• Roger's Scenario Thread

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    RogerCooperR
    Name World War II v4 Terminus Edition v3 Description World War II V4 with different territory values, unit costs and some new unit types https://axisandallies.fandom.com/wiki/World_War_II_v4_Terminus_Edition_v3 [image: image.jpeg] Good Points Interesting variations on units and territories Bad Points Strongly favors the Axis New unit types not explained in the notes
  • Triplea Maps

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  • The Triplea Game Engine

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  • Flames and Steel (official thread)

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    @KurtGodel7 said: The mechanics of the game require a cannon fodder unit. To a large extent that's infantry. But because I gave each nation an MP cap, a PU-only cannon fodder unit was also needed. I will grant your point that calling it an "anti-tank gun" could be confusing for people unfamiliar with the map. As you say it has no anti-tank properties. But I needed that unit. I needed to give it a name which a) did not imply fast mobility, b) did not imply it was a type of infantry, and c) did not imply it was a very powerful unit. Calling it an "anti-tank gun" checked all three boxes. If anyone here has a better suggestion for a name I'm all ears. How about Infantry Gun then? That was a pretty common term and it creates less confusion with the unit’s purpose. The concern you're expressing here is that the infantry buff could make the game unbalanced between Axis and Allies. As for the latter concern: if play testing does reveal this latter source of imbalance there are ways it can be corrected. Starting units can be adjusted. The magnitude of the Allies' early game income nerfs can be altered. I can change technologies. Lots of levers I can pull to create game balance. There are lots of ways to mess with the balance and compensate, I was just warning you that you’re about to make a lot more work for yourself. The more common a unit is, the higher the impact any change on it has. The impact is higher as well when the starting stats are low to begin with. A unit that gets a stat bump from 3 to 4 increases its hit rate by 33%, but a 2 to a 3 is a 50% increase, and a 1 to a 2 is 100% increase.
  • 11 Rings of Power - Official Thread

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    TheDogT
    Latest version v020 ready for download with in TripleA. In TripleA Click Download Maps Button Click Installed tab Click 11 Rings of Power Click Remove Button Click Yes button to remove Click Ok button (Successfully removed) Click Close (To force the map list to refresh) Click Download Maps Button Find & Click *11 Rings of Power Click Install button Enjoy! . v020 Improved sounds Improved unit in place.txt & PUs pu_place.txt more sounds in notifications.properties file . v005 unchanged 11 Rings of Power Manual here; 11_Rings_of_Power_Manual.pdf Suggested latestTripleA version https://github.com/triplea-game/triplea/releases . Link to 1st post that has; Downloads for new Players https://forums.triplea-game.org/topic/4444/11-rings-of-power-official-thread
  • Axis Ascension

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    SchulzS
    There's a bug where Anti-Air guns fire both before and during battle. How can I fix this? It's because I had to add this property to make sea mines work the way they do in World War 1. Turning it off solves the issue, but then the mines stop doing anything. <property name="Force AA Attacks For Last Step Of Fly Over" value="true" editable="false"> <boolean/> </property>
  • 💥 1941 Global Command Decision - Official Thread

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    TheDogT
    Latest version v280 ready for download with in TripleA. In TripleA Click Download Maps Button Click Installed tab Click 1941 Global Command Decision Click Remove Button Click Yes button to remove Click Ok button (Successfully removed) Click Close (To force the map list to refresh) Click Download Maps Button Find & Click 1941 Global Command Decision Click Install button Enjoy! . v280 Tooltip correction Kamikaze-Plane - This desperate tactic will only become available when the Home Islands are under threat! (Thanks to @cybergroover) De-stack USSR Armor-Inf into 5s, might improve USSR AI play (Thanks to @captain0) Germany AI should defend Paris better with fewer units, freeing up units for the attack on USSR . v275 documentation, last page has winter turn on instructions. for a harder more realistic game. 1941_Global_Command_Decision_Manual.pdf Suggested TripleA version https://github.com/triplea-game/triplea/releases . Link to 1st post that has; Downloads for new Players https://forums.triplea-game.org/topic/3326/1941-global-command-decision-official-thread
  • Global 1940 TRO (Total Research Overhaul)

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    Part Four: Optional Rules This section consists of additional house rules of my own preference which are not directly related to the tech system. However, if I eventually progress to making a full TRO mod, these are rules that I would be aiming to integrate as checkable Game Options. Some will be familiar, some are my own designs. Factory Limitations Heavy Tanks, Armored Trains, Strategic Bombers, Battleships, and Aircraft Carriers must be built at a Major Factory, not a Minor Factory. Placement limits for air and naval units are limited by default to 1 per turn at Minor Factories and 2 per turn at Major Factories. Each type has its own separate cap (i.e. you can build an air unit and a naval unit during the same turn at a Minor Factory). If an Air Base exists in the same territory as a factory, that factory's placement restriction for air units is lifted, allowing you to build as many as the factory would normally allow. Likewise, if a Naval Base exists in the same territory as a factory, the factory's placement restriction for naval restrictions will be lifted to allow its normal capacity. Scramble Extension Air units are permitted to scramble from Air Bases to defend adjacent land territories as well as adjacent sea zones. Defensive Retreats Defending players are permitted to order a retreat after fighting at least one round of battle. Before a retreat can take place, one final round of battle will play out in which the attackers will fire again but the defenders will not return fire. The surviving defenders will then withdraw to an adjacent territory (or sea zone, in the case of naval units). All defenders must retreat to the same territory (with the exception of any scrambled units, which go back where they came from), and the destination must be a friendly territory (if on land), free of enemy units, and not currently under attack by another enemy force. If multiple allies are defending the same territory, they all must agree to retreat together, otherwise they stay and fight. Enhanced Blitz Blitz-capable land units are permitted to attack a second land territory after fighting and winning a battle in the first one if the defenders failed to eliminate at least one attacking unit. The blitz is still subject to the attacking units' normal movement allowance - they must have a free movement point left in order to carry on into the second territory. Follow-up blitz attacks are carried out only after all battles from initial combat orders have been resolved. In cases like Germany's Schwerpunkt or other techs that provide bonuses during blitz attacks, the bonus only applies during that second battle following the first, not to the initial attack. Revised India The UK (Pacific) Major Factory in India is replaced with a Minor Factory in the game's starting setup. The UK (Pacific) also receives a second Minor Factory in West India during setup. Chinese Movement Freedom China's default movement restrictions are permanently lifted if the Allies manage to gain simultaneous control over all of the territories to which China is initially restricted (that is, China's starting territories plus the Chinese mainland territories that start under Japanese occupation plus Kwangtung and Burma). When the restrictions are lifted, Chinese land units are now able to enter any mainland continental territory on the Pacific map. Chinese air units are permitted to fly out into sea zones on the Pacific map as well in order to attack, but must end their turn by returning to a mainland territory. Playable Canada This would have to be an alternate map rather than a checkable option. The Canada edition would require a modification of the British Commonwealth tech (or perhaps its replacement by Home Guard, a tech that ended up on my cut content list, which would give British Infantry a +1 first round defense bonus during German amphibious or airborne invasions of the UK or Scotland). As a minor power, Canada would be given a set of six exclusive techs to match ANZAC. It would definitely receive Destroyer Escorts as a free unlock. Haven't finalized the rest of their research advantages, but likely ones would include Prime Movers, Self-Propelled Artillery, Special Forces, Torpedo Bombers, Fast Transports, Sonar, War Bonds, Heavy Bombers, Industrial Advancements, and Shipyard Improvements. I have not finalized a set of Canadian exclusive techs yet, but some ideas that are on the drawing board so far: BCATP / Commonwealth Air Training (something like Italy's Picchiatelli?) Camp X (special action or bonus for Elite Infantry?) Canadian Corps (regional fighting bonus for Canadian land units in Europe, maybe for Infantry/Tank or Mechanized/Tank pairings?) CMP Trucks (discount package for Mechanized?) Corvette Fleet / Newfoundland Escort Force (Discount package for Escorts) Devil's Brigade (Discount Elite unit with limit of 1 at a time, like Maori Battalion or Foreign Legion - maybe also buys one for US player?) Montreal Laboratory (Reduced cost for research level upgrades if UK/US has unlocked that level first) Park Ships (Discount package for pair of Transport Ships?) Polsten Guns (AA gun costs 4, takes infantry-type slot instead of heavy one on transports?) Sexton (discount or bonus for Assault Gun - maybe UK gets one too if Canada buys one?) Shadow Factories (move the British Commonwealth effect here - Britain can buy units in Canadian factories if UK falls? Britain can spawn its own units in Canadian factories by default? UK/US can buy factories/upgrades for Canada? Not sure yet) Sherman Skink (Tanks get an AA shot, or cause first round debuff to enemy Fighters/Tactical Bombers?) Ship Degaussing (first round debuff for submarine surprise strike against Canadian naval units?) Suggestions or ideas would be welcome here. I'll update the Canada section whenever I get around to finalizing my ideas for them.
  • Middle Earth - Battle for Arda (v3) - Official Thread

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    @alkexr said: @Cernel Why have you chosen to have it this way instead of having a specific starting time? Well, the War of the Ring is the obvious candidate, but there was no Arnor or Angmar at that time, so all of Eriador would be practically empty. And that's not all, Dáin's Halls and Framsburg, for example, were also abandoned by that time, along with the surrounding areas. The dragons are also all but gone, Smaug being the last truly relevant one. The orcs in the north were also decimated in the Battle of Five Armies and the aftermath, to the point of irrelevance. So a War of the Ring map would be missing too much for my liking. Sounds like having a secondary game for the map depicting the War of the Ring (maybe with a much over-powered Evil and a non-military victory condition for Good) would be very good as that would be the scenario which most people are interested in and would also provide an easier-to-learn reduced game. I guess doing that after having finished the main "all-times" game would only add a few percetage points of additional work beside the play-testing part for balance. Unfortunately, I cannot do or help with making that because my knowledge of Middle Earth is almost at average Joe level.
  • Total World War: December 1941 3.0.0.6

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    @ubernaut said: @malmessi no reason to be playing 2.8 imo I am playing 3.0 But still checking old 2.8 pdf manual and I was looking for a place to find all the changes joined together, the online game help is perfect
  • This topic is deleted!

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  • New map: Fate of Nations

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    TheDogT
    @rwb4 Welcome to the forums! Well done on making your first map, its a steep learning curve.
  • Random WW2 Generation

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    RogerCooperR
    Resolving minor inter-war conflicts. Territory Country Probability Outcome Afghanistan Afghanistan 60% Third Anglo-Afghan War is inconclusive. Afghanistan Impassable 10% Afghan neutrality guaranteed by Britain and Russia. Afghanistan Britain 10% British decisively win the Third Ango-Afghan War Afghanistan Victim 20% Afghanistan collapses into chaos after British victory in the Third Ango-Afghan War. Anglo-Egypt Sudan Britain 80% Anglo-Egypt Sudan Egypt 20% Egypt establishes firm control of the Sudan Belorussia Belorussia 10% Belorussia gains independence Borneo Brunei 20% Brunei preponderant in Borneo Borneo Britain 50% Britain preponderant in Borneo Borneo Netherlands 30% Dutch preponderant in Borneo Buryatia S.S.R. Japan 10% Japanese gain control of Buryatia Buryatia S.S.R. Russia 90% Caucasus Caucasus 20% Independent state(s) in Caucasus Caucasus Russia 80% Eire Britain 20% Irish uprising defeated Eire Ireland 80% Finland Finland 80% Finland gains independence Finland Russia 20% Russia retains Finland French Indo-China Thailand Vietnam 40% Vietnam dominant in Southeast Asia French Indo-China Thailand Siam 30% Siam dominant in Southeast Asia French Indo-China Thailand Britain 30% Britain dominant in Southeast Asia Himalaya Tibet 20% Tibet dominates the Himalayas Himalaya Nepal 10% Nepal dominates the Himalayas Himalaya Impassable 70% Snow & ice dominate the Himalayas Italian Africa Abyssinia 25% Abyssinia modernizes Italian Africa Britain 25% Britain dominant in East Africa Italian Africa Italy 50% Italy conquers Abyssinia Kazakh S.S.R. Kazakhstan 10% Kazakhstan gains independence Kazakh S.S.R. Russia 90% Kwangtung Britain 60% Hong Kong dominates South China Kwangtung China 40% Canton dominates South China Manchuria Japan 70% Japan dominates Korea and Manchuria Manchuria Korea 10% Korea regains independence Manchuria China 10% China gains full control over Manchuria Manchuria Russia 10% Russia dominates Manchuria Mongolia Mongolia 70% Mongolia gains independence Mongolia Russia 20% Russia controls Mongolia Mongolia China 10% China controls Mongolia Morocco Algeria France 80% France dominates the Mahgreb Morocco Algeria Morocco 20% Morocco dominates the Mahgreb New Guinea Netherlands 50% Netherlands dominates New Guinea New Guinea Australia 50% Australia dominates New Guinea Northwestern Europe Belgium 50% Belgium dominates the Low Countries Northwestern Europe Netherlands 50% Netherlands dominates the Low Countries Sahara Impassable 90% Sahara France 10% France develops the Sahara Saudi Arabia Saudi 60% Saudis defeat the Hashemites Saudi Arabia Hashemite 40% Hashemites defeat the Saudis Spain Spain 80% Spain Portugal 20% Portugal dominates Iberian Peninsula Trans-Jordan Hashemite 60% Hashemite kings installed in Middle East Trans-Jordan Britain 10% Britain dominates the Middle East Trans-Jordan France 30% France dominates the Middle East West Indies Cuba 25% Cuba dominates West Indies West Indies United_States 25% USA dominates West Indies West Indies Britain 25% Britain dominates West Indies West Indies France 25% France dominates West Indies [image: image.jpeg]
  • Modifying National Objectives

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    RogerCooperR
    @Rrrrricky said: Hey everyone, im new here. Trying to modify NO's on World War ii v3 1942 map. Github looks locked apparently? I couldn't create an account there for some reason. Any ideas? TY! Why did you want to change the NO's? If you want different NO's, you need to create a new mod.
  • New Steampunk Advance Thread

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    Hello, I'm back. So uh idk if I'll do much but probably will do something like maybe get a game set up (idk if like via forum or online depending on time constrants).
  • Global 40 Expansion UHD Boxes

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    Updated to 2.63 [image: Screenshot from 2026-09-25 20-20-09.png]
  • War Plan Red-Orange

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    @TheDog thanks
  • North Africa - TripleA Module

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    @VictoryFirst I think my 1 pixel idea will fail, although I haven't tried it. Reason being, when you go to "Add Units" you only got a 1 pix spot for it to find. Idk, maybe a 5 spot ? I guess I just gotta try it
  • World War I with more territories?

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    SchulzS
    @iratoric That's great. I can't wait to produce the game, but I'm so busy nowadays and don't have much time. But it will have to be created one day.
  • Pregunpowder Experiment

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Recent Posts

  • @KurtGodel7 said:
    The mechanics of the game require a cannon fodder unit. To a large extent that's infantry. But because I gave each nation an MP cap, a PU-only cannon fodder unit was also needed. I will grant your point that calling it an "anti-tank gun" could be confusing for people unfamiliar with the map. As you say it has no anti-tank properties. But I needed that unit. I needed to give it a name which a) did not imply fast mobility, b) did not imply it was a type of infantry, and c) did not imply it was a very powerful unit. Calling it an "anti-tank gun" checked all three boxes. If anyone here has a better suggestion for a name I'm all ears.

    How about Infantry Gun then? That was a pretty common term and it creates less confusion with the unit’s purpose.

    The concern you're expressing here is that the infantry buff could make the game unbalanced between Axis and Allies. As for the latter concern: if play testing does reveal this latter source of imbalance there are ways it can be corrected. Starting units can be adjusted. The magnitude of the Allies' early game income nerfs can be altered. I can change technologies. Lots of levers I can pull to create game balance.

    There are lots of ways to mess with the balance and compensate, I was just warning you that you’re about to make a lot more work for yourself. The more common a unit is, the higher the impact any change on it has. The impact is higher as well when the starting stats are low to begin with. A unit that gets a stat bump from 3 to 4 increases its hit rate by 33%, but a 2 to a 3 is a 50% increase, and a 1 to a 2 is 100% increase.

    read more

  • Or, instead of anti-tank, having light artillery (like the German 10.5 cm leFH or the Soviet 76-mm divisional gun M1939/M1942 - the latter is actually lighter and is almost an anti-tank gun) for that role. I'm not sure. It would definitely feel better as a "universal" unit which can take out tanks too without having any special anti-tank rule.

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  • @KurtGodel7 said:

    The mechanics of the game require a cannon fodder unit. To a large extent that's infantry. But because I gave each nation an MP cap, a PU-only cannon fodder unit was also needed. I will grant your point that calling it an "anti-tank gun" could be confusing for people unfamiliar with the map. As you say it has no anti-tank properties. But I needed that unit. I needed to give it a name which a) did not imply fast mobility, b) did not imply it was a type of infantry, and c) did not imply it was a very powerful unit. Calling it an "anti-tank gun" checked all three boxes. If anyone here has a better suggestion for a name I'm all ears.

    Having the "light_mortars" or "infantry_mortars" as a unit, decoupling it from "infantry"? (I guess currently the "infantry" unit comprises mortars like the American 60mm and 81mm ones, which would be the mortars I'm talking about?)

    However, assuming same number of men, that cannot cost much more than the infantry unit.

    My suggestion for PUs use would rather be having ammunition consumption (especially for artillery). However, you could make the "light_mortars" unit enough costlier than it should be by just assuming a lot of ammunition consumption being implied in the initial cost (if there is no ammunition consumption in the game).

    (However, adding ammunition consumption - even if comprising any related consumption like barrel's wear - is of course going to open for a lot on many respects, not last the ammunition consumption for AA artillery and of course bombs consumption and so on, then one would also say why not fuel consumption and so on and so on.)

    One possibly nice thing of having "light_mortars" is that then you could represent the Japanese Type 89 grenade discharger (maybe).

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  • To add to my earlier post: territories produce PUs for any nation which owns them. But they only produce MPs for their original owner.

    Suppose that Japan conquers all of China. There would be a PU reward for doing this--maybe 25 PUs or something. But China starts off with an income of 11 MPs, I think. 11 Chinese conscripts per turn, plus whatever units China is able to buy with its PUs. China's main source of military strength is those 11 MPs, and those MPs do not go to Japan if China is conquered. This means that a Chinese-controlled China is a much bigger asset for the Allies than a Japanese-owned China would be for the Axis.

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