|View Map Files
The DPjudge already supports a number of existing map variants, each of
which is implemented by a .map file in the format described here,
and an accompanying "Manusized" PostScript (.ps) graphical template
You can view each of these files as a working example of a DPjudge
If you can create a .map file of your own, and send it in,
along with an appropriately formatted (Manusized) .ps
file, you can add to the map variants supported by the DPjudge.
Creating a .map file is easy. It is the creation of the
accompanying .ps file that is (currently) difficult, mostly due to the
fact that Manus is very particular -- the map must look very very good to
be accepted. Take a look at the .ps files
- # comment...
Any line that has a pound sign (#) as its first non-whitespace
character will be considered a comment, and ignored. Comments must
span a complete line (that is, you may not add a comment to the end
of a non-comment line).
- USE[S] fileName...
This line causes another file to be immediately read in. This is used
to share map information. For example, the britain.map file
USES the standard.geography file, which contains
all the geography for the standard Diplomacy map.
- MAP mapName
This line is identical to USE mapName.map with the
additional provision that the graphical map template (used to generate
the actual visual map) will be the one having the mapName
specified. For example, the "fleetRome" map
not only USEs the same map data (slightly altered) as the
standard map, but also uses the same graphical map for display (and
therefore, the MAP command is proper for that variant). By
contrast, the "britain" and "crowded" maps may USE (that is,
load and then alter) the data from the standard map file, but (due to
the additional SC dots that must be depicted on the map to support
these variants), they use different
graphical maps than does the standard game, so the USE
command (rather than MAP) is proper for these variants.
This line specifies that no graphical map should be made for games
using this map file. This is useful to allow testing of adjudication
and other play details without dependency on a PostScript template map
file, which may be later in development.
- [oldAbbrev ->] placeName = abbreviation alias...
This type of line specifies all the recognized aliases for a map location.
The placeName is the long form of the map location (the
form to appear in results mailings). The abbreviation
is the DPjudge standard abbreviation for the place-name (the form to
appear in all orders when shown to the player on his Web pages).
This standard abbreviation must be exactly three characters long
and must both begin and end with an alphabetic
or numeric character. Each alias is a single word (that
is, having no embedded spaces) that is to be recognized as another name
for the location in question.
If you wish to specify an alias that is more than a single word in
length, you must join the separate words using plus-sign characters
(+). For example,
Norwegian Sea = nwg norwegian nrg norwsea norw+sea
If an alias ends with a question-mark (?),
it must not contain a plus-sign, and this indicates that the
alias (without the question-mark) is to be considered
"ambiguous." Ambiguous aliases may not be used in games that use the
NO_CHECK rule (the ambiguity will be reported to the player
at the time of order-entry). For example, TYR is an ambiguous
alias in the standard game map, since it is commonly used as an alias
for both Tyrolia and the Tyrrhenian Sea.
If the placeName is preceded on the line by an
oldAbbrev and an arrow (->), this
indicates that the location being named is a pre-existing location
whose abbreviation is currently oldAbbrev. This allows
you to completely rename a map location, and/or provide a different
standard abbreviation or a different set of
aliases. When renaming a location in this way, all
existing information about that location (such as adjacencies to this
location from other locations) is automatically adjusted to reflect the
new abbreviation instead. Note that if you wish to
rename a multi-coast space, every coast must be separately renamed.
That is, if the map defines SPA and SPA/SC and
SPA/NC, it is not sufficient to simply rename SPA;
separate rename directives must also be given for the coastal regions
or they will retain their original name, abbreviation, and aliases.
- COAST abbreviation [ABUTS [abut...]] -or-
LAND abbreviation [ABUTS [abut...]] -or-
WATER abbreviation [ABUTS [abut...]] -or-
PORT abbreviation [ABUTS [abut...]] -or-
SHUT abbreviation [ABUTS [abut...]] -or-
AMEND abbreviation [ABUTS [abut...]]
This type of line specifies the terrain type and adjacencies for
the place-name whose abbreviation is given.
The terrain must be either WATER, LAND,
COAST, PORT, SHUT (impassable), or
AMEND. The only
difference between PORT and COAST spaces is that fleets
located in PORT spaces may convoy armies as if they were in water.
If the terrain is AMEND, all pre-existing
data for the abbreviation (from an earlier such line) will
be retained, and the adjacency information given on the line will
modify that which is already on record.
If an area listed to the right of ABUTS begins with a dash
(-), then the area is removed (if possible) from any
pre-existing list of adjacencies for the location in question.
In all other cases (that is, if the terrain is
not AMEND), the adjacency information given on this
line will silently supplant (become valid instead of)
any previous such line for the same location. In this way, maps can be
changed on the fly, such that what was a LAND location can become
COAST or WATER and/or can obtain different adjacencies.
The abut locations must be the DPjudge standard
abbreviations (the first abbreviation given after the equals-sign in each
Specifying Army and Fleet Restrictions
This directive is case-sensitive. Army and fleet restrictions are
specifyied by use of upper- and lower-case as described below.
Everything must be in upper-case except the following:
- The abbreviation for any COAST location that
a fleet cannot occupy must be listed entirely in
lowercase. For instance, on the standard map, Spain
must be listed as spa
since fleets may only occupy either SPA/SC or
Specifying a location using lower-case after the same location was
given earlier using upper-case, or vice-versa, will cause the previous
location's terrain type and adjacencies to be forgotten (or, in the
case of AMEND, will cause the previous location to be converted
to the new casing, and its adjacencies preserved so they can be modified
by the AMEND directive).
- In the list of adjacencies, any
location that a fleet could occupy but into which a fleet
cannot move from the location in question must
be listed entirely in lowercase. For
example, on the standard map, Tuscany must be listed as tus
in the list of locations adjacent to VEN, since
a fleet cannot move directly from Venice to Tuscany.
- In the list of adjacencies, any LAND or
COAST location to which an army cannot make a direct
(non-convoyed) move from the location in question must
be listed with its first character in uppercase and the remainder
in lower-case. This is useful to specify offshore islands, and
therefore no example on the standard map can be given. Consider,
however, allowing an army to be convoyed into the Tyrrhenian Sea
(call it Sicily). To implement this, the Tyrrhenian Sea would be
given the terrain type PORT (to allow both fleets and armies
to occupy the space and to allow fleets in that
space to convoy) and all land spaces adjacent to the Tyrrhenian Sea
would list their adjacency to that space as Tys (rather
than TYS or tys) to indicate than an army may
not move directly to the space despite the fact that movement from
a COAST (such as Naples) to an adjacent PORT (the
Tyrrhenian) would otherwise be allowed. Convoyed movement would
be allowed, though, so an order such as A Nap-ION-TYS
would be perfectly valid.
Specifying Multi-Coast Spaces
- If an area abuts a multi-coast province, its adjacencies must list
only the coasts that are reachable, and must not
list the main space itself (for example, RUM is listed as being
adjacent to BUL/EC, but not to BUL itself).
- The line for every coast of a province should appear
in the map file before the line for the space itself.
- If the map will undergo terrain changes during play,
it is important to note that the fleet-friendly space listed
last is the one on which a unit in that space will be put if
a terrain modification requires it. For example, if a fleet is in
Rome when Venice becomes a WATER space, the map file
will need to direct that Rome becomes a multi-coast province by
adding entries for ROM/EC, ROM/WC, and rom.
By listing ROM/WC after ROM/EC, the
fleet in Rome will be placed on the west (rather than the east) coast.
Power Restrictions and One-Way Adjacencies
An abut location (appearing to the right of ABUTS)
may optionally be preceded by one or more power abbreviations, separated
from the location abbreviation by a colon. This indicates that movement
across the adjacency is only allowed for units owned by the listed
power(s). For example,
COAST SPA ABUTS EI:NAF
indicates that an English or Italian unit in Spain may move directly
to North Africa (and may support actions in North Africa). Units owned by
other powers do not have this capability. Power abbreviations are not
necessarily required before the colon; if none are given, the adjacency
will be essentially impassable by all units. This is useful to set up
one-way adjacencies, such as the following example:
WATER SKA ABUTS BAL
WATER BAL ABUTS :SKA
This indicates that a unit may move from Skagerrak to the Baltic Sea,
but not vice-versa. Without the :SKA, the map would be declared
to be in error, as one-way adjacencies are otherwise illegal.
Center Ownership Restrictions
Further restriction on the power eligible to use an adjacency may be
made by supplying any number of comma-separated supply centers in a
parenthesized list at the end of the abut location. For example,
BLA ABUTS AEG(CON,SMY)
indicates that a unit in
the Black Sea is adjacent to the Aegean Sea if and only if the power
that owns the unit also owns both Constantinople and Smyrna.
After considering any power and center ownership restrictions that may
be given, then
if an area listed to the right of ABUTS begins or ends with
any non-alphabetic character or characters, all such characters
specify restrictions on the adjacency (these are special restrictions;
beyond those covered by the upper- and lower-case rules listed above). The
recognized restrictions are as follows:
- ~ (tilde)
[implementing weak movement across straits]
- Support cannot be offered across the adjacency.
- Movement across the adjacency has no strength (except that given by
any supporting units). This means that even if the move is made
with one valid support, a unit HOLDing at the destination
will not be dislodged. This also means that an unsupported move
across the boundary will not cut any support being offered by a
unit at the destination.
- * (asterisk)
[implementing the Cape of Good Hope Rule from the 1900 Variant]
- Movement across the adjacency (to the listed space) is done at
half-strength. This includes convoyed movement whose final step
is the crossing of the adjacency.
- Support cannot be offered across the adjacency.
- Movement across the adjacency does not cut any support being offered
by a unit at the destination (unless the move dislodges the supporting
unit, of course).
- Any unit attempting to retreat across the adjacency is destroyed if
any other retreating unit attempts a retreat to the destination
space (the other unit succeeds in its retreat attempt).
- DROP abbreviation...
This line will remove all data that was given concerning the
place(s) with the specified abbreviation(s), including all
adjacency information. That is, all record of the space will be
forgotten, and no space will be left thinking that it is adjacent to the
DROPped location. DROPping a multi-coast space,
without designating any particular coast, will also DROP all
information for each of the coasts. That is, DROP SPA,
used on the standard map, will remove all information on Spain, Spain
(north coast), and Spain (south coast).
- [oldName ->] powerName [([ownWord][:[abbrev]])]
This type of line is used to specify a power name, its "ownership word" and
single-letter abbreviation (for instance, England's ownership word would
be "English", and abbreviation would be "E") and all centers that serve as
the home centers for the power. If the ownWord is omitted,
the powerName is used for this purpose, and if the
abbrev is omitted, the initial letter of the
ownWord is used as the abbreviation.
Any and all leading underscores (_) in a powerName
will not be displayed when the power is referred to in results and
on the graphical map. This is useful to cause powers to alphabetize
after others (and thus be displayed in a specific order in the results
and on the graphical map).
A plus-sign (+) appearing anywhere in the powerName
indicates that the next character in the name is to be displayed in
upper-case. Any plus-sign appearing in the ownWord will
be displayed as a space.
If preceded by oldName, which must be the name of a previously
defined power, followed by an arrow, that power gets renamed to the new
Claiming New Home Centers
One or more center may be specified as &SC and
each of these indicates that the power will be eligible to build in one
owned non-home center; once having done so, that center will
permanently become a home center for that power. Note that such a
"claimed" home center may even be a center that also serves as a home
center for another power (whenever it is under that power's other control).
Building in Non-Supply Centers
If the center is preceded (immediately, with no
intervening space) by a plus-sign (+), the location is not
a supply center, but the power will be eligible to build there.
This type of location is referred to as a factory site.
Conditional Building in Non-Supply Centers
If the center is preceded (immediately, with no
intervening space) by an asterisk (*), the location
is not a supply center, but the power will be eligible to
if and only if the power owns at least one, but not all
of his original home supply centers.
This type of location is referred to as a partisan site.
Alternative Home Centers
An alternative home center is a supply center where you may build if
you forego building in a normal owned and open home center. Otherwise
stated, it increases the number of build centers, but not the number
of builds. Say you have 3 home centers and 1 alternative home center,
all open and owned by you, that would allow you to build 3 units in
any 3 of the 4 centers. To indicate an alternative home center,
precede the center with an at sign (@). To restrict its usage
to a subset, list the home centers between round brackets and separated
by commas immediately after the center name. E.g. @CAL(NYO)
designates CAL as an alternative to NYO only.
When a center is preceded by a tilde sign (~), any unit built
there is only revealed in the results of the next movement turn. The
adjustment results will simply state BUILD HIDDEN and no unit
will be displayed on the map.
See also the HIDE_BUILDS
rule for applying this effect to all builds for all players.
This sign can be combined with other signs if you want to apply more than
one special property to the same center, as in ~@CAL(NYO).
If the center is preceded (immediately, with no
intervening space) by a dash (-), the center is removed
(if possible) from any pre-existing list of home centers for the power,
and added to the list of unowned supply centers.
This allows for locations to lose "home center" status. Factory and
partisan sites may also be removed in this same manner.
Multiple lines for a single powerName may be used to
handle long lists of centers.
This type of line sets a "current power"
such that all following lines (that specify initial owned centers and
units) will apply to this power (as opposed to any other) until another
powerName directive is encountered.
- UNOWNED [center...] -or-
NEUTRAL [center...] -or-
This line (all three forms are synonymous) is used to list all unowned
supply centers. The UNOWNED
power differs from others in that all centers listed as UNOWNED
may be listed elsewhere without error -- they are silently
owned status. Additionally, any "current power" is forgotten by this line.
Again, multiple lines may be used to supply a long list of
unowned centers. If you remove a center from the list of UNOWNED
centers (using a dash before its name), that location is no longer
a supply center at all.
For example, to make Warsaw a non-supply
center on the standard map, you would need to specify the two lines:
"RUSSIA -WAR" and "UNOWNED -WAR"
in that order.
- DUMMY [ALL] -or-
DUMMY [ALL EXCEPT] powerName... -or-
DUMMIES ALL -or-
DUMMIES [ALL EXCEPT] powerName...
This indicates that either the current power, or all powers, or only those
specified by powerName, or again all powers other than
those specified, are to be made a DUMMY
power in the game. No player will take the role of such a power.
Such a power can be put into civil disorder using the CD_DUMMIES
rule, or may be played under the CONTROL of another power
(see below). Turning all powers into dummies can be useful for testing
certain scenarios. In such a case it's advisable to turn on the
HIDE_DUMMIES rule, as that allows to log in to the web page of
any dummy power.
- CONTROL powerName...
This command puts the dummy power under the control of another power,
rotating through the list of powers according to the ROTATE
directive. (See the CONTROL
directive in the game status help file for a more thorough description.)
- ROTATE [CONTROL] -or-
ROTATE AFTER [phaseType]... -or-
ROTATE BEFORE phaseType... -or-
ROTATE FOR phaseType...
This is used to specify a rotation of power control for all
powers in the game that are controlled by other players.
(See the ROTATE
directive in the game status help file for a more thorough description.)
- TEAM[S] powerName-...-powerName ...
This command creates teams that can be controlled by a single player. The first power name becomes the controlling (main) power, the other powers, connected to the first one by hyphens, become dummies controlled by the main power. Only the main power can be a non-map power. More than one team can be specified on the same line by separating them with spaces. If the power name contains a hyphen, omit it. For example an Empire game could have the following team pairings:
TEAMS B.C.-California Cuba-Florida Heartland-Mexico
TEAMS NewYork-Peru Quebec-Texas
Note: Team games are called duplex games on KL judges.
- NEWHOMES year...
This command will cause home supply centers to be completely reassigned to
all players during the adjustment phase of the specified game-year(s).
Each power's home SC's will be all of the centers he owns at the time.
- UNPLAYED [ALL] -or-
UNPLAYED [ALL EXCEPT] powerName...
This line removes either the current power, all powers, the specified
powerName, or on the contrary all powers that are not
specified. At the same time all information that had been recorded
for those powers is removed as well.
This directive is useful to create variants for a smaller number of
players on a specific USEd map.
If you remove all powers, you should add some new powers afterwards,
because a game will not start with less than two powers.
- LEAGUE leagueName -or-
LEAGUE leagueName STRICT -or-
LEAGUE leagueName BENIGN [benignLeague...]
This line assigns "league" affiliation and behavior to the current
power. If the line contains neither STRICT nor BENIGN,
then the power is associated with the specified leagueName but
is not restricted in any way by this association. If the leagueName
is followed by the word STRICT, the association with the
league also restricts the power from being able to issue a convoy or
support order to a unit owned by any power that is not associated
with the same league. If the leagueName is followed by the word
BENIGN, the league association restricts the power from issuing
any convoy or support order that aids a movement order by a unit owned by
a power that is not associated with any league listed
on the line, if (and only if) that movement order is being made into a
space that is currently occupied by a unit owned by a power
that is associated with one of the listed leagues.
Note that league settings are ignored in any game with the
enabled (including all Crystal Ball Diplomacy variant games).
- FLAGS mapName...
Lists the maps from where the flags are borrowed. If the same power is present
in more than one map, the first one listed takes precedence.
Flag icons are stored in web accessible directories, under
If this option is not specified, the list consists of the current map name
(if the directory exists), followed by the FLAGS list of any map it
inherits from (see USE and variants), which in turn may have been set
implicitly or explicitly.
Note that when defined explicitly, you need to list all maps that have
directories to pick from, including the current map, unless it doesn't exist
or you want it ignored. Without any map names after the keyword, no flags
will appear for any power.
- FLAG powerName
This line makes the current power borrow the flag from the specified power.
Flag icons are gif-files with the file name in uppercase, usually
corresponding to the name of one power.
Note that any renamed power inherits initially the flag of the original power.
- VICTORY centerCount...
Specifies a list of the supply center counts which will determine victory,
from the first game-year forward (the final listed number is repeated for
This line is optional; if omitted, the VICTORY criterion is
set (for all game-years) to one supply center greater than half the
number of centers on the map, unless the
is used, in which case the default is based on the number of home
centers (click the link for a complete description).
- FLOW [season:phase[,phase...] ...]
This line specifies the sequence of phases through a game year.
Each season must be followed by a colon and then immediately (no
intervening whitespace) by one or more phase types. If more than
one phase type is given, these should be separated from each other
by commas (again, with no intervening whitespace).
This line is optional;
if not provided, the following is used:
If no parameters are given with the FLOW directive, the whole flow is reset.
This can be useful if you're USEing a given map, and want to redefine its flow.
Note that if no other FLOW directive follows, the flow will revert to the default
Each individual phase type must begin with a unique letter.
Additionally, the phase names MOVEMENT, RETREATS, and
ADJUSTMENTS are reserved (and therefore, so are the initial
letters M, R, and A).
The word NEWYEAR can be used as a season, and has
a special meaning. A flow may contain one or more NEWYEAR
directives, which instruct the game when to modify the game-year. A simple
NEWYEAR will increment the year game-by one, and
NEWYEAR:5 (for example) will increment it by five. Any flow that
does not include a NEWYEAR directive will increase the
game-year by one after the final phase in the FLOW.
The word IFYEARDIV can also be used as a season,
and also has a special meaning. This word will cause the game's next phase
to be set to the first phase in the flow if the game-year is indivisible by
a specified number. For example, the flow descriptor IFYEARDIV:10
means that the flow will continue normally only if the game-year is
divisible by ten. Otherwise, the initial listed element of the
FLOW will be next. The divisor may also include a modulus.
For example, IFYEARDIV:2=1 means that the flow will be reset
(to its first listed element) if the game-year is even, and will continue
normally if the game-year is odd.
When any phase that
is not supported by the DPjudge code is current, all players will
be shown the "waiting for processing" notice on their Webpages, and
it will be up to the Master to advance the game to the next phase
using the PROCESS command sent to the e-mail interface.
(Deadlines will still be in force for these phases, however.)
- BEGIN season year phaseType
Specifies the initial game phase. This line is optional; if it is
omitted, the initial game phase will be
SPRING 1901 MOVEMENT. Only the final BEGIN
listed in the map file will be used. This allows for map files
to USE other map files and then override the start phase.
- OWNS center...
Specifies the list of centers owned by the "current power"
at the beginning of the game. If not specified, the list of initially
owned centers is set to the home centers that were listed for the
"current power." One or more of the centers may be
SC!, which allows the player to place a build on any
vacant home center (and become its owner) despite the fact that he does
not own it at the start of the game. Additionally, SC? may
be used, to indicate an ability to build in any unoccupied home
center and not take ownership of the center.
- CENTERS [center...]
Same as OWNS, but forgets about any previous OWNS lines.
If no center is given, the power will start with no centers at all
(if not followed by any new OWNS lines that is).
- INHABITS center...
Sets the home centers for this power, overwriting any that are given
on the power declaration line, including partisan and factory sites.
- HOME(S) [center...]
Same as INHABITS, but forgets about any previous INHABITS lines.
If no center is given, the power will start with no build sites at all
(if not followed by any new INHABITS lines that is).
- RESERVES [count]
A RESERVES line given for the "current power" indicates that the
power is eligible to maintain count extra unit(s) (default
is one), over and above the power's supply center count. However, this
is only true if the power owns at least one of its original home centers.
Only the final-given RESERVES line will be used -- the
counts for multiple RESERVES lines are not
- MILITIA [count]
Militia are similar to RESERVES (above), except that they are
only granted if the additional force is used for home defense.
For each MILITIA, the power
is eligible to maintain one extra unit, over and above the power's supply
center count for each of his units that is positioned atop a home
supply center when an adjustment phase arrives.
Only the final-given MILITIA line will be used -- the
counts for multiple MILITIA lines are not
This line is optional. If given, all units that have been listed
as initial units for the "current power" are immediately forgotten.
This can be used to alter the starting position of a power from
that given in a USEd file.
Specifies a unit that the current power owns at the beginning of the game.
The unit will replace any unit that may have previously
been listed as beginning in that same space,
- IN phase ... -or-
IN phaseAbbrev ...
Indicates that one or more map directives are to be applied to the map
(modifying any current settings) during specific game phases.
This can be used to cause spaces to change terrain (or become impassable,
if the terrain is SHUT) in specific seasons. The
IN directive introduces directives to be run only in
phases that match the given phase. The
phase may be either a complete
phaseAbbreviation (such as S1904M) or may
be any initial part of a fully-written phase name
(such as SPRING or SPRING 1904). For example,
IN SPRING will introduce a directive or directives
to be applied whenever
the current game phase begins with SPRING. If a single
map directive is to be applied, it may be specified on the same line
as the IN, separated from it by a colon. For example:
IN SPRING: WATER ARC
Alternatively, multiple directives may be given, each on its own
line, below the IN
directive. Note that in this case (where directives are given
on subsequent lines of the file), all subsequent lines until the
end of the file will apply
to the most recent IN (or FROM, as described below).
To return to giving directives that apply at all times, use the directive
- FROM movementPhaseAbbrev ... -or-
The FROM directive is similar to the IN directive
except that the directive or directives are applied once the indicated
phaseAbbr has been reached, and remain in effect
thereafter. The same forms as allowed by the IN directive
(that is, single- or multiple-line) are supported, but the
movementPhaseAbbreviation given must be a complete phase
abbreviation (such as S1904M). That is, it may not be a
fully-written phase name or any initial part thereof (as can be given
in an IN directive), and it may not indicate any phase type
other than movement. When using the multiple-line form of the directive,
the directive FROM START
can be used to return to giving directives that apply at all times.
Note that when a .map file is loaded, all directives in
FROM clauses, including any applying to the current phase,
are processed (in the order in which the phases occurred), and
then any IN clause(s) are processed for the current
- [variant] DIRECTIVE[S] -and-
All lines between the beginning of a DIRECTIVE stanza
and its END (or the end of the map file) will be considered
to be part of the status file of any game
using this map. If a variant is specified, then
the lines in the stanza are only in-force if the game uses the
particular variant (STANDARD, PAYOLA,
and so on). Note that any line that is legal in a status file can
appear in such a stanza; the lines are not limited to those
described on this Webpage.
- RULE[S] rule...
Specifies a DPjudge RULE that will be
in effect for all games using this map. For example,
RULE BUILD_ANY would appear in a map file for the
Chaos variant, since that variant
allows players to build new units in
any unoccupied, owned supply center. If this line occurs outside
of a DIRECTIVE stanza, it will be in effect for all games
using this map, regardless of any rules-variant (payola, etc.)
that the game may use. Note that if any
rule name is prepended by exclamation point (!),
that rule will be turned off if possible, and this will be done
after all other RULEs have been processed.
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