Post-Modern Europe II (qp10)

by Earle Ratcliffe

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Starting Positions

AlgeriaF AlgiersA OranA Tamanrasset  
BritainF LondonF EdinburghF BelfastW Liverpool 
EgyptF AlexandriaF GizaA CairoA Aswan 
FranceA ParisA LyonA MarseillesW Bordeaux 
GermanyF BerlinF HamburgA MunichA Frankfurt 
IranF ShirazF Bandar A MashadA Teheran 
ItalyA RomeA MilanA VeniceF Naples 
NigeriaA AbujaF LagosA MaiduguriF Port Harcourt 
PolandA WarsawF GdanskA Kracow  
RussiaA MoscowA St.PetersburgA AstrakhanF RostovW Arkangelsk
SpainA MadridF SevilleF Barcelona  
TurkeyF AnkaraA IstanbulA AdanaF Izmir 
UkraineA KievA KharkovA OdessaF Sevastopol 

Map Notes:

1:  Canals

Hamburg, Istanbul and Cairo all operate as in the Modern variant.
The Volga Canal now runs through Astrakhan and Rostov, not Volga.

2:  Circumnavigation

Fleets may pass around the southern tip of Africa.  The Indian Ocean space touches the Gulf of Guinea and The South Atlantic Ocean.  There is also the Antarctic ocean space which touches the South Atlantic and Indian oceans (but not the Gulf of Guinea).  If you want a diagram showing the borders more clearly, click here.

Designer’s Note

Why is the world going to war?  Well, first off, I decided to make the first game year for each map 2000, to differentiate it from Modern and to give a nice round number to start from.  That led to to thinking (a dangerous thing, let me tell you) about why the world’s diplomatic structures would completely break down (NATO, EU, NAFTA, APEC, etc.) and the world to be plunged into war?  I thought and thought and finally decided on Y2K.  While I don’t beleive the Y2K bug will cause the world major problems by itself, there could be some backlash by the masses (ever notice how people get stupider in large numbers?) who have no idea.  This could result in things like food hoarding and especially stock market collapses as people strive to put their wealth into a more tangible form, rather than trusting computers to keep their money safe.  That would lead to Stock Market crashes and economies collapsing, which could in turn lead to war (it did for WWII, after all.  Why not WWIII?).  It also would give the developing nations a chance to establish themselves on a more even keel with the richer Industrialized nations, as the poorer countries wouldn’t be as reliant on computers for everyday life.  Since most developing nations are heavily populated, that could easily translate into military strength (this is most important in the Africa setting, as the poor nations of, for example, Tanzania and Ethiopia, can compete on an even keel with rich nations like Italy and Spain).  As the confusion sets in, nations go to war (always a good way to jump start the economy, at least for the United States), and we have a new variant!

Wing units will also be used in all PostModern games.  The following description is from the Modern page.
A new type of unit was originally planned for Modern. If you are not playing on the judge, you might want to try playing with wings – a military
term denoting a group of squadrons of planes, similar in size to a fleet or an army.

Wing Rules

1.A wing unit can move over both land and water spaces
2.A wing unit can support actions in any space adjacent to the one it occupies.
3.A wing can give, receive and cut support in the same way as armies and fleets.
4.A wing unit cannot convoy or be convoyed.
5.A wing unit cannot capture an SC, but instead blockades it:
 1.A blockade occurs when a wing unit occupies the SC of another player in a fall season.
 2.The player who owns a blockaded SC does not get to count it when counting his total number of SCs.
 3.A blockade ends as soon as the wing unit no longer occupies the SC.
 4.Builds only take place in the winter phase, just as in games without wings.