1900:
"Take me to your leader.
"What? Yes, of course I'm serious.
"Yes, the antennae are real, and please stop touching them. No, I'm not wearing green make-up.
"No, and I'm afraid I don't know this Wells person. I come from the star you call Tau Ceti, and I have an urgent message for your planet's leader.
"What do you mean?
"Oh, I see -- you still embrace nationalism. How primitive! Oh well, we don't care about your territorial squabbles. The only reason we've come is to remove you safely from Earth.
"Because your sun's radiation output is increasing. In about a decade, all huamns on Earth will die.
"Calm down! You see, we've come to help. We are sending fleets of starships to take off as many humans as possible and resettle you on a new planet. But we have little time in which to organize the Evacuation.
"So now, once again -- take me to your leader!"
RULES
0) All rules of Diplomacy (4th ed) are in effect except as modified below.
1) Every third year, following the Winter phase, an Evacuation Phase takes place: an alien fleet arrives, locks its teleportation beams onto the provinces listed below, and evacuates as many people as they can:
1903: Liverpool, Brest, Berlin, Budapest, Rome, Smyrna, Moscow.
1906: Edinburgh, Marseilles, Trieste, Kiel, St. Petersburg OR Sevastopol, Napoli, Ankara.
1909: London, Paris, Munich, Vienna, Venice, Warsaw, Constantinople.
The player who is given Russia must choose either St. Petersburg or Sevastopol to be evacuated in 1906; this choice is made with the Spring 1901 orders, and revealed to all during adjudication. In the event of NMR, the choice will be made by coin flip.
2) During the evacuation phase, players receive points, representing a segment of their population safely taken off of Earth, as follows:
* Two points for being the original (Spring 1901) owner of an evacuated province; reduced to one point if you own none of your original supply centers. You may still collect this point if you have been otherwise eliminated from the board.
* Two points if you are the CURRENT owner of that province, as you move people there to be evacutated.
* One point if you have a unit in that province; military equipment makes for excellent teleportation beam targets.
After these points are distributed, all provinces that have been evacuated that turn revert to neutral ownership, and any units on those provinces are disbanded. (The disbandment is mandatory; the owning player may not keep his unit and refuse the point.) If re-occupied, the evacuation points again count as supply centers.
3) Following the 1903 Evacuation Phase, increased solar radiation has made industry and supply transport difficult. The following rule changes take place:
* No more than two units may be built in a winter phase.
* Any unit which ends a Fall turn more than three provinces away (by any route) from one of its own supply centers is disbanded; this takes place AFTER any supply center occupied by that unit is given over to that country.
4) Following the 1906 Evacuation Phase, the even more increased solar radiation makes combat difficult and industry all but impossible. The following rule changes take place:
* The Winter Phase is eliminated (as is winter itself).
* No new units may be built.
* Any unit which is dislodged is removed from the game.
* Any unit which ends a Fall more than one province away from one of its own supply centers is disbanded; again, this takes place after transfer of ownership.
5) Following the 1909 Evacuation Phase, the solar radiation makes the Earth uninhabitable; all units are destroyed as the remainder of humanity perishes. This is where the game ends.
6) The player with the most points will have the most countrymen to carry on his nation's proud tradition on New Earth; this player is the winner. If there is a tie for first place, it is a split victory. There are no draws