• 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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    B
    @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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    B
    @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.
  • neuschwabenland flags mystery

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    General_ZodG
    @mahks To expand on above explanations. If the game located in C:\username/triplea/downloadedMaps/*gamename*/map is lacking an image or sound file. It will look in the following location. Which is the TripleA engine's installed location. The typical install location for the triplea engine and the "assets" folders are below. C:\Program Files/TripleA v.1.9.x.x.xxx/assets flags misc resources sounds units territoryEffects (this one is missing now?)

Recent Posts

  • @Cernel said:
    I understand what you are getting at, and I agree with it from a game-play stand-point, but that is just completely or largely ahistorical, just to force the game into some direction.

    Generally speaking, I'm not a big fan of national objectives unless they are actually representing something like "Monopoly": two or more territories which are worth more than the sum of their productions if the same player or alliance owns them all.
    [....]
    As I said: I agree with it from a game-play stand point, but you don't actually need National Objectives: you can just give high production values to Midway, Hawaii, the Solomons and so on to incentive just the right amount of Pacific play...

    You're objecting to my idea on the grounds of realism, and yet you're proposing an alternative which you already admit is unrealistic itself.

    If neither of them wins on realism, then you just have to ask yourself which one achieves the desired gameplay effect better than the other.

    My suggestion is a straightforward punishment to the US player if they let the Axis expand beyond its historical limits in either theater. It presents a very clear and honest instruction to someone playing the US - don't let Japan get this far, and don't let Germany get that far.

    Pumping up the territory values instead is trying to steer player behavior passive-aggressively through stealthy implications rather than putting up clear signposts. It also distorts the macroeconomic balance when you start throwing more IPCs into the mix than there were to begin with - if I pump up the Allies by making their territories in the Pacific more valuable, than I have to inflate Japan too to keep it strong enough to compete - but then the Allies have extra resources they could turn against Germany if they want, so I have to pump up Germany too, and then I have to pump up Russia... on and on it goes. My idea doesn't inflate anyone's economy and require a wholesale game rebalancing like that, it just penalizes the US if they play with a cheese strategy.

    Finally, does your proposal even accomplish what you mean for it to do? If you give India a bunch more IPCs, the UK Pacific will just pump out a lot more units and defend itself - the US isn't going to have to do anything. And what about the reverse problem? How do you fix it if the US does KJF and leave Germany unchecked? Now you have to go mess around with a bunch of territory values on the Europe map, and deal with all the endless balance headaches that causes. And then at the end of the day you're probably going to have a bunch of realistically-minded players like yourself complaining about how the map is a mess and all the islands are overvalued.

    My strategy is a simple one and done. Simplicity is your friend.

    If you want some sort of in-universe justification to explain it, imagine the fall in US IPCs representing the loss of public support for the war effort when the Axis seems to be completely dominating one theater or the other - the people have lost confidence in your direction of the war and they're not putting in as much effort or overtime for you.

    @Cernel said:
    This said, a realistic way by which it is possible to force a moderate amount of Pacific play exists: as per your first objective, it is called India. Using National Objectives is not necessary. Making India very valuable (to a limit) as a matter of normal territory production is quite realistic (India was economically important back then: it was economically about as important as all of China, actually, contrary by far to what every TripleA game is depicting.).

    The way this can be done is by making India very valuable and balancing everything so that a modest amount of United States effort in the Pacific is all that is required to avoid Japan taking India (which would be critical if India is valuable enough and Japan is powerful enough to take it if the United States do nothing in Pacific), so that the United States have advantage in just spending on Pacific the minimum necessary to avoid the fall of India (or assuring the British or the Soviets to be able to take it back) while investing the rest in the Atlantic against Germany and Italy.

    Can I point to a map which does this. Sorry, no. India's production being (ahistorically) much lower than China's production is pretty much a given in every map I know.

    For example, using Maddison, China for 1937 is given as 528 something GDP (GDPpC multiplied by Population) and India as 400 something GDP, so there is all the margin to have the production of India anywhere between 50 and 100% of the production of China (and by China I'm saying summing up all the production of Chinese as well as all Chinese territories occupied by Japanese comprising Manchuria. I guess not Formosa/Taiwan, but I'm not sure if Maddison's China comprises it).

    If you want to get off onto that whole tangent, GDP and wartime production are two very different statistics - which is still true today, and even more true in the time period we're discussing. From a GDP perspective, India and China would rank as great powers, right behind Italy.

    In terms of wartime industrial production, however, they were deep down in the minor leagues. Neither of them built a single tank during the war. They could only assemble planes from knock-down kits or license some very basic foreign designs - trainers or low-powered early war fighters (India assembled a few dozen, China a couple hundred). India could only build small trawlers and patrol craft, China could build gunboats and very small, basic cruisers before the war but lost control of its shipyards. India assembled a few thousand Indian Pattern carriers, but that was fitting a locally manufactured armored upper body onto an imported chassis and drivetrain - they couldn't manufacture the engine or other complex automotive elements domestically.

    China and India could manufacture rifles, ammunition, basic infantry equipment, mortars, and light artillery at significant scales. But in advanced manufacturing of things like heavy artillery, armored vehicles, high-powered aircraft, and warships, they were not just light years behind the major powers, but miles behind even minor European powers like Poland, Hungary, Sweden, etc. - whom they'd crush by 10:1 or more in a GDP measuring contest.

    Realistically, UK Pacific would be stuck with very similar production limitations to China - able to build lots of Infantry, a few Artillery and Mechanized, and nothing else.

    India's real economic importance to the British Empire came more from supplying raw materials to fuel the UK's industry than from independent manufacturing of its own. So if you wanted to represent that more accurately within the limitations of A&A, you'd write an objective for UK Europe that gives their economy a big penalty if they lose India (or a secure sea route to it), or a bonus for when they do hold it, rather than adding a lot more raw IPCs to India, which would be used to inflate unit production there directly.

    I put sort of a soft cap on UK Pacific into the Optional Rules section on my TRO thread, where you need a major factory to build aircraft carriers, battleships, or strategic bombers, but UK Pacific only gets a minor factory in India instead. They get a second minor factory in West India, so they can still train Infantry and other cheap units in decent numbers, but it stops allowing the UK to materialize capital ships directly into the Pacific theater.

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  • @Cernel said:

    @Vendetta said:

    @Cernel said:
    For example, the restriction can be that the US cannot invade any enemy territory so long as any part of the US plus Hawaii (so not comprising Alaska) is in enemy hands. This way, while going for KGF, the United States is forced to do the minimum necessary to keep Hawaii (need splitting it in more than one island to avoid this being done just by piling up land defence, or you can add that also warship presence near the West Coast counts as a no-no as well). Not a big fan of political restrictions though.

    Sounds like an obnoxious rule to play with, and it still wouldn't compel the US to do anything beyond stacking defense in Hawaii - they can still hang China, India, and Australia out to dry while dogpiling Germany.

    I would continue to look at the bonus objectives as the right way to incentivize a mixed strategy. Besides messing around with Germany and Japan's bonuses to make them more dangerous if left unchecked, there's an alternative option, which is to tie the US objectives to sets of goals located in both the European and the Pacific theaters. And not just little ones. If the US is still getting something like that big 30 IPC bonus from Global 1940 just for being at war, break that bonus up into chunks, say, three bonuses worth 10 IPC each.

    Match each of those 10 to a target in the west and a target in the east.

    For example:
    10 if the Allies hold both India and London
    10 if the Allies hold both Canberra and Egypt
    10 if the Allies hold both Hawaii and Moscow

    The bar should be set pretty high for the Axis, so the targets should be objectives the Axis never actually managed to take in real life.

    But you see what happens if the US ignores one theater now? Germany or Japan have the opportunity to slice a huge chunk of income away from the US player. The Axis dominating either theater reduces US power across the entire globe, so the US player must commit to fighting both.

    Your economies have much different base values from the vanilla G40 game, of course, so you'd have to adjust accordingly to account for the relative difference.

    I understand what you are getting at, and I agree with it from a game-play stand-point, but that is just completely or largely ahistorical, just to force the game into some direction.

    Generally speaking, I'm not a big fan of national objectives unless they are actually representing something like "Monopoly": two or more territories which are worth more than the sum of their productions if the same player or alliance owns them all.

    Let's take as an example "10 if the Allies hold both Hawaii and Moscow". I assume that this is a +10 PUs per turn for the United States. What would that be based on? My answer is absolutely nothing.

    If Hawaii already has a production value, that is all that it is needed to represent the ability of Hawaii to increase the productive capacity of the United States. Back then, Hawaii (even only as a matter of relative population) was nearly insignificant: losing Hawaii would not have reduced in any significant measure the ability of the United States to produce stuff and raise armies. (And, no, the political shock of losing Hawaii to the Japanese would not have caused the United States to produce less. At most, you might argue the opposite.)

    Obviously, Moscow does not matter for the ability of the United States to produce more of anything.

    Is it representing trade advantages? No, it is not: there was no significant trade to the United States at that point (after the loss of Philippines and Dutch East Indies) needing Hawaii as a hub (as far as I know). Besides, that would be better represented giving production values to those (indeed valuable) territories.

    Is it representing some sort of beneficial link between the Soviet Union and the United States which is granted or facilitated by the United States controlling Hawaii? No, it is not: the only link would be the Lend-Lease from the United States to Vladivostok (and that would be need Vladivostok in the objective amongst others), and Hawaii does not matter for that because transports flying Soviet flag were completely free to move through the Pacific without being attacked by the Japanese anyway. On top of that, the Lend-Lease would be a loss of income for the United States in exchange for a bonus of income for the Soviet Union, certainly not a bonus income for the United States.

    As I said: I agree with it from a game-play stand point, but you don't actually need National Objectives: you can just give high production values to Midway, Hawaii, the Solomons and so on to incentive just the right amount of Pacific play without forcing the United States to go full Pacific to get Japan itself or something hard to conquer which would impose an all-or-nothing approach. The problem with that is just on the level of realism: none of the territories which I've mentioned actually had any significant production vale, meaning that none of them would have changed the ability of the United States to produce anything (beside the Dutch East Indies, which were very valuable to the United States especially for the rubber and are a good candidate to add some not too hard to get income in the Pacific) to any significant level. (Hawaii and Alaska back then were way more backward and underpopulated than they are now and amounted to almost nothing compared to the population and economy of the United States and did not produce anything important. Yes, sugar and other stuff is nice to have, so Hawaii should have a little bit of production value because it did have some relatively very small productive value.)

    This said, a realistic way by which it is possible to force a moderate amount of Pacific play exists: as per your first objective, it is called India. Using National Objectives is not necessary. Making India very valuable (to a limit) as a matter of normal territory production is quite realistic (India was economically important back then: it was economically about as important as all of China, actually, contrary by far to what every TripleA game is depicting.).

    The way this can be done is by making India very valuable and balancing everything so that a modest amount of United States effort in the Pacific is all that is required to avoid Japan taking India (which would be critical if India is valuable enough and Japan is powerful enough to take it if the United States do nothing in Pacific), so that the United States have advantage in just spending on Pacific the minimum necessary to avoid the fall of India (or assuring the British or the Soviets to be able to take it back) while investing the rest in the Atlantic against Germany and Italy.

    Can I point to a map which does this. Sorry, no. India's production being (ahistorically) much lower than China's production is pretty much a given in every map I know.

    For example, using Maddison, China for 1937 is given as 528 something GDP (GDPpC multiplied by Population) and India as 400 something GDP, so there is all the margin to have the production of India anywhere between 50 and 100% of the production of China (and by China I'm saying summing up all the production of Chinese as well as all Chinese territories occupied by Japanese comprising Manchuria. I guess not Formosa/Taiwan, but I'm not sure if Maddison's China comprises it).

    I've been researching some of the things you're saying, and I think you've done a good job of adding increased realism to this discussion.

    At least according to AI, India may have actually had more military production than China during WWII. China's military production was reduced due to Japanese occupation, and because of its civil war. Whereas, the Raj served to increase India's military production due to the organizational efforts of the British empire.

    Likewise, you've correctly stated that Japan's military production should be significantly less than Germany's. Here is a link to military aircraft production during WWII.

    Military aircraft production can be used as a decent proxy for overall military production. This metric will understate British and American military production, because both nations produced a significant portion of heavy bombers. A heavy bomber, with its four engines, is more difficult to produce than a one - two engine fighter.

    Interestingly enough, the Japanese Zero (obsolete later in the war) required 10,000 hours to manufacture. Whereas, Japan's late war Ki-84 Hayate plane (modern by the standards of 1944) required only 4,000 man hours to manufacture. The Zero had not been designed with large scale mass production in mind. It had a lot of custom work needed for it. Whereas, the Ki-84 Hayate--the "Frank"--was designed to be more easily manufactured in large numbers. A total of 3,500 Ki-84s were built, compared to nearly 11,000 Zero carrier aircraft.

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  • It's simple to make the Pacific War work.

    "Give the USA a Pacific fleet and marines worth 2–3 rounds of the entire country's income, and make sure they are far enough away to take at least 5–6 rounds to reach Europe."

    Hence, the US would be unable to take advantage of these units for a very long time if they try to move the entire navy to execute KGF.

    To prevent KJF, as I said an unstoppable Germany without US commitment is enough.

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  • Hi Guys

    Just to chime in, I'd say it depends on what you want the IPC value to represent. A purely historical production value would differ from a strategic and tactical one.

    This is from the Captains Global 40 Mod page 25

    https://drive.google.com/file/d/1SRDOsOwlO4Aa13cULwkWrorrXEmCmiN-/view?pli=1

    Screenshot from 2026-10-28 12-03-56.png

    just a thought 🙂

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