• Revisiting an old project

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    redrumR
    So there doesn't appear to be an appetite to rebalance this map based on the territory differences between RTW and 270BC. So I've taken the improved unit images and dice images and merged them into standard 270BC: https://github.com/triplea-maps/270bc/pull/4 I will also be reviewing the changes in 270BC variants to see if any balances adjustments should be added from those. New official map thread: https://forums.triplea-game.org/topic/1448/270bc-official-thread
  • This topic is deleted!

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  • Unit costs of World at War

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    @Schulz Moving to Maps & Mods.
  • D-Day Version 3

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  • did anybody fix that bug on the game of thrones map?

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    @runman Sadly, I don't think anyone fixed anything. It's many years that several people talk about the Game of Thrones map, but nothing has ever come out of it (I may be interested in playing that map if well remade). If you are interested in learning mapmaking and fixing it yourself, you can do it (whatever changes are probably going to be accepted, I assume, the map being just largely broken).
  • Historical Statistics

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    RogerCooperR
    I have added total mobilized: [image: 1552950679041-35360048-954c-449f-984e-7a611e94440c-image.png] Country Manpower on Entry into War End of War Peak Number Total Mobilized Albania 13,000 13,000 13,000 Australia 91,700 575,100 575,100 993,000 Belgium 600,000 650,000 650,000 900,000 Bulgaria 160,000 450,000 450,000 1,011,000 Canada 63,100 759,800 759,800 1,100,000 China 2,500,000 5,000,000 5,700,000 14,000,000 Denmark 6,600 6,600 6,600 Finland 127,800 270,000 270,000 270,000 France 900,000 437,000 2,680,000 2,680,000 Germany 3,180,000 7,800,000 9,500,000 17,900,000 Greece 430,000 540,000 540,000 Hungary 80,000 210,000 210,000 210,000 India 197,000 2,159,700 2,159,700 2,581,800 Italy 1,899,600 259,100 2,563,000 2,563,000 Japan 1,700,000 7,200,000 7,200,000 9,100,000 Netherlands 270,000 400,000 400,000 400,000 New Zealand 13,800 192,800 192,800 192,800 Norway 25,000 25,000 90,000 Poland 1,200,000 250,000 250,000 2,400,000 Rumania 686,000 370,000 1,225,000 1,225,000 South Africa 19,000 198,000 250,000 UK 681,000 4,683,000 4,683,000 5,896,000 USA 5,413,000 11,877,000 11,877,000 16,354,000 USSR 9,000,000 12,400,000 13,200,000 13,200,000 Yugoslavia 150,000 800,000 800,000 1,500,000
  • World at war : variant v3 (Victory Conditions)

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  • Feudal Lords

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    @redrum Wow that is seriously Ethnic oriented. There is that single "Slavs" players that groups together Pomerania, Bohemia, Polonia, almost all Russia, Serbia and Bulgaria. Tho, in this case, they got the name "Britons" wrong, as those are, rather, the "Anglo-Saxons" migrants, since also "Brittany" ("Little Britain") I see it is not part of the "Britons"...
  • No retreat LL games? Especially NML/NWO

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    Have you ever beaten the Union militarily? So who made the map? Also wondering if there is any negative consequence for having negative manpower?
  • Total World War: December 1941 (BETA) 2.8.0.5

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    redrumR
    @LovePlayingAAA Good catch, it appears we missed a few updates on some of the HeavyDestroyers and will fix that in the next minor version. ImprovedDestroyers and AdvancedDestroyer techs still exist and have been updated to make different improvements for destroyers now. This post outlines the sub/destroyer changes: https://forums.triplea-game.org/topic/493/total-world-war-december-1941-beta-2-8-0-5/392 (there were a few adjustments to that original vision). The notes haven't been updated yet for 3.0 but are in-progress and hopefully be added shortly. Please use the new TWW 3.0 for discussing the new version: https://forums.triplea-game.org/topic/1181/total-world-war-december-1941-3-0-0-0-now-available
  • Unit Browser Instructions

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    MahksM
    UBr Update: WARNING using this update will require scenarios to be reloaded. Added sorting options. Added a list of game properties used in the scenario. Better handling of complex support attachments. Fixed off-line issues. Production frontiers are now dealt with as groups in the unit list, rather than having them as separate items in the empire list. This allows one to view and filter the frontiers so one can compare. Initial placement units are placed in a group as well as sometimes they are not in a production frontier. Newest version : UBr Link 1.002.003
  • Iron Blitz (with Classic Map)

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    not sure if i should start a new thread but ever since i update to 1.10.13285 the game cannot parse: age of tribes classical civil war eastern campaign 1914 blood and steel thegreatwar-ultimate
  • Star Trek Dilithium War - Official Thread

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    HeppsH
    @Frostion Just the new pizza delivery feature!
  • Update for Domination 1914 No Man's Land

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    SchulzS
    Did you guys get permission from sieg for adding additional sea zone into Pacific during WaW update process? If not then wouldn't be possible to divide Belarus and Arabia in the update like you had done similar thing in WaW?
  • Upgraded V3 41-42 Version

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    @Panther Thanks : )
  • Big World v3 issues with balancing - unbalanced

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    Not sure why this was moved in tournaments, but moving it to Maps & Mods, if that's fine.
  • The Rising Sun

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    zod's explanations don't account for it at all though. his stuff applies to ALL sieg maps, by his own statement. While the situation we have here is TRS receives very little play, while NWO and WAW receive a good amount. In order to be an explanation it needs to account for that discrepancy. which means it needs to point to something that differentiates TRS from the other Sieg maps.
  • WWII Revised - Facelift

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    General_ZodG
    @hepps Yeah, I saw a nice bf109 model with that paint scheme. I'm glad someone noticed it. As the infantry goes, he is glistening in the sun and sleeves rolled up ready to fight. The tiger is much nicer than original too, added the german cross and high lighted some areas so the tank pops a little. These were little experiments to see what it takes to improve units. It's quite difficult to work on tiny scales where a few pixels is all I have to work with. But I learned a lot. Too bad we don't have a vectored graphics for TripleA, then can do all kinds of stuff on any scale.
  • Domination 1914 - Meat Grinder

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    SchulzS
    Hello scallen1 I am huge fan of this game and I had several attemps to improve the current dom 1914 for years but I did generally failed. Then I really realize what dom players (or TripleA players) want to see and what they don't want to see in the game. You can improve any game greatly but in term of the taste of people that's another story. These are general opinions of most dom 1914 players (or big map players) (including me) Historical accuracy: It is not as important as you think coz nobody really care. Also making these map historical would make the game significantly more unbaşanced. Declaration of war: Another bad idea. Every nations definitely should always start in the first round. These triggers slow downs speed of game. Increasing the importance of techs: Not good idea because some players can prefer playing it without techs and the current tech rolling system is already very dicey. Boosting these techs makes the game more aleatory. Different units/costs for different nations: People usually don't like it. They like great variations of units but generally better to give every nations to the same units. Too many country: Again, it just slow down games, they don't provide more strategic options. I would liek to see to share more my opinions if you are interested in. Thanks.
  • Map question like global with more territories

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    RogerCooperR
    @redrum The most areas on a world map is the World at War Map. However it does not use the AAG40 rules.There is no map that uses the AAG40 rules with more map areas. However, it would not be hard to change an existing large map such as World At War,or Ultimate World/Global War to AAG40, by cutting & pasting the xml file. Note that v3/AA50 rules differ only in small ways from AAG40 rules. You could probably play Ultimate World or Global War without making changes.

Recent Posts

  • Latest version v270 ready for download 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!

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    v270

    Bunker 4pu, was 5, helps the AI buy more Turkey will now defend as a nation, if attacked, was as each separate territory

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    🔻 Unchanged v255 documentation, last page has winter turn on instructions. 🔻
    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

    read more

  • Name Hearts of Iron: The Rising Sun 1942
    Description World War 2 in 1942 on the Big World map with many added unit types
    https://axisandallies.fandom.com/wiki/Hearts_of_Iron:_The_Rising_Sun_1942
    f8519453-3506-49db-ba4c-5fceca8f4170-image.jpeg

    Good Points

    Both sides have a chance to win

    Bad Points

    Many unit types are similar
    read more

  • I hope I'm not spamming. Let's continue:

    1 round = 110 days, so the game should last approximately 15 rounds.

    The USA joins in Round 9, slightly earlier than historically to represent its support for the Entente even before entering the war.

    Russia will receive an increasing income penalty each round. It will be negligible early on, but they will eventually go bankrupt in Round 11 (September 1917) and permanently leave the war in the next turn. Their units will be removed, and all unoccupied Russian territories will become impassable. The Central Powers will keep any territories they have already captured. Here's how the Russian income penalty will gradually increase:

    Round 1: -1
    Round 2: -2
    Round 3: -4
    Round 4: -7
    Round 5: -11
    Round 6: -16
    Round 7: -22
    Round 8: -29
    Round 9: -37
    Round 10: -46
    Round 11: -56

    No upkeep this time, but unit costs are doubled. Here are the standard land units:

    Infantry 2/3/1 : 6 IPC
    Artillery 3/3/1 : 8 IPC
    Fighter 2/2/2 : 12 IPC
    Cavalry 2/2/2 : 8 IPC

    However, I'm thinking about giving the Russians and Ottomans slightly different units: weaker, but with more HP efficiency. This would offset their lower incomes, greater vulnerabilities, and worse factory positions. Plus, their individual territories are generally worth less than those of the other powers, so cheaper units would give them more incentive to fight even for lower-value territories. They would have Light Infantry and Light Artillery instead:

    Light Infantry 1/2/1 : 4 IPC
    Light Artillery 2/2/1 : 6 IPC

    wwieurope - values - Copy.jpg

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  • @RogerCooper "Russia leaves the war if x number of its territories are occupied" sounds good to me. I would simplify it even further, if anything. Like:

    It's no longer optional.
    No more "after Round 4" condition.
    Not even the "only territories close to Moscow or Petersburg" condition.

    read more