[map will be kept up-to-date every cycle]
Cycles Thus Far
Spring 1901 - Rogue Agents
Fall 1901 - Rogue Agents ends.
Winter 1901
Spring 1902 - Fog of War
Fall 1902 - Fog of War ends.
- We Blew Up the Alps: Switzerland is passable for 5 cycles.
- The French Experience: A Revolution occurs in a random country.
- A non-affiliated, hostile army spawns in said country's capital, if it is unoccupied.
- If the capital is occupied, the army occupying it is destroyed.
- The supply center will be inaccessible for the time being.
- The unit must die to access the supply center - however, it will be destroyed for 1 cycle.
- A non-affiliated, hostile army spawns in said country's capital, if it is unoccupied.
- Global Recession: All countries must disband 2 units of their choice for 1.5 years.
- Nuclear Proliferation: The two countries with the most supply centers get the chance to develop an atomic bomb.
- It costs 2 troops; they will be immobilized for 2 cycles.
- The atomic bomb removes all troops in a 1-tile radius from the area the bomb is detonated, and destroys any SCs for 1.5 years.
- At the end of these 1.5 years, the countries in question hit by the nuke get their supply centers returned to their possession.
- Forcing one unit developing the bomb to retreat will delay the bomb being built by a cycle.
- Immobilized means these troops cannot support or otherwise order anything - they are forced to hold.
- Russian Winter: All enemy units in Russian territory freeze to death (are forcibly disbanded), while Russian units dig in (if in Russia) and cannot move for a cycle.
- Russian territory are the base supply centers (Stp, Mos, Sev, and War).
Rogue Agents:Every player gets to control 1 randomly-selected unit for 1 cycle.- How The Tables Turn: A player that has to disband n number of units can now choose n number of units to disband from other powers.
- Blackout: No press, public or private, for 1 year.
- Diplo a Trois: All communications, new or ongoing, must now include a third party for 1 year.
Fog of War:Any support orders will instead trigger a faceoff between the two units, including if the two units are from the same country. Active for 1 cycle.- Human Flight: Any army can now convoy itself over one space of water (but it cannot land on water) for this cycle. The army can be convoyed over any body of water, including occupied ones.
- Strength in Support: This cycle, no support orders can be cut.
- The Host's Specialty: You are randomly assigned to be either a liar or a truth-teller. You may not reveal which one you are, but you must:
- Liars: submit the opposite of everything discussed
- Truth-tellers: submit exactly what was discussed
- This lasts 1 year.
- Citizen Resistance: Nobody can acquire new supply centers for 1 year - sending any army into a neutral supply center will lead to the army's destruction.
- Double or Nothing: When rolled, two effects will be implemented this year rather than just one.
After a spin of the Wheel, the modifier for this year is...
Rogue Agents: Every player gets to control 1 randomly-selected unit for 1 cycle. Each country has 1 rogue agent in their home centers.
Some notes from the GM:
- Please follow all Smogon and Circus Maximus forum rules.
- The game will use the Classic Diplomacy map made for seven players.
- Powers should submit orders to me privately on Smogon or Discord before each specified deadline. If you fail to do this, it will be treated as an NMR (No Moves Received) and all of your units will hold in place.
- Spring and Fall order phases will last for 48 hours each after the previous results have been posted in the game thread. Retreat and build phases will last for 24 hours each. Deadlines will not be extended significantly to accommodate late order submissions, but the game may be paused or extended for a certain period if a majority of players vote for it.
- I will be using Backstabbr to process orders and adjudicate the game, with screenshots of the board being posted in the game thread each turn.
- If you submit orders that are invalid/impossible somehow (for example, if you ordered an army from Munich to Greece for some reason), they will be ignored, marked as invalid, and the relevant unit will hold in place.
- If a power NMRs in the first two turns of the game or twice throughout the game, they will be subbed out. No exceptions.
- Once a Power has been eliminated from the game (defined by their supply center count reaching zero), they will no longer be able to negotiate.
Players + Powers
Do welcome:
StupidFlandrs48, Archduke of Austria-Hungary
ImaginaryNeon, Prime Minister of England
DashCon Ball Pit + apricity, Presidents of France
M2H + Alice Kazumi, Chancellors of Germany
CrreamyKitty, King of Italy
sunny004 + LonelyNess, Tsars of Russia
The Worst Couple + bluedoom, Sultans of Turkey
GMed by me, President of Switzerland.
It's now Spring 1901. Powers, please submit your orders to me in 48 hours, before 7 PM GMT-5 (Eastern Standard Time).
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