Warring States
A Variant for Seven Players

Introduction
Starting in November, I'm looking to GM another game of Warring States Diplomacy. This will be the second session of this variant played on the forum so far (see prior game in the archive). I was invited to use a previously existing Discord channel (Discord Server) specifically for this variant in order to try to bring some interest from playdiplomacy to this game. The admin for the site is “tap wature” and he was gracious enough to share his map files with me, though pointed out it was created by the variant creator, Samy Elias (zurn). The rules and map will be the same as those used for his game unless otherwise noted:
Warring States DipWiki Page (RULES)
Most of the rules are covered on the page linked above, please read those first but I am going to copy some important points that were made when this variant was previously run that give a general summary as well.
Walls
To sum up, Walls only come into play when attacking an occupied territory that has a wall along it's border with the attacking or attack-supporting unit. The attack is then reduced by one. Walls don't affect the units of the occupying power. A attack of zero doesn't cut any supports.
Fleets
To sum up, you can't build fleets, you convert armies into fleets. The conversion takes a season and can be interrupted by a successful attack. Don't try to convoy. If you give a fleet an order that can only be carried out by an army, the fleet will convert into an army and attempt to carry it out in the same season.
Floating Fortress
To sum up, fleets on rivers (or moving to rivers) are twice as powerful, they defend with 2, when attacking a river from a river or sea (not coastal) territory they attack with 2 and cut 2 supports. You'll need to cut 2 supports (using a supported attack on the fleet) to negate the supports of a fleet supporting in that situation.
Rapid River Movements
So to sum up, Fleets using the river can move multiple spaces (limit 3) along the river, but all rapid movement must be along the river (sea space at the mouth of the river is ok). The fleet moving rapidly moves at a strength of zero so the path must be free of conflict for it to successfully make it. Any conflict stops the fleet at the last legal space prior to conflict. Your own units don't block the fleet's movement provided there is no conflict and the fleet has a space to move past it to. If the fleet is wholly unsuccessful then it defends it's original space as normal.