• 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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    C
    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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    redrumR
    @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.
  • Japan limited on Minor IC's in Global 40?

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    @willk_1230 unless you already have one there you should be able to. Post a save and we'll try and see what's up
  • This topic is deleted!

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  • Alagaësia

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    alkexrA
    Version 1.0 released, uploaded to map repository. Updated the first post in this thread to reflect this.
  • Axis and Allies 1914 Map

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    mezzaM
    @panther Thanks! Hopefully someone will be able to make a workable version.
  • Conversions to Version 1.9

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    RogerCooperR
    @rogercooper Everything I have has been converted. I will leave it to others to put these in the repository.
  • question about TWW

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    prastleP
    @hepps gigglez
  • i need someone who can help me develop a new game

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    RogerCooperR
    @seancb Can you post your rules & setup?
  • Unit Browser

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    MahksM
    @general_zod Got the support bonuses working: UBr Update Filters may be configured under "Settings" (Not 100% happy with those yet) The techAttachments do not look like they will be useful. Since they are dependant on whether the player has the tech or not, it would be hard to display, unless there is a popup with all techs switched on, but ... messy...
  • Global 1940 2nd Ed. Revised_Combat Move First

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    @drbrunch Hi dr It's mostly a personal preference thing. NWO uses it. Their reasoning was for when you have AAguns shooting at air units during flyovers in CM, you would know before purchase if you lost any air. As far as the mod goes, if it's RD 4, Russia can attack regardless of the phase order. Suppose the Game Notes could be updated to reflect that.
  • WWII v3 1942

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    SchulzS
    @deltium I would like prefer to play the it via the lobby if possible. I don't know how to PBEM, I used to try it but I was unsuccesfull during the v341 tournament.
  • Non Combat Move - Disable issue

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    MahksM
    @general_zod resetUnitStateAtEnd fixed it thanks!
  • Terra Firma 1939

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    redrumR
    @oda Overall, definitely a step in the right direction. I think you have at least a good core unit set now and the infrastructure portion is pretty interesting. I think just layering on a few more of the features you have planned then starting to get some games going to test balance is a good approach. If you have any questions on the XML or would like feedback on any particular areas just let me know.

Recent Posts

  • Unit pricing is a bit of an art, there’s not really a universal formula for how many PU each stat or ability is worth. Generally it’s a good idea to start with your cheapest general purpose combat unit which players will be purchasing in the largest numbers (in A&A, the Infantry) and use it as an anchor to balance the rest of your roster against. Because for every more expensive type of unit, the question players will ask themselves is “why should I buy this instead of an equivalently priced stack of infantry?”

    Fighting effectiveness is something that can be calculated. If you tell an AI that you need to calculate how often 6 Infantry beat 3 Tanks in battle on offense and defense, it can give you the exact probabilities once you’ve provided all the unit parameters. Whichever unit wins more often for the same IPC investment is the more efficient in combat.

    I could go through a long list of examples to prove it, but I’ll just summarize and say that of the four basic combat stats (HP, attack, defense, movement), HP is king when it comes to combat efficiency, specifically HP per IPC. And when all the land units have 1 HP, a stack of cheap units is almost always favored to win against higher priced ones with more attack/defense. The only things that can really shift the balance in favor of the elite units over the swarm is if they have multiple attack rolls, multiple HP, or special abilities that disable or debuff some of the enemy units - which none of the land units in A&A have.

    But combat efficiency isn’t the only thing you’re paying for. Movement is obviously another. Fast units should not be as cost efficient as slow units (otherwise no one would buy slow units) - you pay a premium for the greater responsiveness you get for extra movement points.

    How much that extra movement is worth depends heavily on both the map size and the overall unit density. Extra movement becomes more valuable on larger maps, and blitzing capability is most useful on maps with lower unit density (leaner starting forces and relatively lower incomes).

    Then you have all the other abilities like support, AA, etc. these are valuable for creating different role archetypes - jobs one unit can do better than any other unit. In A&A, Infantry’s role is to be the basic line holding and HP filler unit. It is the most efficient unit to buy for defense and to sacrifice as a casualty. Artillery’s role is an enabling one that turns the Infantry into an efficient attacking unit as well. The AA Gun is crap for most purposes but the only unit that has a chance to bypass screening and snipe powerful air units before they can fight.

    The Tank delivers poor combat value for its price in A&A, but still has a role it can fill because it is fast, capable of blitzing, and individually superior to a lone Artillery or Infantry - exploitation. The Tank is good for seizing poorly defended territories. It’s bad for fighting in large scale battles on its own, but it can be used to tip the balance between two fairly evenly matched stacks of infantry. In wide fronts like Russia, tanks have multiple avenues they can attack from, which forces an opponent to spread their defenses or leave some areas uncovered. One Tank costs the same as two Infantry, and usually loses if it attacks them, but if your opponent has to put them in two different places to cover the Tank’s possible attack avenues, then the Tank has favorable odds to beat either of them on their own. So in the right environment (areas with a lot of provinces), the Tank makes up for its inefficiency in combat by threatening many areas at once.

    The land and naval combat systems are self contained and relatively easier to balance. Air units are the hardest ones to get right because they interact with both systems - you might fine tune it to be in great balance with the land units but then find it plays horribly with ships, or vice versa.

    And the base game does far from a perfect job at balancing unit capabilities against prices. I could go on a really long tangent about all the things it did poorly. So use basic A&A as a benchmark you don’t want to do worse than, but not as a shining example of balance done right.

    Basically, at the end of the day, you want to look through your unit roster and ask if there’s a good reason players would pay the price you’ve set for that unit instead of something else? Does every unit have some niche it can perform better or more efficiently than all the others? If any of the units have overlapping roles, what traits set them apart - do they both have at least one distinct strength over the other, or interaction bonus with different unit types?

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  • @Schulz
    No, is the simple answer.

    But Atk+Def+Mov (-1 for A&A style) then +1 or +2 for any Targeted or Support Atk/Def or +1 other added bonuses like isDestroyer
    Then playtest to see if the AI buys them.

    You can have the above then a multiplier and the AI still works out relative values.

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  • Update to Version 2.64

    Screenshot from 2026-11-14 02-36-46.png

    lol hope you can read it. The font gets smaller all the time.

    And so does the download Maps window wtf ? Maximize and the maps window stays same size. Can't even read what the fckn map is. Just the first three words.

    Fckn Stupid !

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  • Is there any reliable way to figure it out?

    Like, how would you readjust the cost of all your units if every unit had anti-air ability? Or how about giving +1 attack or defense to any unit? I know it's pretty map-specific, but just wondering if there's a way to determine cost differences between units as correctly as possible.

    I like unit costs being as close to each other as possible. Like decreasing air units' cost as much as possible while not making them overpowered. Or something.

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