Strategic
Concepts of Colonia
by Jack
McHugh
Colonia, while using the mechanics of Diplomacy, is a
somewhat different game in strategy from Dip. Colonia puts more emphasis on the
grand strategic view than its parent game, and leads to more stress on alliance
play.
A game of Diplomacy begins with the players'
objectives dictated, to a large extent, by the board. That is to say,
Austria will attempt to be Balkan power, England a naval power in Scandinavia
and northern Europe, Italy a Mediterranean power, etc. It is difficult, and
in some cases impossible, for the players to significantly alter these
enforced stratagems.
Not so in Colonia. Although it is true that most players
have a home area in Europe, the players can change the nature of their holdings
by trading various pieces of real estate around the globe. For example, France
could trade Dakar to Portugal in exchange for Alaska, accomplishing a switch of
colonial build centers in America and Europe. The result strengthens both powers
as they each have concentrated their build centers in one area. This also
reduces the possibility of stabs as neither player now would want the other's
centers on their respective continents.
No longer is one' power in the board designated the
"naval power" 'when one plays Colonia. In Diplomacy, England generally builds
little but fleets and is alone in doing so. However, in Colonia there are often
other powers, such as Portugal or Netherlands, that also may adopt the fleet
policy with some measure of success.
What Colonia asks of its players is strategic
imagination and flexibility. It is possible for a player to completely relocate
from Europe to his colonial holdings. A power could, for example, gain control
of all the build centers in North America by trading his European holdings for
help in America. This would give that power four new build centers in
America, which is more than anyone (except Russia) starts out with in Europe.
Those are my opening remarks. Now I would like to
enunciate some strategic rules that future Colonia players may find useful.
Rule 1: Play Game Long Alliances. Since there are so
many units it is almost impossible to win solo in this game. Given that fact,
why not have an ally or two right from the beginning
and increase your chances of winning?
Rule 2: Don't Hesitate to Concentrate Strength. As I
said earlier, it is possible to do some horse trading early and thereby
concentrate your holdings. This
will strengthen your hand and discourage stabs. Decide where you want to be a
major power and don't be afraid to trade away or lose the rest.
Rule 3: Control the Choke Points. On the Colonia VI
board there a number of choke points, the control of which is imperative for a
successful strategy. Geography should influence your tactics in this
regard, though not as much as it would in regular Dip.
If you are playing Austria and decide on a Pacific strategy, you should count on
keeping both Polynesia and the Central Pacific Ocean clear of foreign units
after the first few turns.
Rule 4: Draft Orders
Carefully. Because Colonia involves a large number
of units, you will need to spend a lot of time both in planning and actually
writing your moves. I find it necessary to number my units so as not to overlook
any of them. You will also need time to check out where other countries' units
are and where said units can move to.
Rule 5: Develop an Overall Growth Plan. The first two
years of any Colonia game are spent with all powers gobbling up neutral centers
that surround them. This early period is ideal for talking to other players and
deciding exactly where builds are to be concentrated. If you are playing the
Netherlands, this is the time to decide to cut a deal with the Turks about Goo
or to talk to Austria about trading your help into Poland for their help in the
Pacific.
Rule 6: Be Open to Other Offers. Although I have
emphasized the importance of making your own plans, sometimes an uncooperative
neighbor will make those plans difficult to execute. There are more players in
Colonia than Diplomacy, so if someone wants to work with you don't be afraid to
radically alter your plans to make such an alliance practicable. In fact, it may
be better to plan to grow in more than one area. Down the road you can decide
which area to concentrate on based upon least resistance and/or most
cooperative allies.
Rule 7: Write Early and Often. The most critical part of
any game, whether it be Diplomacy or a variant, is
early in the game. Even if you can't follow up your first letters within a turn
or two, it is crucial to write everyone the first turn. This is even more true in Colonia, as many powers who are not European
neighbors may be close to one another overseas.
I can scarcely overemphasize this latter point. Once players hear nothing from you while
other powers are in contact with them, they are less likely to change their
plans later even if you become a more reliable communicator. And, of course,
don't think that other players aren't busy telling everyone what a louse you are
and how you never write in any game you are in… and how you should be killed
here in this game, immediately, for this breach of Diplomacy etiquette.