• Aggression 1914 (hand over)

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    SchulzS
    I'd be happy if someone could upload it on GitHub.
  • Warlords that old series from the 90s, worth a map?

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    Z
    Based on only modest interest and Cernel's wise words of caution, I think I'll just make a small map to showcase some gameplay options with some of the flavor of the ol' warlords. It'll be awhile before it's made; gotta peruse what art assets we have available, ponder some gameplay choices, figure out what to use for the map, and all the other work.
  • WW2 - Revised Map

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    MirkoBrunerM
    @schulz The Black border around the flags would make the roundels too strong on the crayon colours I have adopted for this map.
  • Camp David maps

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    M
    Actually I am enjoying the maps PvP, although I may not replay them a lot after. I do not have modding capabilities, so it would be wonderful if anyone can spare the time to check if the Tech, and other game features, are operating as intended, as well as perhaps to tweak balance if suitable.
  • Looking for Someone to modify G40 BM3 to incorporate house rules

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    RogerCooperR
    @dannyduck716 Duckworth�s House Rules � A&A Global �40 New Units: Marines: Cost = 5 Amphibious Attack = 2 Can be transported on Cruisers and Battleships Otherwise act the same as Infantry Cruiser: Cost = 10 Battleship: Cost = 16 Tactical Bomber: Cost = 10 Combined Arms Additions: 1:1 Cruiser combined with Battleship, Cruiser stats to: Attack: 4 Defense: 4 New units are no problem Factions: The United Kingdom no longer has a split income. UK Europe and UK Pacific are now tracked as a single country. Easy enough to do Research And Development: Research and development is done in phases for each nation. Each nation may choose the number of technologies to research equivalent to their number of MAJOR Factories on the world map. This means at the start of the game, the following nations may advance research: Germany: 2 Techs Russia: 1 Tech Japan: 1 Tech USA: 0 Techs China: 0 Techs (China will never research) UK: 2 Techs Italy: 1 Tech ANZAC: 0 Techs France: 1 Tech (Assuming they maintain control of their Major Factory) Researching Technology is free. All Techs require three phases to complete. At the beginning of the Research and Development phase, a nation which Techs it plans to advance in phase. Techs can only advance one phase per turn and a player may not elect to roll more than one factory per Tech. The player will than roll 2D6 to see if they are successful in advancing the Tech. A roll of 7 or HIGHER will advance the Tech to the next phase. A roll of 12 will result in a BREAKTHROUGH and the Tech will automatically go into effect regardless of which phase it was in. Upon completion of the third phase of a Tech, the Tech will go into effect immediately. The available Technology options are: Advanced Artillery: Each of your artillery units can now provide greater support. One artillery unit can support up to 2 infantry and/or mechanized infantry units per attack. Up to 2 infantry and/or mechanized infantry when coupled with 1 artillery unit have attack values of 2. Rockets: Your airbases can now launch rockets. During the Strategic and Tactical Bombing Raids step of your Combat Phase each turn, each of your operative air bases can make a single rocket attack against an enemy industrial complex, air base, or naval base within 4 spaces of it. This attack does 1D6 damage to that facility. Rockets may not be fired over neutral territories. Wartime Economy: During the Collect Income Phase, roll 1D6 and collect that many additional IPCs. This additional income can only be applied if a nation is AT WAR. In addition, all Major Factories can now mobilize up to 12 units and Minor Factories can now mobilize up to 4 units per turn. Also, when repairing damaged structures (Factories, Air Bases, Naval Bases) the cost is reduced by half. In case of an odd number, round the cost up (ex. 3 damage would cost 2 IPCs to repair). Improved Mechanized Infantry: Each of your mechanized infantry units that is paired up with a tank or an artillery now has an attack value of 2. Also, your mechanized infantry may now blitz without being paired with a tank. Paratroopers: Up to 2 of your infantry units in each territory with an airbase can be moved to an enemy-controlled territory 3 or fewer spaces away that is being attacked by your land units from adjacent territories and/or by amphibious assault. When moving, paratroopers must obey the same restrictions that air units do. If the territory being attacked has AAA units, the paratrooper infantry units are subject to AAA fire in the same way as air units. Paratroopers may retreat as normal. Super Submarines: The attack value of your submarines is now 3 instead of 2 and movement is now 3 spaces instead of 2 (4 is launched from a Naval Base). Jet Fighters: The attack value of your fighters is now 4 instead of 3. In addition, during bombing raids your escorting or intercepting fighters now hit on a �1� or �2� instead of just a �1�. Improved Shipyards: Your naval units are now cheaper to build. The cost of ALL naval units including Marines is reduced by 1 IPC. Radar: Your fire, both from AAA units and facilities, now hits on a �1� or �2� instead of just a �1�. Long Range Aircraft: All of your air units� ranges are increased by 1. Heavy Bombers: Your strategic bombers are now heavy bombers. When attacking, whether in a battle or a strategic bombing raid, roll two dice for each bomber and select the best result. Players made obtain additional research opportunities by constructing additional MAJOR Factories. The standard rules for placing Major Factories still applies. The phased tech rules can't be supported by TripleA Additional National Objectives: Germany: 2 IPCs if Romania, Yugoslavia, Albania, Bulgaria, Greece, and Crete are Axis Controlled 5 IPCs if there is at least one German land unit in either London or Egypt Russia: 3 IPCs if Russia is at war with European Axis, and there are no non-Russian Allied units in any originally Russian territory 3 IPCs for each originally held German, Italian or Pro-Axis Neutral territory that Russia controls in mainland Europe 2 IPCs for each of the following lend-lease lanes that is �open� (i.e. the specified Sea Zone has no enemy warships and the specified territory is Allied controlled) when Russia is at war with European Axis beyond round 2: (1) SZ 125, Archangel; (2) SZ 80, Persia; (3) SZ 5, Amur An additional 2 IPCs per each �open� lend-lease lane, when Russia is at war with European Axis, if Japan has also declared war on Russia Note: An Axis power may not move its units into originally Russian territory unless that Axis power is at war with Russia. Also, when not at war with Japan, Russia may not move its units into any non-Russian Allied territory in Asia, other than Syria, Trans-Jordan, Iraq, Persia, NorthWest Persia, and East Persia. The National Objective for Russia's first capture of Berlin has been removed. Japan: 5 IPCs if Axis controls Dutch New Guinea, New Guinea, New Britain and Solomon Islands 5 IPCs if Axis controls Midway, Wake Island, Guam 3 IPCs if Japan control Iwo Jima and Okinawa and is at war with the United States USA: 5 IPCs if USA is at war and Allies control Midway, Wake Island, Guam 5 IPCs if USA is at war and Allies control Marshall Islands, Caroline Islands, Paulau Island, Marianas 5 IPCs if Allies control at least 2 of: Normandy Bordeaux, Holland Belgium, Southern France, and the USA has at least one land unit in any one of these territories 5 IPCs if Allies control Morocco, Algeria, Tunisia and USA has at least one land unit in any of these territories China: 3 IPCs if Allies control Yunnan, Szechwan, Burma and India At the start of China�s turn, a Chinese Infantry is spawned in each non-coastal Chinese territory under Axis control that is not garrisoned by at least one Axis land unit. These units may not be moved until the next turn. UK: 3 IPCs if UK Europe controls all its original territories 3 IPCs if Allies control at least 2 of: Sicily, Sardinia, Greece, Southern Italy, and the Allies have at least one land unit in any of these territories 3 IPCS if there are no enemy submarines in the Atlantic, excluding SZ 112 and 125-127 3 IPCs if Malta, Crete, and Cyprus are Allied or Pro-Allied controlled FEC: 3 IPCs when at war with Japan if: British control West India and either Egypt or South Africa and there are no enemy submarines in the western half of the Indian Ocean (SZ 71-SZ 81) 3 IPCs when at war with Japan if Malaya and Kwantung are Allied controlled Italy: 3 IPCs if Malta, Cyprus, and Crete are Axis controlled ANZAC: 3 IPCs if ANZAC is at war with Japan and Dutch New Guinea, New Guinea, New Britain and Solomon Islands are controlled by the Allies 3 IPCs if ANZAC is at war with Japan and Solomon Islands, Gilbert Islands, Fiji, and Samoa are Allied controlled 3 IPCS if ANZAC is at war with Japan, controls all of its original territories and Malaya is Allied controlled All these national objectives can be supported Vichy France Rules: Game Conditions for Franco-German Armistice At the beginning of France's turn, if the following conditions are met, the Franco-German Armistice will occur: Axis has control of both France and Normandy Bordeaux; Axis has never controlled Southern France; and There are no non-French, Allied land units in Southern France. Game Consequences of Franco-German Armistice French Territorial Control: At the beginning of France's first turn in which Armistice conditions are met, all originally French territories not already under Axis control immediately change ownership to Pro-Axis Neutrals, except: (1) French Equatorial Africa; (2) New Hebrides; (2) any French territories containing non-French allied land units. Any non-French allied air units in Vichy-controlled territory are destroyed upon conversion of the territory to Vichy control. With the exception of Southern France (see discussion of "Zone Libere" below), Vichy French territory operates the same way as other Pro-Axis Neutral territory. An Axis player may capture Vichy French territory and commandeer its forces by moving a land unit into the territory during the non-combat phase of his turn. Fly-over restrictions applicable to other Neutral territories do not apply to Vichy French territory. Fleet at Toulon: In addition to the change in French territorial control, the Armistice changes control of the French fleet. Roll 2D6 for each ship to determine the results: A roll of 4 or less: Ship remains Free French and immediately sails out of the Mediterranean to SZ 91 A roll of 5: Ship is captured by British Commandos, replace it with a British ship of same type and place in SZ 91 A roll of 6-8: Ship is scuttled by Free French resistance, remove it from the board A roll of 9: Ship is captured by Italian forces, replace with Italian ship of same type A roll of 10 or higher: Ship is captured by German forces, replace with German ship of same type "Zone Libre": Any Axis occupation of Southern France following the Armistice results in the scuttling of the Vichy French Fleet at Toulon and the disbandment of all remaining Vichy French forces. These forces are removed at the end of the Axis player's turn in which the occupation of Southern France takes place. Any formerly Vichy French forces that were previously commandeered by the Axis are unaffected by this change. Armistice's Effect on National Objectives: Following the armistice, Southern France is considered Axis-controlled for purposes of Italy's "Roman Empire" objective. Otherwise, the Vichy France arrangement has no impact on National Objectives. Tunisia, Algeria and Morocco must still be directly occupied by Germany or Italy to achieve Italy's "North Africa" objective. Japanese occupation of French Indo China still negates Japan's "Trade With America" objective. Liberation of France: The Allied liberation of France effectively terminates the Armistice. Any territory and forces still under Vichy French control revert back to Free French control. The Vichy French forces in the Southern France and will also revert back if Southern France is liberated by the Free French. This is difficult but doable. The rules should simplified. Other Rules: Placing Naval Units in Enemy-Occupied Sea Zones: With this new rules variation, you may place new naval units in enemy-occupied sea zones adjacent to industrial complexes you have owned since the beginning of your turn. It is up to your enemy to either retreat from the sea zone or attack your ships. This is a game property Neutrality Rules/Diplomacy: Neutral Territories can be persuaded to join a country�s war effort before the Weapons Development Phase. Available to AXIS: Germany, Japan, Italy Available to ALLIES: United Kingdom, United States, Russia, ANZAC (1 per turn) Neutral Territories are identified in one of three categories: Pro-Axis True Neutral Pro-Allies The Diplomacy Cup starts the game with 14 chips No Event = 10 chips (gray) Pro-Axis = 2 chips (red) Pro-Allies = 2 chips (green) During the Diplomacy Phase, a country at war may make up to 2 Actions spending 1 IPC for each Diplomatic Action. The exception to this is ANZAC who only has a minor influence and can only make 1 Action. The number of Diplomatic Actions must be declared prior to making any attempts Diplomatic Action: ADD: Countries NOT AT WAR may only spend to ADD No Event Chips Countries AT WAR may ADD any chip of their choosing Diplomatic Action: PULL: Is only available starting in the 4th round Only one PULL action can be made per territory The targeted territory MUST be declared prior to pulling a chip Territories of Zero IPC value still offer 1 INF unit in the Mobilize Units Phase or in Defense of itself Possible Outcomes: A No Event Chip is pulled: Nothing happens. Put this marker back in the Diplomacy Cup AFTER finishing all Diplomacy Actions. Better luck next time. Political Failure: This represents negotiation breakdowns, political coups, allies acting independently, etc. The terms �friendly� or �enemy� below refer to the applying faction. Do Not put marker back in the Diplomacy Cup. Neutral Territory activation happens in the Mobilize Units Phase. �has no Pro-[Faction] marker in it, put an enemy Pro[Faction] marker on that territory �has an enemy Pro-[Faction] marker in it, that neutral territory activates and joins the enemy faction �has a friendly Pro[Faction] marker in it, remove that marker Political Success: The faction applying this must do one of the following. The terms �friendly� or �enemy� below refer to the applying faction. Do Not put marker back in the Diplomacy Cup. Neutral Territory activation happens in the Mobilize Units Phase. �has no Pro-[Faction] marker in it, put a friendly Pro-[Faction] marker on that territory �has a friendly Pro-[Faction] marker in it, that neutral territory activates and joins the friendly faction �has an enemy Pro-[Faction] marker in it, remove that marker Pro-[Faction] territories can still be activated by units of the aligned faction during Non-Combat Move Phase per the original rules. These rules are too complicated to be supported by TripleA. A simplified version is possible I don't think anyone else is going to implement these rules. You could learn to mod yourself, basic modding is not hard.
  • Warcraft: War Heroes - Official Thread

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    Hey Frostion, sorry for the late reply. I don't know why, but I don't get to see the tooltips on many items. I was really surprised to see your picture. For me it looks like this: [image: shard.jpg] I tried it one the latest stable release and on one of the prereleases: 2.6.22453
  • 💥 Future Wars: Fallen Empire - Official Thread

    maps thedog
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    TheDogT
    Download new version 2021.03 Change Log Lgt-Infantry lost Marine now cost 4 PU was 5 PU Marine new name for MobileInfantry, gain Marine Gunship now cost 10 PU was 11 AirTransport, now cost 8 PU was 9 StrikeFighter new name for Fighter, main changes, Scramble distance 2 was 1 Bomber, main changes Strategic Bombing d3+2 was d3, move 8 was 7, cannot be on a carrier CruiseMissile, Strategic Bombing now d2+1 was d3, move 6 was 7 SAM can now shoot CruiseMissile Starting PU is graded 35-70PU Fixed Crocodile Ford Canal Download from Google Drive v2021.03 https://drive.google.com/file/d/14wKWO4U0SDFr63KnD6kf7czpMbLqQdzF/view?usp=sharing See post 1 for more install details. https://forums.triplea-game.org/topic/2779/future-wars-fallen-empire-official-thread Enjoy and please give feedback. .
  • Aggression 1914 (release)

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    TheDogT
    @schulz Downloaded, but not everyone can open rar files, consider changing it to zip. Im on 2.6.149 I have been testing 2.6, its running fine, ie. it has not crashed, after 1 round.
  • Aggression 1914

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    SchulzS
    @Hepps I've forgot to colour the lakes in the base map thank you.
  • World War I European Campaigns

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    @schulz Here is a possible unit image for Wassmuss of Persia: [image: wilhelm_wassmuss.png] Similarly to Lawrence of Arabia, he would give a bonus to allied units with him. Whereas Lawrence of Arabia would be in Hejaz fighting the Ottomans, Lawrence of Arabia would be in Persia fighting the British. I would picture them both having a small entourage of troops with them as they rarely operated alone. Also, I do not know how others create maps, but for this latest map I used Photoshop CS2. I cropped a world map to get an image of Europe and an image of America, then placed them closer together. I then traced over them and colored in the water. For detailed territories I looked up regional maps of each area and if the territories were too small I would combine two or more together so that I could fit units in them. One thing you have to be careful with is that the lines must be completely black and there can be no gaps, otherwise TripleA won't register the territories properly. This gets particularly hard to do with large maps. For this game, I have been thinking of doing a 1914 start date and that other countries will gradually join the war. Forts will be a new unit like bunkers in other games. [image: Marne.PNG] I have done some AI games and it looks like if there are forts on the French-German border, the German AI will turn away to avoid them and instead attack through Belgium, which is close to what happened historically.
  • New (& Old) Mods for TripleA

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  • Best Triplea Map to play

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    ubernautU
    @umesh ai i'd say any of the v3 variations, 1914 no mans land, nwo or v3. versus human i'd say TWW
  • Limits of maps

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    LaFayetteL
    FWIW, a very sizeable chunk of the memory footprint and memory pressure comes from rendering the minimap. The minimap is rendered by drawing the entire map at full scale and then shrinking it down. The more detailed the territory images, the more memory that this will consume. Physically larger images can allow for greater detail, but not necessarily. Hence a large map where all the territories are a single color will require less memory than a small map where the territory images have lots of detail.
  • Removing grey edges after resizing base maps

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    ubernautU
    @schulz i think you're gonna have to do a better job with the resizing
  • New Map: World War 1 End of Empires

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    I am changing battleships to be unbuildable and 1-hit. I thought that this would lead to a lot of battleships being destroyed too quickly, but after a few playthroughs with the AI it seems like I was wrong.
  • AI Suitability

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    RogerCooperR
    So I am starting to examine AI suitability for some randomly picked scenarios. Great Lakes War All these scenario are fine for AI Great War The only problem for the AI is the odd blockages for the US. This is an old scenario before events were introduced into TripleA. The large numbers of units and sprawaling map also slow the game. The actual units are straight-forward and the game can be played with Fast AI. Combat movement is before purchase.
  • Global 1940 improving the notes

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    ubernautU
    @zlefin just make sure you aren't reusing other people's IP.
  • Best Rules Version

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    Z
    @rogercooper It has some understanding, but not a complete understanding; from what I've been able to tell. It does, at least partly, recognize the movement bonuses units will get in terms of avoiding counterattacks, though I'm not sure it does so fully. In terms of strategic bombing, I'm not sure to what extent it specifically targets harbors/airfields that are relevant right now, vs simply targetting anything in the area that's raidable that it's not already invading. (and of course bombers often have regular combats worth doing as well). It does not seem to preferentially move units on/next to harbors/airfields so as to get the movement bonus. I was trying out Global recently, and some of the moves quite clearly showed the ai not 'getting' the impacts of those bases.
  • 270BC - Official Thread

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    C
    @lafayette said in 270BC Wars - Official Thread: @Cernel why is there a '+' folder in the map? Seemingly it's making the download size quite a bit larger than it needs to be. The "270bc" map has several such useless items too. The main difference is that I group them externally, leaving inside the "map" folder nothing but what is or may be used by the program. Completely useless items of 270bc (I would keep without the "map" folder): https://github.com/triplea-maps/270bc/blob/master/map/misc/Legend.png https://github.com/triplea-maps/270bc/blob/master/map/territoryNames/Saria.png https://github.com/triplea-maps/270bc/blob/master/map/territoryNames/Heraclea.png https://github.com/triplea-maps/270bc/blob/master/map/units/alt/RomanRepublic_unit_development.png https://github.com/triplea-maps/270bc/blob/master/map/units/alt/archer_hepps.png https://github.com/triplea-maps/270bc/blob/master/map/units/alt/archer_with_marker_at_55pt.png https://github.com/triplea-maps/270bc/blob/master/map/units/alt/ballista_with_marker_at_55pt.png https://github.com/triplea-maps/270bc/blob/master/map/units/alt/hoplite_with_marker_at_55pt.png https://github.com/triplea-maps/270bc/blob/master/map/units/alt/legionaire_hepps.png https://github.com/triplea-maps/270bc/blob/master/map/units/alt/warelephant_hepps.png https://github.com/triplea-maps/270bc/blob/master/map/units/alt/warelephant_hepps_hit.png https://github.com/triplea-maps/270bc/blob/master/map/units/Neutral/longboat.png Other maps have a lot more useless items than this one.
  • Aggression 1941

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    ebbeE
    @schulz Hej Schulz, you asked me to use Soundfiles I made/ adapted for the recently released WW2 Oil & Snow project, which is fine, ( except the intro tune , I prefer to keep that unique ) nice to see another 1941 map and I like your ingredients...

Recent Posts

  • 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
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    Good Points

    Interesting variations on units and territories

    Bad Points

    Strongly favors the Axis New unit types not explained in the notes
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  • image.jpeg

    The end of the game. Round 7. The Soviet Union destroys the German army at Dnepropetrovsk. 76 conscripts to soak up hits, plus 42 anti-tank guns to provide some firepower while soaking up more hits, plus some tanks and artillery to enhance the offensive firepower.

    I may need to make some tweaks to help balance this. However, Germany did put up a better fight on the northern part of its eastern front than it did in the southern portion.

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    The Asian mainland, round 7. Japan would love to just crush China but thus far has been unable to do so. Japan would also like to start pushing Britain out of India, but that hasn't happened thus far. Britain just got Raj tech, which means three free colonial militia for India each turn.

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    Japan has conquered the Philippines and part of the East Indies. It finally took Hong Kong. Singapore is proving a disturbingly tough nut to crack.

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    Neutral farming for America Pacific. Also it has been building up its fleet to be able to challenge the IJN. Japan hasn't kept pace with the naval builds, because it's been preoccupied with mainland Asia and the East Indies.

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    The Soviet Union has been one of Japan's problems. Vladivosok is worth 7. The Soviets recently started placing 9 units a turn there due to industry tech. Japan does not want that war, because it's one war too many.

    End of the game tech: Germany had just gotten Speer's Industrialization. It was making good progress with advanced tech. But all that was hollow without Panther tank tech (which it did not yet have). Japan was making good progress with its Japan techs, but the Japan techs it really wanted--the income increasing ones--would not kick in until later in the game. Italy was unlucky with its tech rolls, with nearly everything chosen at random. Britain had made good use of tech (industry tech), the Soviet Union had gotten conscription 1 tech (1 free conscript a turn per factory, so long as the underlying territory is originally Soviet and worth at least 9). Possibly the most successful for tech was America Pacific. It had discovered fleet carrier, it had an SPC, and it had extended range for piston tech. (Allowing its fighters, heavy fighters, dive bombers, and torpedo bombers to have a range of 4.)

    Conclusion: I could have played better with both sides. No question there. That said, I believe the map is unbalanced in favor of the Allies. Germany got distracted from its eastern front too quickly. Japan could maybe use a couple extra transports with which to start the game. Britain can exert too much pressure too quickly in France, and it's difficult for Germany to counter that due to Britain's advantage in local unit placement capacity. Italy had some success, but it didn't look as if that success was going to turn into anything decisive. America Atlantic's income grows over time--I think it hits full income on round 10--so it was going to be able to put more and more economic pressure on Italy.

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  • The start of round 5 for a recent test game.

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    Germany built a ton of transports on G1, and conquered Leningrad on G2. After that, however, the northern portion of Germany's eastern front somewhat stalled. Note the massive Soviet unit placement capacity on Archangel and Gorky.

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    This is the southern portion of Germany's eastern front. It is tempted to unite the Kiev and Vitebsk stacks in Gomel. While the German offensive might stall before Moscow, at least the Germans can add some land before that happens.

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    Over in the west, the British have been invading France. Germany probably under-spent on that front early game, but is trying to make up for it now.

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    Germany may have messed up its western front. America Atlantic is starting to behave as you'd expect America in NWO to behave. To push back against that, the Germans should not have neutral farmed Switzerland on G1. Instead they should have gone to Spain earlier, in an effort to prevent the Allies from taking root there.

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    The east Mediterranean. The British weren't paying enough attention, and the Italians won a crushing victory in the Western Desert. Italy should be in good shape on that front, at least for now. However, problems are starting to appear in the west.

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    China! China has been a major thorn in Japan's side. Japan has been going south. China has responded by going south as well, and exerting major pressure on Japan. Japan had built a factory + trenches for Tonkin. China took Tonkin with a couple of heavy guns left at the end of the fight. Instead of retaking Tonkin immediately, Japan shipped to Kwangsi, to destroy a large Chinese army there. China responded by building units + trenches for Tonkin. Japan took Tonkin anyway, but it was tough. Due to an error on Japan's part, China destroyed a Japanese army in Western Hunan. China is getting pushed back overall, but it's been tough work for Japan.

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    The Japanese fleet that destroyed the American fleet at Pearl. 8 torpedo bombers attacked during the air phase, and the rest of the Japanese fleet moved in during Japan's turn to finish off the American fleet.

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    America Pacific's fleet. It is licking its wounds after its defeat at Pearl. It has also started neutral farming.

    Technology
    Germany hopes to have SPCs producing Panther tanks, ideally with Speer's Industrialization adding more tanks. It's made some progress towards achieving this, but has yet to unlock Panther tank tech.

    The Soviet Union would love to have SPCs producing KV-1 tanks. But even more than that, it would love to unlock better recruitment tech. (Of which the Soviet Union has by far the best in the game.) Also it's been having unit placement problems due to too many conscripts and anti-tank guns. Recruitment is the primary focus for a Soviet research center, while tanks tech and advanced are areas of secondary focus. Its other primary focus I think is Innovation, because Industry tech would solve its unit placement problems.

    Japan has two research centers. One of them has a primary focus on Japan tech, because that is a good way of increasing its late game income. Already Japan tech has yielded Long Lance torpedoes. It could also envision itself having SPCs, producing fleet carriers. Therefore carriers tech and advanced are among Japan's research goals. It also (accidentally!) got industry tech. That adds +2 to a factory's unit placement capacity, so long as the underlying territory is worth at least 2. That tech has solved Japan's unit placement problems.

    Britain also got industry tech, but unlike Japan this was done on purpose. This gives Britain the ability to place more units on India and Africa, should it wish to push harder against Japan or Italy. The extra unit placement capacity is also useful for its war against Germany.

    Italy. With just one research center Italy doesn't have much of a research strategy. Its goal is to get free units or resources. With that in mind, it chose innovation as its primary focus and recruitment as its secondary focus. It has yet to unlock any free resource techs, but it is certainly looking forward to doing so.

    America Pacific. America Pacific is proud to have already discovered fleet carrier tech. In addition it has discovered advanced 1, allowing it to build one SPC. Receiving a free fleet carrier every other turn will help it in its war against Japan. It is also focusing on USA tech, because that is a good source of added income. Due to making piston air a priority, it received SBD Dauntless tech. At least for now, its dive bombers are better at naval combat than its torpedo bombers.

    America Atlantic. Also focusing on USA tech to add to its income. It could envision itself with some SPCs creating Pershing heavy tanks. America Atlantic is the most income nerfed nation in the game. After very minimal income for rounds 1 - 2, it collects 30% of its true income on round 3, 40% on round 4, and so forth. Late game it will be an economic powerhouse. It is planning on using this economic strength in Spain, North Africa, and the Mediterranean. It could envision itself eventually conquering Rome.

    read more

  • Latest version v010 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!

    .
    v010

    Fixes Victory conditions, now counts the Rings correctly

    .
    🔻🔻 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

    read more