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    • K

      Flames and Steel (official thread)

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      @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.
    • H

      Creating a (hopefully) competitive bot using Claude Code.

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      RogerCooperR
      @Cernel I have been playing low luck for this scenario and it is quite interesting.
    • X

      TripleA Mobile!

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      Update: loading fills own transports first, allied ones only take the rest stats tab shows a total row per alliance with more than one nation battle calculator resets the chosen attacker when another nation's turn starts Thank you
    • alkexrA

      Middle Earth - Battle for Arda (v3) - Official Thread

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      C
      @alkexr said: @Cernel Why have you chosen to have it this way instead of having a specific starting time? Well, the War of the Ring is the obvious candidate, but there was no Arnor or Angmar at that time, so all of Eriador would be practically empty. And that's not all, Dáin's Halls and Framsburg, for example, were also abandoned by that time, along with the surrounding areas. The dragons are also all but gone, Smaug being the last truly relevant one. The orcs in the north were also decimated in the Battle of Five Armies and the aftermath, to the point of irrelevance. So a War of the Ring map would be missing too much for my liking. Sounds like having a secondary game for the map depicting the War of the Ring (maybe with a much over-powered Evil and a non-military victory condition for Good) would be very good as that would be the scenario which most people are interested in and would also provide an easier-to-learn reduced game. I guess doing that after having finished the main "all-times" game would only add a few percetage points of additional work beside the play-testing part for balance. Unfortunately, I cannot do or help with making that because my knowledge of Middle Earth is almost at average Joe level.
    • KindwindK

      Game Engine Rules (AI Training)

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      @RogerCooper said: more sense to have the executive module set a broad plan and then the other modules figure how to execute the plan. I was thinking that the plan would be more emergent rather than preset if it was set by local processes, but maybe you're right. I will try both ways. The issue with global plannig i think will be getting the nescessary information to the executive and have it analyze that info appropriately without just simulating all possibilities (which isn't possible.) My account is drained of tokens now, so progress is on temporary hiatus.
    • I

      Playing war of relics question

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      C
      I've finished doing any fixes/tweaks to the map (unless I find anything else), and I've play-tested enough on my own to be confident enough that it works fine, so now I'm remaking the Game Notes (not touching the rule-book) and will hopefully soon have the new map to propose in substitution of the current one in the repository.
    • R

      Question about trenches domination 1914 no mans land

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      B
      @black_elk you are the only one. Help us BlackElk
    • H

      Banned without warning for no reason

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      H
      Actually, I would appreciate if you could post the log here. Being publicly accused of behaviour I simply am not guilty of is not something I take lightly.
    • V

      Modified Blitz Rule (Defenders Must Inflict Casualty to Stop Blitz)

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      RogerCooperR
      @Vendetta That might be hard to implement in the engine.
    • C

      TripleA being blocked by Microsoft Windows SAC

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      TheDogT
      @panther said The fact that the installation now went flawlessly shows, that the MS service behind is 'learning'. I agree. I am inclined to think that it is based on the number of downloads Microsoft has in its SAC database, too few and it is a risk, enough and it passes. So from our point of view, we will need to keep a SAC viable downloads list @cowey To confirm, please find out your friends TripleA version, I will guess it is 2026-10.16.15815 ? Just need the last 5 digits, so its probably 15815
    • SchulzS

      Axis Ascension

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      SchulzS
      @Cernel Thanks, I've fixed it too.
    • C

      Paratroops not working need help with XML

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      C
      @wc_sumpton There is a techattachment for all players but so be it. crazy that it was working previously. Not sure what I changed. But no worries if you don't know don't sweat it.
    • SchulzS

      Bugs in World War I

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      RogerCooperR
      @VictoryFirst I replaced all references to "placeNoAir" to "place" and added <attachment foreach="$All-Players$" name="rulesAttachment" attachTo="@All-Players@" javaClass="RulesAttachment" type="player"> <option name="placementAnyTerritory" value="true"/> </attachment>
    • V

      Global 1940 TRO (Total Research Overhaul)

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      Part Four: Optional Rules This section consists of additional house rules of my own preference which are not directly related to the tech system. However, if I eventually progress to making a full TRO mod, these are rules that I would be aiming to integrate as checkable Game Options. Some will be familiar, some are my own designs. Factory Limitations Heavy Tanks, Armored Trains, Strategic Bombers, Battleships, and Aircraft Carriers must be built at a Major Factory, not a Minor Factory. Placement limits for air and naval units are limited by default to 1 per turn at Minor Factories and 2 per turn at Major Factories. Each type has its own separate cap (i.e. you can build an air unit and a naval unit during the same turn at a Minor Factory). If an Air Base exists in the same territory as a factory, that factory's placement restriction for air units is lifted, allowing you to build as many as the factory would normally allow. Likewise, if a Naval Base exists in the same territory as a factory, the factory's placement restriction for naval restrictions will be lifted to allow its normal capacity. Scramble Extension Air units are permitted to scramble from Air Bases to defend adjacent land territories as well as adjacent sea zones. Defensive Retreats Defending players are permitted to order a retreat after fighting at least one round of battle. Before a retreat can take place, one final round of battle will play out in which the attackers will fire again but the defenders will not return fire. The surviving defenders will then withdraw to an adjacent territory (or sea zone, in the case of naval units). All defenders must retreat to the same territory (with the exception of any scrambled units, which go back where they came from), and the destination must be a friendly territory (if on land), free of enemy units, and not currently under attack by another enemy force. If multiple allies are defending the same territory, they all must agree to retreat together, otherwise they stay and fight. Enhanced Blitz Blitz-capable land units are permitted to attack a second land territory after fighting and winning a battle in the first one if the defenders failed to eliminate at least one attacking unit. The blitz is still subject to the attacking units' normal movement allowance - they must have a free movement point left in order to carry on into the second territory. Follow-up blitz attacks are carried out only after all battles from initial combat orders have been resolved. In cases like Germany's Schwerpunkt or other techs that provide bonuses during blitz attacks, the bonus only applies during that second battle following the first, not to the initial attack. Revised India The UK (Pacific) Major Factory in India is replaced with a Minor Factory in the game's starting setup. The UK (Pacific) also receives a second Minor Factory in West India during setup. Chinese Movement Freedom China's default movement restrictions are permanently lifted if the Allies manage to gain simultaneous control over all of the territories to which China is initially restricted (that is, China's starting territories plus the Chinese mainland territories that start under Japanese occupation plus Kwangtung and Burma). When the restrictions are lifted, Chinese land units are now able to enter any mainland continental territory on the Pacific map. Chinese air units are permitted to fly out into sea zones on the Pacific map as well in order to attack, but must end their turn by returning to a mainland territory. Playable Canada This would have to be an alternate map rather than a checkable option. The Canada edition would require a modification of the British Commonwealth tech (or perhaps its replacement by Home Guard, a tech that ended up on my cut content list, which would give British Infantry a +1 first round defense bonus during German amphibious or airborne invasions of the UK or Scotland). As a minor power, Canada would be given a set of six exclusive techs to match ANZAC. It would definitely receive Destroyer Escorts as a free unlock. Haven't finalized the rest of their research advantages, but likely ones would include Prime Movers, Self-Propelled Artillery, Special Forces, Torpedo Bombers, Fast Transports, Sonar, War Bonds, Heavy Bombers, Industrial Advancements, and Shipyard Improvements. I have not finalized a set of Canadian exclusive techs yet, but some ideas that are on the drawing board so far: BCATP / Commonwealth Air Training (something like Italy's Picchiatelli?) Camp X (special action or bonus for Elite Infantry?) Canadian Corps (regional fighting bonus for Canadian land units in Europe, maybe for Infantry/Tank or Mechanized/Tank pairings?) CMP Trucks (discount package for Mechanized?) Corvette Fleet / Newfoundland Escort Force (Discount package for Escorts) Devil's Brigade (Discount Elite unit with limit of 1 at a time, like Maori Battalion or Foreign Legion - maybe also buys one for US player?) Montreal Laboratory (Reduced cost for research level upgrades if UK/US has unlocked that level first) Park Ships (Discount package for pair of Transport Ships?) Polsten Guns (AA gun costs 4, takes infantry-type slot instead of heavy one on transports?) Sexton (discount or bonus for Assault Gun - maybe UK gets one too if Canada buys one?) Shadow Factories (move the British Commonwealth effect here - Britain can buy units in Canadian factories if UK falls? Britain can spawn its own units in Canadian factories by default? UK/US can buy factories/upgrades for Canada? Not sure yet) Sherman Skink (Tanks get an AA shot, or cause first round debuff to enemy Fighters/Tactical Bombers?) Ship Degaussing (first round debuff for submarine surprise strike against Canadian naval units?) Suggestions or ideas would be welcome here. I'll update the Canada section whenever I get around to finalizing my ideas for them.
    • LaFayetteL

      Scraping Event - Brief Forum Outage - 2026-Sep-26

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      LaFayetteL
      Updated a few more categories to now be visible to guests. Rationale: SEO, letting google crawl the maps section is good maps can link to their forums page, and with visible to guests random players can see those pages without having to be members first. It's generally better to see those pages as guest users rather than 404 or otherwise hide them, which makes things look broken. I'm still not sure whether to move the AI, Development, and Feature Request sections back to being visible to 'guest' users.
    • TheDogT

      💥 1941 Global Command Decision - Official Thread

      Watching Ignoring Scheduled Pinned Locked Moved Maps & Mods maps thedog
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      TheDogT
      Latest version v280 ready for download with in TripleA. In TripleA Click Download Maps Button Click Installed tab Click 1941 Global Command Decision Click Remove Button Click Yes button to remove Click Ok button (Successfully removed) Click Close (To force the map list to refresh) Click Download Maps Button Find & Click 1941 Global Command Decision Click Install button Enjoy! . v280 Tooltip correction Kamikaze-Plane - This desperate tactic will only become available when the Home Islands are under threat! (Thanks to @cybergroover) De-stack USSR Armor-Inf into 5s, might improve USSR AI play (Thanks to @captain0) Germany AI should defend Paris better with fewer units, freeing up units for the attack on USSR . v275 documentation, last page has winter turn on instructions. for a harder more realistic game. 1941_Global_Command_Decision_Manual.pdf Suggested TripleA version https://github.com/triplea-game/triplea/releases . Link to 1st post that has; Downloads for new Players https://forums.triplea-game.org/topic/3326/1941-global-command-decision-official-thread
    • RogerCooperR

      Roger's Scenario Thread

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      RogerCooperR
      Name Axis General Description World War 2 in 1939 on the Big World map https://axisandallies.fandom.com/wiki/Axis_General [image: image.jpeg] Good Points Straightforward unit set Bad Points Favors Allies
    • StohrmS

      Color issue with Politics Panel aka Politics Screen

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      @Panther yea I don't remember where but I do remember when . Right after the change
    • HeppsH

      Total World War: December 1941 3.0.0.6

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      @ubernaut said: @malmessi no reason to be playing 2.8 imo I am playing 3.0 But still checking old 2.8 pdf manual and I was looking for a place to find all the changes joined together, the online game help is perfect
    • LaFayetteL

      Forum will be down for a bit - upgrades

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      ubernautU
      @beelee said: right after I post this it starts working normally classic 🫡
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