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	<entry>
		<id>http://www.dipwiki.com/index.php?title=1600&amp;diff=702</id>
		<title>1600</title>
		<link rel="alternate" type="text/html" href="http://www.dipwiki.com/index.php?title=1600&amp;diff=702"/>
		<updated>2008-02-09T18:57:12Z</updated>

		<summary type="html">&lt;p&gt;Priceisright: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 1600 Variant ==&lt;br /&gt;
&lt;br /&gt;
Created by: Tommy Larsson&lt;br /&gt;
&lt;br /&gt;
=== Variant Description: ===&lt;br /&gt;
&lt;br /&gt;
Europe_1600 is a simple map-change variant set in 17th century Europe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:1600_28c.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are no special rules, but you should notice that the provinces of Ingria, Novgorod, Pomerelia, Warsaw, Crimea, Voronezj , Bessarabia and Cracow are canal provinces, making it possible to the otherwise landlocked powers of Poland and Russia to build fleets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fleet movement between Cracow and Mazuria is not allowed. Constantinople, Jutland and Zealand are also canal provinces just like Denmark, Sweden, Kiel and Constantinopel are in standard. Note that Holstein-Gottorp has two coasts, an east and a west coast, something that is not written on the map, as there was no room for the coast labels.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fleet movement Hol (ec) - Jut is allowed in non-judge games, but not in judge games as the judges can't handle it. Switzerland is impassable. Stockholm and West Gothland do not border eachother and neither does Bergslagen and Smaland. These provinces are separated by the impassable lake Vättern.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Powers And Starting Positions: ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:1600_RP.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The starting positions are :&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
D-Denmark&lt;br /&gt;
 - A Vestlandet&lt;br /&gt;
 - A Scanla&lt;br /&gt;
 - A Zealand&lt;br /&gt;
 - F Jutland&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
E-England&lt;br /&gt;
 - A Wales&lt;br /&gt;
 - F Ireland&lt;br /&gt;
 - F London&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
F-France&lt;br /&gt;
 - A Burgundy&lt;br /&gt;
 - A Paris&lt;br /&gt;
 - A Provence&lt;br /&gt;
 - F Gascony&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
H-Habsburg_Empire&lt;br /&gt;
 - A Austria&lt;br /&gt;
 - A Bohemia&lt;br /&gt;
 - A Croatia&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I-Spain&lt;br /&gt;
 - A Castile&lt;br /&gt;
 - A Flanders&lt;br /&gt;
 - A Naples&lt;br /&gt;
 - F Granada&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
P-Poland&lt;br /&gt;
 - A White Russia&lt;br /&gt;
 - A Cracow&lt;br /&gt;
 - A Warsaw&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
R-Russia&lt;br /&gt;
 - A Moscow&lt;br /&gt;
 - A Novgorod&lt;br /&gt;
 - A Voronezj&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
T-Ottoman_Empire&lt;br /&gt;
 - A Anatolia&lt;br /&gt;
 - A Egypt&lt;br /&gt;
 - A Greece&lt;br /&gt;
 - F Constantinople&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
W-Sweden&lt;br /&gt;
 - A Finland&lt;br /&gt;
 - A Stockholm&lt;br /&gt;
 - A BER.&lt;br /&gt;
 - F East Gothland (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are 50 supply centres, so you need 26 to win&lt;br /&gt;
&lt;br /&gt;
[[Category:Variant]]&lt;/div&gt;</summary>
		<author><name>Priceisright</name></author>
	</entry>
	<entry>
		<id>http://www.dipwiki.com/index.php?title=Zeus&amp;diff=701</id>
		<title>Zeus</title>
		<link rel="alternate" type="text/html" href="http://www.dipwiki.com/index.php?title=Zeus&amp;diff=701"/>
		<updated>2008-02-07T21:23:31Z</updated>

		<summary type="html">&lt;p&gt;Priceisright: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Zeus 5F== &lt;br /&gt;
(F for France) (gf/11)&amp;lt;BR&amp;gt;&lt;br /&gt;
by [[Chris Northcott]] and [[Fred Davis]]&lt;br /&gt;
[[Image:Zeus5f.gif|thumb|400px]]&lt;br /&gt;
&lt;br /&gt;
The Rules for Zeus V-F are the ,same as for V, except for France replacing Italy as a Great Power, The map changes are as follows:&lt;br /&gt;
&lt;br /&gt;
The area &amp;quot;France&amp;quot; is divided into 3 provinces, Paris, a SC, and Burgundy and Gascony, ordinary spaces. &amp;quot;Vichy'` becomes the French SC Marseilles.&lt;br /&gt;
&lt;br /&gt;
North Africa becomes Algiers, the third French Home SC. The Tripoli SC is abolished, and Tripoli and Bengazi are merged into a single ordinary space, Libya. Italy no longer exists as a Great Power. Rome and Venice remain as Neutral SC's.&lt;br /&gt;
&lt;br /&gt;
The Low Countries becomes a SC. New space, &amp;quot;Ruhr,&amp;quot; added between Munich and Low Countries. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
New space, Gibraltar, touches Algiers at Land Crossing. Spain is now a two-coasted province. The English Channel returns to its original name and size.&lt;br /&gt;
&lt;br /&gt;
Additional Rules for ZEUS 5F:&lt;br /&gt;
&lt;br /&gt;
*The SC Total is increased by two to 43. (+Algiers, Marseilles, Low Countries, - Tripoli The Victory Criterion is raised to 22.&lt;br /&gt;
*Starting Position for FRANCE: Paris, Marseilles, Algiers&lt;br /&gt;
*If Germany owns Rome, she may build units there.&lt;br /&gt;
*There is a Land Crossing Gibraltar-Algiers.&lt;br /&gt;
&lt;br /&gt;
Map Note:&lt;br /&gt;
&lt;br /&gt;
All these maps are inaccurate in showing Prussia as attached to the rest of Germany in 1939. From 1919 to September 1939, East Prussia was cut off from the area shown here as &amp;quot;Berlin&amp;quot; by the &amp;quot;Polish Corridor,&amp;quot; which has been omitted from the ZEUS map. However, for game purposes this is not too serious, especially since the map has been badly distorted in so many areas to fit everything in.&lt;br /&gt;
&lt;br /&gt;
==Zeus 5==&lt;br /&gt;
[[Image:Zeus5.gif|thumb|400px]]&lt;br /&gt;
&lt;br /&gt;
Original ZEUS design by [[Chris Northcott]]&amp;lt;BR&amp;gt;&lt;br /&gt;
This modification by [[Fred C Davis Jr]]&lt;br /&gt;
&lt;br /&gt;
Game Note&lt;br /&gt;
&lt;br /&gt;
Fred Davis made several changes from the draft version of ZEUS IV, and sent his suggestions to the author. Chris Northcott subsequently prepared a Final Version of ZEUS IV which adopted some of the changes shown here, such as the use of the names Chungking, Okinawa, Solomon Is. and Bay of Biscay, plus addition of the Alaska and Colombia provinces. IV-Final made Low Countries a SC instead of Spain. Most provinces that exist on both maps bear the same names on both. However, the &amp;quot;Middle East&amp;quot; space in ZEUS V in &amp;quot;Near East&amp;quot; in IV, and &amp;quot;South Pacific&amp;quot; in V is &amp;quot;Central Pacific&amp;quot; in IV-F. There are a few other map differences between IV-Final and V, but fewer than there were between the draft version of ZEUS-IV and my V. In an unexpected change, the improved name of &amp;quot;Hamburg&amp;quot; reverted to the traditional &amp;quot;Kiel&amp;quot; in IV-Final. See also Zeus V-F.&lt;br /&gt;
&lt;br /&gt;
Rules&lt;br /&gt;
&lt;br /&gt;
1. Except where mentioned below, the 1971 and 1976 Rules of Diplomacy apply.&lt;br /&gt;
&lt;br /&gt;
2. There are 41 Supply Centers. The Victory Criterion is 21 Centers. &lt;br /&gt;
&lt;br /&gt;
3. The Home Centers for the Great Powers are (Capitals listed first):&lt;br /&gt;
&lt;br /&gt;
 BRITAIN: London, Edinburgh, Canada, Egypt and Middle East (5)&lt;br /&gt;
 CHINA: Chungking, Canton, Peking&lt;br /&gt;
 GERMANY: Berlin, Hamburg, Munich&lt;br /&gt;
 ITALY: Rome, Venice, Tripoli&lt;br /&gt;
 JAPAN: Tokyo, Sapporo, Sendai&lt;br /&gt;
 USA: Washington, Hawaii, New York (but NY unit may be built in NY or California)&lt;br /&gt;
 USSR: Moscow, Leningrad, Stalingrad, Okhotsk (4)&lt;br /&gt;
&lt;br /&gt;
4. The first move of the game is Winter 1939. On this turn, the players specify their builds, which may be negotiated. If a Fleet is built in Canada, Leningrad, or Middle East, the coast must be specified. USA does not have to disclose whether it has built a unit in New York or California until the Spring 1940 moves are disclosed.&lt;br /&gt;
&lt;br /&gt;
5. Canal Provinces. Egypt, Hamburg and Panama are considered to have only one coast. Fleets passing from one sea space to another via a canal must first move to a canal province (e.g. F EMS Egypt; then F Egypt-Indian Ocean).&lt;br /&gt;
&lt;br /&gt;
6. Land Crossings (Direct Passage): Both Armies and Fleets may move directly between Denmark and Sweden, Korea and Kyushu, Tokyo and Kyushu, and Spain and North Africa. Fleets may move between North Sea and Baltic Sea or between Sea of Japan and Yellow Sea or Okinawa only by first moving to one of the intervening land spaces. Denmark, Sweden, Korea, Kyushu and Tokyo are considered one-coast provinces, as is Spain. Units may not move directly between Greece and Turkey.&lt;br /&gt;
&lt;br /&gt;
7. Fleets may move directly between West Med. Sea and either MAO or SAO; and between East Med. Sea and Black Sea.&lt;br /&gt;
&lt;br /&gt;
8. Pacific Island Areas. Armies may enter the Hawaiian, Midway, Okinawa and Solomon Is., spaces without convoy, as if they were land provinces. Fleets may move and convoy through these spaces as if they were ordinary sea spaces.&lt;br /&gt;
&lt;br /&gt;
9. Western Britain is a coastal province consisting of Wales, SW England, Irish Sea and Ireland. All units treat this area as a single space.&lt;br /&gt;
&lt;br /&gt;
10. India contains a Standing Army, which must be dislodged before it can be occupied and claimed as a Supply Center.&lt;br /&gt;
&lt;br /&gt;
11. U.S.A. may always build units in California instead of in a Home SC if it wishes, provided it owns California.&lt;br /&gt;
&lt;br /&gt;
Historical Note:&lt;br /&gt;
&lt;br /&gt;
The Vichy French government (&amp;quot;Unoccupied France&amp;quot;) did not come into being until after the surrender of the Third Republic on June 25, 1940. Therefore, this game takes historical liberties in showing that division of France in the Winter of 1939. However, as the German A Munich may take France in Spring 1940, it becomes correct to eliminate France as a Great Power from that point on.&lt;br /&gt;
&lt;br /&gt;
==Zeus 4==&lt;br /&gt;
&lt;br /&gt;
by [[Chris Northcott]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Zeus4.gif|thumb|400px]]&lt;br /&gt;
&lt;br /&gt;
0. All rules as in regular Diplomacy save as below.  &lt;br /&gt;
&lt;br /&gt;
1. The game starts in Autumn 1939, this is a special build only season during which the players only need to specify their initial 3 builds (4 for the Soviets, 5 for the UK). Note that if a fleet is built in the Middle East, Leningrad or Tokyo, then the coast must be specified.  &lt;br /&gt;
&lt;br /&gt;
2. Hamburg, Egypt and Panama are canal spaces and thus have only one coast, thus they can be moved through by fleets (Eg. Con and Kie in Diplomacy). Fleets may pass through Denmark, Korea and Kynshu, for example in two moves a fleet may move F(Yellow Sea)-Korea and then F(Korea)-Sea of Japan.  &lt;br /&gt;
&lt;br /&gt;
There is no direct move between Greece and Turkey or between Spain and Tripoli. Switzerland is passable.  &lt;br /&gt;
&lt;br /&gt;
3. Pacific Island Areas: namely, Guam, Yap, Wake, Midway and Hawaii can be moved through by both fleets and armies without restriction. Note that Central Pacific Ocean is a sea space.  &lt;br /&gt;
&lt;br /&gt;
4. There are 38 supply centres and 20 are needed for victory.  &lt;br /&gt;
&lt;br /&gt;
5. Spaces identified on the map only be abbreviations are as follows:  &lt;br /&gt;
&lt;br /&gt;
Amu = Amurskaya BSt = Baltic States; Edi = Edinburgh (*) New = New England; BOP = Bay of Pomerania EAO = East Artic Ocean; ENG = English Channel HEL = Heligoland Bight; SAO = South Artic Ocean SOO = Sea of Okhotsk; YEL = Yellow Sea  &lt;br /&gt;
&lt;br /&gt;
Western Britain is a space made up of Wales, SW England, the Irish Sea and Ireland and it adjoins MAO, ENG, Lon, Edi, NAO.&lt;/div&gt;</summary>
		<author><name>Priceisright</name></author>
	</entry>
	<entry>
		<id>http://www.dipwiki.com/index.php?title=1898&amp;diff=700</id>
		<title>1898</title>
		<link rel="alternate" type="text/html" href="http://www.dipwiki.com/index.php?title=1898&amp;diff=700"/>
		<updated>2008-02-07T21:22:54Z</updated>

		<summary type="html">&lt;p&gt;Priceisright: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In the 1898 variant the game starts in winter of 1898 with each power&lt;br /&gt;
having one unit. Each country must capture its other home centers&lt;br /&gt;
before it can build in them. The initial setup is:   &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Austria - Army Trieste&lt;br /&gt;
England - Fleet Edinburgh&lt;br /&gt;
France - Army Brest&lt;br /&gt;
Germany - Army Kiel&lt;br /&gt;
Italy - Army Naples&lt;br /&gt;
Russia - Army St. Petersburg&lt;br /&gt;
Turkey - Army Smyrna&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The victory conditions remain 18 centers.&lt;br /&gt;
[[Image:1898.gif]]&lt;/div&gt;</summary>
		<author><name>Priceisright</name></author>
	</entry>
	<entry>
		<id>http://www.dipwiki.com/index.php?title=Mandate_Of_Heaven&amp;diff=699</id>
		<title>Mandate Of Heaven</title>
		<link rel="alternate" type="text/html" href="http://www.dipwiki.com/index.php?title=Mandate_Of_Heaven&amp;diff=699"/>
		<updated>2008-02-07T21:21:49Z</updated>

		<summary type="html">&lt;p&gt;Priceisright: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Created by:  David Cohen &lt;br /&gt;
&lt;br /&gt;
[http://diplomiscellany.tripod.com/id6.html Variant homepage]&lt;br /&gt;
&lt;br /&gt;
     &lt;br /&gt;
== Variant Rules: ==&lt;br /&gt;
&lt;br /&gt;
All other rules are a s in Standard Diplomacy.&lt;br /&gt;
&lt;br /&gt;
1. Builds will be allowed on any owned SC.&lt;br /&gt;
&lt;br /&gt;
2. The Hsiung-Nu (barbarian power).  As nomads, the Hsiung-Nu will start with 3 armies.  They may place these armies anywhere in any of the vacant provinces which will lie in the north and west of the board which are bordered by the black band.  Since they live off the land, the barbarians will not need SCs to keep their units on the board initially.  For every 2 SCs captured by the Hsiung-Nu, an army may be built and&lt;br /&gt;
placed on the board as with the 3 initial armies (so owning 2 SCs gets them 4 units total, owning 4 gets them 5 units total, and owning 6 gets them 6).  If the Hsiung-Nu get to 6/6, any further builds will be made on a 1 for 1 basis, and must be made in a vacant, owned SC. If at the end of the second game year, the Hsiung-Nu do not have at least 2 SCs, they must remove an army.  If they do not have at least 1 SC after the third year, a second army is removed.  If they do not have at least 1 SC after&lt;br /&gt;
the fourth year, the last army is removed.  This is to simulate the&lt;br /&gt;
opportunistic nature of the nomadic horsemen.  If the initial raiders are successful, more will join.  If not, the armies start melting away.  Once the 6 SCs are reached, the nomad population is exhausted, and only native Chinese troops can be raised.  All builds up to 6 must be placed in the initial placement area. &lt;br /&gt;
&lt;br /&gt;
3. Neutrals will all be armed, and mobile, under certain circumstances.  Each player, in addition to writing orders for his own units, will write orders for all neutral powers.  If a majority of players, having a majority of player units on the board at the beginning of the turn, agree to an order for a neutral unit, the unit will be so ordered (i.e., 7 players having 21 units on the board-if at least 4 players having at least 11 units total agree, the unit moves).  This could conceivably result in builds for neutral powers, which will also be allowed.  If a neutral power grows from one to three SCs, it will be &amp;quot;activated&amp;quot;, and a new player will be called in to play it.  Eliminated players will not be&lt;br /&gt;
allowed to play former neutral powers newly grown to player status.&lt;br /&gt;
&lt;br /&gt;
4.  In keeping with Sun Tzu's maxim that armies should always be allowed to retreat, rather than be cornered, since if cornered they fight much harder, when the last unit or units of a non neutral power would be annihilated as a result of an attack, the defensive strength of the unit or units will be increased by one.  Therefore, a successful attack on such a trapped unit would need one more unit than an attack on a unit which has an available retreat space.&lt;br /&gt;
&lt;br /&gt;
5. Victory criterion will be 14 SCs, however, non-Chinese SCs (Choson, Pei Choushi and Tung Yueh) do not count toward this total.  Victory may also be by concession.&lt;br /&gt;
&lt;br /&gt;
6. River convoys:  Convoys by fleets in river provinces are allowed.  If another fleet attacks a convoying fleet, the convoy is unsuccessful whether the attack succeeds or not, whereas, if an army attacks a convoying fleet, the attack must be successful to disrupt the convoy. &lt;br /&gt;
&lt;br /&gt;
The play starts in Winter 369 B.C.(Hsiung-Nu unit placement only).  First full year for all powers is Spring 368 B.C. &lt;br /&gt;
&lt;br /&gt;
For additional historical flavor, the Chinese Zodiac Calendar may be added as an additional descriptor, to the western game year notations.  The first year (369 B.C.) would be the year of the Rat, and after that, the calendar progreses in a 12 year cycle.  Here are the signs:&lt;br /&gt;
&lt;br /&gt;
 * Rat&lt;br /&gt;
 * Ox&lt;br /&gt;
 * Tiger&lt;br /&gt;
 * Rabbit&lt;br /&gt;
 * Dragon&lt;br /&gt;
 * Snake&lt;br /&gt;
 * Horse&lt;br /&gt;
 * Sheep&lt;br /&gt;
 * Monkey&lt;br /&gt;
 * Rooster&lt;br /&gt;
 * Dog&lt;br /&gt;
 * Pig&lt;br /&gt;
&lt;br /&gt;
[[Image:Mandate_of_Heaven.gif]]&lt;br /&gt;
&lt;br /&gt;
==List of Provinces with Abbreviations: ==&lt;br /&gt;
&lt;br /&gt;
 Ba   Ba&lt;br /&gt;
 Chang'an   Cha&lt;br /&gt;
 Chen   Che&lt;br /&gt;
 Chengtu   Cht&lt;br /&gt;
 Chincheng   Chc&lt;br /&gt;
 Chinyang   Chy&lt;br /&gt;
 Choson   Csn&lt;br /&gt;
 Chou   Cou&lt;br /&gt;
 Choushi   Csi&lt;br /&gt;
 Chungshan  Chg&lt;br /&gt;
 Daiyeng   Dai&lt;br /&gt;
 Dian   Dia&lt;br /&gt;
 Diankiang   Dik&lt;br /&gt;
 Han   Han&lt;br /&gt;
 Hanchung   Hac&lt;br /&gt;
 Handan   Had&lt;br /&gt;
 Hsi Cherchen  HCh&lt;br /&gt;
 Hsi Handan  HHa&lt;br /&gt;
 Hsi Hsienpi  HHs&lt;br /&gt;
 Hsi Hwang Ho  HHH&lt;br /&gt;
 Hsi Turfan  HTu&lt;br /&gt;
 Hsi Yangtse Chiang  HYC&lt;br /&gt;
 Hsi Yueh   HYu&lt;br /&gt;
 Hsiangping  Hsp&lt;br /&gt;
 Hsianyang   Hsy&lt;br /&gt;
 Lintse   Lin&lt;br /&gt;
 Lu   Lu&lt;br /&gt;
 Nan Hsienpi  NHs&lt;br /&gt;
 Nan Lintse  NLi&lt;br /&gt;
 Nan Tsechuan  NTs&lt;br /&gt;
 Nan Turfan  NTu&lt;br /&gt;
 Nanchin   Nac&lt;br /&gt;
 North Choson Sea  NCS&lt;br /&gt;
 North Yueh Sea  NYS&lt;br /&gt;
 Pei Choson  PCh&lt;br /&gt;
 Pei Choushi  PCs&lt;br /&gt;
 Pei Daiyeng  PDa&lt;br /&gt;
 Pei Shang   PSh&lt;br /&gt;
 Pengli   Pen&lt;br /&gt;
 Rong   Ron&lt;br /&gt;
 Shang   Sha&lt;br /&gt;
 Shanggu   Shg&lt;br /&gt;
 South Choson Sea  SCS&lt;br /&gt;
 South Yueh Sea  SYS&lt;br /&gt;
 Southern Sea  SoS&lt;br /&gt;
 Sung   Sun&lt;br /&gt;
 Tibet   Tib&lt;br /&gt;
 Tsechuan   Tse&lt;br /&gt;
 Tung Cherchen  TCc&lt;br /&gt;
 Tung Chinyang  TCy&lt;br /&gt;
 Tung Hsienpi  THs&lt;br /&gt;
 Tung Turfan  TTu&lt;br /&gt;
 Tung Ying   TYi&lt;br /&gt;
 Tung Yueh  TYu&lt;br /&gt;
 Wei   Wei&lt;br /&gt;
 Wu   Wu&lt;br /&gt;
 Wuyuan   Wuy&lt;br /&gt;
 Ying   Yin&lt;br /&gt;
 Yubeiping   Yub&lt;br /&gt;
 Yueyang   Yuy&lt;/div&gt;</summary>
		<author><name>Priceisright</name></author>
	</entry>
	<entry>
		<id>http://www.dipwiki.com/index.php?title=Nessie&amp;diff=698</id>
		<title>Nessie</title>
		<link rel="alternate" type="text/html" href="http://www.dipwiki.com/index.php?title=Nessie&amp;diff=698"/>
		<updated>2008-02-07T21:21:26Z</updated>

		<summary type="html">&lt;p&gt;Priceisright: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Created by:  Tobias Bende and Marcus Andersson&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:nessie.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Variant Description: ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Nessie is a variant for seven players and standard rules apply except concerning Loch Ness. The Loch Ness monster &amp;quot;Nessie&amp;quot; inhabits the lake making it impassible. Thus fleet builds bordering Loch Ness is not allowed. This only affects FAu. &lt;br /&gt;
&lt;br /&gt;
The powers and starting units are as follows.&lt;br /&gt;
&lt;br /&gt;
 Lothian (L) - 	          A SAn 	A Dnb 	F Edi 	 &lt;br /&gt;
 Strathclyde (S) - 	A Gre 	A Fer 	F Gla 	F MoR(nc)&lt;br /&gt;
 Tayside (T) - 	        A Dnk 	A Pit 	F Sth 	 &lt;br /&gt;
 Grampian (G) -   	A Abd 	A Ban 	F Fra 	 &lt;br /&gt;
 North Highlands (N) - 	A Dnh 	A BLo 	F CWr 	 &lt;br /&gt;
 South Highlands (H) - 	A KoL 	A FAu 	F App 	 &lt;br /&gt;
 Lewis (W) -	        A Clh 	F Stw 	F Uis 	 &lt;br /&gt;
&lt;br /&gt;
The name of the provinces are:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Oceans:&amp;lt;/u&amp;gt;&lt;br /&gt;
 NAO	North Atlantic Ocean&lt;br /&gt;
 PFi	Pentland Firth&lt;br /&gt;
 UNS	Upper North Sea&lt;br /&gt;
 SoO	Sea of Orkney&lt;br /&gt;
 SoW	Sea of Wick&lt;br /&gt;
 NMi	North Minch&lt;br /&gt;
 CSe	Carloway Sea&lt;br /&gt;
 AOe	Atlantic Ocean&lt;br /&gt;
 LMi	Little Minch&lt;br /&gt;
 SoR	Sound of Raasay&lt;br /&gt;
 ISo	Inner Sound&lt;br /&gt;
 SoS	Sound of Sleat&lt;br /&gt;
 SoH	Sea of the Hebrides&lt;br /&gt;
 FoL	Firth of Lorn&lt;br /&gt;
 MFi	Moray Firth&lt;br /&gt;
 SoA	Sea of Aberdeen&lt;br /&gt;
 FoT	Firth of Tay&lt;br /&gt;
 LNs	Lower North Sea&lt;br /&gt;
 FoF	Firth of Forth&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Supply centers:&amp;lt;/u&amp;gt;&lt;br /&gt;
 NOI	North Orkney Islands&lt;br /&gt;
 JoG	John o' Groat's&lt;br /&gt;
 Wic	Wick&lt;br /&gt;
 CWr	Cape Wrath&lt;br /&gt;
 BLo	Benmore Lodge&lt;br /&gt;
 Dnh	Dornoch&lt;br /&gt;
 Ull	Ullapool&lt;br /&gt;
 Gai	Gairloch&lt;br /&gt;
 Stw	Stornoway&lt;br /&gt;
 Clh	Callanish&lt;br /&gt;
 Uis	Uist&lt;br /&gt;
 App	Applecross&lt;br /&gt;
 KoL	Kyle of Lochalsh&lt;br /&gt;
 FAu	Fort Augustus&lt;br /&gt;
 Sky	Skye&lt;br /&gt;
 RaE	Rum and Eigg&lt;br /&gt;
 Mul	Mull&lt;br /&gt;
 MoR	Moor of Rannoch&lt;br /&gt;
 Fer	Fersit&lt;br /&gt;
 Gre	Greenock&lt;br /&gt;
 Gla	Glasgow&lt;br /&gt;
 Ban	Banff&lt;br /&gt;
 Fra	Fraserburgh&lt;br /&gt;
 Abd	Aberdeen&lt;br /&gt;
 Sth	Stonehaven&lt;br /&gt;
 Pit	Pitlochry&lt;br /&gt;
 Dnk	Dunkeld&lt;br /&gt;
 Per	Perth&lt;br /&gt;
 Arb	Arbroath&lt;br /&gt;
 Dnf	Dunfermline&lt;br /&gt;
 Dnd	Dundee&lt;br /&gt;
 SAn	St Andrews&lt;br /&gt;
 Edi	Edinburgh&lt;br /&gt;
 Dnb	Dunbar&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Other provinces:&amp;lt;/u&amp;gt;&lt;br /&gt;
 SOI	South Orkney Islands&lt;br /&gt;
 Car	Carloway&lt;br /&gt;
 Tar	Tarbert&lt;br /&gt;
 Bre	Brenish&lt;br /&gt;
 Ton	Tongue&lt;br /&gt;
 Lcr	Lochinver&lt;br /&gt;
 Lcm	Lochdrum&lt;br /&gt;
 Pet	Peterhead&lt;br /&gt;
 Elg	Elgin&lt;br /&gt;
 Inv	Inverness&lt;br /&gt;
 Avi	Aviemore&lt;br /&gt;
 Kin	Kinlochewe&lt;br /&gt;
 Dne	Dorne&lt;br /&gt;
 Inc	Inchlaggan&lt;br /&gt;
 Ard	Ardechive&lt;br /&gt;
 Arl	Arlesig&lt;br /&gt;
 New	Newtonmore&lt;br /&gt;
 Abf	Aberfeldy&lt;br /&gt;
 Clr	Callandar&lt;br /&gt;
 Mon	Montrose&lt;br /&gt;
 Big	Biggar&lt;br /&gt;
 Ber	Berwick&lt;/div&gt;</summary>
		<author><name>Priceisright</name></author>
	</entry>
	<entry>
		<id>http://www.dipwiki.com/index.php?title=Fall_Of_The_American_Empire&amp;diff=697</id>
		<title>Fall Of The American Empire</title>
		<link rel="alternate" type="text/html" href="http://www.dipwiki.com/index.php?title=Fall_Of_The_American_Empire&amp;diff=697"/>
		<updated>2008-02-07T20:38:39Z</updated>

		<summary type="html">&lt;p&gt;Priceisright: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;FALL OF THE AMERICAN EMPIRE (version 4)&lt;br /&gt;
&lt;br /&gt;
by Vincent Mous (96-98)&lt;br /&gt;
&lt;br /&gt;
[http://www.diplom.org/Online/variants/Empire/empire.html http://www.diplom.org/Online/variants/Empire/empire.html]&lt;br /&gt;
&lt;br /&gt;
==Variant Setting==&lt;br /&gt;
&lt;br /&gt;
[[Image:Empire4.gif|500px]]&lt;br /&gt;
&lt;br /&gt;
It's January 2001 and the United States of America has been dissolved.&lt;br /&gt;
&lt;br /&gt;
The country is in ruins and in a state of anarchy except 5 states&lt;br /&gt;
where new 'Republics' have arisen. Florida, Texas and California&lt;br /&gt;
maintain some semblance of order within their old borders. In the&lt;br /&gt;
north-east, New York has formed a union with Pennsylvania and New&lt;br /&gt;
Jersey to stand together in the coming wars. Chicago, Milwaukee and&lt;br /&gt;
Minneapolis have done likewise, calling themselves the 'Heartland' of&lt;br /&gt;
America...&lt;br /&gt;
&lt;br /&gt;
Canada has split up and may soon be in a state of civil war.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, the events in the United States have caused Quebec to&lt;br /&gt;
secede from Canada. Western Canada soon followed suit, under the&lt;br /&gt;
leadership of British Columbia and joined with American renegades in&lt;br /&gt;
Alaska. The central Canadian government has fallen and is in&lt;br /&gt;
disarray...&lt;br /&gt;
&lt;br /&gt;
Mexico has been reduced to the states around Mexico city.&lt;br /&gt;
&lt;br /&gt;
In the south, the increasingly strong drug lords and industrial mafia&lt;br /&gt;
have rested control of northern Mexico away from the government, while&lt;br /&gt;
the rebellion of Chiapas has spread to other southern Mexican states.&lt;br /&gt;
Under siege, Mexico's government prepares to strike back...&lt;br /&gt;
&lt;br /&gt;
Cuba and Peru, stronger than ever, are building up their militaries.&lt;br /&gt;
&lt;br /&gt;
Taking advantage of the chaos on the North American continent, Cuba&lt;br /&gt;
invades Jamaica and prepares to spread its influence further abroad,&lt;br /&gt;
while Peru takes control of Colombia and turns its eyes northwards...&lt;br /&gt;
&lt;br /&gt;
What will the New World Order look like in North America?&lt;br /&gt;
&lt;br /&gt;
This is the setting at the start of the Empire variant of Diplomacy,&lt;br /&gt;
where you play one of 10 new or old nations in a bid to conquer North&lt;br /&gt;
America. Can you lead your country to North American domination?&lt;br /&gt;
&lt;br /&gt;
==Countries And Starting Positions==&lt;br /&gt;
&lt;br /&gt;
 BC (B): f Anchorage, a Calgary, a Vancouver&lt;br /&gt;
 California (C): a Los Angeles, f San Diego, a San Francisco&lt;br /&gt;
 Florida (F): a Jacksonville, f Miami, a Tampa&lt;br /&gt;
 Heartland (H): a Chicago, a Milwaukee, a Minneapolis&lt;br /&gt;
 NewYork (N): a New Jersey, f New York City, a Philadelphia&lt;br /&gt;
 Quebec (Q): a Montreal, f Quebec City, f Ungava&lt;br /&gt;
 Peru (P): a Bogota , f Cali/NC, f Lima&lt;br /&gt;
 Texas (T): a Dallas, f Houston, a San Antonio&lt;br /&gt;
 Cuba (U): f Havana, a Holguin, f Kingston&lt;br /&gt;
 Mexico (X): f Guadalajara, a Mexico City, a Veracruz&lt;br /&gt;
&lt;br /&gt;
[[Image:Empire4_ra.gif|500px]]&lt;br /&gt;
&lt;br /&gt;
==Map Notes==&lt;br /&gt;
&lt;br /&gt;
'''Great Lakes'''&lt;br /&gt;
&lt;br /&gt;
Fleets cannot move directly from one Great Lake to another, except&lt;br /&gt;
from Lake Michigan to Lake Huron.&lt;br /&gt;
&lt;br /&gt;
'''Canals'''&lt;br /&gt;
&lt;br /&gt;
There are a few one-space canals that act like Kiel in Vanilla dip.&lt;br /&gt;
This means that the spaces have no coasts and fleets can exit on any&lt;br /&gt;
side.&lt;br /&gt;
&lt;br /&gt;
*Panama&lt;br /&gt;
*Ontario&lt;br /&gt;
*Michigan&lt;br /&gt;
*Upper Peninsula&lt;br /&gt;
*Chicago (see below)&lt;br /&gt;
*Empire 4 has one more Canal, the Hudson Canal between New York City and New York State. Fleets can move from one to the other.&lt;br /&gt;
&lt;br /&gt;
'''Waterways'''&lt;br /&gt;
&lt;br /&gt;
There are two waterways in Empire4 where fleets can move as though&lt;br /&gt;
there were a coastline in the listed territories. These rivers do not&lt;br /&gt;
impede army movement:&lt;br /&gt;
&lt;br /&gt;
*Mississippi (Chicago, Missouri, Kentucky, Tennessee, Arkansas, Deep South, Louisiana)&lt;br /&gt;
*St-Lawrence (Beauce, Montreal, NYS, Ontario, Quebec, Gaspe)&lt;br /&gt;
&lt;br /&gt;
For example, a fleet could move from Tennessee to any of Kentucky,&lt;br /&gt;
Missouri, Arkansas or Deep South.&lt;br /&gt;
&lt;br /&gt;
'''Landbridges'''&lt;br /&gt;
&lt;br /&gt;
*Units can move between Ungava and Nunavut. This does not block movement between Hudson Bay and the Sea of Labrador.&lt;br /&gt;
*Units can move between Michigan and the Upper Peninsula. This does not block movement between Lake Michigan and Lake Huron.&lt;br /&gt;
&lt;br /&gt;
[[Image:Empire4_start.gif|500px]]&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous Notes And Jargon==&lt;br /&gt;
&lt;br /&gt;
*The Fall Of The American Empire variant is often referred to as 'Empire' or 'American Empire' in short&lt;br /&gt;
&lt;br /&gt;
[[Category:Variant]]&lt;/div&gt;</summary>
		<author><name>Priceisright</name></author>
	</entry>
	<entry>
		<id>http://www.dipwiki.com/index.php?title=Imperial&amp;diff=696</id>
		<title>Imperial</title>
		<link rel="alternate" type="text/html" href="http://www.dipwiki.com/index.php?title=Imperial&amp;diff=696"/>
		<updated>2008-02-07T20:36:20Z</updated>

		<summary type="html">&lt;p&gt;Priceisright: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Imperial Diplomacy&lt;br /&gt;
&lt;br /&gt;
Created by: Michael David Roberts&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Imperial_start.gif|center|850px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Variant Description: ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is a global variant set in the mid-19th Century. It was designed to provide on-line players with a (hopefully) fun and challenging global game in a historical setting. However, this variant was not designed to recreate historical events. It merely uses them as a springboard.&lt;br /&gt;
&lt;br /&gt;
=== Rules ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This variant follows all of the rules in Standard Diplomacy, except the following.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Start Date&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The game begins in Spring 1861. The Seasons work just like Standard Diplomacy (SpringFall).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Victory Conditions&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A short game requires a player to possess 70 supply centers at the end of any fall retreat. A long game requires a player to possess 84 supply centers at the end of any fall retreat. As an optional rule, the game will also end on Spring 1901 should no player possess the required number of supply centers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Occupation of Home Supply Centers&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If a Power occupies an opposing power's Home Supply Center, he may build from it as if it were his own. Example: USA occupies Richmond. Until another power occupies Richmond, it is considered a Home Supply Center for the USA. This is otherwise known as Imperial Builds.&lt;br /&gt;
&lt;br /&gt;
=== Map Clarifications: ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Impassable&amp;lt;/u&amp;gt; - (Great Lakes, Rocky Mountains, Andes, Switzerland, Sahara Desert, Himalayas)&lt;br /&gt;
&lt;br /&gt;
These zones act exactly like Switzerland in Standard Diplomacy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Island Chains&amp;lt;/u&amp;gt; - (Hawaiian Islands, Galapagos Islands, Society Islands, Bahamas, Virgin Islands, Azores, Cape Verde Islands, Falkland Islands, South George Island, Corsica, Crete, Seychelles, Maldives, Andaman Islands, Okinawa, Carolines, Marshalls, Fiji, and New Zealand)&lt;br /&gt;
&lt;br /&gt;
Island Chains are coastal territories that may be entered through any adjacent sea zones. They may be occupied by either armies or navies. However, they do not act like canals.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
*A Fleet in the Andaman Islands may move to Gulf of Manaar, Bay of Bengal, Andaman Sea, or the East Indian Ocean.&lt;br /&gt;
*A Fleet in Gulf of Manaar may convoy an Army to the Andaman Islands. However, a Fleet in Gulf of Manaar may not move to Andaman Sea.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Large Island Chains - (CubaHaiti and LuzonMindanao)&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Large Island Chains are essentially two coastal provinces surrounded by water and attached by a land bridge. Both Armies and Fleets may move from Island to Island. However, a Fleet may not move from one Sea Zone to another on the opposite side of the Large Island Chain.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
*Luzon is attached to Luzon Strait, Philippine Sea, Bismark Sea, and Mindanao. An Army may move from Luzon to Mindanao. A Fleet may move from Luzon to Mindanao. A Fleet may move from Luzon to Luzon Strait. A Fleet may not move from Bismark Sea to Luzon Strait.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Straits - (Constantinople)&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In order to move a Fleet directly from the Black Sea to the Aegean Sea, a player must own Constantinople.&lt;br /&gt;
&lt;br /&gt;
Land Bridge&lt;br /&gt;
*Victoria Vancouver&lt;br /&gt;
*Victoria Washington&lt;br /&gt;
*Detroit Minnesota&lt;br /&gt;
*Nova Scotia Quebec&lt;br /&gt;
*Atlanta Bahamas&lt;br /&gt;
*Bahamas Cuba&lt;br /&gt;
*Cuba Haiti&lt;br /&gt;
*Hait Virgin Islands&lt;br /&gt;
*Dublin Edinburgh&lt;br /&gt;
*Gibraltar Morocco&lt;br /&gt;
*Denmark Norway&lt;br /&gt;
*Denmark Sweden&lt;br /&gt;
*Cypress Angora&lt;br /&gt;
*Cypress Syria&lt;br /&gt;
*Singapore Malaysia&lt;br /&gt;
*Luzon Mindanao&lt;br /&gt;
*Kagoshima Edo&lt;br /&gt;
*Edo Sapporo&lt;br /&gt;
*Sakhurlin Vladivostok&lt;br /&gt;
&lt;br /&gt;
These land bridges work exactly as they do in Colonial Diplomacy. Though the provinces mentioned are separated by water, Both Armies and Fleets may move from one to the other.&lt;br /&gt;
&lt;br /&gt;
Wraparound - (Bering Sea, Westerlies, West Pacific, Equatorial Counter Current, South West Pacific, Antarctic Pacific)&lt;br /&gt;
&lt;br /&gt;
You will note that some sea zones can be found on both ends of the map. They are actually the same sea zones on both ends of the map. So in effect, a Fleet coming from Kuril Sea could move into the Westerlies on the right side of the map and be adjacent to the Hawaiian Islands on the left side of the map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Imperial.gif|center|850px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Starting Positions: ===&lt;br /&gt;
&lt;br /&gt;
 Britain&lt;br /&gt;
 f London (LON)&lt;br /&gt;
 f Edinburgh (EDI)&lt;br /&gt;
 f Dublin (DUB)&lt;br /&gt;
 f Nova Scotia (NCS)&lt;br /&gt;
 f Falkland Islands (FLK)&lt;br /&gt;
 f Gibraltar (GIB)&lt;br /&gt;
 f Aden (ADE)&lt;br /&gt;
 f Bombay (BOM)&lt;br /&gt;
 f Singapore (SGP)&lt;br /&gt;
 f Hong Kong (HGK)&lt;br /&gt;
 a Quebec (QBC)&lt;br /&gt;
 a Vancouver (VNC)&lt;br /&gt;
 a Delhi (DEL)&lt;br /&gt;
 a Perth (PRT)&lt;br /&gt;
&lt;br /&gt;
 France&lt;br /&gt;
 a Paris (PAR)&lt;br /&gt;
 a Marseilles (MRS)&lt;br /&gt;
 a Grain Coast (GCS)&lt;br /&gt;
 a Cambodia (CMB)&lt;br /&gt;
 f Nantes (NAN)&lt;br /&gt;
 f Corsica (CRS)&lt;br /&gt;
 f Cayenne (CYN)&lt;br /&gt;
 f Monrovia (MNV)&lt;br /&gt;
 f Society Islands (SCT)&lt;br /&gt;
&lt;br /&gt;
 Russia&lt;br /&gt;
 a Moscow (MOS)&lt;br /&gt;
 a Warsaw (WRS)&lt;br /&gt;
 a Georgia (GRG)&lt;br /&gt;
 a Orenburg (ORN)&lt;br /&gt;
 a Omsk (OMS)&lt;br /&gt;
 a Irkutsk (IRK)&lt;br /&gt;
 a Vladivostok (VLA)&lt;br /&gt;
 a Ancorage (ANC)&lt;br /&gt;
 f St. Petersburg[wc] (STP)&lt;br /&gt;
 f Sevastopol (SEV)&lt;br /&gt;
 f Port Arthur (PA)&lt;br /&gt;
&lt;br /&gt;
 Holland&lt;br /&gt;
 f Holland (HOL)&lt;br /&gt;
 f Cape Town (CTN)&lt;br /&gt;
 f Ceylon (CEY)&lt;br /&gt;
 f Sumatra (SUM)&lt;br /&gt;
 f Java (JVA)&lt;br /&gt;
 a Paramariso (PRM)&lt;br /&gt;
 a Transvaal (TRN)&lt;br /&gt;
 a Borneo (BOR)&lt;br /&gt;
&lt;br /&gt;
 Turkey&lt;br /&gt;
 f Angora[nc] (ANG)&lt;br /&gt;
 f Cypress (CYP)&lt;br /&gt;
 f Baghdad (BAG)&lt;br /&gt;
 a Sofia (SOF)&lt;br /&gt;
 a Constantinople (CON)&lt;br /&gt;
 a Cairo (CAI)&lt;br /&gt;
&lt;br /&gt;
 China&lt;br /&gt;
 a Peking (PEK)&lt;br /&gt;
 a Shanghai (SHA)&lt;br /&gt;
 a Manchuria (MNC)&lt;br /&gt;
 a Canton (CAN)&lt;br /&gt;
 a Wuhan (WUH)&lt;br /&gt;
 a Chungking (CHK)&lt;br /&gt;
 a Sinkiang (SNK)&lt;br /&gt;
&lt;br /&gt;
 Prussia&lt;br /&gt;
 a Berlin (BER)&lt;br /&gt;
 a Prussia (PRS)&lt;br /&gt;
 a Silesia (SIL)&lt;br /&gt;
 a Ruhr (RH)&lt;br /&gt;
&lt;br /&gt;
 Austria&lt;br /&gt;
 a Vienna (VIE)&lt;br /&gt;
 a Venice (VEN)&lt;br /&gt;
 a Budapest (BUD)&lt;br /&gt;
 f Croatia (CRT)&lt;br /&gt;
&lt;br /&gt;
 Japan&lt;br /&gt;
 a Edo (EDO)&lt;br /&gt;
 f Sapporo (SAP)&lt;br /&gt;
 f Kagoshima (KG)&lt;br /&gt;
 f Okinawa (OKI)&lt;br /&gt;
&lt;br /&gt;
 USA&lt;br /&gt;
 a Washington DC (WDC)&lt;br /&gt;
 a Detroit (DET)&lt;br /&gt;
 a Chicago (CHC)&lt;br /&gt;
 a San Francicso (SFR)&lt;br /&gt;
 f Oregon (ORG)&lt;br /&gt;
 f New York (NYO)&lt;br /&gt;
&lt;br /&gt;
 CSA&lt;br /&gt;
 a Richmond (RCM)&lt;br /&gt;
 a Atlanta (ATL)&lt;br /&gt;
 a Austin (AUS)&lt;br /&gt;
 a New Orleans (NOL)&lt;br /&gt;
&lt;br /&gt;
 Mexico&lt;br /&gt;
 a Mexico City (MXC)&lt;br /&gt;
 f Merida (MER)&lt;br /&gt;
 f Mazatlan (MAZ)&lt;br /&gt;
&lt;br /&gt;
 Brazil&lt;br /&gt;
 f Rio De Janeiro (RDJ)&lt;br /&gt;
 f Recife (REC)&lt;br /&gt;
 a Brasilia (BRA)&lt;br /&gt;
 a Oliveira (OLI)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== A Brief Look At 1861: ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The 1860's were the crossroads of the 19th Century. The Concert of Europe was beginning to fall to a growing tide of nationalism. The Americas were thrown into turmoil with the formation of the Confederacy. Asia and Africa had not yet been carved up between the competing British and French Empires. How the great powers of the time reacted set the course for the 20th Century, leading to the Alliance systems of the Great War, the Second World War, and the Cold War. Keep in mind that some of the powers of the 1860's no longer exist because of how they reacted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Britain&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
By 1861 the British Empire was the greatest power on the planet. Its influence was felt on every continent, but the British Empire had not yet reached its peak, and its colonial holdings could just as easily been torn from it as Spain's had during the 1870's.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;France&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
France competed with Britain on virtually every level. Though it was not as powerful as its sometime rival, sometime ally, France was still neck and neck with Britain in its colonial holdings. France is the only power in 1861 that can wage war with Britain on an equal footing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Russia&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Russia of the 1860's had not yet suffered the crippling events of the Russo-Japanese War and the 1905 Revolution. Its power spread from Eastern Europe through Asia and into North America. Though it eventually fell to internal conflict, the Russia of the 1860's was still very much a world power.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Holland&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Though Holland wasn't much of a power on the European continent, its colonial holdings in the Far East, Africa, and South America gave it the leverage to compete on about the same level as France and Russia&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Turkey&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Turkey of the 1860's stretched from the Balkans to the Persian Gulf and south into Africa. Though it was considered the `Sick Man of Europe', destined for oblivion in the fires of the Great War, Turkey's central location and strength could have easily turned it into one of the world powers of the 20th Century.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;China&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
19th Century China was rapidly falling to Western hands. By the 1860's China had already been forced to open its ports to foriegn control. However, Europe had not yet turned its full attention to Imperial domination of the Orient. China still had the chance to regain its standing amongst the Great Powers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Prussia&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prussia was rapidly reaching its peak by the 1860's. By 1870, Prussia had unified Germany under its rule, radically shifting the balance of power in Europe away from Britain and France. As Germany, its political and military strength dictated the policies of both Britain and France during the latter half of the 19th Century.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Austria&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
One of the great European powers of the 19th Century, it was destined for economic ruin and political destruction by the end of the Great War. However, by 1861, the wars of unification had not yet happened in Germany and Italy. Austria still had the capacity of becoming a great power of the 20th Century.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Japan&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Its gate forced open just 10 years prior, Japan was scrambling to `Westernize' itself for survival. Historically, Japan's standing in the eyes of the world was cemented by the Russo-Japanese War of 1905. However, it could have suffered the same fate as China just as easily.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;United States of America (USA)&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With the Secession of the Confederacy, the United States was thrown into turmoil, and its future was in no way secure. The 1860's was dominated by the bloodiest war in US history, and though it ended with the defeat of the Confederacy, it could have ended with the creation of a new and powerful neighbor in North America. Regardless of the outcome of the war, the United States was forever changed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Confederate States of America (CSA)&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Confederacy was struggling for its independance from the United States during the early 1860's. Though it was defeated, the Confederacy had the potential of radically changing the balance of power in North America and eventually the world. If it had survived, it could have easily become a great power in the 20th Century.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Mexico&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
By the 1860's, Mexico had gone through a series of revolutions and distasterous wars. It was on the decline. If it had taken advantage of the Civil War, Mexico might have been able to turn its fortunes around, eventually reclaiming territories it had lost to the US in the 1840's.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Brazil&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
One of the few major powers on the South American continent, Brazil faced few challenges to a possible expansion. It would have had the capacity to make its mark in world affairs, rising to the status of great power by the 20th Century.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Map Notes: ===&lt;br /&gt;
&lt;br /&gt;
The map for this variant was designed for GM'd PBEM play. The map should be viewed in 256 colors, and players trying to read it should do so at a zoom of 100%-200%, though they can easily make out the state of affairs at a zoom of 50% or smaller. Included on the map file are army and fleet icons designed for use with the game. Take a look at the map legend in the upper left hand corner.&lt;/div&gt;</summary>
		<author><name>Priceisright</name></author>
	</entry>
	<entry>
		<id>http://www.dipwiki.com/index.php?title=Imperial&amp;diff=695</id>
		<title>Imperial</title>
		<link rel="alternate" type="text/html" href="http://www.dipwiki.com/index.php?title=Imperial&amp;diff=695"/>
		<updated>2008-02-07T20:20:35Z</updated>

		<summary type="html">&lt;p&gt;Priceisright: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Imperial Diplomacy&lt;br /&gt;
&lt;br /&gt;
Created by: Michael David Roberts&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Imperial_start.gif|center|850px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Variant Description: ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is a global variant set in the mid-19th Century. It was designed to provide on-line players with a (hopefully) fun and challenging global game in a historical setting. However, this variant was not designed to recreate historical events. It merely uses them as a springboard.&lt;br /&gt;
&lt;br /&gt;
=== Rules ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This variant follows all of the rules in Standard Diplomacy, except the following.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Start Date&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The game begins in Spring 1861. The Seasons work just like Standard Diplomacy (SpringFall).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Victory Conditions&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A short game requires a player to possess 70 supply centers at the end of any fall retreat. A long game requires a player to possess 84 supply centers at the end of any fall retreat. As an optional rule, the game will also end on Spring 1901 should no player possess the required number of supply centers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Occupation of Home Supply Centers&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If a Power occupies an opposing power's Home Supply Center, he may build from it as if it were his own. Example: USA occupies Richmond. Until another power occupies Richmond, it is considered a Home Supply Center for the USA. This is otherwise known as Imperial Builds.&lt;br /&gt;
&lt;br /&gt;
=== Map Clarifications: ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Impassable&amp;lt;/u&amp;gt; - (Great Lakes, Rocky Mountains, Andes, Switzerland, Sahara Desert, Himalayas)&lt;br /&gt;
&lt;br /&gt;
These zones act exactly like Switzerland in Standard Diplomacy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Island Chains&amp;lt;/u&amp;gt; - (Hawaiian Islands, Galapagos Islands, Society Islands, Bahamas, Virgin Islands, Azores, Cape Verde Islands, Falkland Islands, South George Island, Corsica, Crete, Seychelles, Maldives, Andaman Islands, Okinawa, Carolines, Marshalls, Fiji, and New Zealand)&lt;br /&gt;
&lt;br /&gt;
Island Chains are coastal territories that may be entered through any adjacent sea zones. They may be occupied by either armies or navies. However, they do not act like canals.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
*A Fleet in the Andaman Islands may move to Gulf of Manaar, Bay of Bengal, Andaman Sea, or the East Indian Ocean.&lt;br /&gt;
*A Fleet in Gulf of Manaar may convoy an Army to the Andaman Islands. However, a Fleet in Gulf of Manaar may not move to Andaman Sea.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Large Island Chains - (CubaHaiti and LuzonMindanao)&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Large Island Chains are essentially two coastal provinces surrounded by water and attached by a land bridge. Both Armies and Fleets may move from Island to Island. However, a Fleet may not move from one Sea Zone to another on the opposite side of the Large Island Chain.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
*Luzon is attached to Luzon Strait, Philippine Sea, Bismark Sea, and Mindanao. An Army may move from Luzon to Mindanao. A Fleet may move from Luzon to Mindanao. A Fleet may move from Luzon to Luzon Strait. A Fleet may not move from Bismark Sea to Luzon Strait.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Straits - (Constantinople)&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In order to move a Fleet directly from the Black Sea to the Aegean Sea, a player must own Constantinople.&lt;br /&gt;
&lt;br /&gt;
Land Bridge&lt;br /&gt;
*Victoria Vancouver&lt;br /&gt;
*Victoria Washington&lt;br /&gt;
*Detroit Minnesota&lt;br /&gt;
*Nova Scotia Quebec&lt;br /&gt;
*Atlanta Bahamas&lt;br /&gt;
*Bahamas Cuba&lt;br /&gt;
*Cuba Haiti&lt;br /&gt;
*Hait Virgin Islands&lt;br /&gt;
*Dublin Edinburgh&lt;br /&gt;
*Gibraltar Morocco&lt;br /&gt;
*Denmark Norway&lt;br /&gt;
*Denmark Sweden&lt;br /&gt;
*Cypress Angora&lt;br /&gt;
*Cypress Syria&lt;br /&gt;
*Singapore Malaysia&lt;br /&gt;
*Luzon Mindanao&lt;br /&gt;
*Kagoshima Edo&lt;br /&gt;
*Edo Sapporo&lt;br /&gt;
*Sakhurlin Vladivostok&lt;br /&gt;
&lt;br /&gt;
These land bridges work exactly as they do in Colonial Diplomacy. Though the provinces mentioned are separated by water, Both Armies and Fleets may move from one to the other.&lt;br /&gt;
&lt;br /&gt;
Wraparound - (Bering Sea, Westerlies, West Pacific, Equatorial Counter Current, South West Pacific, Antarctic Pacific)&lt;br /&gt;
&lt;br /&gt;
You will note that some sea zones can be found on both ends of the map. They are actually the same sea zones on both ends of the map. So in effect, a Fleet coming from Kuril Sea could move into the Westerlies on the right side of the map and be adjacent to the Hawaiian Islands on the left side of the map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Imperial.gif|center|850px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Starting Positions: ===&lt;br /&gt;
&lt;br /&gt;
 Britain&lt;br /&gt;
 f London (LON)&lt;br /&gt;
 f Edinburgh (EDI)&lt;br /&gt;
 f Nova Scotia (NCS)&lt;br /&gt;
 f Falkland Islands (FLK)&lt;br /&gt;
 f Gibraltar (GIB)&lt;br /&gt;
 f Aden (ADE)&lt;br /&gt;
 f Bombay (BOM)&lt;br /&gt;
 f Singapore (SGP)&lt;br /&gt;
 f Hong Kong (HGK)&lt;br /&gt;
 f Dublin (DUB)&lt;br /&gt;
 a Quebec (QBC)&lt;br /&gt;
 a Vancouver (VNC)&lt;br /&gt;
 a Delhi (DEL)&lt;br /&gt;
 a Perth (PRT)&lt;br /&gt;
&lt;br /&gt;
 France&lt;br /&gt;
 a Paris (PAR)&lt;br /&gt;
 a Marseilles (MRS)&lt;br /&gt;
 a Grain Coast (GCS)&lt;br /&gt;
 a Cambodia (CMB)&lt;br /&gt;
 f Nantes (NAN)&lt;br /&gt;
 f Corsica (CRS)&lt;br /&gt;
 f Cayenne (CYN)&lt;br /&gt;
 f Monrovia (MNV)&lt;br /&gt;
 f Society Islands (SCT)&lt;br /&gt;
&lt;br /&gt;
 Russia&lt;br /&gt;
 a Moscow (MOS)&lt;br /&gt;
 a Warsaw (WRS)&lt;br /&gt;
 a Georgia (GRG)&lt;br /&gt;
 a Orenburg (ORN)&lt;br /&gt;
 a Omsk (OMS)&lt;br /&gt;
 a Irkutsk (IRK)&lt;br /&gt;
 a Vladivostok (VLA)&lt;br /&gt;
 a Ancorage (ANC)&lt;br /&gt;
 f St. Petersburg[wc] (STP)&lt;br /&gt;
 f Sevastopol (SEV)&lt;br /&gt;
 f Port Arthur (PA)&lt;br /&gt;
&lt;br /&gt;
 Holland&lt;br /&gt;
 f Holland (HOL)&lt;br /&gt;
 f Cape Town (CTN)&lt;br /&gt;
 f Ceylon (CEY)&lt;br /&gt;
 f Sumatra (SUM)&lt;br /&gt;
 f Java (JVA)&lt;br /&gt;
 a Paramariso (PRM)&lt;br /&gt;
 a Transvaal (TRN)&lt;br /&gt;
 a Borneo (BOR)&lt;br /&gt;
&lt;br /&gt;
 Turkey&lt;br /&gt;
 f Angora[nc] (ANG)&lt;br /&gt;
 f Cypress (CYP)&lt;br /&gt;
 f Baghdad (BAG)&lt;br /&gt;
 a Sofia (SOF)&lt;br /&gt;
 a Constantinople (CON)&lt;br /&gt;
 a Cairo (CAI)&lt;br /&gt;
&lt;br /&gt;
 China&lt;br /&gt;
 a Peking (PEK)&lt;br /&gt;
 a Shanghai (SHA)&lt;br /&gt;
 a Manchuria (MNC)&lt;br /&gt;
 a Canton (CAN)&lt;br /&gt;
 a Wuhan (WUH)&lt;br /&gt;
 a Chungking (CHK)&lt;br /&gt;
 a Sinkiang (SNK)&lt;br /&gt;
&lt;br /&gt;
 Prussia&lt;br /&gt;
 a Berlin (BER)&lt;br /&gt;
 a Prussia (PRS)&lt;br /&gt;
 a Silesia (SIL)&lt;br /&gt;
 a Ruhr (RH)&lt;br /&gt;
&lt;br /&gt;
 Austria&lt;br /&gt;
 a Vienna (VIE)&lt;br /&gt;
 a Venice (VEN)&lt;br /&gt;
 a Budapest (BUD)&lt;br /&gt;
 f Croatia (CRT)&lt;br /&gt;
&lt;br /&gt;
 Japan&lt;br /&gt;
 a Edo (EDO)&lt;br /&gt;
 f Sapporo (SAP)&lt;br /&gt;
 f Kagoshima (KG)&lt;br /&gt;
 f Okinawa (OKI)&lt;br /&gt;
&lt;br /&gt;
 USA&lt;br /&gt;
 a Washington DC (WDC)&lt;br /&gt;
 a Detroit (DET)&lt;br /&gt;
 a Chicago (CHC)&lt;br /&gt;
 a San Francicso (SFR)&lt;br /&gt;
 f Oregon (ORG)&lt;br /&gt;
 f New York (NYO)&lt;br /&gt;
&lt;br /&gt;
 CSA&lt;br /&gt;
 a Richmond (RCM)&lt;br /&gt;
 a Atlanta (ATL)&lt;br /&gt;
 a Austin (AUS)&lt;br /&gt;
 a New Orleans (NOL)&lt;br /&gt;
&lt;br /&gt;
 Mexico&lt;br /&gt;
 a Mexico City (MXC)&lt;br /&gt;
 f Merida (MER)&lt;br /&gt;
 f Mazatlan (MAZ)&lt;br /&gt;
&lt;br /&gt;
 Brazil&lt;br /&gt;
 f Rio De Janeiro (RDJ)&lt;br /&gt;
 f Recife (REC)&lt;br /&gt;
 a Brasilia (BRA)&lt;br /&gt;
 a Oliveira (OLI)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== A Brief Look At 1861: ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The 1860's were the crossroads of the 19th Century. The Concert of Europe was beginning to fall to a growing tide of nationalism. The Americas were thrown into turmoil with the formation of the Confederacy. Asia and Africa had not yet been carved up between the competing British and French Empires. How the great powers of the time reacted set the course for the 20th Century, leading to the Alliance systems of the Great War, the Second World War, and the Cold War. Keep in mind that some of the powers of the 1860's no longer exist because of how they reacted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Britain&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
By 1861 the British Empire was the greatest power on the planet. Its influence was felt on every continent, but the British Empire had not yet reached its peak, and its colonial holdings could just as easily been torn from it as Spain's had during the 1870's.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;France&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
France competed with Britain on virtually every level. Though it was not as powerful as its sometime rival, sometime ally, France was still neck and neck with Britain in its colonial holdings. France is the only power in 1861 that can wage war with Britain on an equal footing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Russia&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Russia of the 1860's had not yet suffered the crippling events of the Russo-Japanese War and the 1905 Revolution. Its power spread from Eastern Europe through Asia and into North America. Though it eventually fell to internal conflict, the Russia of the 1860's was still very much a world power.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Holland&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Though Holland wasn't much of a power on the European continent, its colonial holdings in the Far East, Africa, and South America gave it the leverage to compete on about the same level as France and Russia&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Turkey&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Turkey of the 1860's stretched from the Balkans to the Persian Gulf and south into Africa. Though it was considered the `Sick Man of Europe', destined for oblivion in the fires of the Great War, Turkey's central location and strength could have easily turned it into one of the world powers of the 20th Century.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;China&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
19th Century China was rapidly falling to Western hands. By the 1860's China had already been forced to open its ports to foriegn control. However, Europe had not yet turned its full attention to Imperial domination of the Orient. China still had the chance to regain its standing amongst the Great Powers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Prussia&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prussia was rapidly reaching its peak by the 1860's. By 1870, Prussia had unified Germany under its rule, radically shifting the balance of power in Europe away from Britain and France. As Germany, its political and military strength dictated the policies of both Britain and France during the latter half of the 19th Century.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Austria&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
One of the great European powers of the 19th Century, it was destined for economic ruin and political destruction by the end of the Great War. However, by 1861, the wars of unification had not yet happened in Germany and Italy. Austria still had the capacity of becoming a great power of the 20th Century.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Japan&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Its gate forced open just 10 years prior, Japan was scrambling to `Westernize' itself for survival. Historically, Japan's standing in the eyes of the world was cemented by the Russo-Japanese War of 1905. However, it could have suffered the same fate as China just as easily.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;United States of America (USA)&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With the Secession of the Confederacy, the United States was thrown into turmoil, and its future was in no way secure. The 1860's was dominated by the bloodiest war in US history, and though it ended with the defeat of the Confederacy, it could have ended with the creation of a new and powerful neighbor in North America. Regardless of the outcome of the war, the United States was forever changed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Confederate States of America (CSA)&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Confederacy was struggling for its independance from the United States during the early 1860's. Though it was defeated, the Confederacy had the potential of radically changing the balance of power in North America and eventually the world. If it had survived, it could have easily become a great power in the 20th Century.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Mexico&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
By the 1860's, Mexico had gone through a series of revolutions and distasterous wars. It was on the decline. If it had taken advantage of the Civil War, Mexico might have been able to turn its fortunes around, eventually reclaiming territories it had lost to the US in the 1840's.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Brazil&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
One of the few major powers on the South American continent, Brazil faced few challenges to a possible expansion. It would have had the capacity to make its mark in world affairs, rising to the status of great power by the 20th Century.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Map Notes: ===&lt;br /&gt;
&lt;br /&gt;
The map for this variant was designed for GM'd PBEM play. The map should be viewed in 256 colors, and players trying to read it should do so at a zoom of 100%-200%, though they can easily make out the state of affairs at a zoom of 50% or smaller. Included on the map file are army and fleet icons designed for use with the game. Take a look at the map legend in the upper left hand corner.&lt;/div&gt;</summary>
		<author><name>Priceisright</name></author>
	</entry>
</feed>