DIPLOMAPS a strategy game
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Diplomaps is played in semi-real time. Orders are applied immediately but most effects take place at updates, which happen every 5 minutes.

Movement and action points

Each army gains 6 action points (APs) per tick, up to a cap of 72 APs. Moving is instantaneous and spends APs.

Over land, travel costs one AP per 100 km of weighted distance:

Costs are rounded up to a whole number of APs and are never below 1. By sea, any coastal city can ship to any other coastal city for a flat 24 APs, which resets that army’s APs to zero; land and sea legs are never combined in a single route.

Visibility

The world runs on fog of war: you see an army only when one of the following is true:

Armies with more APs can see further. Watch out not to overextend your armies, and be careful when making a coastal move, which completely depletes the army's APs.

Creating armies

Armies are created with a specified target strength. They start out with zero strength and reinforce over a number of turns.

Resupply and reinforcement

Every city has a supply limit, set by its population and fixed for the whole game. It caps how many troops may sit in the city without starving. When the combined strength of the armies in a city exceeds its limit, each 1000 troops over the limit costs one percent of attrition per tick, split between the armies by their share of the city’s total. Standing in an enemy-controlled city adds 1.5 points a tick, and an unclaimed city an extra 0.5.

Cities hold reserves: manpower spent on reinforcements and regrown a little each tick. A drained city refills by at least 1,000 troops a tick and is back to full within roughly 36 ticks. An army below its target strength reinforces out of the reserves of the city it stands in — at least 1,000 troops a tick, a full reinforcement within roughly 12 ticks — but only while that city is controlled by its own alliance. A newly raised army targets at least 1,000 troops, never more than its city’s supply limit.

Combat

Each tick, armies of opposing alliances that share a city fight, regardless of who controls the city. Combat damage for the turn is calculated through a single round of "Risk-like" dice rolls: