• 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.
  • Misspelling in World War II Global maps.

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    @scousemart You can download mapskins like maps. This mapskin is available in the repository, under skins. Map skins are a view option, of course.
  • The Rising Sun Variant vXXX - Official Thread

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    vicvictoryV
    @hepps That's the way it goes. I'll add this information piece to our thread.
  • World at War Variants - Official Thread

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    vicvictoryV
    Axis vs Allies. Who will be victorious? Good to know: TURN ORDER in World at War - Variants Addendum: Axis nations go first, Allies go second. [image: 0_1535308261116_Turn order WAW.jpg] AXIS TURN ORDER Germans - Italians - Finns - Romanians - Japanese - Thai ALLIES TURN ORDER Chinese - Russians - British - French - Americans - Anzac - Dutch
  • WAW variant vXXX version 1.7.8

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    @mario-rafael-herrera-vaca received it.... when are we playing...pbem
  • World at War variant vXXX

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    vicvictoryV
    @general_zod You're right. Recruits are used as a mechanism to build other units only. @Mario-Rafael-Herrera-Vaca Recruits have to be regarded as a resource item only like iron or fuel. Recruits units are produced by Factories, depending on the maximum production unit value of a specific territory at the end of the round. They will be consumed by producing specific units. When @sneakingcoward first implemented the resource item "recruits" into World at War variant vXXX map and second in The Rising Sun variant vXXX map, gameplay became once more realistic. Both maps belong to TripleA maps that are state of the art. [image: 0_1534581074462_wawtrs_postcard.jpg]
  • World at War variant vXXX version 1.7.8

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    @mario-rafael-herrera-vaca Moved to maps and mods, assuming it doesn't necessarily entails modifications to the TripleA program itself. I would update the title to be more specific, also on the account that there are several topics about this game. The referring mapmaker is @sneakingcoward.
  • European War

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    @schulz no I got it to work. Just took a long time for my computer to have the map blends show up. Just waiting on the PR to get merged
  • Crazy Europe: House of Habsburg

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    CrazyGC
    Little one is a galley, big one is a man of war. Both can fight, I really dislike the instantly killed dedicated transports of some games.
  • Random number of units placed randomly at random turns?

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    CrazyGC
    Random though about this. Currently you can make a trigger fire another trigger. <option name="activateTrigger" value="triggerAttachmentRussians5_FarEastReserves:1:false:false:false:false"/> (Format: "triggerName:numberOfTimes:useUses:testUses:testConditions:testChance") How doable would the following be? <option name="activateRandomTrigger" value="triggerAttachment1:triggerAttachment2:triggerAttachment3" count="2"/> The above would fire exactly 2 of those 3 triggers at random. IDK how important the additional options are for activateTrigger (I don't understand what the test things do, and if I wanted to fire the trigger more than once I would just put more lines) Also I investigated and I do not have the global conquest map on this computer. Sorry
  • AI never buys resources?

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    redrumR
    @comr Best thing is to play some of the new/complex maps and read the POS2 XML to understand what is available today: https://github.com/triplea-maps/the_pact_of_steel/blob/master/map/games/pact_of_steel_2.xml The AI overview and backlog of improvements are here: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback. I wrote all of the Fast/Hard AI so know all of the algorithms/code for it. It was primarily written to play the standard A&A maps (classic, revised, v3, global, etc) so it performs reasonably well on maps that primarily use similar rules. But if you try to have the AI play Total World War or Civil War, it plays very poorly and doesn't understand many of the features used in those games. Suggestions and contributions are always welcome and you can find the AI code here: https://github.com/triplea-game/triplea/tree/master/game-core/src/main/java/games/strategy/triplea/ai
  • This topic is deleted!

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  • Can Russia upgrade minor IC's to major?

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    HeppsH
    @willk_1230 So if by eligible Minor Factories... you mean the one in Novgorod and the one in Volgograd... then it is because neither is eligible to be up-graded. "Major industrial complexes can be built only in originally controlled (not captured) territories with an IPC value of 3 or higher." Page 23 Restictions on Placement Pragraph 4. Here is a link to the manual for your reference.... https://www.axisandallies.org/wp-content/uploads/2011/12/Axis-Allies-Europe-1940-Second-Edition.pdf
  • Civil War | Ships placement

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    I know the owner of the map is not around, so what I'm asking here is what most players understand or anyway play with.
  • Civil War | Assign and hide utilitarian players

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    @cernel Ah, well yaml file updates just determine whether users that have the map downloaded get prompted to update it. Probably don't need to update it for a minor change like this. But not a big deal either way.

Recent Posts

  • @TheDog
    Thanks Dog. I think the AI may have issues moving the 2 hit tanks, as they start off with stacks of 9? per territory in the game.
    I have been playing a few games, against AI and have decreased all incomes to see how it affects the game.
    If I am playing against AI AXIS for example I drop all countries by 10-20 % and Allied countries by a further say 10%,
    I feel it starts to factor in the drain on manpower that all countries faced in WW2. makes the later game tougher as well
    So for example the UK finds it a lot tougher to field large armies in Far East, Italy and Europe towards the latter stages of the game along with maintaining Naval supremacy.

    I like physically shipping units to Russia and China from other allies as well. So I delete the lend lease depots and it makes some interesting convoy scenarios as the Germans react etc.

    read more

  • @captain0
    Apologies for the late reply.

    A few more land/ sea territories would be great.

    I agree, but Im no map-maker, I will have to wait for someone to offer.

    .

    do you think there is an issue with the stacking restrictions on the old 2 hit tanks?

    As they are 2HP, there max stack is 5s, So you have to move the ones nearer the objective first, then the rear TT/echelons after the nearer ones. This principle applies to all stacking in the map.

    PT boats were considered, but decided against, Bomber-Tac does a similar but has a more versatile role.

    .

    enemy factories are destroyed on capture and you can only build light industry on non sovereign territory?

    Again considered, but for simplicity, kept as is. I was conscious that a lot of complexity was going into the map and that it might be too much for players to take in.

    .

    Also do you think the Russian player should be immune to Winter as they were more better prepared for it historically.

    True they were, but again for simplicity kept simple for both Germany/Russia. The Russians do have a lot of Siberian troops/ Inf-Elite that are 'immune' to the effects of winter, so as a player spam them in the north.

    .

    Maybe also a Rasputitsa effect could block all movement on the Eastern front (all player) for one turn after Winter.

    Tried a variant of that, the Germans kept on losing in the north, it was so hard to balance, so removed for simplicity.

    .

    they have to manually enter the quantity as there is no selector arrow for the box like other units.

    Yes, this is a know problem with the TripleA look & feel, FlatLaf, if it bugs you try this;
    Game> Engine settings> UI theme tab> change FlatLaf Dark to Metal or Nimbus

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  • Name Ozteas 1941 Global Setup
    Description A 1941 scenario for the Global game
    https://axisandallies.fandom.com/wiki/Ozteas_1941_Global_Setup
    image.jpeg

    Good Points

    Reasonably balanced 1941 start speeds game and eliminates the messy political rules

    Bad Points
    *

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  • Updated to 2.63

    Screenshot from 2026-09-25 20-20-09.png

    read more