WORLD WAR IV 6.2
It is now 20 years after WW III finally ended in a near apocalyptic type world. The worlds powers of the past are not what they used to be. Many are fractured while other lesser Powers were left relatively unscathed during the war and are now much more powerful than ever before. Even the tiny islands of Oceania and elsewhere are of much more import with the war resulting in many strategic island bases. Many expatriates and servicemen who deserted sought to hide out in these archipelago's.
Large parts of Africa and South America were left relatively untouched by the wars scars and are also more important than they were in those prewar days. The world is finally recovering from the vast destruction of this past war. Economies are starting to grow, military muscles are being flexed again after laying dormant for so long. Each new world power seeks to exert their new-found might upon the rest of the world, trying to become the worlds next big superpower. Tensions are growing, skirmishes are occurring more often, peace is tenuous at best, and the world is on the brink of... World War IV!
VARIANT PARAMETERS
- Version: 6.2 / Code: 1.0.3
* Created by Tom Reinecker
* Adapted for webDiplomacy by kaner406 & Oliver Auth
* SC's Required for Solo Win: 100 (of 265)
* Territories: 568 (Land = 182, Coast = 276, Sea = 110)
TERRAIN, SPECIAL RULES, and INFORMATION
1. GLOBE: The map is a globe, so you can leave the map on the left or right side and re-enter on the opposite side.
2. MULTIPLE COASTS: New Brunswick, Nicaragua, Spain, Bulgaria, Korea, Isthmus of Kra, and Ad Dammam.
3. CANALS: Istanbul, Denmark, Egypt, and Panama all funciton as Constantinople in the Standard game.
4. ISLAND CONVOYS: Islands with GREEN abbreviations allow for fleets to convoy through them. These are: Hawaii, Midway, Tahiti, Galapagos, Bermuda, Azores, Cape Verde, Falklands, Diego Garcia, Reunion, Guam, Okinawa, Nauru, New Caledonia, Fiji, Samoa, Pitcairn, St. Helena, Singapore, Saipan, and Cebu. No convoys can be made through islands with BLACK abbreviations.
5. LAND BRIDGES: Land masses with red arcs between them allow armies and fleets to pass directly from one to the next. These are: Anchorage - Yakutsk, Nunavut - Baffin Island, Labrador - New Foundland, Guantanamo - Hispaniola, Hispaniolo - Puerto Rico, Aruba - Maracaibo, Trinidad - Caracas, Trinidad - Antilles, Antilles - Puerto Rico, Denmark - Sweden, Sicily - Rome, Novayla Zemlya - Zapadno Sibirskaya Ravina, Santa Clara - Miami, Khabarovsk - Sakhalinsk, Sakhalinsk - Sapporo, Sapporo - Akita, Yemen - Djibouti, Manila - Samar, Manilla - Cebu, Samar - Cebu, Mindinao - Cebu, Palawan - Cebu, Madras - Sri Lanka, Surabaya - Timor, New Zealand South Island - Aukland, Kuala Lumpur - Riau, Singapore - Palembang, Palembang - Jakarta, and Greenland - Baffin Island.
6. IMPASSABLE AREAS: Antarctica, nameless lakes and seas, the Himalayas, and Switzerland.
7. BUILD IN ANY CENTER YOU OWN: Units may be built on any vacant supply center that has been held for a fall season (i.e., all supply centers controlled by players are considered their "home supply centers" for the purpose of building units).
8. CAPITOL, HOME, & NEUTRAL SUPPLY CENTERS + SPECIAL RULES FROM PAST VERSIONS THAT DON'T APPLY: Capitol, home, and neutral supply centers function as regular supply centers. They have been shown on this map as different for the purposes of players wishing to play the UN rule via a Special Rules Game. The UN voting rules are not adjudicated here. The "Icebreaker Rule," where fleets could only enter the Arctic Ocean in spring and had to exit in fall or be force-retreated, also does not apply.
9. 1ST SEASON BUILD PHASE: The game starts with a build phase for every power.
10. SPECIAL "KICK-OUT" AFTER 1ST BUILD PHASE: If a player does not check in during the first build phase, they are immediately kicked-out of the game, and the country gets a default build to help a new player take over in this early stage.