I think we may already have 4 players and a GM (that's me) but anyhow we will need 7 players and some reserves.
Any interested players/reserves/observers must PM or email me with a list of his/her preferences and an email adress.
The variant is played in the European scenario starting in 1929. The
major powers are the same as in Standard except for Austria-Hungary now
replaced by Poland.
Besides there are also 7 armed minor powers that will be controlled according to a rule of my invention specified below.
The map is as follows:
With troops initially allocated the following way:
The RP files (text and graphic files) are directly downloaded in this link:
http://www.users.bigpond.com/kennedy4/resources/files/Realpo litik3adv.zip
Or visiting this page:
http://www.users.bigpond.com/kennedy4/support.htm
If you don't have yet Realpolitik, it's highly commendable that you download it at:
http://sourceforge.net/projects/realpolitik
All the info on this variant can be found in
http://www.users.bigpond.com/kennedy4/contents.htm
Yet notice that we will use a totally new rule for minor powers' control. The rule is as follows:
Special
rule for the management of armed minor powers in variants that provide for them:
Each major
power (player) has as many Influence Points (IPs) as centers it owns. Every
Winter the player can allocate them for any available minor power(s) at will.
Each winter
then the GM will count the IPs allocated at each minor power ruling its
allaince for the upcoming year to the power that more "votes" has
achieved in that particular "poll" or "influence struggle".
Players are not obligued to "vote" for themselves (default) but can
also explictly allocate their IPs for other major powers.
IP
allocation will remain secret in any case.
The major
power obtaining single majority in each individual votation, gets the alliance
(total cotrol) of the minor power for the full following year. A tie on top
votes causes the minor power to stay neutral for the subsequent year.
Examples (using Versailles variant) in
Winter 1928 (prior to the game start):
(1)
Czechoslovakia:
- Germany
3 IPs
- Poland
2 IPs
- Italy
1 IP
Germany
obtains alliance (control) of Czechoslovakia for all 1929 (3 vs 2)
(2) Spain:
- France:
3 IPs
- Britain:
2 IPs
- Italy
: 1 IP for Britain
Spain stays
neutral in 1929 (3 vs 3)
(3) Greece:
Italy
attains the Greece alliance for 1929
(4)
Yugoslavia:
Turkey
obtains Yugoslav alliance in 1929 (2 vs 1)
(5)
Rumania:
Poland
obtains Rumanian alliance for 1929 (2 vs 1)
(6) Sweden:
-
USSR:
2 IPs
- Britain
1 IP
- Poland:
1 IP for Britain
Sweden
stays neutral in 1929 (2 vs 2)
(7) Egypt:
Turkey
obtains Egyptian alliance for 1929
Yet
(IMPORTANT!), the votation or IP allocation remains secret. Only the results
are published by the GM along the Winter adjustments' adjudication.
Continuity
vote: minor powers
will cast a special vote for their previous allies. This rule is intended to
encourage alliance continuity and minimize the posibilities that a minor power
reverses to neutrality.
Examples (Winter 1929):
Greece:
- Turkey:
1 IP
- Italy:
1 IP
- Greece
(continuity vote): IP for Italy
Italy
retains control over Greece in 1930 (1 vs 1)
Egypt: no
IPs invested by any major powers
- Egypt
(continuity vote): IP for Turkey
Turkey
retains control over Egypt
Rumania:
- Poland:
3 IPs
- USSR:
4 IPs
- Rumania
(continuity vote): IP for Poland>
USSR takes
control of Rumania (4 vs 3)
Betrayal
penalty (loss of
credibility):
A power can
of course occupy its minor ally's owned centers, yet this will cause the
following penalty: the traitor major power loses all IPs in the subsequent
Winter and will recover only half of them (rounded down) in the second year
after the wrongdoing. The third year after the stab, the traitor power will
have again all its IPs, unless it has comitted new acts of treason towards its
minor allies.
The
continuity vote rule is not affected by this provision. Minor powers will
remain casting their IP for their former allies equally.
Provisions
for minor powers reverting to neutrality:
The unit(s)
of such minor power will act as follows:
- If
it is at their home SC, it will hold
- If
it is adjacent to their home SC, it will move to it
- If
it is two provinces away from their home SC, it will also move to it via
the shortest possible path, deciding the GM on random bases if two or more
paths are equally available.
- If it is more than 2 provinces away, it will hold
If a
neutralized minor power owns more than one SC, the unit most distant from its
home center will move towards the other owned SC following the same provisions
as above. If both units are equally distant, the GM will decide on random
bases.
Example: Yugoslavia controls Belgrade
(home) and Athens and has its two armies in Macedonia and Albania. One army
will move to Blegrade and the other to Athens on random choice (flipping a
coin, for instance).
When a
minor powers can become major (played) and when an abandoned major power can
turn minor:
Any minor
power that achieves 3 SCs becomes a major power and will be assigned to a new
player. The new player will then name a second home center for his new power.
An abandoned
major power with 2 or less SCs can become minor on GM's decission applying then
the previous rules.
___________
Any doubts, now is the moment to clarify them.
It is also the moment
to decide if the game will be played to its full length (that is until
a power achieves control of half+1 of all centers) or if we will be using
other rules, like the ones used in the previous AEDip games.
Edited by Maju