A Guide to When a Player Goes Into CD
It looks like we have the german situation resolved. On the topic, let's take a look at how to deal with disappearing countries.
The two terms we use for a disappearing country is NMR and CD. When a player doesnt submit orders, we usually say that the country has gone NMR, meaning No Moves Received. When that happens twice in a row, the country goes into CD, meaning Civil Disorder. At that point, if the player doesnt come back, another player may take over the position.
Depending on the situation, there are different ways of handling a CD or NMR. The fact is that, other than in top tier games, this is something we have to deal with. There's an etiquitte when dealing with a CD that is worth knowing. Even if you think you know this, glance through this refresher.
If a player goes into CD before 1902 (usually at the start of the game), I usually put up a draw vote until autumn 1902. This gives the other players a reasonable opportunuty to decide either to draw or keep on playing. (When i have a really bad start, i lobby heavily for the draw.) Some folks insist that those games should be canceled, not drawn. I think thats a little ridiculous, but to each his own.
If a player goes into CD later in the game (1903 onward), you have to consider the situation. If the player has only a couple of supply centers, he probably left because he is losing. Since the player was being attacked anyway, you might as well finish him off and play on.
If the departed player has a lot of centers, things are different. You certainly could go ahead and take advantage of the loot, but it would be worth checking with your opponents before you get too greedy. If the country in CD has a fairly good position, why not post a forum thread like this: 'Replacement player needed, good position, Russia, 8 supply centers'. If nobody responds, you and your opponents can discuss whether to keep playing it out or just to draw.
When a player takes over the abandoned position, treat him as a brand new player. If you were attacking the old player, consider allying with the new player. Keep your options open, at any rate.
When should you take over for an abandoned country? Thats tough to answer. Most of us who are interested in keeping our stats looking good rarely or never take over for abandoned countries. But if youre interested in giving it a try, keep an eye to the forums. Every so often, a replacement is sought for a good position. You can also check the game lists under the 'games' tab to see if there's a good opportunity.
One of my favorite players on this site is 'tendmote'. He doesnt play diplomacy for stats. He plays for the adventure. He buys into seemingly hopeless 1 or 2 center positions and, like houdini, magically survives or helps to force a draw. If he buys into a position for 2

and he comes out with 3

, he comes out smiling.
Whenever you buy into a previously abandoned position, be sure to let everybody know that you are a new player to the game. If one player is making a run for solo, rally the other players together to help stop the draw, tendmote-style. Try to strike up alliances that werent there before you joined. Taking over for abandoned positions helps the site and really makes games more fun.
I'll be glad to answer any NMR or CD related questions. Post below.