• Windows Tester for Docker

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    @lafayette said in Windows Tester for Docker: Perhaps @jdimeo on github (not sure of his forum name offhand) or @redrum might be able to. Think it's @djabwana
  • Staying 3digit with open issues

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    @frigoref @LaFayette I'm in, of course.
  • Fast Battle Calculator

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    @RaiNova , I added you to the 'community' team that has 'triage' permissions (can add labels). #9350 might be a good first issue. It requires running a local game and loading in a variety of maps. It could be difficult given all the different permutations, but overall it's not a bad first issue. #3178 might not be a good first issue. The 10k run limit is to avoid the battle calculator from running an infinite number of times (no battle is expected to require 10k rounds to complete). The difficulty with this issue would be to reproduce it, we've had reports about the problem in the past but reproducing the problem has been troublesome. Without a good reproduction case, it's hard to build any kind of tests, verify a fix, and what perhaps adds a nail to the good-first-issue coffin is the battle logic is exceedingly complex. @RaiNova , perhaps we should spawn a thread to identify good first issues? Or simply label them and we'll learn from experience if they start getting picked up.
  • TripleA-2.6.632 some praise :-)

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    LaFayetteL
    @thedog The generation of map.yml is really meant to be one-time and just a stop-gap to avoid having to re-download all maps. If we are still seeing problems, let's create a dedicated thread or use the issue #9252 so we do not hijack this thread. I'm a bit concerned that if we keep hacking around an issue, there might be a deeper problem that users would run into.
  • TripleA Strategy for Dealing with (Github Issues) Problem Reports

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    @LaFayette I was being a bit like a devil's advocate, but with good intentions of not wishing to waste peoples time. So your proposal for a Problem Tracker still stands, good.
  • Most needed bug fixes

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    LaFayetteL
    Sorry @Panther for throwing a lot of content at ya, this topic is not trivial. Though I have hijacked this thread into a bigger issue of "how do we manage our problem queue"? If we had a clear problem queue, an effective one, the answer to this question would be readily maintained and visible. I've created a new thread to discuss in detail (rather than further hijack this thread more than I already have) : https://forums.triplea-game.org/topic/3168/triplea-strategy-for-dealing-with-github-issues-problem-reports
  • Development documentation

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    @1infvs2 perfect :smiling_face:
  • Issues with "missing unit icon/image (won't be displayed)"

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    @frigoref another one just popped up https://github.com/triplea-game/triplea/issues/10124 It has the latest stable and the image is present. I ran through a round and it works for me. I tried purchasing a submarine for the Americans and placing it and that also worked. Is there a solution for this yet ? Or at least combine these issues into a single issue ? I can start going through them once there is a plan. Maybe there's a better way than manually doing that ? W/e it'd be a good time killing exercise if nothing else lol
  • Add Kotlin as an additional programming language next to Java?

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    @redrum I'm in agreement. Multiple languages increases the complexity especially with future development. It's been a challenge enough learning this code base to understand what can be changed to avoid major impacts.
  • Taking your suggestions for a new UI

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    @stohrm A sphere would be very helpful for any scenario that takes the north pole into serious consideration, i.e. any global scenario past WWII IMHO. I agree with you about the tabs. I believe any data details should be in tabe, including diplomacy, game stats, and the battle calculator. Those are currently in popups to be opened from the context menu or by hotkey. I‘d like to unify those UI concepts, i.e. you can popup a tab if you like. And yes, I can imagine more data detail views.
  • Achievable improvements to the Triplea User Interface

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    @butterw Can you launch a 2.6 pull request with your improvements?
  • TripleA 3.0 - Design Proposal & Discussion

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    To be continued in Topic 3077 - fast-battle-calculator
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    @rainova There's an option that controls that functionality. I think most games have the option off by default and most don't allow editing the option. But I know a few do. The option is "Choose AA Casualties". You can look at the map xml and see if it is value="true" or editable="true". If you are in edit mode, it should also show the dialog.
  • RFC: Map IDs

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  • How test UI elements / get ServiceLoader working?

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    @lafayette, @ssoloff, @trevan, all other developers: What are your thoughts about attracting developers? What made developers join in the past? What made them leave? Would you see making Triple A attractive for developers as an objective? Would you consider this achievable? (In that case I might start a discussion thread.)
  • Main Screen Logo Needed

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    @mirkobruner @Frostion both of these are under the umbrella of rebranding which needs further discussion if any further action would be taken in this direction current consensus here is to replace the current start screen logo with the previous thing (current logo/icon)and discuss any branding changes for future releases.
  • Storing Map Index in Database - Deprecating triplea_maps.yaml

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    @cernel I was tempted to create a 'pull' list of maps that should be pulled. It is easier to instead to remove those maps. We do have categories after all though to mark which maps are still works in progress.
  • Fontsize and dpi scaling

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    @cernel said in Fontsize and dpi scaling: If it is feasible, the program should always enforce a pixel-per-pixel rendering as default (assuming vectorial graphic will never be supported). Vector graphics require fundamentally different software tools from png and svg isn't natively supported in java swing. Vectorizing the existing maps and artwork would be a lot of work. Then the map handling engine is based on pixel coordinates. Vector graphics would make more sense for interface icons (ex: icons on buttons, menuitems), which TripleA makes very limited use of currently. Icon Fonts would likely be the right solution as they allow scaling and theming.
  • Triple A 3.0 Gameplay Proposals & Discussion

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    LaFayetteL
    With the above said, we can certainly discuss what would be more or less equal to rope in.
  • General 2.6 Discussion

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    LaFayetteL
    @cernel A single file for game notes could be difficult because then you have to encode the HTML in some way. You no longer could open the notes file in an web browser to get a preview of how it would render. With 2.6, if you want to organize games into folders with generic names, AFAIK you can do that now. You could not previously to 2.6

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
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  • @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

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  • @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).

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