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RainbowDoubleDash


“If the youth are not initiated into the tribe, they will burn down the village, just to feel its warmth.” — African proverb

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May
24th
2013

The Lunaverse: The Game [AKA Diplomacy: Lunaverse Edition] · 7:38am May 24th, 2013

Sort of a spoiler, not for anything I'm doing but rather for something that someone else will soon be doing. I'm kind of really proud of this map and don't want to wait any longer, though. Sorry, Daga!

Note: None of the information below is necessarily Lunaverse canon. But it makes for a good game board, I think.

And a fancy version not originally done by me can be found here.

Equestrian Diplomacy has a map based off of the Lunaverse version of Equestria as it was 900 years ago, just prior to Equestria’s southern campaigns to re-take parts of the realm that had broken away in the aftermath of Corona’s fall. Equestria was smaller then, but expansion-oriented, much to the chargrin of its neighbors. Historically, however, most of its interests lay in the south, which meant that a continent-wide war was avoided. In this game, of course, anything can happen...

Standard games are arranged as follows. An asterisk (*) denotes a supply center.

ELKHEIM CLANS
Much larger and more violent at the time. They ruled over substanial griffin and hippogriff minorities and regularly made war against the griffins to the east, the ponies to the south, and even the dragons that inhabited the Western Badlands. While lacking a proper airforce, their runic magic allowed them to construct and sail flying longboats and cloud-castles to contest the skies – which was good, considering their griffin and pony – especially pegasus – rivals.

*01. Elkheim - Navy
*02. Hirvi - Airforce
03. Dadyr
*04. Elgland - Army
05. Hjort
06. Briedis
07. Elnias

GRIFFIN KINGDOMS
At this time, the dust of the civil war caused by the death of Yuri had settled. The Griffins were never truly unified politically, but did act with unity of purpose, seeking to bring all the former Griffin Empire lands into their new confederation. The Griffins are, of course, primarily an air power, though they had interest in the sea as well. Strong land-based armies were eventually raised to be able to challenge ponies and elks.

*08. Haupstadt - Airforce
09. Siauliai
10. Genosse
11. Kaunas
*12. Poronajsk - Navy
13. Ust-Kamcatsk
*14. Markovo - Airforce

PRINCIPALITY OF EQUESTRIA
Historically at this time, Equestria had finally settled all internal matters and recovered from the fallout of Corona, unified the heartland, and was looking to both reclaim lost territory and expand into new areas of strategic significance. Historically, Equestria's biggest goal in this period was securing access to the Azure Reaches and the Gulf of Hippopotamia, giving it access once more to the sea and, by extension, trade. As befitting the nation comprised of disparate tribes, it has a good balance of army, navy, and air power.

15. Trottingham
16. Xenophon
*17. Broncordia - Navy
*18. Canterlot - Airforce
*19. Hyasanguia - Army
20. Rocinante

NAQAH CALIPHATE
At the heigh of its power at this time, what the camel land lacked in size, it made up for with quality of arms and armor. Historically they had many clashes with the buffalo tribes for control of the Mild West, though they also desired eastern expansion. The Naqah have also historically had a near-monopoly on trade with the Steppelands on the western continent

21. Samak
*22. Naqah - Army
23. Haam
*24. Saaibah - Army
25. Jama
26. Hariq
*27. Ard - Navy

BUFFALO TRIBES
Never a unified force per se, but at this time most buffalo acknowledged the supremecy of the Tatanka tribe, which was opposed to both camel and pony expansion into their traditional lands. Buffalo shamanistic magic can give them wings, of course (where do you think the term comes from?), and some of the border chiefdoms had small but respectable navies. The buffalo, however, always favored land power first and foremost.

*28. Pte - Army
29. Heyuktan
*30. Tatanka - Army
31. Ptesan
*32. Ptehinchala - Army
33. Ayani

TAPIR EMPIRE
The Tapir and the Alpacas are constantly vying for control of the southern ends of the continent; at the time, the tapirs were waxing strong under the Allqu Empire. Of all the forces at work on the continent, the tapirs are the only ones noted for their naval tradition. Tapirs have historically traded with much of the western and southern continent as well as upland with Equestria and the griffins.

34. Intiq
*35. Killa - Navy
36. Yaku
*37. Yana - Army
38. Takiy
*39. Allqu - Navy

INDEPENDENT TERRITORIES
Historically, none of these territories looked to expansion at this time - or else, they did, but they were bad at it.

40. Western Badlands
*41. Pferdreich
42. Heststed
43. Paardveld
44. Billetia
45. West Skyshaper Peaks
46. East Skyshaper Peaks
*47. Konja
48. Viljujsk
49. Borzja
50. Ternej
*51. Gryphos
52. Capall
53. Staile
54. Ceffylru
55. Latigo
*56. Hippopotamia
57. Caneighda
58. Coronetto
59. Konikticut
*60. Semental
61. Palomino
*62. Caballeria
63. Yegua
*64. Garanhã
65. Añojo
66. Lunesiana
*67. Cavallia
68. Zaldia
*69. West Dune Sea
70. South Dune Sea
71. North Dune Sea
*72. East Dune Sea
*73. Alpaclan
*74. Horse Steppes
75. Neighrobi
*76. Zebrica
77. Saddle Arabia

SEA TERRITORIES
The Sea Ponies and other aquatic races were historically very quiet during this time (and indeed for the next 900 years), and there is no recorded instance of them interfering with the affairs of, or even contacting, other races. Thus, in Equestrian Diplomacy, the map does not take them into account, and the sea territory borders instead represent broad areas as denoted by surface races that rarely, if ever, match up to subaquatic kingdoms and territories.

A. Dragonreach Sea
B. Gulf of Scales
C. Sea of Naqah
D. South Pellagic Sea
E. North Pellagic Sea
F. Iceflow Sea
G. Griffin Sea
H. Wingover Sea
I. Cerulean Sea
J. Crescent Sea
K. Sea of Tranquility
L. Alpaca Sea
M. Sargasso Sea
N. Sea of Neighrobi
O. Azure Reaches
P. Zebrican Sea
Q. Gulf of Hippopotamia

Several territories are impassible in Equestrian Diplomacy, as marked by the diagonal slashes through them. The Dragon Overrealms are impassible due to there being dragons there; the Crystal Empire and Etalonia were too well-defended to ever be subject to invasion from the outside; and the Everfree Forest is a place that no one wants to go.

NOTES FOR PLAY
- It is worth noting that, compared to Terran Diplomacy, Equestrian Diplomacy has one fewer nation (without variant rules), more territories overall, but fewer Supply Centers. There are a total of 31 Supply Centers; victory is achieved when a nation controls 16 (as opposed to 18 in Terran Diplomacy).

- Equally worth noting is that the increased number of territories and the fact that the entire continent is surrounded by sea territories makes for a much more mobile game. No nation in Equestrian Diplomacy is “hemmed in,” for example, the way Turkey is in Terran Diplomacy. However, this is a double-edged sword, as this also means that every nation is much more vulnerable to attack, especially with the inclusion of Airforces.

- The small lakes in Elkheim do not count as water territories for the purposes of Diplomacy. Thus you cannot build a navy in Hirvi and then move it to Elnias or Briedis. This is also true for the small lake in the Everfree Forest and the lake in the Western Badlands

- However, the Sea of Naqah (C) and the Crescent Sea (J) do connect.

- AIRFORCE: The biggest difference between Equestrian Diplomacy and Terran Diplomacy is the inclusion of the Airforce unit. All nations can build Airforces, although only the Griffin Kingdoms, Elkheim Kingdoms, and Kingdom of Equestria start with them (Similarly, all nations can build Navies, even the Buffalo, even though they don't start with one). Airforces can reinforce (but not seize) territories up to two spaces away, but they always lose to attacking armies and navies unless they are reinforced (by an Army, Navy, or Airforce - so 1 Army trumps 1 Airforce, but 2 Armies and 2 Airforces have the same power). Additionally, Airforce units can move into any space (except impassible ones like the Crystal Empire), including water territories.

VARIANT: CAVALLIA-ZALDIA
A common variant is to include Cavallia-Zaldia as a seventh player. This is common enough that many boards, including this one, will slightly discolor Cavallia-Zaldia territories In that case, territories 67, 68, 66, 61, 58, and 60 are Cavallia-Zaldia's territory, and a nation must control 17 Supply Centers (instead of 16) to win.

CAVALLIA-ZALDIA
Cavallia and Zaldia have long been rival nations, mostly for dominance of trade with the southern continent. However, there have been times when the two nations were nearly able to set aside their differences, even coming close to unity. This variant assumes that they were able to. Cavallia-Zaldia would be a naval power but with a reasonably decent land army and inland aspirations, and this fits with the southern reaches of Equestria and nearby lands historically having a comparatively low pegasus population (as compared to the rest of the nation).

*67. Cavallia - Navy
*68. Zaldia - Navy (treated as a supply center)
66. Lunesiana
61. Palomino
58. Coronetto
*60. Semental - Army

Report RainbowDoubleDash · 807 views ·
Comments ( 22 )

That's awesome! Sounds like it'd be great to play.

1101670
Diplomacy is never "great" to play; it causes only pain, misery, and the ruination of friendships. :raritydespair:


That said, if RDD posting this and mentiong Daga means what I think it might... :scootangel:

1101700
You lie, sir. Diplomacy is always a joy to play. Except in person, because those games very rarely actually finish.

dear sweet Luna I want to play this.

1101896
The reason the live games rarely finish is because the mood is kind of spoiled after someone gets punched in the face. :twilightangry2:

Of course I tease... most games don't end nearly so peacefully as that. :trollestia:

1101700
So if I want to suddenly get disowned by friends and family I should bust it out? :rainbowlaugh: I know it can cause stress, I played it with my family once, my mother held a grudge against my father for accidentally attacking her for months/years. :ajsleepy: :twilightblush: :rainbowlaugh:

1101941>>1101926
Mike is my best friend. I trust him with my car, with my wife, with my dog, with my life. But I do not trust that motherfucker with Belgium.

Nah, I kid. I've played two games of Diplomacy and have yet to have a friendship ruined. You just have to take an oath that nothing that happens in-game will apply outside of the game.

1101954


ah, same oath that comes with Playing Mario Party then.

Some thoughts.

- In Diplomacy, it's said that there exist two "triangles," nations which are natural rivals for each other. This is Germany-England-France, and Russia-Austria-Turkey. Italy is nominally part of the Russia-Austria-Turkey triangle, making it a square, but for practical purposes it often lies outside of either triangle and instead can enter either triangle. In Equestrian Diplomacy, I imagine the triangles are Griffins-Elks-Ponies, and Camels-Buffalo-Tapirs. In the variant of Cavallia-Zaldia, it enters the Griffin-Elk-Pony triangle. Becoming a square. Unlike Italy in regular Diplomacy, Cavallia-Zaldia can't "sit out" or pick a side.

- The triangles, however, are loose. For example, Elkheim and Naqah often find themselves competing for the western parts of the continent; the Griffins and Tapirs can challenge each other; and the Buffalo and Equestrians often come to blows.

- Due to the way Diplomacy's rules work (you can only build new units in your home supply centers, unless you're playing the Chaos variant), Equestrians can never move into the open ocean, and are instead restricted to the Sea of Tranquility only for naval operations. They can, of course, build Airforces to their heart's content.

- One Griffin opening move is almost always Air Marvoko -> Gulf of HIppopotamia (Air Mar - GoH). It's an extremely obvious opening, of course, but moving there will allow them to take Cavallia, or swing upwards and take Hippopotamia if this proves untenable, or even move south and challenge the tapirs for Zebrica (though they have to reinforce quickly, since a lone Airforce loses to a lone Navy). The Griffins, in fact, are the only nation that can challenge the Tapirs in this way.

- Buffalo begin with the interesting dilema of having to decide whether to take the East Dune Sea, or instead move in on Caballeria. Or do both, but that might leave them vulnerable to the tapirs.

- Equestria begins in a poor position to defend its Western flank from the Elks or the Camels, both of which can put armies disturbingly close to the border on Turn 1, while Equestria's army is in its Eastern half. Equestria's early turns usually consist of trying to make sure that the Elks and Camels leave it alone until it can build a proper land force.

- Elks and Griffins have a daunting choice. Equestria has easy access to a number of Supply Centers, so it is in their best interests to team up. At the same time, however, the Elks are starved for early moves unless they go very anti-Equestria or anti-Griffin, but teaming up with the Griffins stands a good chance of leaving the Griffins too strong later on to oppose. Basically, while Equestrians and Griffins can both focus on their east relatively peaceably, the Elks must attack or die.

- The Cavallia-Zaldia Variant is strongly anti-Equestria, since it robs Equestria of two of its early Supply Center gains. It doesn't exactly create a picnic for the Griffins either, however.

1101954
Yeah, I know. Diplomacie's reputation is far worse than its reality, or at least I would hope so. I prefer not to believe in people that are so petty as to hold lasting grudges over a bordgame (even if sadly such people do exist). :facehoof:

It's just more fun to espouse on the hyperbole. :pinkiehappy:

AHHH! RDD, WHAT HAVE YOU DONE?!:raritydespair:

Well, if the cats out of the bag... yes, this is the next story I'm writing for the Lunaverse. Actually, it's one of two stories, as I'll be writing the Maneverse equivalent at the same time. Don't want either universe to miss out on the "fun". :raritywink:
...
...
...
... now here's hoping RDD can start season 2 before someone steals the idea for the Maneverse story... I trust you guys to leave me the Lunaverse one, but the other is fair game...:pinkiesad2:

Diplomacy is crap.

...

Sorry, can't go beyond that. It's just crap.

1102249
It takes a certain getting used to, I'll admit. Games take forever, and it's telling that I've owned the game for three years now and yet only ever played two games.

*I* enjoy it, though.

Can't you play Diplomacy through the internet, thus letting you play for days and weeks?

I've never played the real deal but I wouldn't mind learning to tackle this variant!

Question: which specie from Equuis is the most "close" to humanity in terms of behaviour and spirit (agresiveness, persistence, innovation, ambition, great capacity of good and evil, but more often living in shades of grey)? My money is on the griffins.

Dang, if I knew how to play diplomacy I'd be all over this.

Now that Dag started his story I'm really interested in playing. How about we set up something through PMs? We could have someone be the rule keeper to whom we send our orders, and we'd have a few days to talk with the other players and decide our course of action?

1284097
I have no idea when I'd have the time for that, personally...

1284107 We could make it one week per turn, that'd leave plenty of time. It's not like we'd take days to hammer out diplomatic deals.

5195646
No, Daga just printed out a version that a kind FiMFiction author made for me back in the day. Damned if I remember who, though...

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