Okay here is the full list of variants so far, and more will be coming since I now know how to install them.
Link: http://acwDiplomacy.justallinone.com
Variants
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TOP: 12: Fall of the American Empire: Civil War! (2 players)

Variant Parameters (Version: 0.9.1):
Created by: Emmanuele Ravaioli and Andrew Newell (adapted from a map by Vincent Maus)
Adapted for webDiplomacy by: Emmanuele Ravaioli / Oliver Auth
SCs required for solo win: 34
Special rules/information:
Except as noted below, the standard rules of play for Diplomacy apply.
Only two powers are present on the board: the Confederacy and the Union, each of them starting with 3 centers. All the other centers in the map are neutral; their different colors of the States reflect which side they chose during the Civil War, while some territories are colored as generically Northern and Southern neutral territories. The different colors have no effect on the game
Before the first diplomacy phase, each power can choose whether building armies or fleets in their starting centers.
The map is the same used in the Fall of the American Empire variant, with a few slight modifications. The rules concerning the movement of units are thus the same as those of that variant. The only difference deals with the rivers, which have been extended, multiplying the possibilities of fleet movements. The links between territories are set by common sense, reflecting the course followed by the rivers. A fleet in Missouri can move in both branches of the Mississippi/Missouri rivers; in Iowa, a fleet can find itself in the Mississippi River or in the Missouri River (it works exactly as Spain SouthCast and Spain NorthCoast in standard Diplomacy): to move from a branch to the other, the fleet must pass from the Missouri state; a fleet in Milwaukee can find itself in the East Coast, in the North Coast, or in the Mississippi River: a fleet in one of these positions cannot move in another. On the contrary, the territories of Minneapolis, Chicago and Ohio have not this distinction: for example, a fleet can move from Kentucky to Chicago, and next turn to Lake Michigan.
The victory conditions are:
Owning 34 centers
Owning both capital cities: Washington and Richmond (not yet implemented in webDiplomacy)
Reduce the opposing power to own 5 centers, or less (not yet implemented in webDiplomacy)
1: The Ancient Mediterranean (5 players)

2: Classic, but build anywhere (7 players)

3: Classic (7 players)

4: Colonial Diplomacy (7 players)

Variant Parameters (Version: 1.7.5):
Variant homepage
Created by: Peter Hawes
Adapted for webDiplomacy by: Oliver Auth
SCs required for solo win: 30
Special rules/information:
The Colonial Diplomacy variant of diplomacy follows the most of the rules as standard diplomacy with a modified map, and with 3 additional rules. The game is the first commercially published true simple Diplomacy variant.
Rules:
Except as noted below, the standard rules of play for Diplomacy apply.
Cebu looks like a body of water with islands inside of it, which is accurate. It is analogous to Kiel, Constantinople or Denmark in the standard diplomacy.
The Caspian Sea, Lake Baykal and any other unnamed space is not passable.
This version of Colonial is based on the Moulmein Convention, so land bridges have been added between Otaru and Akita, and Sakalin and Otaru.
Hong Kong is a British home supply center. It counts as a supply center for any country except China. If China is in possession of Hong Kong, it counts as a non-supply neutral territory.
The Suez-Canal rule is not implemented. Egypt is analogous to Kiel, Constantinople or Denmark in the standard diplomacy.
This map does not use the Trans-Siberian Railway rule.
There are neutral SC's on the starting map on colored territories. These SC's are marked with a neutral colored box () drawn around them. Once occupied they count as any other SC.
5: Classic with a custom start (7 players)

6: Fall of the American Empire IV (10 players)

Variant Parameters (Version: 1.7):
Variant homepage
Created by: Vincent Mous
Adapted for webDiplomacy by: Carey Jensen / Oliver Auth
SCs required for solo win: 34
Special rules/information:
Story
The country is in ruins and in a state of anarchy except 5 states where new 'Republics' have arisen. Florida, Texas and California maintain some semblance of order within their old borders. In the north-east, New York has formed a union with Pennsylvania and New Jersey to stand together in the coming wars. Chicago, Milwaukee and Minneapolis have done likewise, calling themselves the 'Heartland' of America...
Meanwhile, the events in the United States have caused Quebec to secede from Canada. Western Canada soon followed suit, under the leadership of British Columbia and joined with American renegades in Alaska. The central Canadian government has fallen and is in disarray...
In the south, the increasingly strong drug lords and industrial mafia have rested control of northern Mexico away from the government, while the rebellion of Chiapas has spread to other southern Mexican states. Under siege, Mexico's government prepares to strike back...
Taking advantage of the chaos on the North American continent, Cuba invades Jamaica and prepares to spread its influence further abroad, while Peru takes control of Colombia and turns its eyes northwards...
This is the setting at the start of the Empire variant of Diplomacy, where you play one of 10 new or old nations in a bid to conquer North America. Can you lead your country to North American domination?
Rules:
34 supply centers are required to win
Great Lakes - Fleets cannot move directly from one Great Lake to another, except from Lake Michigan to Lake Huron.
Canals - There are a few one-space canals that act like Kiel in Vanilla dip. This means that the spaces have no coasts and fleets can exit on any side: Panama, Ontario, Michigan, Upper Peninsula, Chicago (see below). There is also a canal between New York City and New York State. Fleets can move from one to the other.
Waterways - There are two waterways in Empire4 where fleets can move as though there were a coastline in the listed territories. These rivers do not impede army movement:
Mississippi (Chicago, Missouri, Kentucky, Tennessee, Arkansas, Deep South, Louisiana)
St-Lawrence (Beauce, Montreal, NYS, Ontario, Quebec, Gaspe)
For example, a fleet could move from Tennessee to any of Kentucky, Missouri, Arkansas or Deep South.
Landbridges
Units can move between Ungava and Nunavut. This does not block movement between Hudson Bay and the Sea of Labrador.
Units can move between Michigan and the Upper Peninsula. This does not block movement between Lake Michigan and Lake Huron.
7: Classic, with fleet in Rome (7 players)

8: Hussite Wars (9 players)

Variant Parameters (Version: 1.0):
Created by: Milan Mach (WebDip: Milan Mach)
SCs required for solo win: 24
Special rules/information:
Fleets can interact only with provinces which have a SC lying directly on a river. Fleets move from one such province to another in one move. Fleets cannot convoy.
A fleet can move from Frankfurt to Magdeburg or Warschau but not from Magdeburg to Warschau via off-map connection to sea. It is not possible to use this off-map connection from Posen, Potsdam or Berlin. These are the only exceptions to the rule that a fleet can freely move to any SC that is directly connected via river to it.
This variant is build anywhere.
Background:
Following the execution of Czech Church reformer John Hus on July 6, 1415 in Constance, a revolutionary resentment grew among the ranks of his followers, Hussites, who demanded a complete overhaul of the deeply corrupted Catholic Church. Hostilities between Hussites and Catholics became an everyday occurence. Without any peacemaking intervention from the top, as the always indecisive and uncommitted Bohemian king Wenceslaus IV took no action, this societal rift was quickly heading towards a violent resolution. The escalation came on July 30, 1419, when radical Hussites led by a priest Jan Želivský stormed the New Town Hall of Prague and threw several Catholic officials from its windows. Upon hearing these shocking news, Wenceslaus IV was hit by a stroke and died. This so-called first Defenestration of Prague therefore kickstarted the Hussite Wars, a decades-long conflict that plunged the mighty Kingdom of Bohemia to chaos and international isolation without achieving a clear victory for any of the sides.
Notes:
The variant starts in 1421, a year after Hussites succesfully repelled the first anti-Hussite crusade and developed a strong position in Bohemia itself. Hussites are already divided into three opposing factions, radical Taborites and Orebites and moderate Praguers, even though these various sects were still largely cooperating in furthering the Hussite goals at that point in time. Catholic Landfrieden represent the anti-Hussite elements in the kingdom which were dominating in the minor Lands of the Bohemian Crown as Moravia, Silesia and Lusatia as well as western and northern Bohemia. Their control of Pilsen at the start simulates its vital strategic importance and shifts the diplomatic and military balance in the region. Hungary is led by king Sigismund, Holy Roman Emperor, brother of late Wenceslaus and the most serious claimant to the vacant Bohemian throne. The Kingdom of Poland supports the Lithuanian Grand Duke Vytautas, a postulated king of Hussites (albeit only from the year 1422) in whose military aid they believe, and his Bohemian regent Sigismund Korybut. The neighbouring German states are represented by the Margraviate of Brandenburg, Saxony and Bavaria, all eager to crush the heretic Hussites.
The province names are all in German to add a little coherent historical feel. Other possible languages like English or Czech don’t translate some names so their usage would result in some disruptive elements.
In order to avoid having multiple countries starting with the same letter, Poland and Brandenburg are called by their full English names.
The usage of fleets is completely ahistorical but the idea of having a unit that can only move through nodes on a grid seemed worth investigating.
9: USA (8 players)

10: Who controls America (8 players)

Variant Parameters (Version: 1.0.2):
Created by: Gavin Atkinson
Adapted for webDiplomacy by: Gavin Atkinson / Oliver Auth
SCs required for solo win: 14
Special rules/information:
Background:
Everyday politics swirls its way around the United States. Its founding fathers wanted a system of checks and balances, but what America has is a never ending political struggle. Democrats, Republicans, corporate America, liberal and conservative interests, the military, secret societies and even the criminal underworld vie for control. Sometimes its played out for us in the daily papers, but on most occasions it happens in Washington's backrooms, as deals are made and broken. All to determine... who controls America!
This variant has player's responsible for each of these interests. We're all familiar with the role of the Democratic and Republican Parties, but at regular times each competing interest subtlety or sometimes overtly takes control of the other. The religious right is well known in its efforts to control the Republican party, and the Democrats have often in their past been at the beckon call of the union movement. JFK's rise is rumored to be thanks to the Mafia, and depending on which conspiracy you believe the military-industrial complex just as quickly brought him down. Secret societies weave their way through the fabric of political power and always present in the background are the lobbyists, doing their best for big business to win the end-game.
Rules:
Who controls America? You decide in this political variant. It is played like any normal game of Diplomacy with only a few minor differences:
14 supply centers are required to win, but you must also control at the end of an autumn the two neutral SCs of the White House and the Congress
There is only one unit type in this variant: the patriot. They act and behave like an army (as there are no navigable sea territories)
Patriot units can move up and down, clockwise or anti-clockwise and in four diagonal directions (up clockwise, up anti-clockwise, down clockwise, down anti-clockwise)
Small arrows at the edge of the playing board indicate the connections between territories. This means that some territories while visually separated by large space, are actually considered to be next to each other. These territories and connections are: Environmentalists and Air Force, and Illumanati and the National Rifle Association (NRA)
Patriots can be built anywhere you have a vacant SC
11: World Diplomacy IX (17 players)

If anyone here comes across any problems, PLEASE let me know. You can send me an Email at mikesla(AT)justallinone(DOT)com.
Enjoy!