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Recent Posts
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In a normal TripleA type map, it would be, "I have more air than he has ships. Therefore I will kill his navy on my next turn!"
And what makes you think your game will be any better, other than throwing in 'win more' stuff and endless superficial complexity, all while pretending to avoid it?
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Giving the rest of the world map a quick lookover
Morocco/Spanish Morocco is a little too pointy Canary Islands being at the junction of three sea zones is good, but it could be shifted left a bit to put more space between itself and the African coast Algeria is well divided but French West Africa is pretty off - Dakar extends across much of Mauritania, while Dahomey is covering what should be Upper Volta Cairo is a poor label for southern Egypt since it lies in the northeast - Upper Egypt would probably be the best name for the southern region, or Aswan if you wanted another city name Rhodes has a distorted shape, that whole lobe on the left shouldn’t be there - and what if Rhodes were shifted east to lie on that junction point between the sea zones instead of floating within the same one as Crete? The east half of Lebanon should be part of Damascus instead Using the capital city Taihoku as a label for the whole island seems odd if you’re not subdividing it further - why not just Taiwan or Formosa? North Korea and Keijo are a mismatched pair - either North Korea and South Korea, or Keijo and Heijo China’s got a weird mix going on where half the country is labeled with provinces and the other half are cities
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Latest version v015 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 buttonEnjoy!
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Faster Turns Streamlined the way the 16 Fate items are displayed. Being Allied would over write some Fates depending on the TT it was in. Improved pre 1st turn speed for random placements
v015.

v005 unchanged 11 Rings of Power Manual here; 

11_Rings_of_Power_Manual.pdf
Suggested latestTripleA version 
https://github.com/triplea-game/triplea/releases
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Link to 1st post that has;
Downloads for new Players
https://forums.triplea-game.org/topic/4444/11-rings-of-power-official-thread
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Or, you can scrap the coastal battery idea entirely and make the air units more cost effective against the ships.
In a normal TripleA type map, it would be, "I have more air than he has ships. Therefore I will kill his navy on my next turn!"
With Flames and Steel it's not quite so simple. There are two flavors of air unit: fighters and bombers. Several different types of fighters: fighters, heavy fighters, advanced fighters, early jets, and jets. Several different types of bombers: dive bombers, torpedo bombers, medium bombers, strategic bombers, flying wings, and Superfortresses.
Suppose that Germany had an idea of using air to sink the British fleet in the English Channel. During the "allocate bombers" phase it sends in torpedo bombers (the best choice for anti-naval), dive bombers, and even a couple medium bombers. This bomber allocation is revealed to the Allies before the "allocate fighters" phase. During "allocate fighters," all three of Germany, Britain, and America Atlantic allocate fighters to the upcoming battle.
Then there is a two round dogfight, where Axis and Allied fighters shoot at each other. After the dogfight, any Allied fighters which survived are now able to shoot at German bombers, using their interception value. German bombers shoot back, using their air defense value. Destroyed units are removed from play. Damaged bombers are considered aborted and do not get to fire at surface targets. But, any German bombers which weren't destroyed or aborted then get to fire at Britain's ships. British ships actually hit by bombers get to fire back. Those which weren't hit are considered too far away from the combat to participate. This lasts two combat rounds.
The Pearl Harbor attack consists of eight Japanese torpedo bombers attacking five American Pacific battleships, plus some other ships. America Pacific has little or no air defense against this. Those eight torpedo bombers hammer the Pearl Harbor fleet hard. Remember that battleships take five hits to kill! Japan loses 0 - 1 torpedo bomber in the attack. The fleet at Pearl gets hammered hard during the air phase, and then on Japan's turn the IJN comes in to finish it off.
In my play test games, Germany would sometimes build fighter type aircraft for its western front. But it stopped short of building bomber-type aircraft for that front, because the money for that was needed elsewhere. The fighters gave it reasonable defense against Allied strafing or strategic bombing raids. Germany would also need to defend Italy's West Mediterranean transports against Allied air. For that it had fighters in Madrid. Probably having a single battleship in that sea zone would have made sense also, in case any Allied bombers got past Germany's fighters. Germany should also have built a heavy fighter or two, because those have a better interception value than normal fighters.