Europe 1615: Prelude to War

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EUROPE 1615: PRELUDE TO WAR

A DIPLOMACY VARIANT

by Matthew Medeiros


[Play-testers needed! Most recent update 4-9-13. Any comments or questions please write to medeiros412@aim.com, thank you.]


1 INTRODUCTION

Early in the 17th century, Europe was embroiled in a political and religious war that historians have called the Thirty Years War, a war that culminated in a large number of casualties from battle, famine, and plague. It has been described as a clash between the Protestant factions of Germany and the Austrian and German Catholics, yet from another perspective it has been viewed as the continuation of an age-old struggle of dominance between the kings of France, the princes of Germany, and the Habsburgs of Austria.

The Europe 1615 Diplomacy variant allows players to take the reigns of one of the great powers of the time most closely involved with the Thirty Years War which commenced in 1618: Austria, France, Spain, England, and Denmark/Sweden. For the purposes of this game, Denmark and Sweden are treated as in a permanent alliance and controlled by one player. The game begins in 1615, one year following the Treaty of Xanten. The interaction of these great powers with each other and with the minor German and Italian states, vassal states of the Ottoman Empire, and other minor states will define the course of the game. The variant adapts rules a distant game of diplomacy called Origins of World War 1 (and 2). Game is played on two levels: military and political. At the beginning of each year, players deploy influence factors (INFs) and initiate diplomatic attacks to secure religious and political control over the minor states. This can impact the movements of units in the game, and victory points are assessed on both levels giving several possible paths to victory for each player. To round out the mechanics of this variant, there is the use of ports to limit the activities of the fleets, variable-valued supply centers, and rules to take into account the situation of the Protestant-versus-Catholic conflict from the religious and political influence on the minor states. Victory is measure by the gain and loss of victory points (VPs) through various facets of the game (military and political objectives). Game runs for a time limit of 6 game years, and each game year is defined by a politics phase, 3 movement/retreat phases, and a build phase.

Standard 5th Edition rules of Diplomacy apply with modifications as described below.


2 PHASES OF THE GAME YEAR

Each game year is divided in to the following phases:

1- Political and Religious Influence Phase

2- Spring Movement and Retreat Phase

3- Summer Movement and Retreat Phase

4- Fall Movement and Retreat Phase

5- Winter Ownership/Build/Adjustment Phase


3 POLITICAL AND RELIGIOUS INFLUENCE PHASE

At the start of the game, year 1615, each power receives a number of influence factors (INF) to use for influencing the minor states. For subsequent years, the powers receive the INFs based on the table below.


Table of INF Allocation per Year

Inf-v5.jpg

Each player then establishes influence over the minor states by distributing some or all the INFs. Any unused INFs are placed in the power’s home box for later use. A power can place any amount. Additionally, a power may place INFs in another power’s home box (purpose is explained below). Points accumulate each year and change with the results of the “diplomatic attacks” (as discussed below). Points placed in the home box may be re-deployed in following years. However, those points already deployed cannot be moved. A listing of the minor states that may be influenced is given in the table below.


Table of Pliant Minor States

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Diplomatic Attacks

The GM publishes the distribution of INFs in the first year to present the statuses of the minor states. However, diplomatic attacks commence in the second year (1616) of gameplay after the second distribution of INFs takes place. No diplomatic attacks are performed in the first year. Once the players have had a chance to review and negotiate over the second INF distribution and publication done for 1616, players may choose to perform diplomatic attacks. Each player may choose to conduct a diplomatic attack only once per phase against INFs of another power in one minor state. The player chooses a state where he/she has invested INFs, and then directs an attack against any other player’s INFs also present in that state (one attack against another power). Additionally, if 5 or more INFs of one power have been placed in another’s home box, the power has earned diplomatic immunity. With diplomatic immunity, a power is protected from diplomatic attacks from the power where INFs have been placed. To negate the effect of diplomatic immunity, the affected power must eliminate or reduce the number of INFs of the opposing power to less than 5 with diplomatic attacks.

The decisions of the players are then communicated at the same time to the GM, much like the simultaneous submission of orders for units. Each player submits multiple orders to perform diplomatic attacks, where each order indicates the name of minor state and the target of the attack, but only one will be followed for reasoned described in the next paragraph. Diplomatic attacks are submitted in secret to the GM, however, players may discuss these attacks, may make promises, but no one is obligated to adhere to any agreements.

The national order of attacks is as follows: Spain, France, England, Denmark/Sweden, and Austria. GM consults the Diplomatic Attack Table shown below, to determine outcome of the attacks. Additionally, the French player must submit an alternative order because it is possible that the first ordered attack is unable to be performed due to lost INFs from a Spanish attack. The English player must submit 2 alternative orders if the first ordered attack is unable to be performed due to lost INFs from a French attack. As such, the GM consults the first alternative order of the English, and if this undoable the GM consults the second alternative order. Denmark must submit 3 alternative orders, and Austria must submit 4, for similar reasons. Since Spain goes first in the national order of the diplomatic attacks, there is no need for Spain to submit alternate orders.


Diplomatic Attack Table

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Diplomatic attacks are determined by a random throw of 3 six-sided dice. If players are uncomfortable with accepting the GM’s account of “unseen” dice rolls, players and GM may utilize stock market prices for a given day as a means of generating random numbers. Note: In the case where the ratio of INFs of the attacker to the defender is equal to or greater than 5-to-1, then no roll is performed, and defending INFs are removed.

Optional approach to diplomatic attacks: Since diplomatic attacks introduce a random element to the game, they may be handled by resolving all attacks with an exchange (EX). This negates the use of dice rolls to resolve the attacks. The use of this method should be decided at the start of the game and agreed upon by all players.


How The Minor States Are Politically Marked After The Diplomatic Attack Phase

At the end of the diplomatic attack phase the following is considered:

Political status of the minor state is not established if there are 4 or less total INFs present.

Political status of the minor state is NEUTRAL if no single major power holds 2/3 or more of the total INFs present in the minor state.

Political status of the minor state is ALIGNED if a single major power holds 2/3 or more of the total INFs present in the minor state, and has invested minimally 5 INFs. Minor states marked as ALIGNED are essentially in allegiance with the major power holding the most influence as specified above.


How The Minor States Are Marked With Regard To Religious Influence

The combined INFs remaining for England and Sweden/Denmark represent the political influence of the Protestant factions in the province. The combined INFs of Austria, France and Spain represent the political influence of the Catholic factions in the province. Control of a province by either the Protestants or Catholics is determined by the following:

Religious status of the minor state is not marked if there are less than 10 INFs present.

Religious status of the minor state is DUALITY if no single religious faction holds 2/3 or more of the total INFs present in the minor state. (DUALITY would suggest that the government and populace are composed of both Protestant and Catholic members. The minor state is not swayed in any particular direction.)

Religious status of the minor state is CONTROLLED if a single religious faction holds 2/3 or more of the total INFs present in the minor state, and a minimum of 10 INFs are present for that faction. (CONTROLLED refers to nearly exclusive dominance of one religion in the government and populace.)


Benefit of the Political Status of the Minor States

If the political status is ALIGNED, the major power that holds the 2/3-or-more majority of INFs in the state is afforded the benefit of submitting HOLD or SUPPORT orders to the minor state's unit.


Rules Concerning Political Status of Minor States

If the political status is not established, any major power may attack and occupy the state.

If the political status is NEUTRAL, no major power can attack or enter the minor state as it violates the neutrality status. This also applies to retreating units: a retreating unit cannot enter a neutral state. Neutral units cannot receive support. Treat NEUTRAL minor states much like the impassable Switzerland of standard Diplomacy.

If the political status is ALIGNED, the major power (to which the minor state is ALIGNED to) is not allowed to attack the minor state's unit. If no unit is present in the minor state, the major power (to which the minor state is ALIGNED to) may enter freely.

GM will always remind players if a violation will occur with orders submitted, and will request changes. If no changes are submitted then those orders that will cause a violation will be ignored or set to HOLD.


Rules Concerning Religious Status of Minor States

If the religious status of the minor state is not set or has a DUALITY status, then any major power may attack and occupy the state, but with restrictions set by the political status.

If the religious status is CONTROLLED, any major power with the same religion that attacks and occupies the state forfeits the gain of VPs from the capture of the supply center (if present).


Consequences Of When A Major Power Attacks And Occupies A Minor State

If a major power attacks and occupies a minor state that does not have a status or is marked as ALIGNED with another power, followed by change in ownership at the build phase, no other major power may place INFs in that state during the coming political and religious influence phase. The minor state is now considered the DOMINION of the occupying power. Diplomatic attacks are still allowed by all powers, but the owning power is exclusively allowed to place INFs in the state. However, another power may still garner bonus VPs from the religious status at the end of the game if the status is maintained.

If an opposing religion has control of the minor state, the major power that now owns the minor state will be unable to build on the site until the religious status is changed to DUALITY. If the minor state is ALIGNED with another power, the supply center is unable to provide for a new build until the status is changed to NEUTRAL. For the given situations above the minor state is considered to be in REVOLT as a result of the religious and political opposition. Revolting states will be marked on the map.


Rule concerning the Papal States

Papal states are considered ALIGNED to all Catholic powers.


How Victory Points Are Acquired Based On The Religious Statuses Of The Minor States

Victory points are awarded at the end of the game depending the religious situation of the minor states as shown in the Objectives Table and VP Awards.


Objectives Table and VP Awards

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Example: If at the end of the game Saxony is Catholic controlled, then Austria can garner 14 VPs for the religious status; France can garner 5 VPs, and Spain, 3 VPs. However, if by the end of the game Saxony is Protestant controlled, then England can garner 7 VPs and Denmark/Sweden can receive 14 VPs.


5 MOVEMENT PHASE

Orders are submitted in the same manner as in standard Diplomacy. A HOLD or a SUPPORT order can be submitted to units in minor states that are ALIGNED with a player's power.

Fleets can only move into or support a move into a coastal province that has a port (anchor). Fleets are allowed to convoy armies to any coastal province whether or not a port is present. Certain orders on fleets are deemed illegal based on the location of the port. These are given below:

F(ADR)-NAP

F(BAL)-HLS

F(BAL)-SKA

F(NTH)-COP

F(COP)-HLS

F(MEC)-HLS

F(ATL)-SCO

F(ATL)-IRE

F(CEL)-SCO

(These orders are also not legal in reverse.)

Additionally, certain army movements are allowed without the use of a convoy, and given below:

(1) movement and support between GRA and FEZ.

(2) movement and support between SIC and NAP.

(3) movement and support between IRE and SCO

(4) movement and support between SCA and COP

Units of minor states that are dislodged are immediately disbanded.


7 OWNERSHIP/BUILD/ADJUSTMENT PHASE

The player occupying a foreign supply center prior to the build phase may waive the change in ownership of the center. This may be arranged by the player (and communicated to the GM) to avoid depriving a center from an ally. Once the decision is made no reversal is allowed until the next build phase.

Each supply center available during the build phase provides the resources to field 1 army or 1 fleet (as in standard diplomacy). Players may build new units on any owned and unoccupied center with restrictions explained in section 3. Owned ports may be used as a build site for fleets whether or not it is a supply center.

If a supply center of a minor state is unoccupied and has yet to change ownership, a new unit is built.


Starting Position of Units

France: A(PAR), A(TOU), A(PRO), F(GUY), F(BRI)

Spain: F(GAL), A(MAD), A(CAT), A(MIL), A(SPA)

Austria: A(BOH), A(CRO), A(VIE)

England: A(SCO), F(LON), A(GLO)

Denmark/Sweden: F(SWE), A(COP), A(HOL)

All major powers begin with one unit less than the number of supply centers available. If there are no losses in supply centers by the build phase of 1615, then each major power is entitled to new build.

Each minor state begins with a unit with exception to SWI, POS, and LOR. The Papal states begin with units, and these unit support each other throughout the game. Of the Barbary States, TUN and ALG begin with units (these units are in permanent HOLD throughout the game). Units of unmarked and NEUTRAL minor states cannot be convoyed.


8 VICTORY POINTS ADJUSTMENT

Victory is measured by the accumulation of Victory Points (VPs) at completion of the game. Bonuses are received based on the religious/political situations and military operations. Penalties can be assessed based on certain operations as well. These changes are listed below:

Bonuses that affect all powers: (1) gain of a supply center beyond home centers= VP value of supply center, a +3, +9, or +15 as indicated on the map; (2) loss of a supply center= VP value of supply center a -3, -9, or -15 as indicated on the map.

Additional bonuses can be garnered at the end of the game for completed objectives. These objectives are listed in the Objectives Table and VP Awards.


9 VICTORY CONDITIONS

At the opening of 1621, the player with most VPs wins the game. If there is a tie between any two players, then the game will resume for another year, and VPs reassessed at the opening of 1622. This will continue until a break in the tie.


Optional: Alliances and Victory

Two players, before the start of 1618, may form an alliance. This is a permanent agreement and is communicated to the GM and announced to the other players. Alliances do not change the rules of the game, but affects victory condition. It is possible for two alliances to form in the game. At the end of the game, an alliance wins if the combined VPs of the two allies exceed the total VPs of the other three players (or the other alliance and the fifth player). Alliances are bound to this rule to the end, so it is possible that a single unaligned player can (1) win the game with a minimum amount of VPs by bringing about a balance of power between two alliances; or (2) exceeding the other two unaligned players in total VPs given the only alliance cannot meet the condition above.

Note: INFs cannot be transferred between allies.


10 ALTERNATE WAYS TO PLAY

Setup for less than 5 players:

2-player game: The version can be played as a Thirty Years War simulation. One player controls Spain and Austria, while the other player controls France, England, and Denmark.

3-player game: One player controls Spain, another controls Austria, another plays England and Denmark. France is neutral and French territory cannot be entered. Before build/adjustment in 1617 each player rolls dice. France joins player with highest roll in 1618.

4-player game: One player controls Spain, another controls Austria, another plays France, and one for Denmark and England.


HISTORICAL NOTES

Wikipedia entry: http://en.wikipedia.org/wiki/Thirty_Years'_War.


REFERENCES/ACKNOWLEDGEMENTS

History, concepts, and rules adapted from:

Standard Diplomacy by Allan Calhamer

1648 by Charles Feaux de le Croix

Ambition and Empire by B. M. Powell and Jeff Kase

Formal Diplomacy by E. Sabatine and Edi Birsan

Origins of World War 1 by Jim Dunnigan

Origins of World War 2 by Jim Dunnigan and Thomas Shaw

The Thirty Years War by C.V. Wedgwood


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Example image of how the religious/politics phase changes the statuses of the minor states and relationship of those states with the major powers. The new map above was generated after the first political and religious influence phase where each player distributed INFs to the unmarked minor states. As a result: Ireland, Mecklenburg, Brandenburg, and Westphalia are all aligned with England and all Protestant controlled. Svebia (Swabia), Saxony, and Prussia are all aligned with Denmark/Sweden, but only Svebia is Protestant controlled. The United Netherlands is aligned with Spain; and Venice, Lower Saxony, Bosnia, and Transylvania are aligned with Austria. Additionally, Transylvania is Catholic controlled. The neutral states are the Rhineland (dual religious status), Lorraine, and Savoy (both Lorraine and Savoy are Catholic controlled). Remaining minors states are left unmarked. Now the players must decide how to maneuver units and negotiate agreements in this newly drawn map, keeping in mind the position of neutral states and those states that are Protestant or Catholic controlled.


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