
Designing a diplomacy map requires careful consideration of several factors to ensure a balanced and engaging gameplay experience. The map should facilitate a reasonable geographic spread for the number of Powers in play, typically ranging from 5 to 9. The choice of scenario is crucial, as players are generally more drawn to historically inspired settings or imaginative variants, such as ancient times, medieval Europe, or even outer space. The distribution of Powers and the balance of distances between centres are key factors in ensuring that no Power has a significant advantage over others. Additionally, the number of spaces per unit and the ratio of fleets to armies at the beginning of the game are important considerations for map design. Playtesting and iterating based on feedback are recommended to refine the map and ensure a fair and enjoyable experience for all players.
| Characteristics | Values |
|---|---|
| Number of players | 4-9 |
| Geography | Europe, Medieval Europe, the New World, present day, outer space, etc. |
| Number of centers for a win | Fewer than 18 for a 4-player game |
| Map design | Balanced, reasonably distributed, not too crowded or too large |
| Spaces | 2-2.5 spaces for every unit on the board |
| Home supply centers | 6 are not in coastal spaces |
| Ratio of fleets to armies | 1:1.38-1.44 |
| Play balance | No Power has a substantially greater chance of winning than the others |
| Distance to reach victory | No Power has to go more than 50% further than the Power that has to travel the least distance |
| Percentage of enemy home centers | No Power has a higher % of enemy home centers within 3 spaces that exceeds double the % of the most secure Power |
| Tools | Paint.NET, Photoshop, Excel, vDip, webDip, Wonderdraft, Dungeondraft, etc. |
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What You'll Learn

Choose a setting and a number of powers
When designing a diplomacy map, the first step is to choose a setting and determine the number of powers. The setting can be anything from ancient times, medieval Europe, the New World, the present day, or even outer space. It is important to consider the number of players or powers that will be involved in the game. For example, if you have four players, you will need to create a map with enough centres for each player but also deliberately create some points of contention.
The number of powers involved will impact the geographic spread of the map. A game with 5-9 powers will require a larger geographic area to allow for a reasonable spread of territories. The distribution of powers will also depend on the historical setting chosen. For example, in a game set in medieval Europe, the powers may be concentrated in a smaller geographic area, while a game set in outer space may have powers spread across multiple planets or galaxies.
When determining the number of powers, it is also important to consider the balance of the game. Each power should have a similar number of centres and a similar distance to travel to reach victory. No power should have to travel more than 50% further than the power with the shortest distance to victory. Additionally, the map should be designed to prevent any power from having more than double the percentage of enemy home centres within three spaces than the most secure power.
To test the balance of the map, one can calculate the exact distance each power has to travel to occupy the number of centres needed for victory. This provides an indication of the strength of each power. However, it is important to note that some powers may be more vulnerable to attack and tend to be eliminated early on. One way to measure this vulnerability is to count the number of supply centres within three spaces of each power's home centres and consider how many of those centres belong to enemies.
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Decide on the geography
When designing a diplomacy map, the first step is to decide on the geography of the game. This involves choosing the location and scope of the map, such as whether it will be based on real-world geography or a fictional setting. For example, you could choose to set your map in Europe, with either real or fictional territories, or in another continent or fictional world entirely.
The geography of your diplomacy map will also depend on the number of players and the distribution of powers. A good scenario for a variant map is one that allows for a reasonable geographic spread of powers, with a suggested number of 5-9 powers. The number of players and powers will influence the number of centres required for victory. For example, in a four-player game, you will likely need fewer than 18 centres for victory.
It is important to consider the balance of the map, ensuring that no power has to travel significantly further than any other power to reach victory. This can be done by calculating the distance each power must travel to occupy the number of centres needed for victory, providing an indication of the strength of each power. Additionally, consider the vulnerability of each power by counting the number of supply centres within a certain distance of their home centres and evaluating how many of those centres belong to other powers.
Once you have decided on the geography and scope of your map, you can begin to design the specific borders and connections between territories. This can be done by creating a draft map with province borders and supply centres, and then playing the game from the perspective of each power to identify any imbalances or areas that can be exploited. This process may involve tweaking the borders and supply centres until a balanced map is achieved.
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Determine the distribution of powers
When designing a diplomacy map, the first step is to determine the identity and distribution of the powers. This step is crucial as it sets the foundation for the entire map and game dynamics. Here are some detailed guidelines and considerations for determining the distribution of powers:
Firstly, decide on the number of powers you want to include on your map. A good range to consider is between 5 and 9 powers, as this provides a reasonable geographic spread and allows for strategic interactions between them.
Next, consider the historical context of your map. If your map is based on a specific historical setting, the distribution of powers may already be determined by historical events and the world situation at that time. For example, a map set in medieval Europe would likely include powers such as the Holy Roman Empire, the Kingdom of France, and the Byzantine Empire.
However, if you're creating a fictional map or one not constrained by history, you have more creative freedom. You can design the distribution of powers based on your preferences and the specific gameplay experience you want to create. Consider factors such as the number of centres each power controls, the geographic spread of their territories, and the potential for conflict or alliances between powers.
To ensure balance, try to make sure that no power has to travel more than 50% further than any other power to achieve victory. Additionally, aim for a balanced distribution of enemy home centres, so that no power has a higher percentage of enemy centres within reach that exceeds double the percentage of the most secure power.
Once you've determined the initial distribution of powers, it's important to playtest your map. Play a few games and observe the dynamics between the powers. This will help you identify any imbalances and make adjustments as needed. Consider factors such as the distance each power has to travel to occupy centres and their vulnerability to attack, especially in the early stages of the game.
Finally, don't be afraid to iterate and make changes. Designing a diplomacy map is often an iterative process, and you may need to tweak the distribution of powers, adjust borders, or make other changes to achieve a balanced and engaging gameplay experience for all players.
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Test the balance of the map
When designing a diplomacy map, it is important to test its balance. While it is difficult to make a firm judgment without playing a few games, there are some elementary tests that can be applied. Firstly, consider the geographic spread of the map and the number of Powers involved. Aim for a map that can accommodate a reasonable number of Powers (around 5-9) with a good spread across the map.
Next, examine the distance each Power has to travel to occupy the centres needed for victory. Count the number of spaces or territories each Power must traverse to reach their victory centres and compare these distances across the map. Try to ensure that no Power has to travel more than 50% further than the Power with the shortest distance. This will help balance the playing field and prevent certain Powers from having an inherent advantage or disadvantage.
Additionally, evaluate the vulnerability of each Power by counting the number of enemy supply centres within a certain range of their home centres. Consider both the absolute number and the percentage of enemy centres within range. Aim to balance the map so that no Power has a significantly higher percentage of enemy centres within range compared to the most secure Power. This will help prevent early eliminations and keep the game competitive for all players.
It is also worth noting that some imbalance is inevitable and can even add flavour to the game. Accept that some Powers may be marginally stronger than others, and focus on ensuring that the overall balance is reasonable without becoming too obsessed with perfection.
Finally, playtest the map from the perspective of each Power to identify any potential exploits or weaknesses. If possible, enlist the help of experienced players who can provide objective feedback. Make adjustments to borders, supply centres, or other mechanics as needed, and repeat the playtesting process until you are satisfied with the balance of the map.
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Make adjustments
Once you have a first draft of your diplomacy map, it's time to make adjustments.
First, consider the play balance. While it's impossible to make a board exactly equal, you should try to ensure that no power has to travel more than 50% further than any other power to reach victory. Additionally, try to balance the map so that no power has a higher percentage of enemy home centres within three spaces that exceeds double the percentage of the most secure power. To do this, count up exactly how far each power has to travel to occupy the number of centres needed for victory, and consider how vulnerable each power is to attack.
Next, playtest the map by playing the opening from the perspective of all the nations and seeing where the map breaks down or can be exploited. Repeat this process, tweaking borders and supply centres until you're satisfied that the map is balanced.
Finally, consider the setting and theme of your map. Diplomacy maps can be set in a variety of places, from ancient times to medieval Europe to outer space. The choice of scenario is important, as players will likely be more enthusiastic about a map with a historical setting than an abstract map.
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Frequently asked questions
The first step is to decide on the geography of your map. Do you want to use a real-world location, or create a fictional world? Once you have your location, you can start to think about the number of centres you need for a win.
A good strategy is to start by making the map seem reasonably balanced. Then, try to play the opening from the perspective of all the nations and see if there are any issues or loopholes. You can then tweak the borders and supply centres until you're happy with the balance.
One way to test the balance of your map is to play a few games and see what happens. You can also do a basic calculation of how far each power has to travel to occupy the number of centres needed for victory, giving an indication of the strength of each power.
If you're handy with design software like Photoshop and Excel, you can create a map file and have it ready to play in 2-4 hours. You can also use tools like vDip and webDip to help with any problems you encounter.

























