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Recent Posts
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Hi Ramon
You could try something like this

I don't have a production value set but you can see that Japan controls 6 SZ. If USA takes control of the SZ it will then show them as the Owner.
You might need to activate some properties. This is based on the Global 40 game.
You can also kinda do it with convoy zones. They work a little different. If you control certain TTys, then the corresponding SZ's PU value will go to the player controlling the TTys or vice versa. I can't remember.
But I think if you just give a production value to what I posted/screenshot it should work
Edit
Hmm ... that looks like what you already have. I'm trying to test but now triplea is throwing an error at me lolEdit 2
Yea so I don't think you can do what you want
What you may be able to do and it'd be kind of a hack, is have a condition showing control of the SZ e.g. USA Units present no JPN Units present in the SZ and have it activate a trigger that gives the desired bonus income/value of the TTy
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but this doesnt make the production value transferable to the occupier, am i missing something here?
I don't understand what is meant by 'transferable'. Sea Zones, by default do not have owners. Maybe use 'originalOwner' or within '<ownerInitialize>' section may help.
The setup would be the same, but use:
<option name="availableTech" value="Zeppelins:-zeppelin"/>
Please note the "-" (minus sign/dash) before zeppelin, this will remove zeppelin from the Zeppelins category. If zeppelin can be added later just check that tank research is false, prior to adding zeppelin.Cheers...
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I have a couple of questions regarding the map development:
Is it possible that sea zones have production value that transfers to the occupier
For example, i currently have this:
<attachment name="territoryAttachment" attachTo="Sea Zone 142 Pacific Ocean" javaClass="games.strategy.triplea.attachments.TerritoryAttachment" type="territory">
<option name="production" value="1"/>but this doesnt make the production value transferable to the occupier, am i missing something here?
I also have a question about tech:
<attachment name="triggerAttachmentCTanks" attachTo="Chinese" javaClass="TriggerAttachment" type="player">
<option name="trigger" value="conditionAttachmentTanksC"/>
<option name="productionRule" value="ChineseFrontier:buytank"/>
<option name="availableTech" value="Zeppelins:zeppelin"/>
<option name="uses" value="1"/>
<option name="when" value="after:chineseTechActivation"/>
</attachment>In this setup, when the Chinese research tanks, they unluck zeppelin. Is it also possible to do the opposite? So that unlocking tanks would disable or lock out the zeppelin instead of enabling it?
Cheers!
~Ramon
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