 |
"Geography
is Destiny" as applied to "War In North America"
Paul D. Windsor's
article, "Geography
is Destiny: How the Standard Map Dictates Fortunes and Strategy"
is one of my favorite Diplomacy
articles. If any of you haven't read it, it is a masterpiece
of analysis. I have taken the liberty of applying Mr. Windsor's
analysis to the "War In North America" board (version
5.0).
At the heart
of his article is the premise of tempo, or the shortest number
of moves that a power has to take to get to eighteen supply
centers. One tempo would be the distance between adjacent
supply centers (such as Venice and Trieste), two tempo would
be two moves, and so on. In standard Diplomacy, Russia was
seen to have the quickest route to victory (29 tempo), with
Turkey and England the slowest (44 tempo). This bears out
in game play, where Turkey is frustratingly difficult to get
going, whereas Russia sometimes gallops across the board.
The other
factor that Mr. Windsor takes into account is what he calls
"the Fear Factor". If one of your neighbor's quickest
roads to victory plows right through the heart of your homeland,
you would fear him the most. Mr. Windsor calculated this by
assigning value to adjacent supply centers which declined
with distance. The highest was the Venice/Tripoli situation,
which causes no end of paranoia in standard Diplomacy. Home
centers one space apart were arbitrarily assigned a factor
of 5, two spaces apart were 4, and so on. Germany (total fear
51) had the most to fear from its neighbors, followed closely
by Austra (fear 46), whereas England (fear 16) and Turkey
(fear 20) sat in the corners in relative peace.
Mr. Windsor
surmised that a power that had the least to fear from its
neighbors and had the quickest route to victory, should win
most Diplomacy games. And this is true. In standard Diplomacy,
his ranks were (1) Russia, (2) France, (3) England, (4) Turkey,
(5) Austria, (6) Germany, and (7) Italy. This well correlates
with game results.
At first glance,
the WINA map may seem quite unbalanced. When compared to the
standard Diplomacy map, Canada with its white pieces seems
like mighty Russia. Inflexible Turkey compares to Mexico's
yellow blocks. And poor Texas with the bloody red pawns seems
doomed to die as many early deaths as Austra. But a closer
examination of this map belies expectations.
A list of
18 centers likely would include your home centers plus the
closest neutrals and centers of your neighbors. In WINA, it
looks like this: (home supply centers capitalized)
| TEMPI to Victory: |
1 tempo |
2 tempi |
3 tempi |
total tempi |
rank |
|
CANADA
MON, TOR, WIN
|
WIS,
PHI, CHC |
yuk, nwf |
bos, NYC,
ala, van, spo, SOU, ore, RIC, CIN, COM |
39 |
sixth |
CONFEDERACY
RIC, SAV, JAC
|
nor, flo, PHI |
CIN, NYC, his, mis, okl,
gal, cub, TAM, MEX |
CHC, TOR, SAN |
30 |
first |
INDIAN NATIONS
APA, COM, SOU |
kan |
spo, mis, okl, ELP, wis,SAN |
ore, cal, CHC, WIN, TAM,
GUA, TOR, GAL |
38 |
fourth (tie) |
MEXICO
GUA, MEX, TAM |
------ |
ELP, GAL, SAT, JAC, pna,
nor, cal, flo |
his, okl, SAV, RIC, APA,
ore, COM |
38 |
fourth (tie) |
TEXAS
SAT, ELP, GAL
|
okl |
TAM, GUA ,nor, mis, flo,
JAC, APA, kan, cal |
COM, SAV, RIC, CIN, SOU |
35 |
third |
UNION
PHI, CIN, CHC, |
RIC, wis, mis, NYC |
TOR, kan, SAV, okl, BOS |
WIN, MON, JAC, FLO, SOU, NOR |
32 |
second |
These lists can
be a bit different, especially for supply centers 3 spaces
away. Centers four spaces away were not included since all
powers can get to 18 centers within three spaces of any home
center.
In standard
Diplomacy, the ranges of tempi were greater (29 to 44) than
in WINA (30 to 39). So the "War in North America"
powers are more balanced in terms of speed to victory.
FEAR FACTOR
The nations
that a particular country intimidates most is found in the
vertical column. The horizontal row shows a country whom it
should be most afraid of. Supply centers more than three spaces
apart were not included. Any nation can get to 18 centers
within three moves of any of its supply centers.
For example,
Canada's WIN and TOR are three spaces apart from the Indian
Nation's SOU (the closest). MON is four spaces away, so it
isn't counted. So this translates into a total score of six
(three for each). So Canada has a moderate amount to fear
from the Indian Nations.
Richmond and
Washington being one space apart are five points all by themselves!
This contributes mightily to the intense fear and intimidation
between their two nations.
Note that
the relationships are not reciprocal. The Union has a lot
more to fear from Canada (16) than Canada has to fear from
the Union (10).
| |
CAN |
CONF |
IND |
MEX |
TEX |
USA |
total fear |
RANK |
| CANADA |
---- |
3 |
6 |
0 |
0 |
10 |
19 |
first |
| CONFEDERACY |
3 |
--- |
0 |
10 |
10 |
12 |
35 |
fourth |
| INDIAN NATIONS |
6 |
0 |
--- |
3 |
10 |
9 |
28 |
2nd (tie) |
| MEXICO |
0 |
11 |
6 |
--- |
11 |
0 |
28 |
2nd (tie) |
| TEXAS |
0 |
7 |
11 |
12 |
--- |
6 |
36 |
fifth |
| UNION |
16 |
16 |
6 |
0 |
6 |
--- |
44 |
sixth |
| Intimidation Total |
25 |
37 |
29 |
25 |
37 |
37 |
|
|
| Intimidation Rank: |
5th (tie) |
1st (tie) |
4th |
5th(tie) |
1st (tie) |
1st (tie) |
|
|
Canada has
the least to fear from any nation, whereas the Union has a
lot to fear especially from Canada and the Confederacy. That
is why the Union absolutely must eliminate the threat from
at least one of these neighbors as soon as possible.
The Fear range
in standard Diplomacy is 16 (for England) to 51 (for German).
So, here too, the War in North America map (19 to 44) is more
balanced than is standard Diplomacy.
The Intimidation
factor is also well balanced. WINA's spread is 25-37. Standard
Diplomacy's is 21 (for England) to 45 (for Germany). No one
nation scares the daylights out of all of the others. The
power to intimidate one's neighbors can be a powerful influence
in diplomatically deflecting attacks. If you don't scare anyone,
you could be a sitting duck in Diplomacy. But this cuts both
ways. If you intimidate your neighbors a lot, they are very
likely to eliminate you early. And if you don't scare anyone,
they all might ignore you.
TOTAL RANKING OF THE NATIONS:
Combining
the speed of victory with the least to fear can allow one
to see which nation usually comes out on top.
| Power |
Tempo Rank |
Fear Factor Rank |
Total |
TOTAL RANK |
| CANADA |
6 |
1 |
7 |
4th |
| CSA |
1 |
4 |
5 |
2nd (tie) |
| INDIANS |
4 |
2 |
6 |
2nd (tie) |
| MEXICO |
4 |
2 |
6 |
2nd (tie) |
| TEXAS |
3 |
5 |
8 |
5th (tie) |
| UNION |
2 |
6 |
8 |
5th (tie) |
The
tie for second between Mexico and the Indian Nations could
be broken by looking at other factors. The Indian Nations
have access to five neutrals in 1860 (but all but one contested).
Mexico has a maximum access to two neutrals (one contested).
But Mexico has great access to the oceans, whereas the Indian
Nations are landlocked at start. So Mexico should take the
second spot.
Texas has
access to five neutrals, but all are contested. Texas also
is nearly landlocked. The Union has access to three centers
(New York is uncontested) and great sea coasts. So the Union
should take the fifth spot.
Canada
is the slowest nation (but not by much). And Canada has the
least to fear from its neighbors (this by a lot). This may
explain why Canada has won many of the games of WINA.
Mr. Nesbitt
has stated that the Indian Nations haven't ever won an email
game (even though they've won in FTF) and have the highest
chance of getting eliminated. A Texas win is tough, but Texas
rarely gets wiped out. This perhaps explains why. With many
open spaces around them, the Indian Nations would seem to
be safe (fear tied for 2nd). But they are quite slow to victory
(only marginally better than Canada). And they don't intimidate
anyone very badly, which is strange for a centrally placed
power. But I think that the most important factor in the Indian
Nations' poor performance is the lack of a port at the
start of the game. The game rules allow for Boston or
California to become fleet build centers, but they are far
away (3 and 5 spaces respectively). Texas also is a nearly
landlocked country, with only one port surrounded by seas
dominated by other naval powers (just as Austria is in standard
Diplomacy).
Texas is faster
than the Indian Nations, but its fear factor is much higher.
Its intimidation factor is also high. High Fear and Intimidation
factors in a centrally placed power calls for an expert Diplomat
(exactly Austria's position in standard Diplomacy!)
The nation
likely to have a lot of problems could be the Union. It scares
the dickens out of its neighbors and it has the most to fear
from them as well. But this is balanced somewhat by its speed
to victory, which is almost as great as the Confederacy.
Canada's huge
expanse and white pieces only seems to be like Russia. Canada
is a slowly developing power, but it has much less to fear
than any nation. So Canada is a safe bet for a newbie or conservative
player. Canada should survive most games of WINA.
Mexico and
its yellow pieces does compare somewhat with Turkey in its
relatively slow tempo and low fear factor. But Mexico has
a great advantage that Turkey does not in its ability to sweep
into both the Atlantic and Pacific oceans. Mexico's
only problem would be in the lack of ability to shift fleets
from one ocean to the next (which is why the USA built the
panama canal in the first place!)
So in this
analysis of WINA version 5.0, the Confederacy should be the
nation of choice, due to its fast path to victory. Its high
Intimidation value can be used to scare one's opponents. It
has great naval access to the riches of the caribbean. Since
it is not a central power (Indian Nations, Texas, Union),
its corner position is a great strength. It has somewhat to
fear from its neighbors, but not as much as Texas or the Union
(which interestingly are both its neighbors!)
So the final
overall rankings for WINA version 5.0 from this analysis are:
1)
Confederacy, 2) Mexico, 3) Indian Nations, 4) Canada, 5) Union,
6) Texas.
MAP CHANGING:
To see how
the addition or deletion of one space can radically change
a map, see what happened when Mr. Nesbitt eliminated Mobile
Bay from version 4.0 to 5.0.
The creation
of a supply center in Wisconsin sped up Canada somewhat (from
tempo 41 to 39). But the elimination of Mobile Bay also sped
up the Confederacy considerably (from last at 42 to first
at 30!) The speed of the other nations wasn't changed much
at all. The reason this happened was that Mobile Bay was an
extra sea space from the Confederacy's only home port (Jackson)
on the Gulf of Mexico. This elimination brought all supply
centers in the southern side of the map closer to the Confederacy
and thus quicked its path to victory.
The Fear Factor
was also changed by the elimination of Mobile Bay. It didn't
change the Confederacy's fear of Mexico much (from 9 to 10),
but it did cause quite a jump in Mexico's fear of the Confederacy
(from 6 to 11!) This was likely due to the fact that Jackson
was insulated a bit before by Mobile Bay, whereas Richmond
and Savannah were always quite distant from Mexico. But the
elimination of Mobile Bay caused the now open port of Jackson
to be one space closer to all three of Mexico's centers!
In version
4.0, the numbers were as follows:
Canada:
Tempo 41 (rank 5th), Fear 19 (rank 1st), Overall: Second
Confederacy:
Tempo 42 (rank 6th), Fear 34 (rank 4th), Overall: Sixth
Indian
Nations: Tempo 39 (rank 4th), Fear 28 (rank 3rd), Overall:
tie Third
Mexico:
Tempo 37 (rank 3rd), Fear 22 (rank 2nd), Overall: First
Texas:
Tempo 34 (rank 2nd), Fear 35 (rank 5th), Overall: tie Third
Union:
Tempo 32 (rank 1st), Fear 42 (rank 6th), Overall: tie Third
The tie for
third was broken by demoting Texas to fifth as all of its
natural neutrals could be contested. The Indian Nations were
demoted to fourth for having a much slower tempo than the
Union. I had considered that Canada had a better ranking than
Mexico due to the fact that Canada was the only nation with
two uncontested neutrals in 1860 (a considerable advantage).
So the final
ranking for version 4.0 was: 1) Canada, 2) Mexico, 3) Union,
4) Indian Nations, 5) Texas, and 6) Confederacy.
In going from
version 4.0 to 5.0, the Confederacy and Indian Nations were
strengthened, whereas Canada was weakened.
But the fact
remains that WINA's Fear, Intimidation, and Tempo ranges are
all quite a bit less than the ranges of standard Diplomacy.
This is the basis for the argument that WINA is basically
a more balanced game than standard Diplomacy.
War in North
America is a great variant. The map and nations are well balanced
and the historical period is wonderful for those of us living
on this continent. I highly recommend it to all Diplomacy
players.
George
Glass
(if there are any mistakes
in calculations, I offer my humble apologies).
|
 |