Diplomacy World #103 - Fall 2008 Issue
Diplomacy World #103 - Fall 2008 Issue
Diplomacy World #103 - Fall 2008 Issue
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[This game begins with a lengthy discussion of the<br />
“science” involved, then the rules. At the end are some<br />
design comments, such as I can make about 25 years<br />
after I designed the game.]<br />
This game depicts warfare in a not-too-distant future.<br />
Humanity has colonized several stellar systems. Internal<br />
disorders have led to the destruction of all useful worlds<br />
in the Solar System, and to the partial de-civilization of<br />
the colony worlds. Where sufficient natural resources are<br />
obtainable within a system, not yet exhausted by<br />
intensive use, faster-than-light (FTL) travel has been reestablished<br />
on a practical basis. (The knowledge was<br />
never lost, but the technology for FTL ships was<br />
temporarily beyond the production capabilities of any<br />
system.) In other systems, where resources are not<br />
available, industrial installations still exist but no<br />
government remains with the coherence necessary to<br />
resist interstellar invasion. In several relatively recently<br />
colonized systems industry is still limited but resources<br />
are ample. The governments of the older systems,<br />
lacking sufficient resources at home to operate all the<br />
available industry, and foreseeing the exhaustion of the<br />
remaining resources in the near future, plan to gain<br />
control of other systems which possess raw materials in<br />
abundance. Each player controls one of these<br />
expanding nation-systems.<br />
FTL travel can be accomplished only by massive<br />
objects, traveling from a planet in one system to a planet<br />
in another. The only way to enter or come out of FTL<br />
drive is with the aid of a planetary mass. A huge mass<br />
such as a star severely interferes with the drive. As a<br />
result, fleets typically consist of large spaceships (10+<br />
miles in diameter) which never descend to a world’s<br />
surface. Only the outer planets of a system may be<br />
reached by FTL travel, owing to the sun’s interference<br />
closer in.<br />
These ships travel within a system using an anti-gravity<br />
device which also requires large (planet-size) masses to<br />
react against. Thus ships may only travel between<br />
planets, not directly deep in interplanetary space.<br />
In combat, ships project fields (related to the gravity/antigravity<br />
propulsion units), an entire fleet projecting a<br />
single integrated field. The size of a fleet is naturally<br />
determined by the number of ships which can orbit a<br />
world while projecting a field, without forcing some ships<br />
so far away that they are unable to use the normal space<br />
drive. Fleets on nearby worlds may reinforce the field<br />
projection of a fleet. Ships are seldom destroyed; instead<br />
they are forced to go into drive to retreat to a nearby<br />
planet. If other fleets occupy all planets within range, the<br />
fleet is forced into interplanetary space, where it<br />
Fighting SUNS<br />
Copyright, <strong>2008</strong> Lewis Pulsipher<br />
<strong>Diplomacy</strong> <strong>World</strong> <strong>#103</strong> - Page 30<br />
becomes a drifting target for heavy missiles and is<br />
destroyed. Of course, the technology permitting such<br />
huge ships to move without a tie to planets exists, but it<br />
is so expensive that the necessary units are not in<br />
production, nor would it be efficient in the long run to put<br />
such propulsive units on the great ships.<br />
The only defense against space fleets is the very large<br />
and expensive planetary defense installation, including<br />
orbital and planet-based components. Because<br />
propulsion units need not be included, these are cheaper<br />
than space fleets. Planets are otherwise defenseless<br />
against space fleets and therefore routinely surrender to<br />
them without resistance. The human race, having seen<br />
the Solar System destroyed, has adopted a form of<br />
limited warfare similar to that known in Europe c. 1650-<br />
1750. Fleets are capable of “burning off” planets; while<br />
no fleet is likely to do such a thing, planets nevertheless<br />
surrender when faced with an orbiting enemy.<br />
Teleportation between worlds and systems is known, but<br />
only raw materials can be teleported without harm.<br />
Humans die; electronic components (disassembled<br />
spaceships, for example) are irreparably damaged.<br />
The Rules.<br />
The rules of <strong>Diplomacy</strong> apply except as follows.<br />
1. Definitions.<br />
A) Stellar system: a group of planets surrounding a star,<br />
separated from other systems on the hex sheet by a<br />
heavy black line. Planets are identified by the first letter<br />
of the system name and the number beside the planet<br />
(A5, B2, etc.). There are eleven stellar systems in the<br />
game.<br />
B) Fleet: the space fleet, which acts as a normal army in<br />
<strong>Diplomacy</strong> except as stated below.<br />
C) In-system: the area one or two hexes from the sun of<br />
a stellar system. In-system planets are separated from<br />
out-system worlds by black lines, and are identified by<br />
one-figure numbers.<br />
D) Out-system: the area more than two hexes distant<br />
from the sun of a stellar system; out-system worlds are<br />
separated from the inner system by black lines, and are<br />
identified by two-figure numbers.<br />
E) Hyperjump: movement between one stellar system<br />
and another “connected” to it (within range), permitted<br />
only between outsystem planets of different systems.