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Active: 616 users

[Guide - UMS] Diplo Infinity

Forum Index > General Games
Post a Reply
1 2 Next All
integral
Profile Blog Joined February 2009
United States3156 Posts
Last Edited: 2010-02-18 03:47:18
February 17 2010 03:17 GMT
#1
Table of Contents
  • The Map
  • Background information
  • Why I wrote this guide
  • Gameplay
    • Getting Started
    • Turns and Income
    • Infrastructure
    • Building an Army
    • Expanding
    • Upgrades
    • Map Limits, Extended Supply, and Refunds
    • Warring
    • Game Modes and Competitive Play

  • Basic Strategy and Helpful Hints
  • Conclusion



THE MAP

[image loading]
click for larger image

  • Diplo Infinity is a complex map with several different game modes and ways to play.
  • Map size is 256 x 256
  • 34 playable countries in or near Europe
  • Up to seven players; players may determine alliances.
  • Starting race is terran
  • 41 "specials" from all three races -- 12 Zerg, 11 Terran, and 18 Protoss
  • Download the full-size map image. (8192 x 8192, 19MB)
  • Download the map itself. (800KB)





BACKGROUND INFORMATION - What is this map?
+ Show Spoiler +
Although I enjoy a good game of melee every now and then, the UMS (Use Map Settings) game mode is hands-down my favorite aspect of Starcraft. Many of the games that I used to play in other mediums (RISK, Civilization, etc.) have been imported into Starcraft UMS, and after discovering how much more fun and challenging it was to play those games in real-time, I was hooked. Diplo Infinity is one of the best UMS maps like this, loosely based on the Diplomacy board game. Over the years, despite Starcraft UMS' steady decline, the skill level and popularity of Diplo Infinity has continued to rise. Diplo Infinity is now the 2nd most popular competitive UMS map on USEast, following closely behind Temple Siege. (source)





WHY I WROTE THIS GUIDE - Why I enjoy playing and why you should learn
+ Show Spoiler +
If you're a hardcore melee player, I understand you might be a little skeptical. "It's just a UMS map, how good can it be?" you might ask. "Why would I want to play this map?" Valid questions -- UMS players have given themselves a bad reputation over the years, and much of the reputation is deserved. People still regularly host astonishingly retarded games like "DONT MOVE" (LOLOL), "I will NOT start", "Blood Pressure Marathon", and myriad other rigged, imbalanced, and pointless games.

Fortunately, Diplo Infinity is nothing of the sort. I have spent the last several years playing this map both for fun and competitively. Relatively balanced, the map lends itself well to competitive play, and the map's complexity serves as a decent noob filter. There are several other things I really like about it:
  • The map is more strategical and tactical than mechanical.
    This isn't to say that the game isn't mechanically demanding -- you must micro well and expand quickly to be good at the map -- just that at the current level of play, strategy regularly trumps mechanics and APM.

  • Anyone creative enough to do so can contribute something new.
    The map has not been maximized -- though there are standard routes (similar to build orders), there are many possibilities unexplored.

  • Replayability.
    The numerous game modes, starting countries, possible expansion routes, and possible army compositions help keep the game fresh.


It is thus in the spirit of introducing a fun, challenging, highly replayable map to the general Starcraft gaming public that I am writing this guide. Hopefully you can use this guide to learn the map and will come to enjoy it as much as I do. This guide more than covers everything you need to know to get started.

Lastly, I also have some personal motivation to write this guide. Diplo's competitive scene is somewhat insular -- over the years there have not been very many new players to compete with. Hopefully this guide will introduce more skilled players into the diplo community and I'll have some more competition! To this end, I am putting up cash for anyone who can beat me.





GAMEPLAY - "Sounds good, how do I play?"

Diplo Infinity's overall gameplay is not too different from regular starcraft. You choose or random a starting location, decide on an expansion route (similar to a build order) to gain income, build an army, and gain victory by eliminating your opponent. The similarities mostly end there, however, and the devil is in the details. In addition to giving an overview of the basic gameplay mechanics, I have compiled a lot of handy lists and resources in the spoilers nested below; be sure to check those out.


Getting Started
You start off as one of 34 countries in (or near) Europe, which I have listed in the spoiler below. Every country has different terrain and layout, and begin with a varying amount of infrastructure, starting units, and starting cash. Starting cash ranges from 1000 to 6500 minerals; some countries have very basic tech while others' tech trees are full. Countries also have their own unique special unit, which I will elaborate on later. Because there are so many countries, and so many differences between them, the map takes a long time to master.

+ Show Spoiler +
[image loading]

Receiving a country. Notice the starting cash, base income, and special units in this picture.

A list of every playable country, assorted by region:
  • Western Europe: Portugal, Spain, France, Ireland, Scotland, England, Belgium, Netherlands, Italy, Switzerland
  • Central Europe: Germany, Poland, The Czech Republic, Austria
  • Eastern Europe: Lithuania, Belarus, Ukraine, Estonia, Russia
  • Scandinavia: Norway, Sweden, Denmark, Finland
  • Balkans: Romania, Serbia, Bulgaria, Greece
  • Africa: Morocco, Algeria, Tunisia, Libya, Egypt
  • Middle East: Turkey, Israel




[image loading]

moving to the randomizer

You have a minute and a half to select (mind control) or randomize your country at the start of the game, and the faster you select your country, the more time you have during your first turn. Israel, Scotland, and Tunisia are not selectable, and their specials are inactive unless they were randomed.


Turns and Income
The game is divided into turns, lasting ~5 minutes each, and income is awarded only once each turn. At 2:00 on the timer, the income period starts, and income is awarded for every city you control.

As with any war game, managing your economy is a critical skill to have, and Diplo Infinity is no exception. Its income mechanics greatly affect expansion and players' overall strategies. It is very important to understand how income works. More detail in the spoiler.

+ Show Spoiler +
[image loading]

contesting Lithuania

To control a city you must have the only building in its location. This is the basis of a very useful trick: if there is contested ownership of a city by 2:00, neither player is awarded the income until the city is definitively owned by a single player.


[image loading]

receiving cash for Lithuania

When you contest a city, you have until the income period ends at 0:00 to clear it. At that point the countdown timer resets to 4:50.


[image loading]

list of cities owned

Income amount is determined by the amount of income-producing locations a player controls. At 2:00 all of these are listed. Capitals are displayed in yellow, half-capitals displayed in red, and oil fields in gray. For a complete overview of all income locations, see below.


+ Show Spoiler [Income - Locations and Amounts] +
    [image loading]

  • Capital cities
    • Capitals are the primary source of income in the game, worth 1000 minerals per turn.
    • Each capital also has a special unit -- by conquering a capital, you gain the ability to produce its special.
    • All capitals have a neutral unit next to the double-pylon doodad indicating which special is associated with them.
    • Some capitals have no playable country associated with them, but still have a special.
    • You must have a building in the capital location to produce its special.




    [image loading]

  • Major Cities/Half-capitals
    • Major cities or "half-capitals" are basically capitals of countries not playable on the map.
    • Indicated by a double-pylon doodad with no neutral special unit next to them.
    • Worth 500 to 800 minerals.
    • Have no special associated with them.
    • Includes the capitals of random-only countries, whose specials are not active unless that country was randomed.
    • List of half-caps: North Ireland, Wales, Luxembourg, Bosnia, Moldova, and Latvia; often Israel, Scotland and Tunisia also.




    [image loading]

  • Cities
    • Cities are indicated by a single-pylon doodad.
    • Each country usually has at least one city, some of them have several.
    • Cities are worth 200 or 300 minerals, arbitrarily.
    • Cities have widely varying amounts of defense structures around them.
    • Unlike every capital and half-capital has defense around it, there are a few cities that are "free", with no building in their location.




    [image loading]

  • Oil Fields (gas)
    • Oil fields produce income in the form of vespene gas.
    • Gas is used for a number of important things in the game: Turrets, bunkers, comsat stations, air weapons upgrades, wraiths, various special units, and many unit upgrades all cost gas.
    • There are only nine geysers on the map, each producing 2 gas per turn, so they are very valuable.
    • Scotland, Norway, Denmark, Russia, Serbia, Ukraine, Algeria, Turkey, and Israel all start with an oil field.
    • Controlled the same way cities are, by building next to them.




    [image loading]

  • Seaports
    • Seaports are very valuable, worth 2000 minerals and 1 gas per turn.
    • There are only four seaports, in the Black, Baltic, Mediterranean, and North Seas.
    • Seaports are only accessible by air units.
    • To take a seaport you must kill a 2500 hitpoint, 2 armor science vessel defended by a 100 damage spore colony. This will require a minimum of 12 valkyries (which cost 350 minerals) if they are not upgraded.
    • Once the science vessel is dead, you can gain control of the spore colony and earn its income by floating a building to it.
    • To take it from a player instead of the computer, the location must be clear of contesting buildings before the spore will become neutral. Command centers cannot be used to control a seaport.
    • Because there are so few, they are often fought over. It is wise to keep an extra building or two nearby to help you defend your seaports.
    • Seaports are very high cost, high return investments. If you decide to take them, be sure you can defend them.



It's important to note that each city will continue to produce the same amount of income until the end of the game. The game will not end due to a base being mined out, players must gain enough of an advantage to end the game through other means.


Infrastructure
Different countries begin with amounts of infrastructure, but all countries start with some. Countries will have cannons, bunkers, turrets, and/or various other structures for defense, and will have some amount of production.

+ Show Spoiler +
[image loading]

preparing the invasion

As you can see, infrastructure is primarily terran, though most countries are bordered by pylons and photon cannons.


[image loading]

Only terran buildings are buildable, with one exception for Belarus, which may build pylons and gateways.


[image loading]

All players start with all protoss and zerg upgrade buildings in the upper left of the map.



IMPORTANT: Build times, hitpoints, armors, and costs are very different than in melee. I have compiled the statistics of all buildings in the following spoiler.

+ Show Spoiler [Building Statistics] +

[image loading]
+ Show Spoiler [Military Ops] +

  • Stats: 5000 HP, 5 armor
  • Cost: 3000m; Build Time: 2400

[image loading]
+ Show Spoiler [Satellite Link (add-on)] +

  • Stats: 500 HP, 20 armor
  • Cost: 10 gas; Build Time: 1800
  • Scanner sweep: 75 energy; Max energy: 200

[image loading]
+ Show Spoiler [Residential Unit] +

  • Stats: 1000 HP, 2 armor
  • Cost: 100m; Build Time: 375

[image loading]
+ Show Spoiler [Barracks] +

  • Stats: 2000 HP, 2 armor
  • Cost: 700m; Build Time: 1500

[image loading]
+ Show Spoiler [Academy] +

  • Stats: 1000 HP, 2 armor
  • Cost: 600m; Build Time: 1500

[image loading]
+ Show Spoiler [Utility Zone] +

  • Stats: 1000 HP, 2 armor
  • Cost: 300m; Build Time: 1500

[image loading]
+ Show Spoiler [Mechanics Factory] +

  • Stats: 2000 HP, 2 armor
  • Cost: 800m; Build Time: 1800

[image loading]
+ Show Spoiler [Machine Shop (add-on)] +

  • Stats: 750 HP, 0 armor
  • Cost: 300m; Build Time: 600

[image loading]
+ Show Spoiler [Armory] +

  • Stats: 1000 HP, 2 armor
  • Cost: 600m; Build Time: 1800

[image loading]
+ Show Spoiler [Shipyard] +

  • Stats: 2500 HP, 2 armor
  • Cost: 700; Build Time: 1800

[image loading]
+ Show Spoiler [Control Tower (add-on)] +

  • Stats: 750 HP, 0 armor
  • Cost: 300m; Build Time: 600

[image loading]
+ Show Spoiler [Science Laboratory] +

  • Stats: 1500 HP, 2 armor
  • Cost: 500m; Build Time: 2100

[image loading]
+ Show Spoiler [Auxiliary Station (add-on)] +

  • Stats: 750 HP, 0 armor
  • Cost: 300m; Build Time: 600

[image loading]
+ Show Spoiler [Outpost] +

  • Stats: 900 HP, 4 armor
  • Cost: 500m, 1g; Build Time: 850
  • Repairing a bunker costs its full cost PER SCV; it is smarter to build another bunker.
  • Map Limit: 20

[image loading]
+ Show Spoiler [Missile Turret] +

  • Stats: 300 HP, 5 armor
  • Cost: 300m, 1g; Build Time: 450
  • Missile turrets cost a gas to repair PER SCV; it is smarter to build another turret.

[image loading]
+ Show Spoiler [Energy Works] +

  • Stats: 700 Shield, 700 HP, 5 armor
  • Cost: 150m; Build Time: 450

[image loading]
+ Show Spoiler [Training Facility] +

  • Stats: 1000 Shield, 1000 HP, 2 armor
  • Cost: 700; Build Time: 1500


Units, Specials, and Army Building
One of the main objectives of the map is to build an army. You can make and use 53 different units in Diplo Infinity, but you only start out with access to a few of those. You must use what you have in order to acquire what you need.

Your army is what you use both for expansion and for warring, and you want make as strong an army as possible. Anyone can spam units, but building an army that is strong for expansion and strong for warring is something that takes a lot of experience and map understanding to do well.

+ Show Spoiler +
[image loading]

All available units on one screen.

As has been mentioned before, every country has a special unit, and some have more than one. Plan your expansion routes to pick up the units you need to strengthen your army.



[image loading]

Two powerful late-game armies, lined up just for kicks. Note the complete absence of normal units.

Many specials act as hard counters to other units, so you will have to mix in several different unit types into your army. As an example, the high templars in the above picture have 12 armor, while those hydras only do 11 damage. It is possible to win without using specials, but it will be more difficult than if you had used specials.



For your convenience, I have compiled a list of every unit in the map -- including how they're produced, their statistics, their abilities, and other important information.

DIPLO INFINITY DOES NOT USE MELEE UNIT STATISTICS.

As you familiarize yourself with the following statistics, you'll notice that some units have different counters than what you would expect. For example, Russia's dragoons are pure shield and are actually countered by ghosts. Pay attention while you're playing and stuff like this won't be an issue, but it's easy to get confused by what counters what if you're not experienced.

+ Show Spoiler [Unit List - IMPORTANT, CLICK THIS] +

+ Show Spoiler [Normal Units (Terran)] +

[image loading]
+ Show Spoiler [Soldier (Marine)] +

  • Stats: 75 HP, 1 armor, 7 damage (+1)
  • Cost: 75m; Build Time: 120
  • Cannot stim
  • Marine range must be upgraded at the academy
          Cost: 500m, 3g; Upgrade time: 3000

[image loading]
+ Show Spoiler [Trooper (Firebat)] +

  • Stats: 120 HP, 2 armor, 15 damage (+1) per jet (30 + 2 combined)
  • Cost: 150m; Build Time: 225
  • Cannot stim

[image loading]
+ Show Spoiler [Field Medic (Medic)] +

  • Stats: 65 HP, 0 armor
  • Cost: 125; Build Time: 180
  • Heal: 2 energy
  • Medic cannot use Restoration or Optical Flare
  • Caduceus Reactor (+50 Medic energy) must be upgraded at the academy
          Cost: 300m, 3g; Upgrade time: 3450

[image loading]
+ Show Spoiler [Agent (Ghost)] +

  • Stats: 60 HP, 1 armor, 10 damage (+1)
  • Cost: 100m; Build Time: 180
  • Cannot cloak, lockdown, or nuclear strike
  • Comes with sight range

[image loading]
+ Show Spoiler [Mech Bike (Vulture)] +

  • Stats: 225 HP, 1 armor, 25 damage (+2)
  • Cost: 300m; Build Time: 300
  • Comes with speed
  • Cannot use spider mines

[image loading]
+ Show Spoiler [Mobile Bot (Goliath)] +

  • Stats: 225 HP, 2 armor, Ground Weapon: 20 damage (+1); Air Weapon: 10 damage (+1), or 20 (+2) damage combined
  • Cost: 400m; Build Time: 450
  • Comes with range upgrade

[image loading]
+ Show Spoiler [Heavy Tank (Tank)] +

  • Stats: 350 HP, 0 armor, 30 damage (+1)
  • Cost: 600m; Build Time: 750
  • Cannot siege

[image loading]
+ Show Spoiler [Fighter (Wraith)] +

  • Stats: 275 HP, 1 armor, Ground Weapon: 12 damage (+1), Air Weapon: 22 damage (+1)
  • Cost: 500m, 1g; Build Time: 800
  • Costs a full 500 minerals and 1 gas to repair PER SCV -- do not repair your wraiths
  • Cloaking Field must be researched at a control tower
          Cost: 500m, 8g; Research time: 3750
          Requires 125 energy
  • Apollo Reactor (+50 wraith energy) must be upgraded at a control tower
          Cost: 300m, 3g; Upgrade time: 3000

[image loading]
+ Show Spoiler [Armored Transport (Dropship)] +

  • Stats: 500 HP, 5 armor
  • Cost: 500m; Build Time: 600

[image loading]
+ Show Spoiler [ Explorer (Science Vessel)] +

  • Stats: 350 HP, 1 armor
  • Cost: 500m; Build Time: 750
  • Vessel cannot irradiate or EMP
  • Comes with Defensive Matrix for 100 energy
  • Does not require energy upgrade

[image loading]
+ Show Spoiler [Frigate (Valkyrie)] +

  • Stats: 250 HP, 1 armor, 8 damage (+1) per rocket
  • Cost: 350m; Build Time: 750

[image loading]
+ Show Spoiler [Engineer (SCV)] +

  • Stats: 100 HP, 0 armor, 6 damage (+0)
  • Cost: 50m; Build Time: 120



+ Show Spoiler [Zerg Specials] +

[image loading]
+ Show Spoiler [Cypriot Caster Craft (Queen)] +

  • Local special: produced from scout at Cyprus' stargate
  • Stats: 175 HP, 0 armor
  • Cost: 500m, 3g; Build time: 950
  • Parasite: 75 energy
  • Ensnare: 250 energy
          Requires Gamete Meiosis (+50 Queen Energy) to cast
                Cost: 300m, 3g; Upgrade time: 3000
  • Spawn Broodling: 100 energy
          Requires Spawn Broodling to cast
                Cost: 500m, 8g; Research time: 3750
  • Can infest damaged terran command centers, but these are removed by a trigger
  • Map limit: 5

[image loading]
+ Show Spoiler [Algerian Caster (Defiler)] +
  • Local special: produced from scout at Algeria's stargate
  • Stats: 125 HP, 0 armor
  • Cost: 500m, 3g; Build time: 950
  • Dark Swarm: 205 energy
          Requires Metasynaptic Node (+50 Defiler Energy) to cast
                Cost: 500m, 3g; Upgrade time: 3000
  • Plague: 125 energy
          Requires Plague research to cast
                Cost: 500m, 8g; Research time: 3000
  • Map limit: 4

[image loading]
+ Show Spoiler [Algerian Militant (Infested Terran)] +

  • Produced from: Vulture, 2 Infested Terrans per Vulture
  • Stats: 225 HP, 0 armor, Suicide Damage 200 (+0)
  • Cost: 300m; Build time: 300

[image loading]
+ Show Spoiler [Austrian Soldier (Zergling)] +

  • Produced from: Marine, 2 Zerglings per marine
  • Stats: 110 HP, 0 armor, 3 damage (+1)
  • Cost: 75m; Build time: 120
  • Comes with zergling speed
  • Adrenal Glands (Zergling Attack Speed) can be upgraded at Austria's spawning pool
          Cost: 500m, 3g; Upgrade time: 3000

[image loading]
+ Show Spoiler [Czech Armored Rover (Ultralisk)] +

  • Produced from: Vulture
  • Stats: 275 HP, 3 armor, 20 damage (+1)
  • Cost: 300m; Build time: 300
  • Comes with ultralisk speed
  • Chitinous Plating (+2 Ultralisk Armor) can be upgraded at Czech's Ultralisk Cavern
          Cost: 500m, 8g; Upgrade time: 2700

[image loading]
+ Show Spoiler [Portuguese Soldier (Hydralisk)] +

  • Produced from: Marine
  • Stats: 70 HP, 1 armor, 15 damage (+1)
  • Cost: 75m; Build time: 120
  • Comes with Hydralisk speed
  • Grooved Spines (Hydralisk attack range) can be upgraded at Portugal's Hydralisk Den
          Cost: 500m, 3g; Upgrade time: 4500

[image loading]
+ Show Spoiler [Tunisian Breaker (Lurker)] +

  • Random-only special: Country must be randomed for this special to activate
  • Produced from: Vulture
  • Stats: 225 HP, 0 armor, 15 damage (+1)
  • Cost: 300m; Build time: 300

[image loading]
+ Show Spoiler [Dutch Transport (Yggdrasill)] +

  • Produced from: Dropship
  • Stats: 500 HP, 10 armor
  • Cost: 500m; Build time: 600
  • Overlord speed, sight range, and drop are already upgraded

[image loading]
+ Show Spoiler [Swedish Guard (Devouring One (Zergling))] +

  • Produced from: Medic, 2 zerglings per medic
  • Stats: 90 HP, 2 armor, 7 damage (+1)
  • Cost: 125m, Build time: 180
  • Comes with ling speed and attack speed

[image loading]
+ Show Spoiler [Estonian Legionnaire (Hunter Killer)] +

  • Produced from: Ghost
  • Stats: 105 HP, 0 armor, 11 damage (+1)
  • Cost: 100m; Build time: 180
  • Comes with range and speed

[image loading]
+ Show Spoiler [Egyptian Legionnaire (Infested Duran)] +

  • Produced from: Ghost, 2 Infested Durans per Ghost
  • Stats: 120 HP, 0 armor, 8 damage (+1)
  • Cost: 100m; Build time: 180
  • Ghosts cannot cloak or lockdown
  • Comes with sight range

[image loading]
+ Show Spoiler [Italian Trooper (Infested Kerrigan)] +

  • Produced from: Firebat
  • Stats: 150 HP, 1 armor, 35 damage (+1)
  • Cost: 150m, Build time: 225
  • Comes with ability to cast ensnare (250 energy)



+ Show Spoiler [Protoss Specials] +

[image loading]
+ Show Spoiler [Belarusian Battalion (Zealot)] +

  • Produced from: Gateway (building a gateway requires control of the Nexus at Belarus)
  • Stats: 10 shield, 140 HP, 7 armor, 11 damage (+1) per blade - 22 (+2) combined
  • Cost: 200m, Build time: 300
  • Comes with movement speed

[image loading]
+ Show Spoiler [Belarusian Behemoth (Archon)] +

  • Produced from: Gateway (building a gateway requires control of the Nexus at Belarus)
  • Morphed from: 2 Belarusian Intelligence Officers (High Templars)
  • Stats: 0 shield, 1000 HP, 75 damage (+1)
  • Cost: 1000m, 4g; Build time: 2250
  • Map Limit: 12


[image loading]
+ Show Spoiler [Belarusian Intelligence (High Templar)] +

  • Produced from: Gateway (building a gateway requires control of the Nexus at Belarus)
  • Stats: 0 shield, 300 HP, 0 armor
  • Cannot psionic storm or hallucinate or attack
  • Sole purpose is to morph into archon

[image loading]
+ Show Spoiler [Belarusian Engineer (Probe)] +

  • Produced from: Nexus (requires control of Belarus' capital city)
  • Stats: 200 HP, 1 armor, 25 damage (+0)
  • Cost: 150m; Build time: 180

[image loading]
+ Show Spoiler [Danish Caster (Dark Archon)] +

  • Local Special: produced by building a Scout from Denmark's Stargate (Must control Danish capital city)
  • Stats: 175 shield, 25 HP, 0 armor
  • Cost: 500m, 3g; Build time: 750
  • Can cast Feedback (50 energy), Maelstrom (100 energy), and Mind Control (150 energy)
  • Must upgrade Argus Talisman (+50 energy) at the Templar Archives
          Cost: 300m, 3g; Upgrade time: 2490

[image loading]
+ Show Spoiler [Romanian Assault Tank (Reaver)] +

  • Produced from: Siege Tank
  • Stats: 250 Shield, 25 HP, 2 armor, 60 damage scarabs
  • Cost: 600m; Build time: 750
  • Scarab Cost: 10m; Build time: 90
  • Scarab damage can be upgraded once, for +15 damage
          Cost: 20g, Upgrade time: 3750
  • Capacity cannot be upgraded

[image loading]
+ Show Spoiler [Spanish Heavy Tank (Dragoon)] +

  • Produced from: Siege Tank
  • Stats: 175 Shield, 200 HP, 0 armor, 34 damage (+1)
  • Cost: 600m; Build time: 750
  • Comes with range upgrade

[image loading]
+ Show Spoiler [English Frigate (Corsair)] +

  • Produced from: Valkyrie
  • Stats: 0 shield, 275 HP, 2 armor, 7 damage (+1)
  • Cost: 350; Build time: 750
  • Cannot cast disruption web
  • Map limit: 60

[image loading]
+ Show Spoiler [Greek Armored Transport (Shuttle)] +

  • Produced from: Dropship
  • Stats: 250 Shield, 400 HP, 5 armor
  • Cost: 500m; Build time: 600
  • Comes with shuttle speed

[image loading]
+ Show Spoiler [Polish Explorer (Observer)] +

  • Produced from: Robotics Facility (Must control Polish capital city)
  • Stats: 0 shield, 350 HP, 3 armor
  • Cost: 400m; Build time: 750
  • Comes with sight range
  • Speed must be upgraded
          Cost: 500m, 3g; Upgrade time: 1995

[image loading]
+ Show Spoiler [Belgian Covert Guard (Dark Templar)] +

  • Local Special: bring a medic to Belgium
  • Stats: 40 shield, 135 HP, 4 armor, 25 damage (+2)
  • Cost: 125; Build time: 180
  • Cannot morph into dark archon

[image loading]
+ Show Spoiler [German Mobile Bot (Archon)] +

  • Produced from: Goliath
  • Stats: 325 Shield, 100 HP, 0 armor, 20 damage (+2)
  • Cost: 400m; Build time: 450
  • Shields can be recharged at one of 4 shield batteries near Berlin

[image loading]
+ Show Spoiler [Libyan Guard (Tassadar)] +

  • Produced from: Medic
  • Stats: 10 shield, 50 HP, 12 armor, 15 damage (+1)
  • Cost: 125m; Build time: 180
  • Cannot cast hallucinate or psionic storm, cannot morph into archon

[image loading]
+ Show Spoiler [Russian Mobile Bot (Fenix)] +

  • Produced from: Goliath
  • Stats: 275 shield, 15 HP, 0 armor, 25 damage (+1)
  • Cost: 400; Build time: 450
  • Comes with range
  • Hero dragoon; attacks faster

[image loading]
+ Show Spoiler [Serbian Trooper (Fenix)] +

  • Produced from: Firebat
  • Stats: 50 shield, 190 HP, 1 armor, 10 damage (+1) per blade - 20 damage (+2) combined
  • Cost: 150; Build time: 180
  • Comes with movement speed

[image loading]
+ Show Spoiler [Slovenian Air Striker (Artanis)] +

  • Produced from: Wraith. Must have a floated building at Slovenian capital city to produce. If you only have a floated building, you will receive two air strikers per wraith. If you have a floated building and a landed building at Slovenian capital, you will receive one Air Striker and one Ground Striker.
  • Stats: 50 shield, 225 HP, 5 armor, Ground Weapon: 5 damage (+0); Air Weapon: 13 damage (+1) per missile - 26 damage (+2) combined
  • Cost: 250m, .5g; Build time: 800
  • Comes with speed and sight range
  • Map limit: 30 if producing only Air Strikers, 15 if producing both Air and Ground Strikers

[image loading]
+ Show Spoiler [Slovenian Ground Striker (Mojo)] +

  • Produced from: Produced from: Wraith. Must have a building on land at Slovenian capital city to produce. If you only have a floated building, you will receive two air strikers per wraith. If you have a floated building and a landed building at Slovenian capital, you will receive one Air Striker and one Ground Striker.
  • Stats: 25 shield, 275 HP, 3 armor, Ground Weapon: 18 damage (+1); Air Weapon: 5 damage (+0) per missile
  • Cost: 250m, .5g; Build time: 800
  • Comes with speed and sight range
  • Map limit: 30 if producing only Ground Strikers, 15 if producing both Air and Ground Strikers

[image loading]
+ Show Spoiler [Turkish Covert Trooper (Zeratul)] +

  • Local special: bring a firebat to Turkey
  • Stats: 75 shield, 75 HP, 1 armor, 50 damage (+1)
  • Cost: 150; Build time: 180
  • Hero DT; attacks faster than normal DT



+ Show Spoiler [Terran Specials] +

[image loading]
+ Show Spoiler [Bulgarian Mobile Bot (Alan Schezar)] +

  • Produced from: Goliath
  • Stats: 265 HP, 2 armor, Ground Weapon: 22 damage (+1); Air Weapon: 10 damage (+1) per missile, 20 (+2) combined
  • Cost: 400m; Build time: 600m (slower repair time than normal Goliath)
  • Comes with attack range
  • Hero goliath has less range than normal goliath

[image loading]
+ Show Spoiler [Finnish Trooper (Gui Montag)] +

  • Produced from: Firebat
  • Stats: 140 HP, 2 armor, 20 damage (+1) per jet, 40 damage (+2) combined
  • Cost: 150m; Build time: 225
  • Cannot stim

[image loading]
+ Show Spoiler [French Legionnaire (Kerrigan)] +

  • Produced from: Ghost
  • Stats: 80 HP, 0 armor, 14 damage (+1)
  • Cost: 100m; Build time: 180
  • Ghosts cannot cloak, lockdown, or nuclear strike
  • Hero ghost has less range than normal ghost
  • Comes with sight range

[image loading]
+ Show Spoiler [Irish Soldier (Jim Raynor)] +

  • Produced from: Marine
  • Stats: 80 HP, 1 armor, 8 damage (+1)
  • Cost: 75m; Build time: 120
  • Cannot stim
  • Comes with attack range

[image loading]
+ Show Spoiler [Israeli Fighter (Tom Kazansky)] +

  • Produced from: Wraith
  • Map Limit: 24
  • Stats: 300 HP, 2 armor, Ground Weapon: 13 damage (+1), Air Weapon: 20 damage (+1)
  • Cost: 500m (does not require gas to repair); Build time: 1800
  • Can be repaired cost-effectively unlike normal wraiths
  • Comes with cloaking field (125 energy) and 250 max energy

[image loading]
+ Show Spoiler [Lithuanian Warship (Battlecruiser)] +

  • Local special: must have a science facility attached to the physics lab at Lithuania Capital
  • Map Limit: 12
  • Stats: 400 HP, 3 armor, Ground Weapon: 20 damage (+1), Air Weapon: 10 damage (+1)
  • Cost: 600m; Build time: 1800
  • Yamato Cannon for 215 energy; must be researched and max energy upgraded first
          Cost: 500m, 8g; Research time: 6750
  • Colossus Reactor (+50 energy)
          Cost: 300m, 3g; Upgrade time: 3000

[image loading]
+ Show Spoiler [Moroccan Heavy Tank (Edmund Duke)] +

  • Produced from: Tank
  • Stats: 400 HP, 0 armor, 32 damage (+1)
  • Cost: 600m; Build time: 900 (takes longer to repair than normal tank)
  • Cannot siege

[image loading]
+ Show Spoiler [Norwegian Mech Bike (Jim Raynor)] +

  • Produced from: Vulture
  • Stats: 250 HP, 2 armor, 25 damage (+2)
  • Cost: 300; Build time: 450 (takes longer to repair than normal vulture)
  • Comes with speed; cannot use spider mines
  • Hero vulture; attacks faster

[image loading]
+ Show Spoiler [Scottish Warship (Hyperion)] +

  • Produced from: Wraith
  • Map Limit: 15
  • Stats: 900 HP, 0 armor, Ground Weapon: 8 damage (+1), Air Weapon: 25 damage (+1)
  • Cost to produce: 500m, 1g; Cost factored in for repair: 800m, 0g; Build time: 2000
  • Cannot Yamato
  • Hero BC; attacks faster

[image loading]
+ Show Spoiler [Swiss Legionnaire (Samir Duran)] +

  • Produced from: Ghost
  • Stats: 70 HP, 4 armor, 12 damage (+1)
  • Cost: 100m; Build time: 180
  • Ghosts cannot cloak, lockdown, or nuclear strike
  • Hero ghost has less range than normal ghost
  • Comes with sight range

[image loading]
+ Show Spoiler [Ukrainian Legionnaire (Alexei Stukov)] +

  • Produced from: Ghost, 2 Ukrainian Legionnaires per ghost
  • Stats: 60 HP, 2 armor, 11 damage (+1)
  • Cost: 100m; Build time: 180
  • Ghosts cannot cloak, lockdown, or nuclear strike
  • Hero ghost has less range than normal ghost
  • Comes with sight range




Army production is fairly straightforward -- you select your production buildings and make the unit you want. If you have a special unit of that type, your normal unit will convert to that special. Special units are often stronger than the corresponding normal units, but occasionally you will want to avoid using a special because it would weaken your army. Normal units will not convert to a special unit as long as there is one in a dropship.

Special hierarchies
Often you will gain access to two different specials for a single unit. Rather than receiving two units for the price of one, there is a hierarchy of specials, and the normal unit will convert to the unit higher on the hierarchy. Occasionally this will result in an unwanted unit; the solution to this is to leave the capital empty until the income period, take the cash at 2:00, then abandon the capital again.

+ Show Spoiler [List of Special Hierarchies] +
There are a couple general rules to follow for understanding the special hierarchy:
1. Usually terran units are at the top of the hierarchy, followed by the more commonly used protoss and zerg specials.
2. Local specials, or specials that can only be made in a certain country's borders, trump all other specials while within those borders.
  • Marine
    1. Irish Soldier (Marine)
    2. Portuguese Soldier (Hydralisk)
    3. Austrian Soldier (Zergling)

  • Firebat
    1. Turkish Covert Trooper (DT, local)
    2. Finnish Trooper (Firebat)
    3. Italian Trooper (Infested Kerri)
    4. Serbian Trooper (Zealot)

  • Medic
    1. Belgian Covert Guard (DT, local)
    2. Swedish Covert Guard (Zergling)
    3. Libyan Guard (Tassadar HT)

  • Ghost
    1. Swiss Legionnaire (Ghost)
    2. French Legionnaire (Ghost)
    3. Ukrainian Legionnaire (Ghost)
    4. Estonian Legionnaire (Hydra)
    5. Egyptian Legionnaire (Ghost)

  • Vulture
    1. Norwegian Mech Bike (Vulture)
    2. Czech Armored Rover (Ultralisk)
    3. Algerian Militant (Infested Terran)
    4. Tunisian Breaker (Lurker)

  • Goliath
    1. Russian Mobile Bot (Dragoon)
    2. Bulgarian Mobile Bot (Goliath)
    3. German Mobile Bot (Archon)

  • Tank
    1. Moroccan Heavy Tank (Tank)
    2. Romanian Assault Tank (Reaver)
    3. Spanish Heavy Tank (Dragoon)

  • Wraith
    1. Israeli Fighter (Wraith) - Random-Only
    2. Scottish Warship (Battlecruiser) - Random-Only
    3. Slovenian Strikers (Scouts) - see note about their production in the unit list



Expanding
When you start out, your country is small relative to the rest of the map, your income is puny, and every unit surrounding you is hostile. If you want to win, you must destroy or avoid the defenses of the countries around you. You have to expand.

+ Show Spoiler [expanding strategy and information] +
[image loading]

taking Lithuania


Expansion and your strategy
How you expand, and where you expand to, are the most important strategic decisions in Diplo Infinity. Every expansion route has a trade-off in one form or another -- income, special strengths and weaknesses, potential risk/reward, and the degree of difficulty are just a few factors impacting a player's expansion. And because cash is limited, and only earned once every five minutes, a player has to constantly evaluate how they are going to spend their money -- not just in the context of the current turn, but also in the context of their overall gameplan. Due to the income limitations, expansion requires a significant amount of timing, finesse, foresight and cash management.

And just like with melee build orders, it is not enough to simply dedicate all of one's resources to maximize income every game. Maximizing expansion is analogous to going 14cc or 3 hatch before pool -- it's risky and can cost you the game. Expansion routes must be balanced with several other factors the player has to consider. A good player understands these trade-offs and makes countless adjustments throughout the game.



[image loading]

land of 900 hitpoint cannons

Navigating country defenses
There are a LOT of defensive units and structures on the map, and navigating all of these is often frustrating even (or especially) for experienced players. There are many types of defenses you will need to watch out for:

+ Show Spoiler [Country Defenses] +

  • Computer units. There are assorted computer units defending almost every country, often its special unit. The computer units also have upgrades, making everything harder.
    • Terran: Infantry Weapons, 8; Infantry armor, 2; Mech Weapons, 8; Mech armor, 0; Ship weapons, 2; Ship armor, 2.
    • Protoss: Armor, 0; Weapons, 6; Shields, 5.
    • Zerg: Carapace, 0, Melee, 6; Missile, 6.

  • Bunkers. Bunkers have 900 hp and 4 armor, and with the damage upgrades of computer units, bunkers can be nasty.
    • Irish bunker. The worst kind of bunker, with (ranged) hero marines inside of it. Most of these only have two Irish marines in them.
    • Ghost bunker. Crazy range, but easily killed with a large unit soaking the damage.
    • Marine bunker. Most common bunker on the map, and relatively harmless. Snipeable by goliaths, dragoons, tanks, ghosts, reavers, etc.
    • Firebat bunker. There are a few of these scattered around, just don't attack them with melee.

  • Cannons. 300 shield, 600 HP, 50 damage, 0 building armor. Lots of these around. High shield upgrades (5) can make these hard to kill with low-damage units. Unless you're sniping their pylon, target the cannons first; pylons have 5 armor. Note: there are stacked cannons in various locations around the map. If a cannon is shooting you twice as fast as it should be, there are actually two cannons there.
  • Turrets. 300 HP, 5 armor, 50 damage. Lots of these around too.
  • Sunkens. 1000 HP, 2 armor, 100 damage. Two (stacked) in Morocco, four in Algeria, and one in Romania.
  • Perdition tanks. Permanently sieged, pre-placed tanks in assorted locations. 500 HP, 3 armor, 150 damage (+0). England, Sweden, Russia, Ukraine, Greece and Israel all have one.
  • Spider mines. 10 HP, 30 armor, 300 damage. Don't run into these, they hurt. Vultures can't make them, the mines are preplaced. There are two in Switzerland, one in Lithuania, one in Estonia, two in Austria, one in Finland, two in Ukraine.
  • Gunpads. 1500 HP, 0 armor, 40 damage. Two (stacked) in Portugal, two in Egypt, one in Germany.
  • Missile Launchers. 1000 HP, 1 armor, 50 damage * 2. Two (stacked) in Luxembourg, one in Portugal.


Upgrades
Upgrades go to 8 for every race and every upgrade except Protoss Shields, which go to 9. Costs and upgrade scaling in the spoiler below.

Also, a number of units have the ability to be upgraded. Check the unit stats in the Building and Army section for all unit-specific upgrade costs.

+ Show Spoiler +
  • Protoss
    • Ground Weapons - 100 minerals (+200); Upgrade time: 3450 (+750);
    • Ground Armor - 100 minerals (+200); Upgrade time: 3450 (+750);
    • Plasma Shields - 100 minerals (+200); Upgrade time: 1995 (+750)
    • Air Weapons - 100 minerals (+150), 2 gas (+0); Upgrade time: 3450 (+750);
    • Air Armor - 100 minerals (+150); Upgrade time: 3450 (+750)
  • Zerg
    • Melee Weapons - 100 minerals (+200); Upgrade time: 3450 (+750)
    • Missile Weapons - 100 minerals (+200); Upgrade time: 3450 (+750)
    • Carapace - 100 minerals (+200); Upgrade time: 3450 (+750)
    • Flyer Carapace - 100 minerals (+150); Upgrade time: 2250 (+750)
  • Terran
    • Infantry Weapons - 100 minerals (+200); Upgrade time: 3450 (+750);
    • Infantry Armor - 100 minerals (+200); Upgrade time: 3450 (+750)
    • Vehicle Weapons - 100 minerals (+200); Upgrade time: 3450 (+750)
    • Vehicle Plating - 100 minerals (+200); Upgrade time: 3450 (+750)
    • Ship Weapons - 100 minerals (+150), 2 gas (+0); Upgrade time: 3450 (+750)
    • Ship Plating - 100 minerals (+150); Upgrade time: 3450 (+750)


Map limits, extended supply, and refunds
Map features impacting gameplay.

+ Show Spoiler +
There are a few map limits in place, both for balance and to help prevent CCMU (cannot create more units). There is a global map limit of 300 units, enforced by triggers. Units that get removed due to this map limit are not refunded.

There are also map limits on some of the more powerful units in the game. These limits are identified in the unit lists above. When these get removed due to triggers, a full refund is issued.

The supply maximum has been increased to over 600 supply for the terran and protoss races using the map editor. Supply depots must still be constructed in order for that supply maximum to be available, but supply will accommodate reaching 300 units of any unit type.


Warring
Warring is very straightforward. Kill their army without losing yours.

+ Show Spoiler +
A lot of the same principles from melee apply: Pick your battles, make sure you have enough defenses at critical locations, use terrain to your advantage, use dropships to aid in your army's mobility, micro your units while you're fighting, macro units to replace the ones you lost, and so on and so forth. It is beyond the scope of this guide to teach you tactics and fighting, that you will have to learn on your own.

In short, try not to lose.


Game modes and competitive play
Diplo Infinity actually has 3 different game modes: Statecraft, Phantom, and Diplomacy. No one plays Statecraft because it's terrible, but Phantom is a popular variation on the normal way to play, Diplomacy.

+ Show Spoiler +
[image loading]

The game mode selection screen.


Single-player
Victory conditions are disabled in single-player, so it is only used for practicing an expansion route or testing a new idea. Random-only countries are selectable in single-player, so you can practice any country you wish.

Public games
In public play, players may negotiate to ally anyone else in the game. However, unless teams are agreed upon or pre-arranged, allying is usually frowned upon as it often creates unfair situations for players who do not have an ally. Public players who ally anyone near them are pejoratively called "ally whores", and it's very annoying to face these noob clusters.

Phantom mode
Phantom requires a minimum of five players. Everyone starts out visioned and allied, and one player is selected at random to be "phantom", and it is their job to kill everyone else. The players try to guess who the phantom is and kill them. Every turn the phantom earns 3000 extra minerals and 3 extra gas per turn, is not bound by map limits, and gets to choose one of ten powers, ranging from stealing all the other players' cash to nuking the hell out of one player. Phantom games are usually friendly and noncompetitive, and because everyone starts off visioned, can be an excellent way to watch other players and learn how to play the map. Succeeding at being phantom is often quite difficult, but it's very rewarding when you do win. Also, occasionally, it's just as difficult to succeed at killing the phantom, which can make for some amazing David vs. Goliath type action. Phantom is a major pasttime of most Diplo Infinity players, there are very few people who do not like Phantom just as much as (if not more than) Diplomacy.

Competitive play
Competitive play is most often 1v1 or 2v2, with an occasional competitive 3v3. Extensive use is made of the country randomizer -- the fairest way to balance teams in 2v2 is for one player to random, while their ally picks to complement the randomed country. This style of 2v2ing is referred to as 1random1pick or "1r1p". 1v1s are either pre-arranged countries or random vs random (rvr). A popular way to play 1v1 is to play what is called a "proxy mu", short for "proximity matchup", in which the players pick two countries that share a border. These games usually have a significantly greater emphasis on micro, as players often cannot dedicate many resources to expanding without losing. A few examples of some good proxy matchups are Germany vs Poland, Greece vs Bulgaria, Spain vs Port, and Finland vs Russia, among many others. For competitive play, go to Clan Infi @ USEast on battle.net.





BASIC STRATEGY AND HELPFUL HINTS

+ Show Spoiler +
  • Make sure your army is versatile. You will be facing any number of possible army compositions and should mix in units with different strengths and weaknesses into your army.
  • Upgrade and use the specials that are close to you. You will likely not know where your opponent is. Depending on a single special far away from you can result in your opponent winning simply by denying your access to that special.
  • Do not upgrade too many different types of units. A good mix is important, but upgrades become very expensive quickly, and the strength of your army will suffer.
  • Pick a single direction to expand in and concentrate your resources in that direction. Trying to expand many different directions at once is often inefficient.
  • Build enough production buildings to support your income. You don't want to be caught with your pants down when you run into your opponent.
  • Scout. There are routes you can use to scout most areas of the map. Knowing which country your opponent is and what they're doing before they know who you are can make all the difference.
  • If you are unable to scout, you can get a good idea of where your opponent is and their army composition by watching your opponent's army count and cash on the leaderboard, as well as their upgrade buildings top left.
  • Use science vessels to aid your expansion. Defensive matrix costs 100 energy and protects a unit for 250 HP, or 5 cannon hits, making vessels very cost-effective.
  • Set a goal for what you're going to accomplish each turn. Use the timer to pace your expansion. A decent player will gain at least one capital every income period.
  • USE YOUR BRAIN. I cannot emphasize this enough. Diplo Infinity is not a mindless map, in order to succeed you have to think about what you're doing. The more creative a player you are, the better you will succeed.




CONCLUSION
Thanks for reading! If you read all that, congratulations -- you know everything you need to know to jump right in and start playing. I know it's a complex map and there's a lot to learn, but after you play the map a few times it starts to make sense very quickly. Maybe the next time you see it on the game list, you'll give it a shot! And whether you're looking for serious competition, or just wanting to play a few games for fun, there are always people in Clan Infi @ USEast on battle.net who will be glad to play with you and teach you what they know. My screenname is outlawpoet, look for me.

Good luck and happy gaming!
integral
Profile Blog Joined February 2009
United States3156 Posts
Last Edited: 2010-02-18 03:51:52
February 17 2010 03:18 GMT
#2
POLLS
[image loading]

Poll: Was this guide useful?
(Vote): Yes, this map is sweet and I can't wait to play it.
(Vote): Yes, the map looks interesting and I think I might play it.
(Vote): Meh - doesn't look like my thing, but kudos for effort.
(Vote): No, I already knew how to play.
(Vote): No, I couldn't read it due to your presentation.
(Vote): I didn't read it, but if I had I would vote in this poll.

I accidentally part of the third answer in the poll results above, please ignore the typo.

[image loading]

Poll: Do you want me to teach you how to play?
(Vote): Yes
(Vote): No
Contact me on here or by messaging outlawpoet@USEast

LINK TO DIPLO INFINITY CASH EVENT - Beat me and earn my money!

More to come.
Waffles
Profile Blog Joined July 2009
Romania605 Posts
Last Edited: 2010-02-17 03:34:19
February 17 2010 03:31 GMT
#3
i play diplo alot and it definitely dosent take any mechanics but dosent take too much strategy either. Its really has nothing to do with tactics either. its pretty much expand and upgrade and add rax until you spend all your money. expand until you see your opponent. A-move tons of stuff drop if a-moving dosent work. gg
for random, let everyone pick first, see whats left. insta map hacks.

also scotland is imba.
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
February 17 2010 03:40 GMT
#4
Any more strategy? Well, either way, thanks for the guide.
integral
Profile Blog Joined February 2009
United States3156 Posts
Last Edited: 2010-02-17 03:46:27
February 17 2010 03:43 GMT
#5
On February 17 2010 12:31 Waffles wrote:
i play diplo alot and it definitely dosent take any mechanics but dosent take too much strategy either. Its really has nothing to do with tactics either. its pretty much expand and upgrade and add rax until you spend all your money. expand until you see your opponent. A-move tons of stuff drop if a-moving dosent work. gg
for random, let everyone pick first, see whats left. insta map hacks.

also scotland is imba.

Please don't shit up my thread with irrelevant and uninformed opinions like "it dosent take any mechanics but dosent take too much strategy either." You would not win a single game vs. me playing the way you describe.

On February 17 2010 12:40 neobowman wrote:
Any more strategy? Well, either way, thanks for the guide.


There's a lot more depth to the game than what I wrote about, but it's mostly learned through experience. The length of the guide is already intimidating, I didn't want to include more than people were willing to read. If you have a specific question or a specific area of strategy that you want me to elaborate on I would be happy to.
Ian Ian Ian
Profile Blog Joined August 2009
915 Posts
February 17 2010 03:44 GMT
#6
On February 17 2010 12:31 Waffles wrote:
i play diplo alot and it definitely dosent take any mechanics but dosent take too much strategy either. Its really has nothing to do with tactics either. its pretty much expand and upgrade and add rax until you spend all your money. expand until you see your opponent. A-move tons of stuff drop if a-moving dosent work. gg
for random, let everyone pick first, see whats left. insta map hacks.

also scotland is imba.


That's like someone saying they play melee by "making wokrer unit like crazy then when you find opponent make building then make unit then a-move into him and gg"

Seriously, you play with that kind of attitude, and you get raped. Why would you even make such an ignorant post. Stupid people piss me off.

Great guide, can tell there was lots of work put into it. Hopefully TL can get good and take some of our money now
GeneralStan
Profile Blog Joined August 2007
United States4789 Posts
February 17 2010 04:01 GMT
#7
What is your opinion on Diplomacy 7.7?
¯\_(ツ)_/¯
Kenpachi
Profile Blog Joined August 2009
United States9908 Posts
February 17 2010 04:01 GMT
#8
This game is decent. Build time should be smaller for EVERYTHING. PAIN IN THE ASS.
Nada's body is South Korea's greatest weapon.
asianskill
Profile Blog Joined August 2009
United States289 Posts
Last Edited: 2010-02-17 04:16:24
February 17 2010 04:16 GMT
#9
this map is amazing

greece is imba
herrro
Phelix
Profile Blog Joined July 2008
1931 Posts
Last Edited: 2010-02-17 04:57:52
February 17 2010 04:17 GMT
#10
Very good guide, explains almost everything well. Of course, there is Statecraft, but no one plays that.

Did you include the fact that floating buildings that are given to you move at a 2x speed compared to normal buildings?
In the playable countries, you missed Switzerland or is it unplayable in competitive Infinity?

I heard Science Vessels reveal the phantom.
Venture Capital is better off spent on lottery tickets rather than investing in E-Sports; you'll get a far better return. The difference is simple: Koreans are tryharding at the game, foreigners are tryharding in real-life.
integral
Profile Blog Joined February 2009
United States3156 Posts
Last Edited: 2010-02-17 05:08:46
February 17 2010 05:07 GMT
#11
On February 17 2010 13:17 Phelix wrote:
Very good guide, explains almost everything well. Of course, there is Statecraft, but no one plays that.

Did you include the fact that floating buildings that are given to you move at a 2x speed compared to normal buildings?

I left out most of the little map details like that. If I tried to include everything I know about the map it would take way too long. That's why I didn't do a country guide, I think players would be completely overwhelmed.

In the playable countries, you missed Switzerland or is it unplayable in competitive Infinity?
Oops, fixed.

I heard Science Vessels reveal the phantom.

Haha... only if you have enough!

[image loading]

hint: it doesn't work
integral
Profile Blog Joined February 2009
United States3156 Posts
February 17 2010 05:13 GMT
#12
On February 17 2010 13:01 GeneralStan wrote:
What is your opinion on Diplomacy 7.7?

Not relevant to this thread. Since you seem to be interested in my personal opinion, would you like me to PM you it? Alternatively you can create a thread intended to discuss both gold and infinity and I would most likely respond there.

On February 17 2010 13:01 Kenpachi wrote:
This game is decent. Build time should be smaller for EVERYTHING. PAIN IN THE ASS.

Agreed, actually. I didn't make the map, though -- even though I should have -- I just play it.

On February 17 2010 13:16 asianskill wrote:
this map is amazing

greece is imba

Greece is pretty good, yeah, definitely one of the strongest countries and one of my favorites. As for imba? No, not really, there are lots of countries that greece really struggles against.
Phelix
Profile Blog Joined July 2008
1931 Posts
Last Edited: 2010-02-17 06:18:33
February 17 2010 06:15 GMT
#13
You included map limits for the Zerg units, but not for the Terran units.

Lithuanian Warship: 12
Israeli Fighter:24
Scottish Warship:15

Also, I think the priority goes Israel/Scot/Slovs, but I know that the Random specials is prioritized over Slovs.

Yeah, specific country by country guide would be a lot of work, since there are so many expo routes for certain countries.
Venture Capital is better off spent on lottery tickets rather than investing in E-Sports; you'll get a far better return. The difference is simple: Koreans are tryharding at the game, foreigners are tryharding in real-life.
integral
Profile Blog Joined February 2009
United States3156 Posts
February 17 2010 06:34 GMT
#14
On February 17 2010 15:15 Phelix wrote:
You included map limits for the Zerg units, but not for the Terran units.

Lithuanian Warship: 12
Israeli Fighter:24
Scottish Warship:15

Also, I think the priority goes Israel/Scot/Slovs, but I know that the Random specials is prioritized over Slovs.

Yeah, specific country by country guide would be a lot of work, since there are so many expo routes for certain countries.

Thanks, missed those, added them in.

I was wondering if anyone would notice the wraith thing, it was kind of buried in there, but I figure if I don't know it then no one else really needs to either. I changed it after your comment because I realized that I needed to point out that you cannot make slovs if you have israelis or scottish, otherwise I don't think it would have mattered.
Phelix
Profile Blog Joined July 2008
1931 Posts
Last Edited: 2010-02-17 07:29:24
February 17 2010 07:28 GMT
#15
In the list of half-capitals, you forgot Georgia.
On the section of defenses, in bunkers, you wrote Goliaths twice.
With Perdition Tanks, England has one.
I don't know if you want to include this or not, but Gunpad defenses in Egypt, Luxembourg, and Belgium/German border.

Sorry to be so nitpicky.
Venture Capital is better off spent on lottery tickets rather than investing in E-Sports; you'll get a far better return. The difference is simple: Koreans are tryharding at the game, foreigners are tryharding in real-life.
integral
Profile Blog Joined February 2009
United States3156 Posts
February 17 2010 07:47 GMT
#16
On February 17 2010 16:28 Phelix wrote:
In the list of half-capitals, you forgot Georgia.
On the section of defenses, in bunkers, you wrote Goliaths twice.
With Perdition Tanks, England has one.
I don't know if you want to include this or not, but Gunpad defenses in Egypt, Luxembourg, and Belgium/German border.

Sorry to be so nitpicky.

Thanks. Surprised and a little embarrassed I missed all of that, but I guess I deserve it for doing much of the guide off the top of my head. I didn't even think about gunpads, there are 3 in portugal too. Damn.

Adding that stuff in now.
TryThis
Profile Joined February 2007
Canada1522 Posts
Last Edited: 2010-02-17 08:03:20
February 17 2010 08:01 GMT
#17
On February 17 2010 13:01 GeneralStan wrote:
What is your opinion on Diplomacy 7.7?


great game aswell, but very differant from this one, both however are great just how things have evolved into timing attacks and full on strats, some that lead right into a late game, plus the sheer game speed involved. in some ways it almost matches melee, man i miss this game, gunna do that up some later
Dwell
Shatter
Profile Joined October 2009
United States1401 Posts
February 17 2010 09:02 GMT
#18
I used to play Diplo a lot even though I really played with no strategy. This kind of makes me want to play again .
phaleos
Profile Joined December 2009
Australia105 Posts
February 17 2010 10:42 GMT
#19
Intergral, what's your Iccup rank? And be honest, don't lie like :"Oh, i am B+."

Because I haven't heard of any C level or above Players that play UMS alot. I would play a game of micro macro python once like every 5 days, but that's about it.
The very essential of quoting... is not having one.
FortuneSyn
Profile Blog Joined July 2008
1826 Posts
February 17 2010 10:55 GMT
#20
On February 17 2010 19:42 phaleos wrote:
Intergral, what's your Iccup rank? And be honest, don't lie like :"Oh, i am B+."

Because I haven't heard of any C level or above Players that play UMS alot. I would play a game of micro macro python once like every 5 days, but that's about it.


Whether you like UMSs or not has nothing to do with whether you could be a high rank.
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