• Simultaneous games?

    Pinned
    6
    2 Votes
    6 Posts
    4k Views
    LaFayetteL
    I can say it is somewhat common to observe a game (or two) while waiting in a staging window or the lobby for a game of your own to start. @RoiEX it would be good to know a couple things as well specifically regarding the updated behavior: A) would the lobby window closes when connecting to a game? Currently it does not, would this change? B ) assuming the lobby window stays open, what would happen if a user did try to connect to a second game We can maybe pull stats from DB for how often a player connects to multiple games, I don't think it is rare per-say. It is a question though whether the "hassle" to fire up another TripleA instance manually, login to lobby again, all to join a second or a third game would be a major annoyance.
  • Game Engine Rules (AI Training)

    24
    5 Votes
    24 Posts
    8k Views
    RogerCooperR
    @Kindwind On round 3 the Germans spent more money on purchases than they had.
  • Poll on how Defender Retreat should work

    30
    2 Votes
    30 Posts
    8k Views
    B
    @VictoryFirst I don't think Properties are desired from a Engine coding standpoint. That is my understanding anyway. Dan addressed it above I believe. Edit So would want to limit their use
  • Everything now auto-deploys on merge to main!

    2
    4 Votes
    2 Posts
    1k Views
    LaFayetteL
    Notable mention, bot hosts are an exception. They need a manual docker pull & restart to pull in changes. This is largely intentional as I would consider them already as legacy. edit: plus, restarting a live game is incredibly disruptive. I wasn't comfortable having the lobby restart without warning until there was the auto-reconnect capability implemented - let alone interrupting a full blown in-progress game.
  • why did we remove the undo all button for movement phases?

    20
    0 Votes
    20 Posts
    6k Views
    ubernautU
    @Cernel wasn’t even aware of all of these existing commands i do use the control click for getting an entire unit type. didnt realize at all that right clicking current deselects units selectively. i dont think it’s a great idea to flip the click tho not sure the current thing is broken just a bit convoluted and not well understood probably
  • Naval Models & Colors ?

    3
    1 Votes
    3 Posts
    1k Views
    B
    @jayc707 Hi JayC The images will be much sharper in game then they appear when posted here as well. The UHD maps use mostly Frostion units also , as well as his Iron War and Age of Tribes. You can add units to your preferred map and customize it. The map making threads have the information on how to do it. Ask there if you are interested in learning how. Donations are always welcome
  • Switch to "FlatLaf" for Look & Feel (updated skin)

    15
    4
    1 Votes
    15 Posts
    5k Views
    PantherP
    I like Darcula - except the politics panel - those colours are a pain, indeed.
  • 4 Votes
    26 Posts
    8k Views
    LaFayetteL
    I suppose it is worth pointing out that a 'revert' in git is just an undo update. The code history in Git is write-once. Git never deletes anything. So, in a revert update, based on the reverted change: any lines that were added are removed, and any removed lines are re-added. So, a revert is a new update, it just an inverted update to cancel out a previous one. Revert PRs are not at all special to Git, it's just another update. Once a revert is merged, a person can revert the revert update, add more changes to it, and then merge all of that as one bundle. So, a flow might be like this (the letters on the left hand side represent the commit ID, AKA the commit SHA): a43ae Some update that introduced a bug 3ads2 Revert: Some update that introduced a bug fae54 Revert: Revert: Some update that introduced a bug + Bug Fix Changes to the code base are "squashed" together. When a person clicks the revert for the revert, that creates a new proposed change. Bug fixes can be added to that proposed change, then it'll all be squashed together as a single commit that is then released. For example, when reverting the revert, this change would be proposed: abc12 Revert: Revert: Some update that introduced a bug In that proposed change, we can add the bug fix, eg: abc12 Revert: Revert: Some update that introduced a bug fea23 Bug fix Then, when merged, that would land on the main branch and in the history as one commit, eg: fae54 Revert: Revert: Some update that introduced a bug + Bug Fix
  • Urgent communication needed - 2026-06 Launch & MARTI Dice Server

    Moved
    41
    2 Votes
    41 Posts
    7k Views
    PantherP
    @Nothingtoseehere You will need to use workarounds here or play at https://www.axisandallies.org/forums/ PBF works fine there, as the forum-software is on a lower (but compatible) version than here.
  • Regression: Game-ID missing in new Dice Server

    4
    1 Votes
    4 Posts
    2k Views
    PantherP
    Everybody feel free to join the discussion here: https://github.com/triplea-game/triplea/discussions/14596
  • Compatibility with MacOS Silicon

    19
    4 Votes
    19 Posts
    6k Views
    ubernautU
    @LaFayette ok so maybe all that wud be needed at this point then since the menu is icons i’d reverse the up arrow that wud make it more obvious that thats where you go to download
  • Generic anthem anyone?

    8
    2 Votes
    8 Posts
    3k Views
    B
    @VictoryFirst How bout "Onward Christian Soldiers" https://www.hymnal.net/en/hymn/h/871 Edit Or some sort of drum beat https://audiojungle.net/search/war drums but yea, the air raid kinda harsh. Not to mention it's still used to this day. Don't wanna freak anyone out in a current warzone
  • is 2.5.22294 the latest release?

    7
    2 Votes
    7 Posts
    3k Views
    P
    @thedog downloaded the 393 and started a game. It's working great and the AI is much faster. Now I have a more challenging game and stronger allies & axis bots.
  • Is TripleA finally dead

    22
    2 Votes
    22 Posts
    8k Views
    LaFayetteL
    @johnnycat you raise good questions: Is the answer time and programmers? Or just programmers or just time? Or management ? Does it come down to Money? If the answers are: yes, no, maybe, and only on weekends, how could I and others help? Time and programmers is the biggest need. Every bug fix and issue probably takes 2 to 16 hours to fix. This is the biggest gap. Further, TripleA is a larger code base that is very brittle. Making that codebase be easier to work with would help. Money is useful for keeping the servers running and paying the monthly bills. As much as I would love to be payed for TripleA work, paying any type of reasonable developer wage becomes way too much very quickly. Additional management would be helpful. Getting issues sorted, cleanly stated, boiled down to a bare minimum would all be helpful.
  • ML and Cloud deployment

    4
    1 Votes
    4 Posts
    2k Views
    RogerCooperR
    @kindwind It would seem that training against random games would be every inefficient compared to training against the AI that TripleA comes with.TripleA is not Go, random play should be very bad.
  • Looking for beginner-friendly issues to start contributing

    5
    3 Votes
    5 Posts
    2k Views
    TheDogT
    @Darmok72 here is a new starter request, it was half done but not completed, it will affect about 1/4 maps, so please attempt this. https://forums.triplea-game.org/topic/2999/2-6-release-getting-close-need-volunteers-to-help-beta-test-2-6/73?_=1762176127175 EDIT: Also copied links from above link https://forums.triplea-game.org/topic/2752/maxbuiltperplayer-error-resets-purchase-ui-was-how-to-limit-the-number-of-units-purchased/11 https://github.com/triplea-game/triplea/issues/9231
  • Does anyone have a praser for Triplea?

    2
    0 Votes
    2 Posts
    2k Views
    RogerCooperR
    @kindwind Efforts You seem to have in mind using a neural net style AI to play TripleA. I suspect that this we actually be quite difficult given the huge number of possible board positions.You might be better off using a very small mod like Minimap even without a large record of games to train it. TripleA's own AI can be used for training.
  • Dev Status Update (2.7)

    5
    3 Votes
    5 Posts
    3k Views
    LaFayetteL
    @ubernaut yeah, redoing MARTI would potentially save us $10/month on costs as well. I think redoing the bots with 'network relay' might be higher up on the list. That will save a ton of code, create an effective infinite number of bots, and save us maybe like $25/month. The 'network relay' will be an update where the bots will just be responsible for only forwarding network packets. Today, a bot is basically an entire player but is made somewhat invisible. We are bounded by the amount of RAM on a host for how many bots we can host. If bots are just sending network packets, they'll take up very little RAM. We'll only be bounded by network traffic. We could theoretically run dozens of bots per host instead just 3 to 5. This should cut our bot host count down from the current 6 or 8 today to maybe 2. I think there might be some quick wins with the server's as well. AT least for me, I might be inclined to do a quick ELO system before redoing MARTI.
  • New Lobby Release Model for 2.7+ / Zero-Downtime & Continuous Release

    1
    2 Votes
    1 Posts
    1k Views
    No one has replied
  • 1 Votes
    10 Posts
    4k Views
    LaFayetteL
    @rogercooper Not yet. I'm thinking to bump the version number to '2.8' when all of these updates are ready. The '2.8' release announcement will be when it is ready. These backend changes are most of what we are waiting for.

Recent Posts

  • @Kindwind On round 3 the Germans spent more money on purchases than they had.

    read more

  • @RogerCooper Some. I moved over to a local LLM using Fable. Here is a log file. I ditched my rust engine. Everything is in working order now I think.

    ========================================================================
    TRIPLEA-LLM GAME STATEMENT (both sides where logged)
    Account: ? side vs ? model ?
    Game id: eval-56cb5c6b-3329-4682-8126-455bc6fc53da
    Opened: 2026-07-22 18:14 Rounds: ? Duration: ?s
    Result: winners = none (round cap)

    ROUND 1 ------------------------------------- RUSSIANS (ALLIES / WeakAi)
    BALANCE BROUGHT FORWARD ...................................... PU 24
    PURCHASE 3 x infantry .......................................... - 9
    PURCHASE 2 x artillery ......................................... - 8
    PURCHASE 1 x armour ............................................ - 5
    BALANCE AFTER PURCHASE ....................................... PU 2
    COMBAT Karelia S.S.R. -> West Russia (1 x fighter, 3 x infantry) << ATTACK
    COMBAT Archangel -> West Russia (3 x infantry, 1 x armour) << ATTACK
    COMBAT Caucasus -> West Russia (3 x infantry, 1 x artillery, 1 x armour) << ATTACK
    COMBAT Russia -> West Russia (1 x fighter, 3 x infantry, 1 x artillery, 2 x armour) << ATTACK
    NONCOM West Russia -> Archangel (2 x fighter)
    NONCOM Soviet Far East -> Yakut S.S.R. (2 x infantry)
    NONCOM Novosibirsk -> Kazakh S.S.R. (2 x infantry)
    NONCOM Yakut S.S.R. -> Novosibirsk (2 x infantry)
    NONCOM Kazakh S.S.R. -> Caucasus (2 x infantry)
    NONCOM Evenki National Okrug -> Russia (2 x infantry)
    NONCOM Buryatia S.S.R. -> Yakut S.S.R. (2 x infantry)
    PLACE Russia: 3 x infantry, 2 x artillery, 1 x armour

    ROUND 1 ----------------------------------- GERMANS (AXIS / llm-triplea)
    BALANCE BROUGHT FORWARD ...................................... PU 40
    PURCHASE 7 x infantry .......................................... - 21
    PURCHASE 3 x armour ............................................ - 15
    BALANCE AFTER PURCHASE ....................................... PU 4
    COMBAT Eastern Europe -> Belorussia (1 x fighter, 2 x infantry, 1 x armour)
    COMBAT Germany -> Belorussia (1 x bomber, 1 x fighter, 1 x armour)
    COMBAT Eastern Europe -> West Russia (1 x fighter, 1 x infantry, 1 x armour) << ATTACK
    COMBAT Norway -> West Russia (1 x fighter) via Norway > Karelia S.S.R. > West Russia << ATTACK
    COMBAT Germany -> West Russia (2 x infantry, 1 x armour) << ATTACK
    COMBAT Southern Europe -> Ukraine S.S.R. (2 x infantry, 1 x artillery, 1 x armour)
    NONCOM Germany -> Western Europe (1 x infantry)
    NONCOM Southern Europe -> Western Europe (1 x infantry)
    NONCOM 5 Sea Zone -> 7 Sea Zone (2 x submarine, 1 x transport, 1 x destroyer)
    NONCOM Germany -> 7 Sea Zone (1 x infantry) << LOAD
    NONCOM 7 Sea Zone -> Western Europe (1 x infantry) << UNLOAD
    NONCOM Southern Europe -> 7 Sea Zone (1 x infantry) << LOAD
    NONCOM 7 Sea Zone -> Western Europe (1 x infantry) << UNLOAD
    NONCOM Germany -> Ukraine S.S.R. (1 x armour) via Germany > Eastern Europe > Ukraine S.S.R.
    NONCOM Belorussia -> Ukraine S.S.R. (1 x infantry)
    NONCOM Ukraine S.S.R. -> Belorussia (1 x fighter)
    NONCOM Western Europe -> 7 Sea Zone (1 x fighter) << LOAD
    NONCOM 7 Sea Zone -> 6 Sea Zone (1 x fighter)
    NONCOM 6 Sea Zone -> 5 Sea Zone (1 x fighter)
    NONCOM 5 Sea Zone -> Eastern Europe (1 x fighter) << UNLOAD
    NONCOM Belorussia -> Eastern Europe (1 x bomber, 1 x infantry)
    NONCOM Germany -> Eastern Europe (1 x infantry)
    NONCOM Ukraine S.S.R. -> Eastern Europe (1 x fighter)
    NONCOM Ukraine S.S.R. -> Belorussia (1 x fighter, 1 x infantry, 1 x artillery)
    PLACE Germany: 1 x armour
    PLACE Germany: 1 x armour
    PLACE Germany: 1 x armour
    PLACE Germany: 1 x armour
    PLACE Southern Europe: 1 x armour
    PLACE Southern Europe: 1 x armour
    PLACE Southern Europe: 1 x armour
    PLACE Southern Europe: 1 x infantry

    ROUND 1 -------------------------------------- BRITISH (ALLIES / WeakAi)
    BALANCE BROUGHT FORWARD ...................................... PU 30
    PURCHASE 3 x infantry .......................................... - 9
    PURCHASE 2 x artillery ......................................... - 8
    PURCHASE 1 x armour ............................................ - 5
    PURCHASE 1 x transport ......................................... - 8
    BALANCE AFTER PURCHASE ....................................... PU 0
    COMBAT United Kingdom -> 2 Sea Zone (2 x infantry) << LOAD
    COMBAT 2 Sea Zone -> 6 Sea Zone (1 x battleship, 1 x transport, 2 x infantry) via 2 Sea Zone > 3 Sea Zone > 6 Sea Zone
    COMBAT United Kingdom -> Germany (1 x bomber) via United Kingdom > 6 Sea Zone > 5 Sea Zone > Germany << ATTACK
    COMBAT Anglo Egypt -> Libya (1 x fighter, 1 x infantry, 1 x armour) << ATTACK
    NONCOM Germany -> Karelia S.S.R. (1 x bomber) via Germany > 5 Sea Zone > Karelia S.S.R.
    NONCOM Libya -> Anglo Egypt (1 x fighter)
    NONCOM Union of South Africa -> Kenya (1 x infantry)
    NONCOM Persia -> Caucasus (1 x infantry)
    NONCOM India -> Persia (3 x infantry)
    NONCOM Trans-Jordan -> Persia (1 x infantry)
    NONCOM 1 Sea Zone -> 3 Sea Zone (1 x transport) via 1 Sea Zone > 2 Sea Zone > 3 Sea Zone
    NONCOM 15 Sea Zone -> 33 Sea Zone (1 x destroyer) via 15 Sea Zone > 34 Sea Zone > 33 Sea Zone
    NONCOM 13 Sea Zone -> 9 Sea Zone (1 x battleship) via 13 Sea Zone > 12 Sea Zone > 9 Sea Zone
    NONCOM 35 Sea Zone -> 33 Sea Zone (1 x carrier, 1 x fighter, 1 x transport, 1 x destroyer) via 35 Sea Zone > 32 Sea Zone > 33 Sea Zone
    NONCOM 40 Sea Zone -> 42 Sea Zone (1 x submarine, 1 x transport) via 40 Sea Zone > 41 Sea Zone > 42 Sea Zone
    NONCOM United Kingdom -> 3 Sea Zone (1 x artillery) << LOAD
    PLACE 6 Sea Zone: 1 x transport
    PLACE United Kingdom: 3 x infantry, 2 x artillery, 1 x armour

    ROUND 1 ---------------------------------- JAPANESE (AXIS / llm-triplea)
    BALANCE BROUGHT FORWARD ...................................... PU 30
    PURCHASE 2 x infantry .......................................... - 6
    PURCHASE 1 x armour ............................................ - 5
    PURCHASE 1 x transport ......................................... - 8
    BALANCE AFTER PURCHASE ....................................... PU 11
    COMBAT Japan -> 60 Sea Zone (2 x infantry) << LOAD
    COMBAT 60 Sea Zone -> 59 Sea Zone (1 x transport, 2 x infantry)
    COMBAT 59 Sea Zone -> China (2 x infantry) << AMPHIBIOUS ASSAULT
    NONCOM 50 Sea Zone -> 59 Sea Zone (1 x carrier, 1 x fighter)
    NONCOM 59 Sea Zone -> 60 Sea Zone (1 x transport, 2 x infantry)
    NONCOM 50 Sea Zone -> 60 Sea Zone (1 x destroyer)
    NONCOM Japan -> 60 Sea Zone (1 x fighter) << LOAD
    NONCOM 59 Sea Zone -> 60 Sea Zone (1 x transport)
    NONCOM Japan -> 60 Sea Zone (2 x infantry) << LOAD
    NONCOM 60 Sea Zone -> 59 Sea Zone (1 x transport, 2 x infantry)
    NONCOM 59 Sea Zone -> 60 Sea Zone (1 x transport, 2 x infantry)
    NONCOM 60 Sea Zone -> 59 Sea Zone (1 x transport)
    NONCOM 59 Sea Zone -> 60 Sea Zone (1 x transport, 2 x infantry)
    NONCOM 60 Sea Zone -> 59 Sea Zone (1 x transport, 2 x infantry)
    NONCOM Japan -> 59 Sea Zone (1 x fighter) << LOAD
    NONCOM 59 Sea Zone -> 60 Sea Zone (1 x transport, 2 x infantry)
    NONCOM 60 Sea Zone -> 61 Sea Zone (1 x transport, 2 x infantry)
    NONCOM 61 Sea Zone -> Manchuria (2 x infantry) << UNLOAD
    NONCOM China -> Manchuria (2 x fighter)
    NONCOM 50 Sea Zone -> 49 Sea Zone (1 x carrier, 1 x fighter, 1 x destroyer)
    NONCOM 49 Sea Zone -> 60 Sea Zone (1 x carrier, 1 x fighter, 1 x destroyer)
    PLACE French Indochina: 1 x infantry
    PLACE China: 1 x transport
    PLACE Manchuria: 1 x infantry

    ROUND 1 ------------------------------------ AMERICANS (ALLIES / WeakAi)
    BALANCE BROUGHT FORWARD ...................................... PU 42
    PURCHASE 4 x infantry .......................................... - 12
    PURCHASE 2 x armour ............................................ - 10
    PURCHASE 2 x transport ......................................... - 16
    PURCHASE 1 x artillery ......................................... - 4
    BALANCE AFTER PURCHASE ....................................... PU 0
    COMBAT Eastern United States -> 10 Sea Zone (2 x infantry, 1 x artillery, 1 x armour) << LOAD
    COMBAT 10 Sea Zone -> 12 Sea Zone (2 x transport, 2 x infantry, 1 x destroyer, 1 x artillery, 1 x armour) via 10 Sea Zone > 11 Sea Zone > 12 Sea Zone
    COMBAT 12 Sea Zone -> Algeria (2 x infantry, 1 x artillery, 1 x armour) << AMPHIBIOUS ASSAULT
    NONCOM Sinkiang -> Kazakh S.S.R. (2 x infantry)
    NONCOM Central United States -> Mexico (2 x infantry)
    NONCOM 52 Sea Zone -> 54 Sea Zone (1 x carrier, 1 x submarine, 1 x fighter) via 52 Sea Zone > 55 Sea Zone > 54 Sea Zone
    NONCOM 55 Sea Zone -> 20 Sea Zone (1 x battleship, 1 x transport) via 55 Sea Zone > 54 Sea Zone > 20 Sea Zone
    NONCOM 20 Sea Zone -> 10 Sea Zone (1 x destroyer) via 20 Sea Zone > 19 Sea Zone > 10 Sea Zone
    PLACE 10 Sea Zone: 2 x transport
    PLACE Eastern United States: 4 x infantry, 1 x artillery, 2 x armour

    ROUND 2 ------------------------------------- RUSSIANS (ALLIES / WeakAi)
    BALANCE BROUGHT FORWARD ...................................... PU 28
    PURCHASE 3 x infantry .......................................... - 9
    PURCHASE 2 x artillery ......................................... - 8
    PURCHASE 2 x armour ............................................ - 10
    BALANCE AFTER PURCHASE ....................................... PU 1
    COMBAT West Russia -> Ukraine S.S.R. (9 x infantry, 2 x artillery, 2 x armour) << ATTACK
    COMBAT Caucasus -> Ukraine S.S.R. (2 x infantry) << ATTACK
    NONCOM Novosibirsk -> Kazakh S.S.R. (2 x infantry)
    NONCOM Yakut S.S.R. -> Novosibirsk (4 x infantry)
    NONCOM Kazakh S.S.R. -> Caucasus (2 x infantry)
    NONCOM Russia -> West Russia (5 x infantry, 2 x artillery, 1 x armour)
    PLACE Russia: 3 x infantry, 2 x artillery, 2 x armour

    ROUND 2 ----------------------------------- GERMANS (AXIS / llm-triplea)
    BALANCE BROUGHT FORWARD ...................................... PU 37
    PURCHASE 7 x infantry .......................................... - 21
    PURCHASE 2 x armour ............................................ - 10
    BALANCE AFTER PURCHASE ....................................... PU 6
    COMBAT Belorussia -> West Russia (2 x infantry, 1 x armour) << ATTACK
    COMBAT Germany -> West Russia (1 x armour) via Germany > Karelia S.S.R. > West Russia << ATTACK
    COMBAT Eastern Europe -> West Russia (1 x bomber, 1 x fighter) via Eastern Europe > Belorussia > West Russia << ATTACK
    COMBAT Balkans -> West Russia (1 x fighter) via Balkans > Ukraine S.S.R. > West Russia << ATTACK
    COMBAT Belorussia -> Ukraine S.S.R. (1 x fighter, 1 x infantry, 1 x armour) << ATTACK
    COMBAT Germany -> Ukraine S.S.R. (1 x armour) via Germany > Eastern Europe > Ukraine S.S.R. << ATTACK
    COMBAT Southern Europe -> Ukraine S.S.R. (2 x infantry, 1 x artillery) << ATTACK
    COMBAT Belorussia -> Karelia S.S.R. (2 x infantry) << ATTACK
    COMBAT Eastern Europe -> Karelia S.S.R. (1 x infantry, 1 x artillery) << ATTACK
    COMBAT Germany -> Karelia S.S.R. (1 x infantry) << ATTACK
    COMBAT Balkans -> Karelia S.S.R. (2 x infantry) via Balkans > Eastern Europe > Karelia S.S.R. << ATTACK
    COMBAT Southern Europe -> Germany (3 x infantry)
    NONCOM Germany -> Eastern Europe (2 x infantry, 2 x armour)
    NONCOM Southern Europe -> Balkans (2 x infantry, 1 x artillery)
    NONCOM Western Europe -> Southern Europe (4 x infantry, 2 x armour)
    NONCOM West Russia -> Belorussia (2 x fighter)
    NONCOM Ukraine S.S.R. -> Belorussia (1 x fighter)
    NONCOM 7 Sea Zone -> 8 Sea Zone (2 x submarine, 1 x transport, 1 x destroyer)
    NONCOM 8 Sea Zone -> 7 Sea Zone (2 x submarine, 1 x transport, 1 x destroyer)
    NONCOM 7 Sea Zone -> 6 Sea Zone (2 x submarine, 1 x transport, 1 x destroyer)
    PLACE Germany: 1 x infantry
    PLACE Southern Europe: 1 x armour
    PLACE Germany: 1 x infantry
    PLACE Southern Europe: 1 x infantry
    PLACE Germany: 1 x infantry
    PLACE Southern Europe: 1 x infantry
    PLACE Southern Europe: 1 x infantry
    PLACE Germany: 1 x infantry

    ROUND 2 -------------------------------------- BRITISH (ALLIES / WeakAi)
    BALANCE BROUGHT FORWARD ...................................... PU 31
    PURCHASE 3 x infantry .......................................... - 9
    PURCHASE 1 x armour ............................................ - 5
    PURCHASE 2 x transport ......................................... - 16
    BALANCE AFTER PURCHASE ....................................... PU 1
    COMBAT United Kingdom -> 6 Sea Zone (1 x infantry, 1 x armour) << LOAD
    COMBAT United Kingdom -> 3 Sea Zone (1 x infantry) << LOAD
    COMBAT 6 Sea Zone -> 2 Sea Zone (1 x transport, 2 x infantry) via 6 Sea Zone > 3 Sea Zone > 2 Sea Zone
    COMBAT 6 Sea Zone -> Western Europe (1 x infantry, 1 x armour) << AMPHIBIOUS ASSAULT
    COMBAT 9 Sea Zone -> 8 Sea Zone (1 x battleship)
    NONCOM Kenya -> Belgian Congo (1 x infantry)
    NONCOM Persia -> Caucasus (4 x infantry)
    NONCOM Caucasus -> Ukraine S.S.R. (1 x infantry)
    NONCOM Libya -> Anglo Egypt (1 x infantry, 1 x armour)
    NONCOM 42 Sea Zone -> 22 Sea Zone (1 x submarine, 1 x transport) via 42 Sea Zone > 25 Sea Zone > 22 Sea Zone
    NONCOM 3 Sea Zone -> 6 Sea Zone (1 x transport, 1 x infantry, 1 x artillery)
    NONCOM 33 Sea Zone -> 27 Sea Zone (1 x carrier, 1 x fighter, 1 x transport, 2 x destroyer) via 33 Sea Zone > 28 Sea Zone > 27 Sea Zone
    PLACE 6 Sea Zone: 2 x transport
    PLACE United Kingdom: 3 x infantry, 1 x armour

    ROUND 2 ---------------------------------- JAPANESE (AXIS / llm-triplea)
    BALANCE BROUGHT FORWARD ...................................... PU 43
    PURCHASE 1 x transport ......................................... - 8
    PURCHASE 1 x infantry .......................................... - 3
    PURCHASE 1 x armour ............................................ - 5
    BALANCE AFTER PURCHASE ....................................... PU 27
    COMBAT Japan -> 61 Sea Zone (2 x infantry, 1 x artillery, 2 x armour) << LOAD
    COMBAT 61 Sea Zone -> 60 Sea Zone (1 x transport, 2 x infantry, 1 x artillery, 2 x armour)
    COMBAT 60 Sea Zone -> Manchuria (2 x infantry, 1 x artillery, 2 x armour) << UNLOAD
    NONCOM China -> French Indochina (2 x infantry)
    NONCOM Manchuria -> French Indochina (2 x fighter) via Manchuria > China > French Indochina
    NONCOM 59 Sea Zone -> 36 Sea Zone (1 x carrier, 2 x fighter, 2 x transport, 4 x infantry) via 59 Sea Zone > 60 Sea Zone > 36 Sea Zone
    NONCOM 51 Sea Zone -> 36 Sea Zone (2 x infantry) via 51 Sea Zone > 50 Sea Zone > 49 Sea Zone > 36 Sea Zone
    NONCOM Japan -> 51 Sea Zone (2 x armour) << LOAD
    NONCOM 51 Sea Zone -> Wake Island (2 x armour) << UNLOAD
    PLACE China: 1 x infantry
    PLACE French Indochina: 1 x infantry
    PLACE Kwantung: 1 x infantry
    PLACE Manchuria: 1 x infantry
    PLACE 60 Sea Zone: 1 x transport
    PLACE 60 Sea Zone: 1 x transport

    ROUND 2 ------------------------------------ AMERICANS (ALLIES / WeakAi)
    BALANCE BROUGHT FORWARD ...................................... PU 41
    PURCHASE 4 x infantry .......................................... - 12
    PURCHASE 1 x armour ............................................ - 5
    PURCHASE 2 x artillery ......................................... - 8
    PURCHASE 2 x transport ......................................... - 16
    BALANCE AFTER PURCHASE ....................................... PU 0
    COMBAT Eastern United States -> 10 Sea Zone (3 x infantry, 1 x artillery) << LOAD
    COMBAT 10 Sea Zone -> 12 Sea Zone (2 x transport, 3 x infantry, 1 x destroyer, 1 x artillery) via 10 Sea Zone > 11 Sea Zone > 12 Sea Zone
    NONCOM Kazakh S.S.R. -> Caucasus (2 x infantry)
    NONCOM Algeria -> Libya (2 x infantry, 1 x artillery, 1 x armour)
    NONCOM 54 Sea Zone -> 19 Sea Zone (1 x carrier, 1 x submarine, 1 x fighter) via 54 Sea Zone > 20 Sea Zone > 19 Sea Zone
    NONCOM 12 Sea Zone -> 10 Sea Zone (2 x transport, 1 x destroyer) via 12 Sea Zone > 11 Sea Zone > 10 Sea Zone
    NONCOM 20 Sea Zone -> 10 Sea Zone (1 x battleship, 1 x transport) via 20 Sea Zone > 19 Sea Zone > 10 Sea Zone
    NONCOM Eastern United States -> 10 Sea Zone (1 x infantry, 2 x armour) << LOAD
    NONCOM 12 Sea Zone -> Algeria (3 x infantry, 1 x artillery) << UNLOAD
    PLACE 10 Sea Zone: 2 x transport
    PLACE Eastern United States: 4 x infantry, 2 x artillery, 1 x armour

    ROUND 3 ------------------------------------- RUSSIANS (ALLIES / WeakAi)
    BALANCE BROUGHT FORWARD ...................................... PU 30
    PURCHASE 1 x infantry .......................................... - 3
    PURCHASE 4 x artillery ......................................... - 16
    PURCHASE 2 x armour ............................................ - 10
    BALANCE AFTER PURCHASE ....................................... PU 1
    COMBAT Ukraine S.S.R. -> Eastern Europe (9 x infantry, 2 x artillery, 2 x armour) << ATTACK
    COMBAT West Russia -> Karelia S.S.R. (2 x infantry, 2 x artillery, 2 x armour) << ATTACK
    NONCOM Novosibirsk -> Kazakh S.S.R. (4 x infantry)
    NONCOM Kazakh S.S.R. -> Caucasus (2 x infantry)
    NONCOM Caucasus -> Ukraine S.S.R. (2 x infantry)
    NONCOM Russia -> West Russia (3 x infantry, 2 x artillery, 2 x armour)
    PLACE Russia: 1 x infantry, 4 x artillery, 2 x armour

    ROUND 3 ----------------------------------- GERMANS (AXIS / llm-triplea)
    BALANCE BROUGHT FORWARD ...................................... PU 41
    PURCHASE 11 x infantry ......................................... - 33
    PURCHASE 2 x artillery ......................................... - 8
    PURCHASE 2 x armour ............................................ - 10
    BALANCE AFTER PURCHASE ....................................... PU -10
    COMBAT (no attacks declared)
    NONCOM 7 Sea Zone -> 6 Sea Zone (1 x submarine, 1 x transport, 1 x destroyer)
    PLACE Germany: 1 x infantry, 1 x armour
    PLACE Germany: 1 x infantry
    PLACE Germany: 1 x infantry
    PLACE Germany: 1 x infantry
    PLACE Germany: 1 x infantry
    PLACE Germany: 1 x infantry
    PLACE Germany: 1 x infantry
    PLACE Germany: 1 x armour
    PLACE Germany: 1 x infantry
    PLACE Southern Europe: 1 x infantry
    PLACE Southern Europe: 1 x infantry
    PLACE Southern Europe: 1 x infantry
    PLACE Southern Europe: 1 x infantry
    PLACE Southern Europe: 1 x infantry
    PLACE Southern Europe: 1 x infantry

    ROUND 3 -------------------------------------- BRITISH (ALLIES / WeakAi)
    BALANCE BROUGHT FORWARD ...................................... PU 38
    PURCHASE 3 x infantry .......................................... - 9
    PURCHASE 2 x artillery ......................................... - 8
    PURCHASE 2 x transport ......................................... - 16
    PURCHASE 1 x armour ............................................ - 5
    BALANCE AFTER PURCHASE ....................................... PU 0
    COMBAT United Kingdom -> 6 Sea Zone (3 x infantry, 2 x artillery, 1 x armour) << LOAD
    COMBAT 2 Sea Zone -> 6 Sea Zone (1 x transport, 2 x infantry) via 2 Sea Zone > 3 Sea Zone > 6 Sea Zone
    COMBAT 6 Sea Zone -> Norway (6 x infantry, 3 x artillery, 1 x armour) << AMPHIBIOUS ASSAULT
    COMBAT 8 Sea Zone -> 7 Sea Zone (1 x battleship)
    NONCOM Belgian Congo -> Anglo Egypt (1 x infantry)
    NONCOM Caucasus -> Ukraine S.S.R. (4 x infantry)
    NONCOM Ukraine S.S.R. -> Eastern Europe (1 x infantry)
    NONCOM Anglo Egypt -> Trans-Jordan (1 x infantry, 1 x armour)
    NONCOM 27 Sea Zone -> 17 Sea Zone (1 x carrier, 1 x fighter, 1 x transport, 2 x destroyer) via 27 Sea Zone > 23 Sea Zone > 17 Sea Zone
    NONCOM 22 Sea Zone -> 12 Sea Zone (1 x submarine, 1 x transport) via 22 Sea Zone > 17 Sea Zone > 12 Sea Zone
    PLACE 6 Sea Zone: 2 x transport
    PLACE United Kingdom: 3 x infantry, 2 x artillery, 1 x armour

    ROUND 3 ---------------------------------- JAPANESE (AXIS / llm-triplea)
    BALANCE BROUGHT FORWARD ...................................... PU 59
    PURCHASE 1 x carrier ........................................... - 16
    PURCHASE 2 x transport ......................................... - 16
    PURCHASE 1 x submarine ......................................... - 8
    PURCHASE 1 x destroyer ......................................... - 12
    PURCHASE 1 x infantry .......................................... - 3
    PURCHASE 1 x armour ............................................ - 5
    BALANCE AFTER PURCHASE ....................................... PU -1
    COMBAT Japan -> 60 Sea Zone (1 x infantry, 1 x artillery, 1 x armour) << LOAD
    COMBAT 60 Sea Zone -> 57 Sea Zone (1 x transport, 1 x infantry, 1 x artillery, 1 x armour)
    COMBAT 57 Sea Zone -> 61 Sea Zone (1 x transport, 1 x infantry, 1 x artillery, 1 x armour)
    COMBAT 61 Sea Zone -> Manchuria (1 x infantry, 1 x artillery, 1 x armour) << UNLOAD
    NONCOM Wake Island -> 51 Sea Zone (3 x infantry) << LOAD
    NONCOM 51 Sea Zone -> 52 Sea Zone (1 x battleship, 1 x submarine, 1 x transport, 1 x destroyer, 3 x infantry)
    NONCOM 52 Sea Zone -> 57 Sea Zone (1 x transport, 3 x infantry)
    NONCOM 57 Sea Zone -> Manchuria (3 x infantry) << UNLOAD
    NONCOM China -> Manchuria (4 x infantry)
    NONCOM 51 Sea Zone -> 52 Sea Zone (1 x carrier, 2 x fighter)
    NONCOM 52 Sea Zone -> 57 Sea Zone (1 x carrier, 2 x fighter)
    NONCOM 57 Sea Zone -> Manchuria (1 x carrier, 2 x fighter) << UNLOAD
    NONCOM French Indochina -> Manchuria (2 x fighter, 2 x infantry) via French Indochina > China > Manchuria
    NONCOM 51 Sea Zone -> 50 Sea Zone (1 x battleship, 1 x submarine, 1 x destroyer)

    ========================================================================
    CLOSING SUMMARY: 3 rounds on statement, 58 decisions, 22 retries
    read more

  • @VictoryFirst

    I don't think Properties are desired from a Engine coding standpoint. That is my understanding anyway. Dan addressed it above I believe.

    Edit
    So would want to limit their use

    read more

  • @RogerCooper Thanks. IIRC, I think WWI 1914 also has defending submarines that can retreat.

    @Cernel I think it's probably possible to implement a more customizable defensive retreat feature in TripleA, with a bunch of Game properties. Map-makers could decide themselves if they want to implement A&A-based retreat rules or come up with their own. It could be easily expanded by creating more properties.

    The A&A retreat system might be silly, but I think it's even more silly to ignore it completely and make it not supported. Players that want to play A&A, want to play A&A, and not with altered/changed rules that might make more sense (not speaking for everyone here, of course there are people who like to play with house rules. But at least, the original rules should be supported).

    read more