Diplomacy Game Cheat Sheet
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The Gamer's Guide To Diplomacy: Stalemates
by: Rod Walker
Real gamers bring you hands-on playing tips, guides and walkthroughs for video games on the Xbox 360, PS3, Wii U, PC and more. Diplomacy - The Game of International Intrigue Cheats Diplomacy - The Game of International Intrigue - Hints - Never start a two-front war. For example, when playing Germany, ally with either France or Russia while you attack the other; you'll never accumulate enough resources to support an attack on both.
A stalemate is a position on the board which prevents any further advance by the enemy. A stalemate line is a line of units, none of which can be dislodged by any combination of opposing attacks and supports.
In the following commentary, a 'stalemate line' is also defined as follows:
1. The line has not more than 17 units, holding not more than 17 centers (and not fewer centers than units).
2. The line is held by one or more players against an alliance of two or more players (who would then control 17 or more centers and units).
3. There are no enemy units behind the line and the enemy has no capacity for building any such unit.
The first known stalemate positions were published in Wild 'n Woolly in 1966. Since that time, several dozen such lines have been discovered and published. Six basic positions and some of their variants are discussed below.
In many instances, the position will work whether a given unit is an army or fleet. In these cases, the abbreviation 'U' (for 'unit') will be used instead of 'A' or 'F'.
Position 1
Centers:Turkey, Sevastapol, Balkans, Austria, Italy, Tunis. (15)
Units:A Sev, A Ukr, A Gal, A Bud (or Vie or Rum), A Boh, A Trl, F Pie, F Lyo, F Wes, F NAf. (10)
Orders:
- A Sev S Ukr
- A Bud S Gal
- A Trl S Boh
- F Pie S Lyo
- F NAf S Wes.
Discovered by Conrad von Metzke in 1966, this position uses only 10 units to hold nearly half the board (15 centers). The army in Budapest could just as easily be in Vienna or Rumania. However, to reduce the number of centers covered requires, paradoxically, an increase in the number of units. There are some 13- and 14-unit positions which can be held. (See Position 4 below.)
((Eric Verheiden's 'Minimal Southern Stalemate Positions' outlines six 13-unit variations on this position that still hold all of Italy. --- Matthew Self, The Diplomatic Pouch (December 1995).))
Position 1a
A variant of this position requires only 3 fleets:
F NAf, F Wes, and F TyS. F Pie becomes A Pie; and we must add A Tus.The revised orders for this portion of the line:
- F Wes H
- F NAf S Wes
- F TyS S Wes
- A Pie H
- A Tus S Pie
Here 11 units still hold 15 centers.
In these positions, the East holds all of Italy. It has been asserted that an Eastern stalemate is impossible without all of Italy (John Beshera, 1971), but that is a mistake. Karl Pettis and others have since noted positions holding only part of Italy; there are possible stalemate lines holding only Venice, or only Naples, or Venice/Rome, Naples/Rome, or even Venice/Naples. (See Position 6 for an Eastern stalemate which holds no Italian centers at all.)
((See John Beshera's 'Fundamental Stalemate Positions, III' for many of these variations. --- Matthew Self, The Diplomatic Pouch (December 1995).))
Position 2
- F Mid H
- F Por S Mid
- F NAt S Mid.
This was first noted by John McCallum in 1966. It uses three units to blockade the exit from the Mediterranean. It holds four centers (England & Portugal). F NAt could be Iri or Eng.
England (or a Power that holds England) can maintain this position indefinitely under certain circumstances. The enemy must be a Southern Power (Austria, Italy, or Turkey). The Atlantic Powers (France, Germany, Russia) have been eliminated or are allied. It is not impossible to see a game stalemated like this: Assume, for instance, two Southern Powers have overrun the board. Their armies occupy all of Europe. However, their fleets are bottled inside the Mediterranean and they can't get out. They hold 30 centers (15 each or perhaps 14-16 or 13-17). Neither can win without stabbing the other. This is a powerful negotiating weapon in England's hands.
Position 2a
In a variant of this position, England can hold 8 centers with 6 units. Here Russia may still be in the game, so long as she has no fleets in the North. In the South, the set-up is as in Position 2. In the North:
- U Den H
- U StP H
- F Bar S StP.
This position leaves England with two extra units with which to harass the enemy, contemplate expansion, or take advantage of stabs on the other side. It can be expanded to include France, Iberia, Belgium, Holland, and parts of Germany. A large number of resulting positions cover 14 to 16 centers. Many of these take into account enemy fleets in the North. (See Position 5b for an example.)
((See Robert Bryan Lipton's 'A Series of Progressive Northern Stalemate Positions' for a full development of this progression to 17 centers. --- Matthew Self, The Diplomatic Pouch (December 1995).))
Position 3
- U Arm H
- U Con H
- U NAf H
- U Spa H
- U Por S Spa
- F Wes S Spa.
This unusual position holds 6 centers (Turkey, Iberia, Tunis). The enemy is presumably an Anglo-German alliance that has swept the rest of the board. It will not hold if there is an enemy fleet in the Black Sea or the Mediterranean.
((See Robert Bryan Lipton's 'A Series of Progressive Southern Stalemate Positions' for a full development of this progression up the Italian peninsula and into Austria. Several of the positions hold Marseilles and Trieste, so the enemy alliance could potentially include an active France or Austria. --- Matthew Self, The Diplomatic Pouch (December 1995).))
Position 4
- U Arm H
- U Rum H
- U Bul(ec) S Rum
- F Bla S Rum
- A Bud H
- A Ser S Bud
- A Trl H
- A Tri S Trl
- A Ven S Trl
- F Wes H
- F NAf S Wes
- F Lyo H
- F Pie S Lyo
This is Position 1 reduced to 13 centers (Italy, Turkey, Balkans, Tri, Bud, Tun). There are variants in which Vie or Sev could be added for 14 centers, and one which adds both and omits Tun.
((Eric Verheiden's 'Minimal Southern Stalemate Positions' examines these and other variations on this theme. --- Matthew Self, The Diplomatic Pouch (December 1995).))
In the last case, the position around Italy becomes:
Position 4a

- F Ion H
- F Gre S Ion
- U Rom H
- U Nap S Rom
- U Ven H
- U Apu S Ven
- F Adr S Ven
With a few adjustments, including U Ven S Tri, the Eastern power could hold Vienna and Budapest without holding Tyrolia, Bohemia or Galicia.
((See Part II of Robert Bryan Lipton's 'A Series of Progressive Southern Stalemate Positions' for more details on this position. John Beshera's 'Fundamental Stalemate Positions, III' details related positions which hold only parts of Italy, but which expand into Russia and Germany. --- Matthew Self, The Diplomatic Pouch (December 1995).))
Position 5
- U Nwy H
- U Swe S Nwy
- F NAt H
- F Iri H
- U Bre H
- F Eng S Bre
- A Bur H
- A Par S Bur
- A Bel S Bur
- U Kie H
- A Ruh S Kie
This position holds 11 centers against any Southern power. There can be no enemy fleets in the North, which means that Russia has been eliminated.
Position 5a
If Russia is still active, there is an 11-unit position that holds 12 centers. Remove U Swe and add U StP. Then:
- U StP H
- U Nwy S StP
There are several variations of this position.
((See Eric Verheiden's 'Northern Stalemate Positions' for more variations, including extensions into Russia. --- Matthew Self, The Diplomatic Pouch (December 1995).))
Position 5b
- U Nwy H
- F Bar S Nwy
- F Ska S Nwy
- U Kie H
- U Hol S Kie
- A Ruh S Kie
- U Den H
- F Hel S Den
- A Bur H
- F Lyo H
- F Mar S Lyo
- F Wes S Lyo
- U Tun H
- U NAf S Tun
This typical Northern position holds 14 centers. The opposition could have fleets in StP, Swe, Bal, and/or Ber without being able to break out. Tunis must be held or the Mediterranean would eventually be lost. Variants of this position run up to 17 centers.
((See Eric Verheiden's 'Western Stalemate Positions' for numerous variations, including extensions into Italy. --- Matthew Self, The Diplomatic Pouch (December 1995).))
Position 6
- U Den H
- U StP(sc) S Lvn
- F Mid H
- F Por S Mid
- F NAt (or Iri or Eng) S Mid
- U Con H
- F Bla (or U Ank) S Con
- U Smy H
- U Syr S Smy
- A Ukr H
- A Mos S Ukr
- A Sev S Ukr
This position is one in which Russia (minus Warsaw) can stalemate with 13 centers. Russia is the one Power which could eliminate both England and Turkey and have fleets in both North and South: an essential prerequisite for this position. This could also expand (into Warsaw or Bulgaria and Rumania), or it could contract in a number of ways.
((See Robert Bryan Lipton's 'A Progressive Series of Asymmetrical Stalemate Positions' for a full development of the variations. --- Matthew Self, The Diplomatic Pouch (December 1995).))
Position 6a
- F Mid H
- F Por S Mid
- F NAt (or Iri or Eng) S Mid
- F Aeg H, F Con S Aeg
- F Eas S Aeg
- U Arm H.
This is the minimum contraction of Position 6. One of the 4 Southern units is supplied by a center in the North. Although Russia is virtually the only Power which can achieve this configuration, it is now centered entirely on the two corner powers. Of course, there can be no fleets in the North nor in the Black Sea. (This means that the coalition Russia is facing would be Austria/Italy.)
((The only significant line not covered in this article is the Eastern line detailed in Eric Verheiden's 'Eastern Stalemate Positions'. These position use Turkey, Russia and Scandinavia as a base to expand into parts of Austria and Germany. These positions tend to be very large - all of the cataloged positions hold 16 or 17 centers. --- Matthew Self, The Diplomatic Pouch (December 1995).))
The Use Of Stalemates
List of stalemate positions are tedious reading, at best. One is tempted to ask, what good is all this? The answer may be that a stalemate is the best alternative if you can't win or maybe it isn't. Every individual game develops its own character. A player's decision as to whether he is even interested in a stalemate depends on how he feels about the game as a whole and about the other players. Perhaps he will prefer to come in second. Perhaps he will even prefer to be eliminated in order to help achieve a particular result. It is silly to insist that there is any single 'best' goal in Diplomacy. Everyone has his own priorities and trying to fit them all into one's own mold is small-minded.
However, an awareness of potential stalemate lines is essential to strong play, especially in a tournament setting or postal play. A stalemate line is a powerful position and the threat of a stalemate is a potent diplomatic weapon. On one hand, a winning alliance can be broken up by an opposition which can force a stalemate.
On the other hand, a small power can use her stalemate position to bargain with the others. A strategic situation may often mean achievement of stalemate to one side and breakthrough to the other. Each should be willing to pay a high price for an alliance. A small power which controls the key position may be able to bargain quite well for herself.
Stalemates are frequently hard to arrange and are often tactically complex (if an alliance is involved on the defensive side). For these reasons, players may be tempted to spend more time on them than they are worth. A stalemate is, after all, a sort of last refuge. It is the final resort of a large power that can't win or of one or more players who can't stop an impending victory any other way.
Compared to a free-wheeling game where the situation is flexible, a stalemate is dull and uninteresting. Most drawn games come about because one faction has become 'entrenched'. In the final analysis, it represents the ultimate failure and breakdown of diplomacy. Still, a stalemate is sometimes better than any available alternative. An alter Diplomacy player should be ready to use his knowledge of stalemates whenever necessary.
Reprinted from The Gamer's Guide To Diplomacy, 2nd edition (March 1979).
Adapted for Dipwiki from The Diplomatic Pouch
Mount and Blade Warband Cheat 2019 list with all new updates and tweaks. To enable the cheats you need to select Configuration in the Game Launcher and then click the Enable Cheats box. Below is the updated list of cheats for Mount and Blade Warband along with God Mode Character build. So without any further ado, let’s begin with how to enter the cheats in the game.
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Mount and Blade Warband Cheats List
Once you “Enable Cheats” box from the Configuration menu you are good to enter the following cheats in Mount and Blade Warband. Pressing Ctrl + ~ (then type in ‘cheat menu’) to Activate Cheat Menu and allows for a multitude of cheats including adding items and improving relations. Here are the complete Mount and Blade Warband Cheat codes and their effects.
Diplomacy Game Map Pdf
- CTRL+F5 – AI takes over your character in battles
- CTRL+H – Completely heals you
- CTRL+Shift+H – Completely heals your horse
- CTRL+F3 – Damage yourself
- Ctrl + ~ (then type in ‘nocheatmenu’ no ”) – Deactivate Cheat Menu
- Ctrl + space – Fast Forward waiting at the map
- CTRL+X – Gives an experience to the selected party member
- CTRL+X – Gives you 1000 XP in the character screen
- CTRL+W – Greatly increases all of your weapon proficiencies
- CTRL+X – In the inventory it gives you 1000 Gold
- Ctrl+Alt+F4 – Knock unconscious all enemy troops
- Ctrl+Shift+F4 – Knocks out all enemies zoomed into. (Holding shift and looking at)
- Ctrl+Shift+F6 – Knocks out all of your troops
- Ctrl+F6 – Knocks out one of your troops
- CTRL+F4 – Knocks unconscious an enemy after several presses
- CTRL+T – Let’s you see everything except hideouts on the World Map
- Ctrl + L – Level Up
- CTRL+Left – Click On the World Map, teleports your party to where you click
- CTRL + F9 – Slow Motion (Press again to turn on or off)
- Ctrl + F11 – Stop the time at battle
- Ctrl + Left Click – Upgrade all available units to that path.
Remember that some cheats are limited to the screens you enter like:
- Gold cheat only works in the inventory screen
- Health cheat only works during the battle
- See Everything Map cheat only works on the map screen
- Instant kill cheat only works in battle
- AI take over character cheat only works in battle
- Add 1000 XP cheat only works in the character screen
Diplomacy Game Online Ai
Mount and Blade Warband God mode character
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Follow the steps below and create a godlike character in the game to unlock limitless money and never needing to level up. Expand your realm, claim the ultimate prize: the throne of Calradia!
- Start the game with any character history
- Open the character sheet, click Statistics and select Export Character Option
- Go to “computer>Local disk>Users>”PC Name You Use”>Documents>mount & blade warband>Characters and open the text file
- Edit your gold and character sheet (Note: DO NOT edit the reserved skills)
- Max skills – 10, attributes – 63, weapon skills can only be increased to 460(without cheats)
- Start a game with a character with the same name
- Open the character sheet, click statistics and click IMPORT character
- Your God Mode Character is now Ready to go on Battlefield
Note: Using cheats disable achievements
Mount and Blade Warband Achievements Unlocks
- Abundant Feast – Eat 6 different types of food concurrently.
- Agile Warrior – Get either two agility related skills to 5 or one to 7.
- Art of War – Have two of the following skills at a 5; Trainer, Tactics, Leadership, or Persuasion.
- Autonomous Collective – Be chosen as marshall.
- Baron got back – Win a battle against a lord or party who previously beat or captured you.
- Best served cold – Defeat 10 enemy parties in the snowy regions of Calradia.
- Book Worm – Finish reading one book through the camping screen.
- Bring out your Dead – Get one of your healing skills to 5.
- Calradian Army Knife – Kill 10 enemies with a throwing weapon’s secondary function.
- Calradian Tea Party – Make your faction.
- Choppy Chop Chop – (MP) Slay 50 foes with slashing weapons.
- Community Service – Install and play one mod.
- Concilio Calradi – As a ruler have 3 vassals.
- Dexterous Dastard – Make one of your ranged weapon skills 250.
- Elite Warrior – (MP) Win a round of deathmatch mode.
- Empress – As a female character, become queen of all Calradia.
- Every breath you take – (MP) In any multiplayer mode have more kills than deaths.
- Force of Nature – You and your army have killed or wounded 5,000 enemy troops.
- Gambit – Land a shot with a difficulty of 5 while using a throwing weapon.
- Get up Stand up – Cleanse the town of bandits in the opening mission.
- Girl Power – As a female character, help a female claimant reclaim her throne.
- Glorious Mother Faction – (MP) Win a round of team deathmatch mode.
- Gold Farmer – Amass a fortune of 100,000 denars.
- Good Samaritan – Help a lord or party win a fight.
- Got Milk? – Steal 3 cattle from a single village.
- Happily ever after – Get married.
- Harassing Horseman – (MP) Kill 100 people with mounted projectiles.
- Heart Breaker – Get a character to elope.
- Help Help I’m Being Repressed – Harass wondering peasants on the map.
- Holy Diver – Kill or wound at least 500 enemies.
- I dub thee – Promote one of your followers into a position of power.
- Iron Bear – You have completed the following achievements: Mace in yer Face!, Spoil the Charge, Agile Warrior, and This is our land.
- Kassai Master – You have completed the following achievements: Trick Shot, Khaaan!, Agile Warrior, and Harassing Horseman.
- Khaaan! – Kill 75 enemies with horse archery.
- King Arthur – You have completed the following achievements: Melee Master, Knights of the Round, Every breath you take, I dub thee/Good Samaritan.
- Kingmaker – Put a pretender on their rightful throne.
- Knights of the Round – Recruit 6 hero characters.
- Lady of the Lake – As a female character, give a companion character a great sword.
- The last man standing – (MP) Win one round in battle mode.
- Legendary Rastam – You have completed the following achievements: Abundant Feast, Mace in yer Face!, Sarranidian Nights, and Art of War/Melee Master.
- Look at the Bones! – Face off against 100 enemies using custom battle mode.
- Mace in yer Face! – (MP) Kill 25 foes with a blunt weapon.
- Man Eater – Kill 50 men as a female character.
- Man Handler – As a female character, Capture and sell three NPC lords.
- Manifest Destiny – Assist your faction in conquering Calradia.
- Medieval Emlak – Become the owner of at least 5 fiefs.
- Medieval Times – Enter and win a tournament.
- Melee Master – Make one of your melee weapon skills 250.
- Might make Right – Get either two strength related skills to 5 or one to 7.
- Migrating Coconuts – Visit every major town in Calradia.
- Mind on the Money – Have two of the following skills at a 5; Looting, Inventory Management, Trade, or Prisoner Management.
- Morale Leader – Raise your soldiers’ morale from low to excellent.
- Mountain Blade – Kill 10 parties of mountain bandits.
- None Shall Pass – Successfully defend a castle.
- Old dirty scoundrel – Have a -50 relation with a lord, village, or faction.
- Old school Sniper – Land a shot with a difficulty of 6 while using a crossbow.
- Pugnascious D – Pick a fight with a lord by insulting him or by challenging him to a duel.
- Queen – As a female character, make your faction.
- Romantic Warrior – Learn 3 poems from tavern bards.
- Royality Payment – Be granted your first fief.
- Ruin the Raid – (MP) Win in Conquest mode.
- Sarranidian Nights – Camp in the Sarranid region of the map.
- Sassy! – As a female character gets into a duel with the male lord by insulting him.
- Shish Kebab – (MP) Perform 25 lance kills while mounted.
- Sold into Slavery – Sell 5 people to the ransom broker.
- Son of Odin – You have completed the following achievements: Might make Right, The Huscarl, Melee Master/Dexterous Dastard, and Holy Diver/Elite Warrior.
- Spoil the charge – (MP) Kill 50 cavalry while on foot, the enemy must be killed while mounted.
- Svarog the Mighty – You have completed the following achievements: Might Makes Right, Choppy Chop Chop, Glorious Mother Faction, and Old school Sniper.
- Talk of the town – As a female character, raise your renown to 50.
- Talking helps – Engage in a conversation with a hero character through the party screen.
- The Bandit – Raid 3 caravans and raid 3 villages.
- The Golden Throne – Rule all of Calradia!
- The Holy Hand Grenade – Kill 75 enemies with throwing weapons.
- The Huscarl – (MP) Kill 50 foes with throwing axes.
- The Ranger – Have a 7 in one of the following skills or a 5 in two; Tracking, Path-finding, or Spotting.
- This is our land – (MP) Your team successfully defended a castle in siege battle mode.
- Throwing Star – (MP) Kill 25 people with throwing weapons.
- Trick Shot – Land a shot with a difficulty of 10 while using a bow and arrow.
- Trojan Bunny Maker – Get the engineering skill up to 5.
- Victum Sequens – As a ruler conquer 10 towns or castles.
These are all about Mount & Blade: Warband Cheats for PC, PS4 and Xbox One. Check our other cheats and tricks guide to know more about the tweaks.
Diplomacy Board Game
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