Conquering Land: Strategies For Diplomatic Victories

how conquer land in diplomacy

In the game Diplomacy, players aim to conquer as much of Europe as possible, specifically by capturing a simple majority of 18 out of 34 nations or provinces containing supply centres. The game is set in the years preceding World War 1, with players representing the Great Powers of Europe: England, Germany, Russia, Turkey, Austria-Hungary, Italy, and France. To conquer land, players must utilise their armies and fleets strategically, moving them across the board to capture supply centres. This involves navigating land, coastal, and sea spaces, with armies travelling through land spaces and fleets traversing sea and coastal spaces. Players must also engage in diplomacy, forming alliances, bargaining, planning military strategies, and spreading rumours. Through these interactions, players can influence the course of the game and gain an advantage over their opponents. Additionally, the support of other units is crucial when attacking occupied centres, as no army or fleet is inherently stronger than another. By understanding these mechanics and employing strategic decision-making, players can conquer land and work towards achieving victory in Diplomacy.

Characteristics Values
Objective of the game Control 18 out of 34 supply centers to gain control of Europe
Number of players 2-7 players
Types of units Armies and Fleets
Types of spaces Ocean or sea spaces, land spaces, and coastal land spaces
Unit movement One space at a time; two moves or Movement Phases per year
Basic orders Hold, Attack, Support, and Convoy
Diplomacy window Provides information on nations' political stances (e.g., Peace, War, or Ally)
Negotiations Bargaining, joint military planning, exchanging information, denouncing, threatening, etc.
Vassalage Asking one-province nations to be vassals; counteroffers often involve tribute demands
War declaration Playing a Sabotage or Treachery Card; proposing peace or alliance

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Using fleets to convoy armies across bodies of water

In the board game Diplomacy, fleets play an important role in helping armies conquer land across bodies of water. A fleet can move through sea spaces and coastal land spaces, and it can convoy an army from any coastal province of a body of water to any other coastal province of that body of water. This is especially useful when trying to conquer multiple coastal provinces, as it allows armies to move quickly and efficiently.

To successfully convoy an army, the fleet must be adjacent to the army's current location and the destination must be adjacent to the fleet's new location. The order given to the fleet must include both the location and the destination of the army being convoyed. It is important to note that a fleet can only convoy one army at a time and that foreign armies can also be convoyed.

Convoying allows an army to move multiple spaces in a single turn, which can be a significant advantage when trying to conquer new territories. The number of spaces an army can move depends on the length of the chain created by the convoying fleets. However, if even one fleet in the convoy route is dislodged, the entire convoy fails, so it is important to have an alternate route planned.

When using fleets to convoy armies, it is also important to consider the other functions of fleets, such as supporting coastal battles and creating blockades to prevent enemy fleets from expanding. By utilizing fleets effectively, players can gain a strategic advantage and conquer more land in the game.

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Negotiating with one-province nations to become your vassal

To negotiate with a one-province nation, you can ask them to become your vassal for free. They will likely counteroffer with a demand for tribute, which can range from 50 to 200. It is important to note that trying to vassalize major powers is often impossible. The AI may not know how to negotiate, so conducting diplomacy may not always be worth the effort.

When negotiating, you can use the Diplomacy window to view your nation's status and the other civilization's information, including factors you'll need to consider to gain anything from the negotiations. There is a Tribute gauge, where you can see and adjust the amount of tribute you want to donate or demand. Below this, there are Territory dealers, where you can select and mark the territories you want to accumulate for your nation.

You can also release a vassal in order to reconquer its core provinces in future wars, which can help reduce aggressive expansion and administrative power costs. Marches are a special type of militaristic vassal that gains bonuses to their military power but cannot be diplomatically annexed and do not pay taxes to their overlord.

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Declaring war by playing a Sabotage or Treachery Card

Conquering land in Diplomacy involves using your armies and fleets to take control of territories and supply centres. The objective is to capture a simple majority of at least 18 out of 34 nations or provinces with supply centres on the map. To achieve this, players can employ strategies such as forming alliances, conducting diplomacy, and engaging in combat.

Now, let's focus on the aspect of declaring war by playing a Sabotage or Treachery Card. While the specific rules regarding these cards may vary depending on the version of the game, here's an instructive guide on how to approach this aspect:

Understanding the Cards

In the context of board games or strategy games, Sabotage and Treachery Cards are typically associated with negative consequences or underhanded tactics. These cards might allow a player to disrupt another player's plans, break agreements, or engage in deceitful actions.

Declaring War

When it comes to declaring war by playing these cards, here are some key considerations:

  • Breaking Alliances: If you have formed a non-aggression pact or alliance with another player, playing a Treachery Card might be necessary to break that agreement before declaring war. Be mindful that this could incur a penalty, as seen in some game variations where a treachery penalty is applied. To mitigate this, carefully review the rules of your specific game version to understand the consequences and any conditions that must be met before breaking alliances.
  • Timing and Strategy: The timing of your war declaration is crucial. Assess your position, resources, and potential allies before playing the card. Ensure you have sufficient military might to wage war effectively, as declaring war prematurely could leave you vulnerable.
  • Conquering Territories: Once war is declared, focus on strategically conquering territories. Identify key provinces with supply centres to strengthen your position. Utilise your armies and fleets effectively, following the movement and combat rules of the game.
  • Alliances and Diplomacy: Remember that diplomacy extends beyond the cards. Forming temporary alliances with other players against your target can provide a strategic advantage. Negotiate, bargain, and leverage your resources to gain support for your war efforts.
  • Surprise and Deception: Sabotage and Treachery Cards can be used to catch your opponent off guard. Disrupting their plans or weakening their defences through deceitful actions can give you an edge. However, be cautious as these tactics might provoke retaliation or impact your reputation in the game.
  • Convoys and Reinforcements: Understand the rules regarding convoys and reinforcements. In Diplomacy, fleets play a crucial role in transporting armies across bodies of water and supporting coastal battles. Utilise these mechanics to reinforce your troops and launch surprise attacks.

Remember, the key to successfully declaring war and conquering land is a combination of strategic planning, effective use of resources, and a keen eye for opportunities. Assess the risks and rewards associated with playing these cards, and always be prepared for potential counterattacks or changing alliances.

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Bargaining, joint military planning, and exchanging information

Bargaining

International bargaining is a complex process that requires a nuanced understanding of the cultural and social norms of the parties involved. For example, Frank L. Acuff, in his book "How to Negotiate Anything with Anyone Anywhere Around the World," advises readers to expect German negotiators to be reserved and hard bargainers, while also warning about the potential sensitivity of Chinese counterparts to direct questions. Bargaining in diplomacy often involves making concessions and finding mutually beneficial solutions to resolve disputes.

Joint Military Planning

Joint military training and exercises are powerful tools of diplomacy that serve multiple purposes. Firstly, they facilitate the development of close military ties and healthy bilateral relations between countries. For example, India's establishment of a military facility in Tajikistan to train Tajik defence personnel signals a strengthening of ties and cooperation in the war on terrorism. Secondly, joint training enhances interoperability, allowing countries to practice combined operations against common enemies and participate in multinational UN peacekeeping operations. This promotes a united front and fosters an environment receptive to each other's interests and values.

Exchanging Information

Exchanging information is a critical aspect of diplomacy, and technological advancements have provided new avenues for such exchanges. The U.S. State Department, for instance, engages international audiences through websites in multiple languages and traditional text publications. Additionally, experts are sent to foreign countries to directly interact with foreign opinion-makers and local audiences. Exchanging information helps promote mutual understanding, fostering a sense of shared interests and values, which can ultimately lead to international cooperation on critical issues such as travel, communications, and infrastructure security.

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Holding units and supporting them with neighbouring units

A unit can only support an action in an adjacent province to which it could have moved. A unit can give up its move to support another unit trying to hold or enter a space. This space must be one to which the supporting unit could have moved if it was not opposed by other units. Support can be given to a unit holding its position, and units giving support can themselves be supported in their holding position. Support is a unit's sole action for a given move, and supporting units remain where they are unless they are attacked by greater support and have to retreat or disband.

A unit can only be forced out of its province ("dislodged") with greater force than the unit plus all of its support to hold. For example, a unit moving with two supports against a unit holding with one support, a force of 3 vs. 2, dislodges the holding unit. Support is "cut" if the supporting unit is attacked from any province except the one where support is being given. Cut support is not added to the force of another unit. Convoys are another way to support units. A fleet in a water province holds, convoying an army. Convoys can be by one or a chain of fleets. The first fleet must be adjacent to the moving army, and each fleet in the chain must be adjacent to the prior one, with the last fleet adjacent to the destination.

Frequently asked questions

The objective of the game is to use your armies and fleets to conquer as much of Europe as you can. Specifically, you must capture and be in possession of at least 18 of the 34 nations or provinces on the map that contain supply centres.

In order to conquer land, you must move your units. Units can be fleets or armies. An army can only move and attack other units on land, while a fleet can move and attack other units on the coast or in the open sea. A fleet can also transport armies across the sea.

All units in Diplomacy can only move one space at a time and only one unit may occupy any space at any time. The exception to this rule is a successful convoy, where a convoyed army may travel multiple spaces depending on the length of the chain created by the convoying fleets.

As soon as one player controls 18 supply centres, they have gained control of Europe and are the winner. The game can also end in a draw if all players agree or a pre-set time limit is reached.

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