empires can enter into agreements with powers that have four or fewer supply centers making them vassal or client states of the empire (both major and minor powers may be made into client states so long as they have 4 or fewer supply centers). If a power concedes to becoming a client state, it enters into an alliance with the empire, but the alliance must be submitted to the Game Master during the Alliance Phase, before the start of the spring turn, for it to take effect that year. So long as the alliance lasts, neither may attack the other and units may move into one another’s supply centers without them being captured during the Fall Build. A client state or empire may break a vassal agreement, but must reveal that to the Game Master in the Fall set of orders. At any other time the alliance stands regardless of the situation. If an empire or client state intends to break its agreement, it cannot retain its units within the others SC's and must remove them before canceling an agreement. Only one vassal agreement may be made by an empire per year.

A vassal agreement combines the victory points of the empire and the client state(s) allowing them to achieve victory sooner. A 12 center empire joining with a 4 center client state would represent 16 total victory points. Therefore, it is possible for an empire and a client state to have enough victory points to win after announcement of their vassal agreement during the Alliance Phase. Even if they exceeded the victory conditions, they would still need to maintain their majority of supply centers to the fall build in order to secure victory. An empire that exceeds the victory condition with the help of client states is still considered to have won the game (solo victory). Any client states of an empire are considered to have drawn the game counted according to the sum of the empire and the number of client states held by an empire. Example: France has 16 SC's and holds Spain (3 SC's) and Sicily (3 SC's) as client states. France secures a solo win at the fall builds, but the client states share in a three-way draw (France, Spain, and Sicily).

Any imperial agreements must be submitted to the GM during the Alliance Phase before the start of the Spring Orders Phase to be announced by the GM. Preferably, all agreements should include any players involved and the GM in the PM chain.

Coalitions- Coalitions may be formed by any number of nations regardless of supply center count. A coalition is announced in the same manner as a vassal agreement between an empire and a client state and must be submitted to the Game Master to be announced at the end of the Alliance Phase. Nations comprising a coalition may not attack one another for the duration of the coalition, but may move units into one another’s SC’s without them being captured during the fall build. Any nation desiring to leave a coalition must reveal its intentions to the Game Master in the Fall Orders Phase with the dissolution of a coalition being announced with the Fall Orders. If a power intends to break its coalition agreement, it cannot retain its units within the SC's of another coalition power and must remove them before canceling an agreement. Empires (nations holding 12 or more SC's) may not form coalitions with other empires or nations and may only enter into vassal agreements.

Coalitions may be formed to simply form a concrete alliance or they may be formed to topple an empire. Coalitions may be formed with the express purpose of stopping an empire and its client states from winning the game. A coalition formed for this purpose may announce itself at any time, but must designate its target; otherwise the nations must wait for the Alliance Phase as in the case of a normal coalition. A coalition that designates a specific target must secure at least one SC per nation of the coalition from the empire or its client states in the year it is formed, otherwise the coalition collapses and the nations comprising it must wait a full year before forming or joining another coalition.

All coalition agreements must be submitted to the GM during the Alliance Phase before the start of the Spring phase to be announced by the GM. Preferably, all agreements should include any players involved and the GM in the PM chain.

Specific Rules for Empires and Coalitions:
- Coalition members, empires and client states, may not attack with the support of a non-allied power or support the attack of a non-allied power against a province currently held by an ally's unit(s) with the intent of dislodgement.

-Coalition members, empires and client states, may not support the attack of a non-allied unit into an ally's supply center, whether vacant or occupied by an allied unit. Coalition members, empires and client states may support their ally's units or their own into an allied supply center, but may not do so for a non-allied unit.

- If two coalition members indicate in their orders to the GM via consensus that one coalition member will dislodge another for strategic reasons, then this order is permissible for the purpose of dislodgement. If both coalition members do not confirm this strategy, the orders will be invalid and the standard rules of dislodgement for allies will be enforced. Supply centers may be exchanged between coalition members, empires and client states, by the same means. If all powers involved confirm the move, an allied unit(s) may dislodge another ally's unit(s) in order to secure a build to be placed more strategically.

- This does not mean that players may self-dislodge their own units, only the specific orders of an ally may do this.

- Coalition members, empires and client states, may support non-allied units as normal, even if it is to a neutral supply center a fellow allied state intends to capture. However, an attack against a province or supply center currently occupied by an allied unit or a vacant allied supply center is not allowable and is an invalid move.

- Coalition members may create a standoff with allied units without it being considered an attack and an invalid move. This is also allowed to create a standoff to prevent an ally from securing a build because the GM cannot assume the intentions of all parties involved.

- Allied units may attack each other to create a standoff or to cut the support of an ally so long as they do not dislodge the other's unit. If an order is written with the purpose of dislodgement while the attacker is still allied with the intended target, the order is invalid and all units will hold.
Last edited by VaeVictis on 07 Jan 2014, 22:58, edited 27 times in total.
VaeVictis
 
Posts: 1602
Joined: 30 Dec 2012, 01:57
Class: Ambassador
Standard rating: (1248)
All-game rating: (1251)
Timezone: GMT-6

Re: 1800: Empires and Coalitions

Postby bindlestiff » 11 Sep 2013, 06:34

Very intriguing. I'd definitely be interested in playing one of the Minor Powers (if given the option), as I am not experienced in playing Forum games. If random assignment, I'm still interested.
-- bindlestiff
-- Platinum Classicist, Star Ambassador, card-carrying Oldie, and all-around prince of a guy

"La parole nous a été donnée pour déguiser notre pensée." (We were given speech to hide our thoughts.)
-- Charles Maurice de Talleyrand-Périgord
User avatar
bindlestiff
Premium Member
 
Posts: 424
Joined: 24 Feb 2011, 06:02
Location: Oregon, USA
Class: Star Ambassador
Standard rating: (1331)
All-game rating: (1388)
Timezone: GMT-8

Re: 1800: Empires and Coalitions

Postby jayahr » 11 Sep 2013, 06:51

Looks interesting. I understand that your parameters for minor powers precludes it, but the lack of a fleet in Copenhagen is a shame. The English invasion to prevent the Danish fleet from falling into Napoleon's hands was a major event in that era.
... I'm all outa gum.
User avatar
jayahr
 
Posts: 708
Joined: 05 Oct 2011, 08:37
Location: Denman Island BC Canada
Class: Star Ambassador
Standard rating: (1052)
All-game rating: (1608)
Timezone: GMT-8

Re: 1800: Empires and Coalitions

Postby VaeVictis » 11 Sep 2013, 07:14

bindlestiff wrote:Very intriguing. I'd definitely be interested in playing one of the Minor Powers (if given the option), as I am not experienced in playing Forum games. If random assignment, I'm still interested.


Thank you.

I would probably run this game with a blind auction and the likelyhood of securing a minor power would be very high if you set your mind to it.

jayahr wrote:Looks interesting. I understand that your parameters for minor powers precludes it, but the lack of a fleet in Copenhagen is a shame. The English invasion to prevent the Danish fleet from falling into Napoleon's hands was a major event in that era.


Thank you, again.

Indeed, a terrible shame. I tried to work it out with Denmark-Norway, but Sweden would be cornered. I could add Iceland for Denmark to secure, but there would not be an assured build for Sweden. The Swedish player would either be overly aggressive or simply squeezed out of the game prematurely. If you have a suggestion that would make Denmark-Norway viable, I am all ears since I would love to have an even 10 players in this variant.
VaeVictis
 
Posts: 1602
Joined: 30 Dec 2012, 01:57
Class: Ambassador
Standard rating: (1248)
All-game rating: (1251)
Timezone: GMT-6

Re: 1800: Empires and Coalitions

Postby Borogrove » 11 Sep 2013, 11:17

Scandinavia would be very funny to play in this. It seems to have a potentially shocking start but under the right circumstances could become almost impenetrable.

It's hard to see the real pros and cons until you play it though. Sicily looks like it could have a very powerful start.
Borogrove
 
Posts: 324
Joined: 02 Jun 2010, 09:06
Class: Star Ambassador
Standard rating: (1546)
All-game rating: (1551)
Timezone: GMT+10

Re: 1800: Empires and Coalitions

Postby Gooderian » 11 Sep 2013, 11:23

Maybe add the "bidding on minor powers" thing from 1930s world?

Could be fun, but it's up to Vae to decide.
Gold Classicist, and a member of the whippersnappers.
Remember, our country is called the Netherlands, not Holland!
User avatar
Gooderian
 
Posts: 2770
Joined: 16 Nov 2011, 20:32
Location: Right here. Or over there. Whatever makes me win.
Class: Ambassador
Standard rating: (1059)
All-game rating: (1045)
Timezone: GMT+1

Re: 1800: Empires and Coalitions

Postby Stanislaw » 11 Sep 2013, 12:54

I think this is an interesting alternative to the bid system. To get minor powers on your side you're going to have to actually negotiate with them which I think will be cool.

My only hesitation is I feel some minor powers may not have much of a chance unless they become a vassal.
When you play the game of thrones you win, or you die, there is no middle ground.

Platinum member of the Classicists
User avatar
Stanislaw
 
Posts: 385
Joined: 16 Feb 2012, 02:55
Location: CT, USA
Class: Ambassador
Standard rating: (1434)
All-game rating: (1484)
Timezone: GMT-5

Re: 1800: Empires and Coalitions

Postby VaeVictis » 11 Sep 2013, 19:43

The difference between major and minor powers only matters for initial setup and the number of home centers they possess throughout the game. Since there are only 4 great powers and every minor power begins with 2 centers, I am not sure that a biding system would work. As Stainslaw said, I hoped for this to be a unique difference from Pharaoh of nerds' bidding system in 1930's World. Indeed, it has very little in common since there are no influence points and an empire must negotiate with another human player that is just as likely to join a coalition against the empire. Here the minor powers are not bound to being controlled by the highest bidder, they may become one of the great powers themselves and vassalize a former major power.

One rule change that may help minor powers is this: "After the first year of game play during the fall build phase, a minor power may designate anyone of the supply centers it captured during the first year to become a third home center. After the first year, this supply center will be upgraded to the status of a home center and a minor power may build there as if it had been a home center from the beginning of the game."
Last edited by VaeVictis on 11 Sep 2013, 19:59, edited 1 time in total.
VaeVictis
 
Posts: 1602
Joined: 30 Dec 2012, 01:57
Class: Ambassador
Standard rating: (1248)
All-game rating: (1251)
Timezone: GMT-6

Re: 1800: Empires and Coalitions

Postby VaeVictis » 11 Sep 2013, 19:53

Stanislaw wrote:

My only hesitation is I feel some minor powers may not have much of a chance unless they become a vassal.


Which minor powers did you have in mind? Remember that any power (major or minor) may be vassalized if it is approached by an empire (any power at or exceeding 12 centers) in negotiations, but only if it has 4 or fewer home centers itself. A shrewd player could guide a minor power to great power status, or if that fails, cleverly become a client state of an empire to save face on the game or lie in wait for the opportune moment to break the alliance and fall upon her former master.

Don't forget too, that a coalition may be formed at any time during this game. Therefore it is very conceivable that a coalition of minor powers could be formed to protect each other early in the game. In additon, it is also possible that all four of the major powers will send overtures of peace to many different minor powers seeking their hand in a coalition a major power is forming. The only coalition that is circumstantially bound is the anti-imperial coalition which seeks to stop an empire and its client states from attaining a victory.
VaeVictis
 
Posts: 1602
Joined: 30 Dec 2012, 01:57
Class: Ambassador
Standard rating: (1248)
All-game rating: (1251)
Timezone: GMT-6

Re: 1800: Empires and Coalitions

Postby Borogrove » 12 Sep 2013, 10:33

VaeVictus wrote:One rule change that may help minor powers is this: "After the first year of game play during the fall build phase, a minor power may designate anyone of the supply centers it captured during the first year to become a third home center. After the first year, this supply center will be upgraded to the status of a home center and a minor power may build there as if it had been a home center from the beginning of the game."


What about first supply centre captured? Rather than one captured in the first year. It is not too likely but still fairly probable for no centre to be captured by a minor power. It could be interesting though to keep that rule as it is... it may result in some kind of incentive to neuter a minor power early on.

As the map goes... it is not too feasible but I think it may not be a bad idea to add an extra sea space connected to St Petersburg south coast and Bot perhaps as it would make Scandinavia much much more powerful in taking it... I don't know, it would look pretty bad I think but would make St Peters much harder to defend...
I'm not sure what it is exactly about the Scandinavian section of the map but something about it seems quite off to me. If it is a tried and tested variant I'll shut up I guess. I don't know what it is exactly that I don't like about that section of the map but it doesn't seem "right" to me.
I think if Scandinavia started with an Army in Lap too it might be better? It would open up a lot of options.
I think the map looks great overall though.

I'll be keen on playing too though. I am kind of getting back into Diplomacy after a year long hiatus.
Borogrove
 
Posts: 324
Joined: 02 Jun 2010, 09:06
Class: Star Ambassador
Standard rating: (1546)
All-game rating: (1551)
Timezone: GMT+10

Next

Return to Napoleonic: Empires & Coalitions {All Maps Visible}

Who is online

Users browsing this forum: No registered users and 1 guest