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    • B

      EXP Game 9 barnee vs Trout
      Play By Forum • • beelee

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      B

      @trout

      The above must be a local save. It won't load for me. Just edit the Battle results. No need to redo

      Texans looking better 🙂

      Well Cheese and Rice. How much is draftings paying Stroud 😞

      Edit
      I recreated it from the scramble save

      EXP Game 9 Trout F 9.tsvg

      Game History

      Round: 9 Purchase Units - Germans Note to players Germans: <body><b>It is Early 1944 and Panzer Jagers are Now Joining our Waffen Armies !<br><br><img src="WaffenPnzrJagerFS.png"/><br><br></body> Note to players Germans: It is Early 1944 and the Abwehr is Predicting an Imminent Allied Invasion ! The United States and Britain may Attack at Any Time ! Note to players Germans: It is Early 1944 and Our Factories are Now Producing King Tiger Tanks ! You may only build 3 per turn. This is Player Enforced. Note to players Germans: <body><b>It is Early 1944 and Germany Receives One Free SubPen !<br /><br><br><img src="SubPen.png"/><b></body> Note to players Germans: <body><b>It is Early 1944 and with the Strong Encouragement of Albert Speer, the Me 262 is Now in Production !<br><br><img src="Me262.png"/><br><br><img src="262.png"/><b></body> Trigger WaffenPnzrJagerFS: buyWaffenPnzrJagerFS added to productionGermans Trigger Me 262: buyMe_262 added to productionGermans Trigger GermansTotalWarMe 262: buyTotalWarMe_262 added to productionGermans Trigger King Tiger: buyKing_Tiger added to productionGermans Trigger King Tiger: buyRepair_Tiger added to productionGermans triggerAttachmenLate1943: has removed 1 Late1943_red owned by Changer in Late 1943 triggerAttachmenEarly1944Red: has removed 1 Early1944 owned by Changer in Early 1944 triggerAttachmenLate1943: Changer has 1 Late1943 placed in Late 1943 triggerAttachmenEarly1944Red: Changer has 1 Early1944_red placed in Early 1944 Trigger Wolfpack at92 SeaZones: Germans has 1 Wolfpack placed in 92 Sea Zone Germans buy 1 Atlantic_Wall, 1 Escort, 2 King_Tigers, 1 NavalMine3, 1 Panzer_General, 1 Panzer_Grndrs, 6 TotalWar_Tanks, 1 UndrgroundFctry, 1 elite, 1 german_para, 3 infantry, 1 waffen_infantry and 1 waffen_panzer; Remaining resources: 0 PUs; Place Units - Germans Units in Western Germany being upgraded or consumed: 1 factory_major 1 UndrgroundFctry placed in Western Germany Units in Germany being upgraded or consumed: 1 armour and 1 infantry 1 waffen_infantry and 1 waffen_panzer placed in Germany Combat Move - Germans Trigger RailMovementAutoPlaceGermans: Germans has 2 G_Rails placed in Germany 1 LuftwaffeAce and 3 fighters moved from Karelia to Novgorod 1 bomber moved from Germany to Novgorod 3 armour moved from Poland to Novgorod 1 transport moved from 115 Sea Zone to 114 Sea Zone 1 armour and 1 elite moved from Germany to 114 Sea Zone 1 armour, 1 elite and 1 transport moved from 114 Sea Zone to 115 Sea Zone 1 armour and 1 elite moved from 115 Sea Zone to Novgorod 1 tactical_bomber moved from Southern Italy to Holland Belgium 4 fighters moved from Western Germany to Holland Belgium 2 infantry moved from France to Holland Belgium 2 armour moved from Western Germany to Holland Belgium 1 GermanUBoat moved from 119 Sea Zone to 118 Sea Zone Combat - Germans Trigger Wolfpack at92 SeaZones: Germans has 1 Wolfpack placed in 92 Sea Zone Battle in 118 Sea Zone Germans attack with 1 GermanUBoat Americans defend with 1 carrier and 2 usa_fighters Units damaged: 1 carrier owned by the Americans Americans and Germans reach a stalemate . Battle score for attacker is 12 Casualties for Americans: 1 carrier Battle in Holland Belgium Germans attack with 2 armour, 4 fighters, 2 infantry and 1 tactical_bomber British defend with 1 elite and 1 infantry Germans win, taking Holland Belgium from British with 2 armour, 4 fighters, 1 infantry and 1 tactical_bomber remaining. Battle score for attacker is 3 Casualties for Germans: 1 infantry Casualties for British: 1 elite and 1 infantry Battle in Novgorod Germans attack with 1 LuftwaffeAce, 4 armour, 1 bomber, 1 elite and 3 fighters Russians defend with 1 armour, 1 artillery and 2 infantry Germans win, taking Novgorod from Russians with 1 LuftwaffeAce, 3 armour, 1 bomber, 1 elite and 3 fighters remaining. Battle score for attacker is 10 Casualties for Germans: 1 armour Casualties for Russians: 1 armour, 1 artillery and 2 infantry 2 usa_fighters owned by the Americans could not land and were killed Trigger Remove All ItaliansParaBoost: has removed 1 italian_paraBoost owned by Italians in Ukraine Trigger Remove All ItaliansParaBoost: has removed 1 italian_paraBoost owned by Italians in Rostov Non Combat Move - Germans Trigger ItaliansParaBoost atUkraine: Italians has 1 italian_paraBoost placed in Ukraine Trigger ItaliansParaBoost atRostov: Italians has 1 italian_paraBoost placed in Rostov Turning on Edit Mode EDIT: Turning off Edit Mode Trigger RailMovementAutoPlaceRemoveGermans: has removed 1 G_Rail owned by Germans in Western Germany Trigger RailMovementAutoPlaceRemoveGermans: has removed 1 G_Rail owned by Germans in Karelia Trigger Remove All Wolfpack: has removed 3 Wolfpacks owned by Germans in 92 Sea Zone Trigger Urals Tank Unit: Russians has 1 armour placed in Urals Trigger SubPenEarly44Place: Germans has 1 SubPen placed in Western Germany 1 aaGun moved from France to Western Germany 4 fighters and 1 tactical_bomber moved from Holland Belgium to Western Germany 1 waffen_infantry and 1 waffen_panzer moved from Germany to Western Germany EDIT: 1 G_Rail moved from Germany to Norway EDIT: 1 G_Rail and 1 infantry moved from Norway to Karelia EDIT: 1 German_LCV, 1 armour and 1 infantry moved from Western Germany to Norway 1 destroyer moved from 115 Sea Zone to 113 Sea Zone 1 G_Rail moved from Germany to Eastern Poland 1 Elitewaffen_panzer and 1 G_Rail moved from Eastern Poland to Western Germany 1 LuftwaffeAce, 1 bomber and 3 fighters moved from Novgorod to Germany 1 1stWaffenArmy, 1 1stWaffenPnzrArmy, 1 aaGun and 3 infantry moved from Eastern Poland to Poland Place Units - Germans 1 Escort placed in 113 Sea Zone 2 King_Tigers, 1 NavalMine3, 1 Panzer_General, 1 Panzer_Grndrs, 1 elite, 1 german_para and 1 infantry placed in Germany 1 Atlantic_Wall placed in Norway 6 TotalWar_Tanks and 2 infantry placed in Western Germany Trigger GermansTotalWarTankPlaceWesternGermany6: has removed 6 TotalWar_Tanks owned by Germans in Western Germany Trigger GermansTotalWarTankPlaceWesternGermany6: Germans has 6 armour placed in Western Germany Turn Complete - Germans Trigger Wolfpack at92 SeaZones: Germans has 1 Wolfpack placed in 92 Sea Zone Total Cost from Convoy Blockades: 2 Rolling for Convoy Blockade Damage in 105 Sea Zone. Rolls: 4,2 Germans collect 45 PUs (2 lost to blockades); end with 45 PUs Trigger Germans AdvancedProduction: Germans met a national objective for an additional 12 PUs; end with 57 PUs Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 62 PUs Objective Germans 2 Control Novgorod Or Volgograd Or Russia: Germans met a national objective for an additional 5 PUs; end with 67 PUs

      EXP Game 9 Trout G 9.tsvg

    • Panzerstahl-Helm 0

      Game 3 Trout (Allies) vs. Panzer (Axis)
      Play By Forum • • Panzerstahl-Helm 0

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      Panzerstahl-Helm 0

      @trout said in Game 3 Trout (Allies) vs. Panzer (Axis):

      Thanks. AAA didn't hit. Guess Italians don't care about defending French territory

      Well, they do but Il Duce was distracted and left his bomber crew unprotected in France... 😵‍💫

    • B

      Game 1 Multi Panzer Alex vs Trout barnee
      Play By Forum • • beelee

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      T

      @panzerstahl-helm-0 Game History

      Round: 1 Purchase Units - Americans Americans buy 1 Heavy_BB, 1 carrier, 1 demo_harbour, 1 destroyer, 1 elite and 1 transport; Remaining resources: 0 PUs; Combat Move - Americans Trigger RailMovementAutoPlaceAmericans: Americans has 6 Rails placed in Eastern United States Combat - Americans Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 112 Sea Zone Non Combat Move - Americans Trigger Wolfpack at112 SeaZones: Germans has 1 Wolfpack placed in 112 Sea Zone Trigger RailMovementAutoPlaceRemoveAmericans: has removed 6 Rails owned by Americans in Eastern United States 1 destroyer moved from 35 Sea Zone to 23 Sea Zone 1 submarine moved from 35 Sea Zone to 23 Sea Zone 1 infantry moved from Western United States to 10 Sea Zone 1 artillery moved from Western United States to 10 Sea Zone 1 destroyer moved from 26 Sea Zone to 25 Sea Zone 2 infantry moved from Hawaiian Islands to 26 Sea Zone 2 infantry and 1 transport moved from 26 Sea Zone to 46 Sea Zone 1 artillery, 1 battleship, 1 carrier, 1 cruiser, 1 destroyer, 1 infantry, 1 transport, 1 usa_fighter and 1 usa_tactical_bomber moved from 10 Sea Zone to 26 Sea Zone 1 infantry moved from 26 Sea Zone to Hawaiian Islands 1 artillery moved from 26 Sea Zone to Hawaiian Islands 2 infantry moved from Mexico to Western United States Place Units - Americans Units in Philippines being upgraded or consumed: 1 harbour 1 demo_harbour placed in Philippines 1 Heavy_BB, 1 carrier and 1 transport placed in 10 Sea Zone 1 destroyer placed in 101 Sea Zone 1 elite placed in Eastern United States Turn Complete - Americans Americans collect 52 PUs; end with 52 PUs Purchase Units - Chinese Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed Chinese buy 5 infantry; Remaining resources: 0 PUs; Combat Move - Chinese Trigger RailMovementAutoPlaceChinese: Chinese has 2 Rails placed in Kansu 1 fighter moved from Szechwan to Yunnan 4 infantry moved from Szechwan to Yunnan Combat - Chinese Battle in Yunnan Chinese attack with 1 fighter and 4 infantry Japanese defend with 1 artillery and 2 infantry Chinese win, taking Yunnan from Japanese with 1 fighter and 3 infantry remaining. Battle score for attacker is 7 Casualties for Chinese: 1 infantry Casualties for Japanese: 1 artillery and 2 infantry Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 112 Sea Zone Non Combat Move - Chinese Trigger Wolfpack at112 SeaZones: Germans has 1 Wolfpack placed in 112 Sea Zone Trigger RailMovementAutoPlaceRemoveChinese: has removed 2 Rails owned by Chinese in Kansu 1 fighter moved from Yunnan to Shensi 2 infantry moved from Suiyuyan to Shensi 2 infantry moved from Kweichow to Shensi Place Units - Chinese 1 infantry placed in Szechwan 4 infantry placed in Shensi Turn Complete - Chinese Chinese collect 9 PUs; end with 9 PUs Objective Chinese 1 Burma Road: Chinese met a national objective for an additional 6 PUs; end with 15 PUs Objective Advanced Production 1 Infantry: Chinese met a national objective for an additional 3 PUs; end with 18 PUs Purchase Units - British Trigger Seafire: buySeafire added to productionBritish British buy 2 Repair_BBs, 1 elite, 7 infantry, 1 uk_fighter and 1 uk_para; Remaining resources: 2 PUs; 3 AirLendLease; 3 NavyLendLease; Place Units - British 1 Repair_BB placed in 110 Sea Zone 1 Repair_BB placed in 111 Sea Zone Combat Move - British Trigger RailMovementAutoPlaceBritish: British has 2 Rails placed in Union of South Africa 2 units repaired. Trigger British RemoveRepair BB: has removed 1 Repair_BB owned by British in 110 Sea Zone Trigger British RemoveRepair BB: has removed 1 Repair_BB owned by British in 111 Sea Zone 1 carrier, 1 cruiser, 1 destroyer and 1 uk_tactical_bomber moved from 98 Sea Zone to 97 Sea Zone 1 cruiser moved from 91 Sea Zone to 96 Sea Zone 1 uk_fighter moved from Malta to 97 Sea Zone 1 uk_fighter moved from Gibraltar to 96 Sea Zone 2 uk_fighters moved from United Kingdom to 97 Sea Zone 1 bomber moved from United Kingdom to 97 Sea Zone Combat - British Battle in 96 Sea Zone British attack with 1 cruiser and 1 uk_fighter Italians defend with 1 destroyer and 1 transport British win with 1 cruiser and 1 uk_fighter remaining. Battle score for attacker is 13 Casualties for Italians: 1 destroyer and 1 transport Battle in 97 Sea Zone British attack with 1 bomber, 1 carrier, 1 cruiser, 1 destroyer, 3 uk_fighters and 1 uk_tactical_bomber Italians defend with 1 battleship, 1 cruiser and 1 transport British win, taking 97 Sea Zone from Neutral with 1 bomber, 1 carrier, 1 cruiser, 1 destroyer, 3 uk_fighters and 1 uk_tactical_bomber remaining. Battle score for attacker is 30 Casualties for Italians: 1 battleship, 1 cruiser and 1 transport Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 112 Sea Zone Non Combat Move - British Trigger RailMovementAutoPlaceRemoveBritish: has removed 1 Rail owned by British in Belgian Congo Trigger RailMovementAutoPlaceRemoveBritish: has removed 1 Rail owned by British in Egypt 1 uk_tactical_bomber moved from 97 Sea Zone to Malta 1 bomber moved from 97 Sea Zone to Malta 1 uk_fighter moved from 97 Sea Zone to Malta 1 infantry moved from Alexandria to 98 Sea Zone 1 infantry and 1 transport moved from 98 Sea Zone to 80 Sea Zone 1 infantry moved from 80 Sea Zone to Persia British take Persia from Neutral_Allies 1 destroyer moved from 71 Sea Zone to 81 Sea Zone 1 destroyer moved from 39 Sea Zone to 76 Sea Zone 1 cruiser moved from 39 Sea Zone to 76 Sea Zone 1 battleship moved from 37 Sea Zone to 39 Sea Zone 1 uk_fighter moved from Burma to India 1 infantry moved from Burma to Shan State 1 infantry moved from West India to India 1 transport moved from 39 Sea Zone to 37 Sea Zone 2 infantry moved from Malaya to 37 Sea Zone 2 infantry and 1 transport moved from 37 Sea Zone to 41 Sea Zone 2 infantry moved from 41 Sea Zone to Sumatra British take Sumatra from Dutch 1 infantry moved from Anglo Egyptian Sudan to Egypt 1 infantry moved from Alexandria to Egypt 1 uk_armour moved from Alexandria to Egypt 1 artillery moved from Alexandria to Egypt 1 Rail and 1 infantry moved from Union of South Africa to Belgian Congo 1 uk_fighter moved from 96 Sea Zone to Malta 1 Rail and 1 infantry moved from Union of South Africa to Egypt 1 infantry moved from Quebec to 106 Sea Zone 1 infantry and 1 transport moved from 106 Sea Zone to 88 Sea Zone 1 infantry moved from 88 Sea Zone to British Guiana 1 infantry moved from Ontario to Quebec 1 artillery moved from Ontario to Quebec 1 battleship moved from 111 Sea Zone to 104 Sea Zone 1 cruiser moved from 111 Sea Zone to 104 Sea Zone 2 infantry moved from Scotland to 109 Sea Zone 1 aaGun moved from Scotland to United Kingdom 1 uk_fighter moved from Scotland to United Kingdom 2 infantry and 1 transport moved from 109 Sea Zone to 91 Sea Zone 2 infantry moved from 91 Sea Zone to Gibraltar 1 cruiser moved from 110 Sea Zone to 91 Sea Zone 1 battleship moved from 110 Sea Zone to 91 Sea Zone 1 destroyer moved from 109 Sea Zone to 110 Sea Zone Place Units - British Trigger Wolfpack at112 SeaZones: Germans has 1 Wolfpack placed in 112 Sea Zone 1 elite, 4 infantry, 1 uk_fighter and 1 uk_para placed in United Kingdom 1 infantry placed in India 1 infantry placed in Union of South Africa 1 infantry placed in India Turn Complete - British British collect 51 PUs; end with 53 PUs Trigger British AdvancedProduction: British met a national objective for an additional 6 PUs; end with 59 PUs Objective British 1 Original: British met a national objective for an additional 5 PUs; end with 64 PUs

      83711297-b890-486d-b05a-8a35d0b3af8e-exp-game-1-multi-uk1.tsvg

    • W

      Is TripleA finally dead
      Development • • wc_sumpton

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      JohnnyCat

      @lafayette I'm new to all this. Like really really new. So please excuse the question but: what do y'all need to get these games and the TripleA engine (those are two different things, right?) to work better?

      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?

      And what is the scope of the problem? How much is the games themselves not working (like the game I am currently playing seems to use the computer as a sort of digital version of the board game really and not a fully functional computer-game at all with the players not even needing functionality.

      Then there seem to me many actual games that contain various numbers of bugs.

      Or are you guys talking about the TripleA "engine". and is that what one of you guys said you would proudly be releasing a version 2.7 of?

      What might help here it to expand the discussion between current parties so that new parties might feel like they could come in and help.

      For example, I don't really know but I get the feeling that some expert gamers are complaining to a part-time volunteer group of programmers in these recent pages.

      But wouldn't it be nice to being having a different argument with the same goal? Such as how to justify the $2M we need to raise to blah blah blah and do do do.

      In other words: It feels to me like all might be better if people here correctly articulate the bigger problem for us new people and people here to just "play games" and whoever and whatever the other side is here: maybe volunteer programmers.

      Then talk about what to do to FULLY and CORRECTLY IDENTIFY the problems, then discuss HOW to get the resources needed to solve those problems. I Assume just hire them.

      I'm a PhD in C.S. that has done much game development but nowadays would rather focus on finding ways to get money to funnel into the problem while others (who are getting the money) do the actual solution implementation.

      I could see myself doing some programming if the correct structure for that is in place, but I get all hot and excited when I think about buying my game to improve via a programmer to fix the 12 bugs I am seeing in the game I love to play. So I then start thinking about money-raising ventures and even Crowd-Sourcing... coupled with some products often works very well by the way.

      So what would it take for a random new guy like me to get the big picture on what is going on here and see if I, or many others, might be able to just brute force solve the issue with cash.

    • Kindwind

      Game Engine Rules (AI Training)
      Development • • Kindwind

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      RogerCooper

      @kindwind If you want to try a neural net AI for TripleA, you would need to modify TripleA to support repeated self-play. For example of programs that support repeated self-play checkout Ludii & Chess Arena.

      Supporting repeated self-play would be project of moderate difficulty in Java. (TripleA already supports self-play). You would need to learn Java (Vibe coding doesn't cut it).. Repeated self-play would also be useful for balancing mods.

      I don't know how well a neural net would play TripleA. The number of possible moves in Go is a most 361, far fewer than the number of possible moves in a TripleA game. An effort to get a neural net to play a 2-player Risk variant did not go well.

      One advantage is that TripleA already has heuristic AI's that could be used to train a neural net.

    • B

      End of Turn Goes Immediately to Next Player
      Player Help • • beelee

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      ubernaut

      @beelee cool o7

    • B

      France Goes First map (also posted on the Axis and Allies forum)
      Player Help • • BattleshipYamato

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      B

      @wc_sumpton

      Yeah, the 2.7 version has a lot of visual issues.

      I just opened the 2.5 version, it's great.

    • C

      Modern Warfare Map Idea
      Maps & Mods • • chewbaluba

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      RogerCooper

      @thedog You may want to check my wiki for modern scenarios at https://axisandallies.fandom.com/wiki/Category:Timeline?from=2001

      There are a number of mods and maps they may give you some ideas.

    • djensen47

      Request Header to allow/skip filter in Cloudflare
      Feature Requests & Ideas • • djensen47

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      djensen47

      @lafayette That works.

    • Kindwind

      ML and Cloud deployment
      Development • • Kindwind

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      RogerCooper

      @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.

    • TheDog

      The Grand War for 2.7
      Map Making • • TheDog

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      TheDog

      @rogercooper
      Thanks!

    • E

      WORLD CHAMPIONSHIP SERIES 2 (SIGNUP!)
      Revised Tournament Of Champions • • EyesWideShut

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      E

      @eyeswideshut anyone else? we have about 21 participants so far!

      Due date is January 5th -- the day we begin!

    • K

      Mobile version?
      Feature Requests & Ideas • • kyle1984

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      LaFayette

      On the roadmap is to change how TripleA represents the state of the game to be a plain text file instead of a binary encoding. Once that is done, it'll be a lot easier to interoperate different TripleA game clients (ie: a mobile version that interoperates with a desktop version).

      The level of effort to reach that goal is pretty high though. It's been an uphill battle to tackle our current goals... I do agree it would be pretty sweet to be able to play a turn of TripleA during coffee breaks.

    • S

      A more challenging AI
      Maps & Mods • • Samurai JD

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      RogerCooper

      @samurai-jd said in A more challenging AI:

      Re: 💥 1941 Global Command Decision - Official Thread

      First, for a guy who has played TripleA in the earliest of days and before that all the published versions of the Axis and Allies board games since the 1980s, the GCD map and rules is a true masterpiece. Thank you.

      I play solo. Can anything be done to improve the skill of the AI? I have tried both Fast and Hard modes. No matter how I favor the AI (through multiple iterations as either Axis or Allies) the AI is finished by the 7th round. In my most current effort, I start with 2700 units for the Axis and 2400 units for the Allies. Especially when the AI plays as the Allies, I can NEVER get the USA to invade Continental Europe no matter how favorable I set the situation.

      I appreciate your time and the incredible game that you have so elegantly created.

      Samurai JD

      A large, complex mod such as 1941 Global Command decision is difficult for the AI to play properly. More units just makes it worse.

      You would need either to change to mod to help the AI or give the US units near Europe each turn using the editor

    • M

      Casual Game Father v Son 1x3x26
      Play By Forum • • mshanaplayerson

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      B

      @mshanaplayerson

      Sweet ! Let us know if you need any help 🙂

    • S

      Operation Obliterate
      Play By Forum • • sgrom8504

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      B

      @sgrom8504

      Right Arm 💪

      Let us know if you need help

    • AdmTamer

      civilian factories and debt
      Feature Requests & Ideas • • AdmTamer

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      RogerCooper

      @admtamer Units can produce or cost PU's, which allows you to implement these features in a mod.

    • G

      WW2 1940 Global - JKB vs PJM
      Play By Forum • • Gunslinger

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      No one has replied

    • Albert Ahn

      wavecatcher vs dimension9200
      Play By Forum • • Albert Ahn

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      No one has replied

    • B

      EXP Game 1 barnee vs Crockett
      Play By Forum • • beelee

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      No one has replied

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