I'd love to see someone take the concepts of either of the Revolution or Versailles variants and apply them (perhaps merge them both into one of the larger maps in play presently. Both variants involved minor powers (intentionally imbalanced starting positions) which presented a challenging taks to play them *and* and geeneral annoyance to the the larger (regular powers). Minor power in this context means one or two supply centers to start the game compared to say three or four or more on some maps. Typically there would be one minor power per major power, but this need not necessarily be the case depending upon the variant modified.
Revolution Diplomacy allows for minor nations that might be easily conquered, but the base supply centers must be occupied by a unit or they revolt over a period of time and the original player comes back into the game with a new unit (partisans/rebels/etc). This makes for an incredibly wild ride, and can be a lot of fun.
Versailles Diplomacy has no special rules other than the imbalance of the minor power. However you could run variations of the variant where the minor powers were:
* Assigned to a major power player as an non-adjacent ally
* Assigned to a separate player as an non-adjacent partner to a major power
* Alliances of minor to major nations might be hidden or fully disclosed
* Seperate sovreign nations simply playing as underdogs and free to ally with whomever they wish
* Various ramifications of gunboat style games to the above parameters
Suggestion for minor powers might be the Zulus, Basques, Red Brigade, Nazis, Shining Path, Michigan Militia, IRA, Souix, Apache, Huron, The Whiskey Rebellion, Cossacks, Palestinians, Israelis, Contras/Sandinistas, Tibetan Monks, the Taliban, or dozens or other historically oppressed/underdogs thoughout history and depending on the variant chosen.
in a scripted alliance