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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.