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    • ubernautU

      TWW 3.0.9? NTSH (ax) v (al) ubernaut Game 4

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      @Nothingtoseehere Right, but I already PMed him
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      Multi Game 2 barnee Trout vs Alex Panzer

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      @Alexander We wish you well in this Noblest of all pursuits. 🫔
    • SchulzS

      World War I with more territories?

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      Let's handle the Battle of the Atlantic in the same way as it is handled in Big World 2. It will be named Handelskrieg instead of Wolfpack. It spawns 1 German submarine each round. It will have a unique submarine appearance (slightly different from regular subs) with 0/4/2 stats and 2 HP. I drew 3 new territories in the South Atlantic just in case the Allies try to kill it, so that "Handelskrieg" will have more space to escape. [image: 1785075450210-wwieurope_names_values-copy.jpg]
    • LaFayetteL

      New Maps Admin capabilities - add Map Attributes & approve/disable maps

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      TheDogT
      @RogerCooper Thanks!
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      barnee vs beelee EXP 2.59

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      Game History Round: 5 Purchase Units - Japanese Note to players Japanese: It is Early 1942 and our Proud Navy has added Transport Capacity to our Destroyers ! Destroyers may now transport 1 Infantry or Elite Infantry. Japanese buy 1 Escort, 2 Fortifications, 2 Japan_Engineers, 4 armour, 1 elite, 2 infantry and 2 mech_infantrys; Remaining resources: 6 PUs; 6 SuicideAttackTokens; Politics - Japanese Trigger DD Transport: Setting transportCapacity cleared for unitAttachment attached to Japan_destroyer Trigger DD Transport: Setting transportCapacity to 2 for unitAttachment attached to Japan_destroyer Trigger DD TransportPacific: Setting transportCapacity cleared for unitAttachment attached to JPN_Pacific_DD Trigger DD TransportPacific: Setting transportCapacity to 2 for unitAttachment attached to JPN_Pacific_DD Japanese spend 6 PUs on Political Action: Political Action Japanese To War With RussiansTurn5 Japanese succeeds on action: Political Action Japanese To War With RussiansTurn5: Changing Relationship for Japanese and Russians from Neutrality to War Japanese succeeds on action: Political Action Japanese To War With RussiansTurn5: Changing Relationship for Russians and Chinese from Neutrality to Allied Japanese succeeds on action: Political Action Japanese To War With RussiansTurn5: Changing Relationship for Russians and Dutch from Neutrality to Friendly Combat Move - Japanese Trigger RailMovementAutoPlaceJapanese: Japanese has 2 J_Rails placed in Kiangsu Turning on Edit Mode EDIT: Adding units owned by Russians to Urals: 2 infantry EDIT: Turning off Edit Mode Note to players Russians: Japanese Sneak Attack! After Japanese Combat Move Russia May Immediately Place the Amount of PUs it Cost Japan to Declare War in Units in any Non Combat Russian Territory Or Add to their Tre.... 1 infantry moved from Tsinghai to Kazakhstan 1 fighter and 1 tactical_bomber moved from Kweichow to Kazakhstan 1 artillery and 1 infantry moved from Sikang to Kazakhstan 1 JPNbomber moved from Kwangsi to Kazakhstan 1 artillery and 2 infantry moved from Kansu to Timguska 1 fighter and 1 tactical_bomber moved from Kweichow to Timguska 1 JPNbomber moved from Kwangsi to Timguska 2 armour moved from Sikang to Novosibirsk 5 armour, 2 artilleries, 2 infantry and 1 mech_infantry moved from Tsinghai to Novosibirsk 2 infantry moved from Kansu to Novosibirsk 1 fighter and 1 tactical_bomber moved from 6 Sea Zone to Amur 2 fighters moved from Japan to Amur 1 elite moved from Korea to Amur 1 infantry moved from Manchuria to Amur 1 infantry moved from Japan to 6 Sea Zone 1 Japan_destroyer moved from 16 Sea Zone to 6 Sea Zone 1 infantry moved from Japan to 6 Sea Zone 1 elite moved from Japan to 6 Sea Zone 2 Japan_destroyers, 1 battleship, 2 carriers, 1 cruiser, 1 elite, 2 infantry and 1 transport moved from 6 Sea Zone to 5 Sea Zone 2 infantry moved from 5 Sea Zone to Amur 1 elite moved from 5 Sea Zone to Soviet Far East Combat - Japanese Battle in Soviet Far East Battle in Kazakhstan Japanese attack with 1 JPNbomber, 1 artillery, 1 fighter, 2 infantry and 1 tactical_bomber Russians defend with 1 infantry Japanese roll dice for 1 JPNbomber, 1 artillery, 1 fighter, 2 infantry and 1 tactical_bomber in Kazakhstan, round 2 : 3/6 hits, 2.67 expected hits Russians roll dice for 1 infantry in Kazakhstan, round 2 : 0/1 hits, 0.33 expected hits 1 infantry owned by the Russians lost in Kazakhstan Japanese win, taking Soviet Far East from Russians, taking Kazakhstan from Russians with 1 JPNbomber, 1 artillery, 1 fighter, 2 infantry and 1 tactical_bomber remaining. Battle score for attacker is 3 Casualties for Russians: 1 infantry Battle in Novosibirsk Japanese attack with 7 armour, 2 artilleries, 4 infantry and 1 mech_infantry Russians defend with 1 armour Japanese roll dice for 7 armour, 2 artilleries, 4 infantry and 1 mech_infantry in Novosibirsk, round 2 : 8/14 hits, 5.33 expected hits Russians roll dice for 1 armour in Novosibirsk, round 2 : 1/1 hits, 0.50 expected hits 1 infantry owned by the Japanese lost in Novosibirsk 1 armour owned by the Russians lost in Novosibirsk Japanese win, taking Novosibirsk from Russians with 7 armour, 2 artilleries, 3 infantry and 1 mech_infantry remaining. Battle score for attacker is 2 Casualties for Japanese: 1 infantry Casualties for Russians: 1 armour Battle in Amur Japanese attack with 1 elite, 3 fighters, 3 infantry and 1 tactical_bomber Russians defend with 1 aaGun and 2 infantry Russians roll AA dice in Amur : 0/3 hits, 0.50 expected hits Japanese roll dice for 1 battleship and 1 cruiser in Amur, round 2 : 1/2 hits, 1.17 expected hits Japanese roll dice for 1 elite, 3 fighters, 3 infantry and 1 tactical_bomber in Amur, round 2 : 2/9 hits, 3.00 expected hits Russians roll dice for 1 aaGun and 2 infantry in Amur, round 2 : 0/2 hits, 0.67 expected hits 2 infantry owned by the Russians and 1 aaGun owned by the Russians lost in Amur Japanese win, taking Amur from Russians with 1 elite, 3 fighters, 3 infantry and 1 tactical_bomber remaining. Battle score for attacker is 11 Casualties for Russians: 1 aaGun and 2 infantry Battle in Timguska Japanese attack with 1 JPNbomber, 1 artillery, 1 fighter, 2 infantry and 1 tactical_bomber Russians defend with 1 infantry Japanese roll dice for 1 JPNbomber, 1 artillery, 1 fighter, 2 infantry and 1 tactical_bomber in Timguska, round 2 : 2/6 hits, 2.67 expected hits Russians roll dice for 1 infantry in Timguska, round 2 : 0/1 hits, 0.33 expected hits 1 infantry owned by the Russians lost in Timguska Japanese win, taking Timguska from Russians with 1 JPNbomber, 1 artillery, 1 fighter, 2 infantry and 1 tactical_bomber remaining. Battle score for attacker is 3 Casualties for Russians: 1 infantry Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 112 Sea Zone Non Combat Move - Japanese Trigger Wolfpack at112 SeaZones: Germans has 1 Wolfpack placed in 112 Sea Zone Turning on Edit Mode EDIT: Turning off Edit Mode Trigger RailMovementAutoPlaceRemoveJapanese: has removed 1 J_Rail owned by Japanese in Kansu Trigger RailMovementAutoPlaceRemoveJapanese: has removed 1 J_Rail owned by Japanese in Tsinghai 1 aaGun moved from Kansu to Novosibirsk 1 JPNbomber, 1 fighter and 1 tactical_bomber moved from Timguska to Kansu 1 JPNbomber, 1 fighter and 1 tactical_bomber moved from Kazakhstan to Tsinghai 1 infantry moved from Shensi to Kansu 1 infantry moved from Shensi to Tsinghai 1 armour moved from Kweichow to Tsinghai 2 armour moved from Kweichow to Kansu 1 J_Rail moved from Kiangsu to Shantung 1 J_Rail and 1 infantry moved from Shantung to Tsinghai 1 J_Rail moved from Kiangsu to Kiangsi 1 J_Rail and 1 infantry moved from Kiangsi to Kansu 1 infantry moved from Kwangsi to Kiangsi 2 armour moved from Shantung to Kweichow 2 armour and 1 mech_infantry moved from Kiangsu to Kweichow 1 aaGun moved from Korea to Amur 3 fighters and 1 tactical_bomber moved from Amur to 5 Sea Zone 1 fighter and 1 tactical_bomber moved from 5 Sea Zone to 6 Sea Zone EDIT: 1 carrier moved from 5 Sea Zone to 6 Sea Zone 1 Escort_Convoy moved from 6 Sea Zone to 16 Sea Zone 1 transport moved from 33 Sea Zone to 6 Sea Zone 1 transport moved from 36 Sea Zone to 6 Sea Zone Place Units - Japanese 2 armour and 1 mech_infantry placed in Shantung 2 armour and 1 mech_infantry placed in Kiangsu 1 Escort placed in 6 Sea Zone 2 Japan_Engineers, 1 elite and 2 infantry placed in Japan 2 Fortifications placed in Caroline Islands Turn Complete - Japanese Note to players Japanese: <body><b>It is Early 1942 and Our Shipyards are Hard at Work.<br><br>We will soon Launch 1 new Cruiser and 1 new Submarine. They may only Operate in the Pacific and Indian Oceans.<b></body> Trigger Japanese RemoveConvoySZ16: has removed 1 Escort_Convoy owned by Japanese in 16 Sea Zone Trigger Japanese RemoveConvoySZ6Invert: has removed 1 Escort owned by Japanese in 6 Sea Zone Trigger Japanese RemoveConvoySZ16: Japanese has 1 Escort placed in 16 Sea Zone Trigger Japanese RemoveConvoySZ6Invert: Japanese has 1 Escort_Convoy placed in 6 Sea Zone Japanese collect 43 PUs; end with 43 PUs Trigger Japanese AdvancedProduction: Japanese met a national objective for an additional 8 Optional[PUs]; end with 51 Optional[PUs] Objective Japanese 1 Trade With America: Japanese met a national objective for an additional 10 PUs; end with 61 PUs Objective Japanese 5 Control China: Japanese met a national objective for an additional 5 PUs; end with 66 PUs Combat Hit Differential Summary : Japanese regular : 1.17 Russians regular : -0.83 Russians AA : -0.50 EXP-bvsb-7-1-26-J 4.tsvg Doesn't look like the Crockett Knot is working out too well for the Soviets lol [image: 1785626796194-screenshot-from-2026-08-01-18-26-22.png]
    • R

      Question about trenches domination 1914 no mans land

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      @wc_sumpton I have a couple of questions regarding the map development: Is it possible that sea zones have production value that transfers to the occupier For example, i currently have this: <attachment name="territoryAttachment" attachTo="Sea Zone 142 Pacific Ocean" javaClass="games.strategy.triplea.attachments.TerritoryAttachment" type="territory"> <option name="production" value="1"/> but this doesnt make the production value transferable to the occupier, am i missing something here? I also have a question about tech: <attachment name="triggerAttachmentCTanks" attachTo="Chinese" javaClass="TriggerAttachment" type="player"> <option name="trigger" value="conditionAttachmentTanksC"/> <option name="productionRule" value="ChineseFrontier:buytank"/> <option name="availableTech" value="Zeppelins:zeppelin"/> <option name="uses" value="1"/> <option name="when" value="after:chineseTechActivation"/> </attachment> In this setup, when the Chinese research tanks, they unluck zeppelin. Is it also possible to do the opposite? So that unlocking tanks would disable or lock out the zeppelin instead of enabling it? Cheers! ~Ramon
    • Panzerstahl-Helm 0P

      exp-game -10 - beelee (Axis) vs. panzer (Allies) - Operation "Straweberry Fields Forever"

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      @Panzerstahl-Helm-0 [image: 1785446601574-prost.png] [image: 1785446626891-rock-on.png]
    • TheDogT

      šŸ’„ 1941 Global Command Decision - Official Thread

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      Thanks Dog. In the game I am playing I am using Hard AI but I generally use a combination of both. Oh yeah in the stack the Russian AI was holding back in Yekaterinburg? area was not 150 TUV but about 81 units/ 640 TUV The AI kept a fair bit there since the start of the game really. With some old double hit 1941 tanks.
    • T

      How to add to Big World Variations

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      RogerCooperR
      I put it onto github under https://github.com/triplea-maps/thehobbesians_1939. I will add to the in-game downloader tomorrow.
    • alkexrA

      Middle Earth: Battle For Arda - Official Thread

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      Interesting video, and welcome back! I think the changes are interesting. Regarding tactics I do think that having 5 levels is a lot. I think that @shorogyth 's system seems reasonable. I'd also pull the plains bonus out of the tactics system (call it "defensive tactics") and have a separate plains attack bonus. That way horses can have a bonus there, and rangers won't automatically be good attacking on plains. I know it's a third number, but I think it'll be less confusing than tactics being mostly defense bonuses but also one attack bonus. Also, can you have more than a +-1bonus on some terrains? I feel like most flying units would need more than a -1 bonus on caves, especially because tactics give them bonuses. I agree with the relentless issue. I think it's cool for some units to ignore your defensive terrain advantage, but they should be rare and therefore scary. Having basically all orcs be relentless is pretty silly and makes plains better for defense than cities. Regarding unit abilities, I don't think rock paper scissors is necessarily bad, especially because not all factions are equally strong in each. If each faction has different strengths and weaknesses, it forces factions to collaborate more, and stops things from snowballing as much if one faction falls. Eg Gondor would spam rangers because they have good defense bonuses and would kill the winged nazgul (thereby denying mordor's leadership), so you could send flanking cavalry from Rhun or harad to eliminate them. Elven archers were much stronger than the spearmen, but fell very quickly to wargs, which forced the elves to diversify more. In particular, Isengard had no ranged units, so Rohan's flank cavalry was especially dangerous since it would directly target the fires of orthanc, and so isengard had to spend a lot of effort screening its siege forces. I think ranged support feels reasonable. I like all abilities that encourage using a variety of units. Eg the galadhrim archers are one of the most powerful units in the game, but they require you to buy the weaker elven spearmen to unlock their full value. I like the change to charge, since before formation made those units a liability because you couldn't make them not charge. Eg the warg riders were essentially useless for angmar because of this and rohan suffered hard. I do like the new ambush mechanic since it encourages more diversity in unit selection. I do think it should be allowed in cities though (that was the whole siege of osgilliath), and the fact that only a certain number of units can ambush will balance it. I'm not sure I like scouting as it is though. If scouting eliminates ambush, then you just need 1-2 units with scouting in your army and you're fine. And if those units are otherwise useful (eg rangers) then it makes ambushers useless. Maybe scouting should be like spearwall? Just decreasing the effectiveness of ambush so it's less good but still useful? So maybe barrow wights would have an ambush of 6, then eg warg scouts could have a scouting of 2, rangers 3, and wizards 6x2 or sth? I feel like something missing in the game is some notion of hit and run tactics for cavalry. Cavalry is expensive and strong and excels at taking out small groups, but you often can't take advantage of this because if you do it exposes your cavalry to counterattack where they won't make up their PU values. Meanwhile air units can do this which gives angmar and mordor a big advantage. Maybe some cavalry could have an ability wherein they (and only they) can independently retreat after the first round of combat, even if there's a win? This still requires some thought, since if you don't have a win in your first round you have to decide if it's worth leaving your cavalry open to guarantee the win, and cavalry is still worse than flying units since they don't get the whole combat or a noncombat move. But it makes cavalry much more tactically interesting Also a general thought, but I think rangers need to be a higher tier of ranged unit. They have excellent tactics, mountaineer, high movement, anti-flying, scouting, ambush, support, and maybe more. And given the lore this makes sense, but also in the lore they aren't common at all - the Dunedain are solitary and dying out. So I think buffing them and treating them more like weak creatures than elite infantry would make more sense. And then you could maybe have some weaker version for gondor representing Faramir's rangers which are just elite infantry
    • LaFayetteL

      TripleA Server Costs

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      @Cernel When the Revised Ladder bots were crashing frequently, I moved them onto Amazon Web Services and reworked how they were launched and maintained. AWS is a cloud hosted Linux server, so the bots run remotely rather than depending on my own computer, home internet connection, or an open SSH window. I connect to the server through SSH, but the bots themselves run inside persistent tmux sessions. tmux is useful here because it separates the bot process from the temporary SSH connection. I can disconnect from the server, close my laptop, or lose my local connection without terminating the bot. Each bot has its own named session, which also makes it easier to inspect or restart one without affecting the other. The main upkeep commands are: tmux ls This shows whether the bot sessions are still present. tmux attach -t revised_ladder tmux attach -t revised_ladder2 These reconnect me to the live console output for either bot so I can inspect errors, freezes, or lobby disconnects. To leave a session while keeping the bot running: Ctrl+B, then D If the bot is frozen rather than fully gone, I can attach to the session, stop the process with Ctrl+C, and relaunch it using the relevant startup script. I also set up the launch process so that if a bot process actually disappears or exits, it is automatically started again. In other words, the server does not simply leave the bot offline after a crash. The surrounding startup or monitoring process detects that the bot is no longer running and relaunches it. That does not necessarily fix every possible freeze, since a frozen process may still technically exist, but it does handle ordinary crashes and unexpected exits without requiring me to log in immediately. So the overall setup has three layers: AWS provides the continuously available cloud server. tmux keeps the bot sessions alive independently of SSH. The restart logic relaunches a bot when its process exits or disappears. This is what I implemented when the bots were crashing a lot. Since then, the AWS and tmux setup has generally been stable, and the automatic restart behavior has reduced the amount of manual intervention needed.
    • B

      EXP Game 12 barnee vs Trout

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      @Trout Good Morning EXP Game 12 Trout J 9.tsvg There was error that wouldn't load JPN Trprts in NCM so I had to edit. I vaguely remember seeing that after the update and it was fixed. Forgot how weak JPN is. Well they have one job. Give the Germans enough time to get to Moscow lol We'll see how it goes
    • I

      Poll on how Defender Retreat should work

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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
    • D

      Pact of Steel 2 mods for new Version

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      TheDogT
      @djggml So here is a working map.yml (remove the .txt to use it. map.yml.txt map_name: the_pact_of_steel games: - {game_name: Pact of Steel, file_name: pact_of_steel.xml} - {game_name: Pact of Steel 2, file_name: pact_of_steel_2.xml} - {game_name: Pact of Steel 233, file_name: pact_of_steel_233.xml} Note it has the version line removed.
    • RogerCooperR

      Roger's Scenario Thread

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      RogerCooperR
      Name The Shogun Advanced Description Japan in the Sengoku Period on a large map https://axisandallies.fandom.com/wiki/The_Shogun_Advanced [image: 1784343226921-05614493-26a2-456d-a926-437186a5a058-image.jpeg] Good Points A variety of clearly differentiated units Upkeep costs & build caps prevent spamming and mega stacks Historical economic values and clan locations Political rules Historical events like the introduction of muskets Bad Points Everyone starts at war with everyone else (historically the clans tending to group into eastern and western alliances) Because of the lack of alliances at start and some random placements, it can be confusing to play
    • RogerCooperR

      TripleA Maps List

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      RogerCooperR
      @TheDog said: @rogercooper Cant find Ansalon/Analon on Github maps Missing from your list, but on Github maps Settlers: Fallen Empire Shogun Advanced Ansalon was superseded. https://axisandallies.fandom.com/wiki/Master_of_Ansalon Settlers: Fallen Empire uses the Fallen Empire Map Shogun Advanced is under The Shogun Map
    • E

      IllegalStateException

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      @Cernel yes there's a temporary workaround which is to go to "show current game". i say it is attached to being online because it's ok with a local game.
    • T

      EXP G40 Game 4 Trout (Axis) vs Panzer (Allies)

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      Panzerstahl-Helm 0P
      @trout Ciao- Nothing exciting on ANZACs turn. They are building up their fleet a bit and preparing for some....holidays in the Pacific. BR c1546cac-e896-4615-b39c-64ce8cf91d0e-exp-game-4-trout-vs.panzer-ANZ6.tsvg
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      Hotkey for unit placement

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      Never-mind. I remapped the <menu> key to execute <shift+tab><space><tab><space> sequence, which does a MAX and OK.
    • KindwindK

      Game Engine Rules (AI Training)

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      RogerCooperR
      There is some other questionable stuff going on in Germany's first turn. 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 How did Germany make a non-combat move from 5 Sea Zone to 7 Sea Zone. Didn't the British object? How did the Germans load a transport in 7 Sea Zone from Germany and Southern Europe. And then unload in Western Europe. It would seem to be failure of basic rules and map implementation. I don't think a LLM can learn to play a game like Axis & Allies. A neural net like AlphaZero might fare better, but in either case you need to implement the rules separately from the decision-making.
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