The UN adds an element of politics to the game. Do not underestimate the importance of this aspect of the game; it is not a standard Dip game where power and domination is of utmost importance. Political maneuvering can play as much of a role as does military might.
End game Procedure (The UN Vote)
Another change is the advent of the UN. Each power holds THREEUN votes. After each Spring turn after year 10 a vote may be called for to declare a winner of the war. Politics is a very real part of this game, while the top power may of course have advantages, he may find a collation of smaller powers win the game. By adding this political aspect to the game we do several things,
• One. We bring the world together, instead of what would be multiple games on the same map one slightly overlapping the next, we now unite everyone and give Australia a reason to talk to Cuba.
• Two. The game plays more like a real world game where the United Nations has influence in the worlds matters.
• Three. The game can end in a reasonable time, waiting for half the centers to be controlled could take well over 2 years real time!
• Four. The game allows real alliances to develop and thrive, while a stab is always possible, it is not as assured as in the standard game.
• Five. This gives a bit more fun and playability to the Little Guy who can now not only help affect the games outcome in his slight way but he can actually seek to still end up in the winners circle (it has been done before!)
At the end of each SPRING turn starting in year 10 each PLAYER will be allowed to nominate ONE coalition to be voted upon for the game end vote. Each coalition must include the number of powers required for that year and must also include one of the top three powers (SC count) at that time. Nobody will know who nominated what grouping (but the actual votes WILL be made public). Nominations are accepted during the "summer" retreat phase and vote results will be made public the day before the next orders are due. Players may vote for any number of coalitions offered, they are not restricted to vote for only one or only those he is part of, a player can vote for none, one, two, three, ten, all, any combination he wishes!
There will be no solo winners in this game, winning a war requires a nation to work with allies to control the planet. Alliances will win this game but depending on when the votes are cast, the number of those participating in end game coalitions will change as follows.
In years 10-12 only two member coalitions will be allowed.
In years 13-15 only three member coalitions will be allowed
In year 16 and on, only four member coalitions will be allowed
(groups of more or groups of less than the above indicated requirements will not be accepted to be voted upon)
A coalition of powers may include any group of powers as long as it meets the required number of members for that year AND that
one (or more) of the coalition is in the top 3 powers determined by number of supply centers owned. Should more than 2 players be tied for that 3rd place then all those tied will be considered a top 3 power. This rule requires a top power to win the game and prevents 3 tiny powers exerting TOO much influence.
All votes by each power with multiple votes will be cast for the same result, there is no splitting of votes when multiple votes are held. (see below)
The winner of the contest will be the first coalition to gain 70 United Nations votes.
While each power starts with three votes, these may increase or decrease over time. Votes will be won or lost as follows:
1 vote for each capital city you hold (yours and/or any others)
1 vote for each player as long as they are alive upon a player’s elimination, that vote goes into the deadpool and all eliminated player votes go towards ending the game for ALL nominated coalitions.
1 vote for holding the majority (2/3) of a player’s original starting centers
There are slight exceptions and conditions should centers be split between several powers:
Let’s use Germany as an example for each possibility:
Germany loses Berlin and Hamburg to Russia – Germany does still hold Munich: Russia gains that 2/3 majority vote
Germany loses Berlin to Russia and Hamburg to England – Germany keeps Munich: No majority of centers is taken, Germany shares an equal % (1/3 each) of these starting centers, Germany retains their vote. However, say the next year (or any later year) England takes Berlin from Russia, at that time, the majority vote goes to England.
The original owner will "win all ties" regarding this type of split possession when he is one of those holding equal possession, should Germany later retake one of these cities and it is still a 3 way split, Germany will once again retake that vote.
Germany loses Berlin to Russia, Hamburg to England, and Munich to Cathholica:
Regardless of whether Germany is alive or not, no majority but no German possession either, the vote goes to the holder of the capital city. These majority votes can switch back and forth between players and votes will change only after ownership changes hands (after fall turn) yet the vote is after spring turns. We can and will have people sitting in cities yet not control those votes just yet!
Remember, this is adjudicated by hand, errors will occur and I can see me missing a vote or two or more. They will be kept track of on the map as indicated in the sample map posted here. CHECK FOR ERRORS!