Variant Overview: Canton

by Luiz Neto


In the spirit of Charles Roburn's superb review of the Milan variant, I would like to provide a similar account about Canton, a variant by Paul Webb that seeks to adress some of the shortcomings seen in Avalon Hill's Colonial Diplomacy. Shamelessly following in Roburn's footsteps, let's start with a general Introduction to the variant, and then going over its major aspects.

INTRODUCTION

Canton started with a simple premise: to merge the fascinating setting of Asia during the colonial era - when European empires battled with native nations and each other for the great wealth of Earth's largest contintent - with the elegant simplicity shown in Allan Calhamer's Classic. Given Colonial Diplomacy's major weaknesses (complex extra rules, unnecessarily high province density, extreme lack of balance, etc), Paul Webb attempted to merge large, useless spaces and provide a more intimate feeling to Asia while still using the original seven powers of Colonial: Britain, Turkey, China, Russia, Japan, France and Holland.

Webb's first result in changing and simplifying Colonial was a solid map. The very first edition had 34 supply centers in total (with a 18 SCs criteria for victory, like Classic) and different surroundings around the map's edges and Central Asia. Notably, both East Africa and New Guinea were passable, while some major national centers (e.g. Constantinople, Sumatra, Calcutta) weren't home centers for their respective powers.

He would eventually make some major changes, adding more impassable territories and swapping a few home centers (e.g. Bombay's SC going to Calcutta). The neutral center in Armenia went over to a new space, Rumania, simulating Russo-Turkish rivalry over the Eastern Balkans. France and Japan saw little change, while many sea spaces got redrawn all over the map.

Finally, Webb's ultimate map came to life with 36 supply centers, with a 19 SC victory criteria marrying well with its 1901 setting. Of note is the addition of a fourth Chinese home center, and a neutral center in Cambodia for French capture. The final map has 81 provinces in total (versus 75 in Classic), with 18 landlocked spaces, 41 coastal spaces and 22 sea spaces. Knowledge of Classic's familiar dynamics along the Main Stalemate Line serve for little here; the geopolitical disposition of countries makes for a very different setting, one with interesting possibilities for the expert diplomat to cope with.

Map and Rules

Canton seeks to stay true to Classic's general rules; for example, powers can only build in their original home centers, just like in Calhamer's original rulebook. Some general similarities with Classic can be seen: "corner powers" in Turkey and Japan; "central powers" like China or France; "clusters of neutrals" in Southeast Asia, Central Asia, etc. Constantinople and Egypt act as canal provinces (like Classic's Kiel), Nepal is impassable (an analogue to Switzerland), and four spaces have dual coasts: Bulgaria, Damascus, Siam and the variant's namesake Canton. The reason it's named as such is a mystery to me, but it works well enough - Paul Webb originally wanted to change the variant's name to "The Silk Road", but in order to avoid conflict with another variant of the same name the plan was scrapped.

The starting unit setup, of enormous relevance, is as follows:

Out of 36 supply centers, 23 start under control of the Great Powers, with 13 being up for grabs as neutral centers. Some historical inaccuracies are clear in the map, mostly concerning historical spheres of influence that either didn't exist (like Turkish control over Arabia, historically feeble) or were removed (like British power over Hong Kong). Yet, like with Classic's neutral Tunis, these small deviations are sparse and don't change the overall setting as a worthy representation of the Asian continent between the late 19th and early 20th centuries.

Great Powers

The above map shouldn't be taken as absolute truth; Canton's inner dynamics are still being explored by players all around the world, and some countries do interact constantly despite having little initial interest to do so (e.g. Russia & Holland) or usually avoid each other due to a lack of neutral centers to fight for (Turkey & Holland). In fact, these triangles and quadrangles are mostly divided along the lines of SC clusters, isolated Rumania excluded: the Northern Triangle plays with Manchuria/Korea; the Eastern Quadrangle goes through the lonely SCs around South China Sea; the Western Quadrangle focuses on Central Asia; the Central Quadrangle dances in Southeast Asia. The Southern Triangle centered aroung the Western Indian Ocean occupies a position roughly analogue to Classic's Barren Zone - you may cross it, but doing so too early may not prove beneficial due to a lack of SCs while other areas are of higher priority.

Canton's Great Powers have quite diverse interests, in both short and long-term plans:

Balance

Canton has been ported to the DPjudge, as well as to vDiplomacy.com and the Android app Conspiracy. Since victory is the ultimate goal in Diplomacy, only games ending with victories are considered - drawn games are discarded. Together, these three adjudicators provide a considerable sample size of more than eight hundred games - 760 victories from Conspiracy, 4 victories from vDiplomacy.com and 66 victories from the Judge, for a total of 830 "solos". This should give us a reasonably good hint on Canton's true balance:

Considering that the average should be 118 out of 830 victories (~14.28%, or 100%/7) we have a nice balance overall, with neither the leader (Russia) nor the bottom power (China) too far from the middle row - all powers seem to have a good chance at winning, with Russia slightly ahead of the pack (courtesy of four home supply centers, somewhat lower border tension with nearby powers and the second best growth potential) but the other six powers are quite close to each other. As time advances (the variant only launched on Conspiracy in early October 2018) these rankings are very likely to change, but hardly there will be any radical change in terms of balance.

Going for a slightly more qualitative analysis though, we must wonder: how far (or close) to 19 supply centers each power is? Using Roburn's calculations (described in his article on the Milan variant and inspired by Paul Windsor's tempi methodology) we can see that:

A few points of note regarding these numbers:

Conclusion

Canton is almost two decades old by now, yet got revived on modern platforms quite recently. Hopefully this article shows that Canton can provide a unique, yet familiar playground for the game of Diplomacy to shine. There is a Great Power for every taste and every playstyle and if the beauty of Diplomacy is partially due to its reasonable balance while still giving each country a lot of personality, I believe Canton manages to replicate it successfully, and may be well worth a try.



Email writer thumbnail Luiz Neto
(lluizllopesneto@gmail.com)

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