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    • B

      Multi Game 2 barnee Trout vs Alex Panzer

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      @beelee Thanks, Yeah I've mostly just been adding and removing that air fleet units as required for combat but I think that I missed adding them back when we had our first big battle
    • ubernautU

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

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      ubernautU
      @Nothingtoseehere gotcha 🫡
    • B

      EXP Game 12 barnee vs Trout

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      @Trout Tornado this morning Flash Flood watch thru staurday. Gotta do a quick hack on the window wells. Wanted to do a nice pro job but not gonna have time. Yea If you conquer one of the Capitals all of yours need to be in your control. So the game would continue. It's one full turn after the fall you check to see if the Victory conditions are met. So if Moscow falls to G then on G's next turn you see if they're met. You take Tokyo same turn, game would go on. Anyway I'll look later tonight. Gotta hit store and start work on those windows
    • SchulzS

      World War I with more territories?

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      SchulzS
      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]
    • R

      Question about trenches domination 1914 no mans land

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      TheDogT
      @wc_sumpton Thanks! I will will experiment.
    • Ted SelfT

      Religions and beliefs

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      @TheDog I have a specirfic TripleA version with some specific xml files for games like TWW and I have 2/3 curent games so it is not so easy....
    • B

      barnee vs beelee EXP 2.59

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      Game History Round: 6 Purchase Units - Japanese Note to players Japanese: It is Late 1942 and Prime Minister Tojo has Ordered All Japanese to Fight to the Death ! Banzai Attacks are Now Possible. Japanese buy 6 Fortifications, 1 Heavy_BB, 1 Japan_destroyer, 4 armour, 1 elite, 1 infantry and 2 mech_infantrys; Remaining resources: 0 PUs; 6 SuicideAttackTokens; Combat Move - Japanese Trigger Banzai: Japanese has 1 Banzai placed in Japan Trigger RailMovementAutoPlaceJapanese: Japanese has 2 J_Rails placed in Kiangsu 1 artillery and 2 infantry moved from Novosibirsk to Vologda 1 JPNbomber moved from Kansu to Vologda 1 armour, 1 fighter, 2 infantry and 1 tactical_bomber moved from Tsinghai to Kazakhstan 2 armour moved from Kansu to Kazakhstan 1 infantry moved from Novosibirsk to Vologda 1 artillery and 2 infantry moved from Timguska to Evenkiyskiy 1 artillery moved from Novosibirsk to Samara 1 armour moved from Novosibirsk to Samara 1 tactical_bomber moved from Kansu to Kazakhstan 1 fighter moved from Kansu to Samara 6 armour and 1 mech_infantry moved from Novosibirsk to Urals 1 JPNbomber moved from Tsinghai to Kazakhstan 1 elite and 2 infantry moved from Amur to Buryatia 1 fighter moved from 5 Sea Zone to Buryatia 1 infantry moved from Siberia to Sakha Japanese take Sakha from Russians Combat - Japanese Battle in Evenkiyskiy Japanese attack with 1 artillery and 2 infantry Russians defend with 1 infantry Japanese roll dice for 1 artillery and 2 infantry in Evenkiyskiy, round 2 : 1/3 hits, 0.83 expected hits Russians roll dice for 1 infantry in Evenkiyskiy, round 2 : 0/1 hits, 0.33 expected hits 1 infantry owned by the Russians lost in Evenkiyskiy Japanese win, taking Evenkiyskiy from Russians with 1 artillery and 2 infantry remaining. Battle score for attacker is 3 Casualties for Russians: 1 infantry Battle in Vologda Japanese attack with 1 JPNbomber, 1 artillery and 3 infantry Russians defend with 2 infantry Japanese roll dice for 1 JPNbomber, 1 artillery and 3 infantry in Vologda, round 2 : 3/5 hits, 1.67 expected hits Russians roll dice for 2 infantry in Vologda, round 2 : 0/2 hits, 0.67 expected hits 2 infantry owned by the Russians lost in Vologda Japanese win, taking Vologda from Russians with 1 JPNbomber, 1 artillery and 3 infantry remaining. Battle score for attacker is 6 Casualties for Russians: 2 infantry Battle in Samara Japanese attack with 1 armour, 1 artillery and 1 fighter Russians defend with 1 infantry Japanese roll dice for 1 armour, 1 artillery and 1 fighter in Samara, round 2 : 2/3 hits, 1.33 expected hits Russians roll dice for 1 infantry in Samara, round 2 : 0/1 hits, 0.33 expected hits 1 infantry owned by the Russians lost in Samara Japanese win, taking Samara from Russians with 1 armour, 1 artillery and 1 fighter remaining. Battle score for attacker is 3 Casualties for Russians: 1 infantry Battle in Kazakhstan Japanese attack with 1 JPNbomber, 3 armour, 1 fighter, 2 infantry and 2 tactical_bombers Russians defend with 4 Army_Conscripts, 1 Soviet_Commisar_3 and 1 armour Japanese roll dice for 1 JPNbomber, 3 armour, 1 fighter, 2 infantry and 2 tactical_bombers in Kazakhstan, round 2 : 6/9 hits, 4.33 expected hits Russians roll dice for 4 Army_Conscripts, 1 Soviet_Commisar_3 and 1 armour in Kazakhstan, round 2 : 2/8 hits, 3.33 expected hits 2 infantry owned by the Japanese lost in Kazakhstan 1 Soviet_Commisar_3 owned by the Russians, 1 armour owned by the Russians and 4 Army_Conscripts owned by the Russians lost in Kazakhstan Japanese win, taking Kazakhstan from Russians with 1 JPNbomber, 3 armour, 1 fighter and 2 tactical_bombers remaining. Battle score for attacker is 7 Casualties for Japanese: 2 infantry Casualties for Russians: 4 Army_Conscripts, 1 Soviet_Commisar_3 and 1 armour Battle in Urals Japanese attack with 6 armour and 1 mech_infantry Russians defend with 1 infantry Japanese roll dice for 6 armour and 1 mech_infantry in Urals, round 2 : 4/7 hits, 3.17 expected hits Russians roll dice for 1 infantry in Urals, round 2 : 0/1 hits, 0.33 expected hits 1 infantry owned by the Russians lost in Urals Japanese win, taking Urals from Russians with 6 armour and 1 mech_infantry remaining. Battle score for attacker is 3 Casualties for Russians: 1 infantry Battle in Buryatia Japanese attack with 1 elite, 1 fighter and 2 infantry Russians defend with 1 infantry Japanese roll dice for 1 elite, 1 fighter and 2 infantry in Buryatia, round 2 : 2/5 hits, 1.17 expected hits Russians roll dice for 1 infantry in Buryatia, round 2 : 0/1 hits, 0.33 expected hits 1 infantry owned by the Russians lost in Buryatia Japanese win, taking Buryatia from Russians with 1 elite, 1 fighter and 2 infantry remaining. Battle score for attacker is 3 Casualties for Russians: 1 infantry Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 110 Sea Zone Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 112 Sea Zone Non Combat Move - Japanese Trigger RemoveBanzai: has removed 1 Banzai owned by Japanese in Japan Trigger Wolfpack at110 SeaZones: Germans has 1 Wolfpack placed in 110 Sea Zone Trigger Wolfpack at112 SeaZones: Germans has 1 Wolfpack placed in 112 Sea Zone Trigger RailMovementAutoPlaceRemoveJapanese: has removed 2 J_Rails owned by Japanese in Novosibirsk 1 fighter moved from Buryatia to Amur 1 Japan_destroyer moved from 5 Sea Zone to 6 Sea Zone 1 infantry moved from Japan to 6 Sea Zone 1 Japan_destroyer and 1 infantry moved from 6 Sea Zone to 5 Sea Zone 1 infantry moved from 5 Sea Zone to Siberia 1 carrier, 1 fighter and 1 transport moved from 5 Sea Zone to 6 Sea Zone 2 Japan_Engineers, 1 elite and 1 infantry moved from Japan to 6 Sea Zone 4 armour and 1 mech_infantry moved from Kweichow to Tsinghai 2 armour and 1 mech_infantry moved from Shantung to Kweichow 2 armour and 1 mech_infantry moved from Kiangsu to Kweichow 1 JPNbomber moved from Vologda to Tsinghai 1 JPNbomber moved from Kazakhstan to Kwangsi 1 fighter and 2 tactical_bombers moved from Kazakhstan to Novosibirsk 1 fighter moved from Samara to Novosibirsk 1 infantry moved from Kansu to Timguska 1 infantry moved from Kansu to Novosibirsk 1 J_Rail moved from Kiangsu to Kweichow 1 J_Rail moved from Kweichow to Novosibirsk 1 aaGun moved from Novosibirsk to Urals 1 J_Rail moved from Kiangsu to Amur 1 J_Rail and 1 aaGun moved from Amur to Novosibirsk 1 pacific_cruiser moved from 6 Sea Zone to 36 Sea Zone 1 tactical_bomber moved from 6 Sea Zone to 19 Sea Zone 1 pacific_submarine moved from 6 Sea Zone to 36 Sea Zone 2 Japan_Engineers, 1 elite, 1 infantry and 2 transports moved from 6 Sea Zone to 19 Sea Zone 2 Japan_Engineers, 1 elite and 1 infantry moved from 19 Sea Zone to Kiangsu 1 carrier moved from 6 Sea Zone to 36 Sea Zone 1 carrier moved from 6 Sea Zone to 19 Sea Zone 1 fighter moved from 6 Sea Zone to 19 Sea Zone 1 Escort_Convoy moved from 6 Sea Zone to 19 Sea Zone 1 fighter moved from 6 Sea Zone to Japan 1 Japan_destroyer, 1 battleship and 1 cruiser moved from 5 Sea Zone to 6 Sea Zone Place Units - Japanese 6 Fortifications placed in Caroline Islands 2 armour and 1 mech_infantry placed in Shantung 2 armour and 1 mech_infantry placed in Kiangsu 1 elite and 1 infantry placed in Japan 1 Heavy_BB and 1 Japan_destroyer placed in 6 Sea Zone Turn Complete - Japanese Note to players Japanese: It is Late 1942 and Our Shipyards are Hard at Work. We will soon Launch 1 new Carrier with 2 new Naval Fighters. They may only Operate in the Pacific and Indian Oceans. Japanese collect 50 PUs; end with 50 PUs Trigger Japanese AdvancedProduction: Japanese met a national objective for an additional 8 Optional[PUs]; end with 58 Optional[PUs] Objective Japanese 1 Trade With America: Japanese met a national objective for an additional 10 PUs; end with 68 PUs Objective Japanese 5 Control China: Japanese met a national objective for an additional 5 PUs; end with 73 PUs Combat Hit Differential Summary : Japanese regular : 5.50 Russians regular : -3.33 EXP-bvsb-7-1-26 J .6tsvg.tsvg lol commies getting their ass kicked [image: 1785968892721-screenshot-from-2026-08-05-17-25-49.png] [image: 1785968904467-screenshot-from-2026-08-05-17-26-03.png] [image: 1785968914364-screenshot-from-2026-08-05-17-26-40.png]
    • Panzerstahl-Helm 0P

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

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      @panzerstahl-helm-0 Hallo sent you a PM about the Captain's tournament Prost [image: 1785885528106-prost.png]
    • Panzerstahl-Helm 0P

      EXP-game -11 - Panzer (Axis) vs. beelee (Allies) - Operation "Dr. Strangelove"

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      Panzerstahl-Helm 0P
      @beelee Guten Abend, I assume no scramble in SZ110, hence I proceeded. We can re-roll anytime. this battle has no influence on my turn. [image: 1786750636085-a8d8e1cd-40da-4686-8afb-164cb7ead9f5-image.jpeg] Game History Round: 2 Research Technology - Germans Purchase Units - Germans Note to players Germans: It is Late 1940 and Waffen SS Army Units have been Organized into Armies. They are Commanded by a Oberst Gruppenfuhrer. You may have up to 4 Waffen Armies at any one time. Note to players Germans: <body><b>It is Late 1940 and Waffen Pioneers are Now Available.<br><br><img src="WaffenPioneer.png"/><br><br><br />Refer to Game Notes for Usage.<b></body> Note to players Germans: <body><b>It is Late 1940 and Waffen Self Propelled AA are Now Available.<br><br><img src="Waffen_ArtyAA.png"/><br><br><br />Refer to Game Notes for Usage.<b></body> Note to players Germans: <body><b>Air Commanders are Now Available for Purchase</b></body> Note to players Germans: It is Late 1940 and Wehrmacht and Waffen Armies have been Organized into Army Groups. You may have up to 3 Army Groups. Only 1 may be active per Territory. Note to players Germans: It is Late 1940 and Wehrmacht Panzer Units have been Organized into Armies. They are Commanded by a Panzer General. They may also be Formed into Desert Armies. You may only have up to 3.... Note to players Germans: It is Late 1940 and the Major Powers of Germany, Russia, Britain and Italy have Approved FlakTowers to Repeal Possible Air Attack on Their Capitals. Refer to Game Notes for Usage. Trigger WaffenPioneer: buyWaffenPioneer added to productionGermans Trigger WaffenPioneer: buyGerman_Engineer2 added to productionGermans Trigger AirCommander: buyGAirCommander added to productionGermans Trigger AirCommander: buyAirCommander added to productionRussians Trigger AirCommander: buyAirCommander added to productionAmericans Trigger PanzerGeneral: buyPanzer_General added to productionGermans Trigger Waffen ArtyAA: buyWaffen_ArtyAA added to productionGermans Trigger FlakTower: buyFlakTower added to productionGermans Trigger FlakTower: buyFlakTower added to productionRussians Trigger FlakTower: buyFlakTower added to productionBritish Trigger FlakTower: buyFlakTower added to productionItalians Trigger FlakTower: buyRepair_FlakTower added to productionGermans Trigger FlakTower: buyRepair_FlakTower added to productionRussians Trigger FlakTower: buyRepair_FlakTower added to productionBritish Trigger FlakTower: buyRepair_FlakTower added to productionItalians Trigger Waffen SS Oberst: buyWaffen_Oberst added to productionGermans Trigger Army Group: buyArmy_Group added to productionGermans Trigger Waffen Infantry4: buyWaffen_Infantry4 added to productionGermans triggerAttachmenLate1940Red: has removed 1 Late1940 owned by Changer in Late 1940 triggerAttachmenEarly1940: has removed 1 Early1940_red owned by Changer in Early 1940 triggerAttachmenLate1940Red: Changer has 1 Late1940_red placed in Late 1940 triggerAttachmenEarly1940: Changer has 1 Early1940 placed in Early 1940 Trigger Wolfpack at112 SeaZones: Germans has 1 Wolfpack placed in 112 Sea Zone Germans buy 3 GermanUBoats, 1 German_LCV, 1 Repair_BB, 2 WaffenPioneers, 2 bombers, 1 elite, 2 german_paras, 7 infantry and 5 mine_unarmeds; Remaining resources: 0 PUs; Place Units - Germans 1 Repair_BB placed in 112 Sea Zone Units in Germany being upgraded or consumed: 2 German_Engineers 2 WaffenPioneers placed in Germany Combat Move - Germans Trigger RailMovementAutoPlaceGermans: Germans has 2 G_Rails placed in Germany Turning on Edit Mode EDIT: Removing units owned by Germans from 111 Sea Zone: 1 battleship EDIT: Adding units owned by Germans to 111 Sea Zone: 1 battleship EDIT: Turning off Edit Mode Trigger Germans RemoveRepair BB: has removed 1 Repair_BB owned by Germans in 112 Sea Zone 1 battleship moved from 111 Sea Zone to 110 Sea Zone 3 GermanUBoats and 1 cruiser moved from 112 Sea Zone to 110 Sea Zone 3 fighters and 2 tactical_bombers moved from Western Germany to 110 Sea Zone 1 tactical_bomber moved from Holland Belgium to 110 Sea Zone 5 infantry moved from Bulgaria to Greece 2 bombers moved from Western Germany to Greece 1 armour moved from Romania to Greece Combat - Germans Trigger Wolfpack at110 SeaZones: Germans has 1 Wolfpack placed in 110 Sea Zone Battle in Greece Germans attack with 1 armour, 2 bombers and 5 infantry Neutral_Allies defend with 4 infantry Germans roll dice for 1 armour, 2 bombers and 5 infantry in Greece, round 2 : 1/8 hits, 2,67 expected hits Neutral_Allies roll dice for 4 infantry in Greece, round 2 : 2/4 hits, 1,33 expected hits 2 infantry owned by the Germans lost in Greece 1 infantry owned by the Neutral_Allies lost in Greece Germans roll dice for 1 armour, 2 bombers and 3 infantry in Greece, round 3 : 4/6 hits, 2,33 expected hits Neutral_Allies roll dice for 3 infantry in Greece, round 3 : 2/3 hits, 1,00 expected hits 2 infantry owned by the Germans lost in Greece 3 infantry owned by the Neutral_Allies lost in Greece Germans win, taking Greece from Neutral_Allies with 1 armour, 2 bombers and 1 infantry remaining. Battle score for attacker is 0 Casualties for Germans: 4 infantry Casualties for Neutral_Allies: 4 infantry Battle in 110 Sea Zone Germans attack with 3 GermanUBoats, 1 Wolfpack, 1 battleship, 1 cruiser, 3 fighters and 3 tactical_bombers British defend with 1 destroyer Germans roll dice for 3 GermanUBoats in 110 Sea Zone, round 2 : 2/3 hits, 1,50 expected hits British roll dice for 1 destroyer in 110 Sea Zone, round 2 : 0/1 hits, 0,33 expected hits 1 destroyer owned by the British lost in 110 Sea Zone 1 Wolfpack owned by the Germans lost in 110 Sea Zone Germans win with 3 GermanUBoats, 1 battleship, 1 cruiser, 3 fighters and 3 tactical_bombers remaining. Battle score for attacker is 7 Casualties for British: 1 destroyer Casualties for Germans: 1 Wolfpack Non Combat Move - Germans Trigger RailMovementAutoPlaceRemoveGermans: has removed 2 G_Rails owned by Germans in Germany Trigger Remove All Wolfpack: has removed 2 Wolfpacks owned by Germans in 110 Sea Zone 2 Wolfpacks moved from 112 Sea Zone to 110 Sea Zone 3 fighters and 3 tactical_bombers moved from 110 Sea Zone to Western Germany 1 aaGun and 2 infantry moved from Holland Belgium to Western Germany 2 WaffenPioneers moved from Germany to France 4 armour and 2 mech_infantrys moved from France to Germany 2 artilleries moved from France to Western Germany 3 waffen_infantrys moved from France to Germany 1 armour moved from Normandy Bordeaux to Western Germany 1 artillery and 1 infantry moved from Normandy Bordeaux to France 1 Waffen_Arty moved from France to Germany 1 armour and 1 mech_infantry moved from Southern France to Yugoslavia 1 armour, 2 artilleries and 1 infantry moved from Yugoslavia to Romania 1 elite moved from Germany to Poland 1 fighter and 1 tactical_bomber moved from Denmark to Western Germany 2 infantry moved from Western Germany to 112 Sea Zone 2 infantry moved from 112 Sea Zone to Norway 2 bombers moved from Greece to Western Germany Place Units - Germans 3 GermanUBoats placed in 93 Sea Zone 1 German_LCV, 1 elite, 2 german_paras and 5 mine_unarmeds placed in Germany 2 bombers placed in Western Germany 6 infantry placed in Germany 1 infantry placed in Western Germany Turn Complete - Germans Trigger Wolfpack at110 SeaZones: Germans has 1 Wolfpack placed in 110 Sea Zone Trigger Wolfpack at93 SeaZones: Germans has 1 Wolfpack placed in 93 Sea Zone Germans collect 46 PUs; end with 46 PUs Trigger Germans AdvancedProduction: Germans met a national objective for an additional 12 Optional[PUs]; end with 58 Optional[PUs] Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 Optional[PUs]; end with 63 Optional[PUs] Objective Germans 1 Trade with Russia: Germans met a national objective for an additional 5 PUs; end with 68 PUs Combat Hit Differential Summary : Neutral_Allies regular : 1,67 Germans regular : 0,50 British regular : -0,33 exp-game-11-dr.strangelove-G2.tsvg
    • TheDogT

      🏯 Shogun Advanced - Official Thread

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      TheDogT
      @malmessi It is in game in the usual place Help> Game Notes
    • 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
    • T

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

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      @Panzerstahl-Helm-0 And the battle for the Pacific is all over the place! Over to the Allies 34ba3527-610f-4f61-9ac1-390075a5c0eb-exp-game-4-trout-vs.panzer-j7.tsvg
    • TheDogT

      💥 1941 Global Command Decision - Official Thread

      Watching Ignoring Scheduled Pinned Locked Moved Maps & Mods maps thedog
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      TheDogT
      Latest version v275 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! . v275 Previously the Non Aggession Pact between USSR and Japan starts to fail arounf Turn 15, only because its Turn 15, this is illogical. So to improve on it, this applies to Players & AI The USSR and Japan have a Non Aggression Pact that prevents both sides from attacking each other. When Japan or allies owns Chungking/Industry-Med there will be skirmishes on the Japan-USSR border When Japan or allies owns Chungking/Industry-Med & Urumchi-Kansu/Industry-Lgt it will declare war on USSR When USSR retakes 3 of its lost territories held before Operation Barbarossa there will be skirmishes on the Japan-USSR border When USSR retakes 5 of its lost territories held before Operation Barbarossa it will declare war on Japan Gemrnay & Italy will now have a harder time vs USSR, as USSR will be focusing on their attacks and not distracted by Japan to the south. Japan AI needs help to play better When Japan or allies owns Chungking/Industry-Med, for each turn up to 9 times it will purchase 3x Destroyers, 1x Cruiser, 1x Convoy When Japan or allies owns Urumchi-Kansu/Industry-Lgt, for each turn up to 9 times it will purchase 3x Destroyers, 1x Cruiser Having achieved some of its primary objectives Japan can divert resources to ships. China Player & AI As Japan and USSR will not go to war around turn 15 and Japan was conquering China too easily/quickly. China has a small free increase of a Bunker per turn, this simulates its massive population digging in and resisting its invaders USA AI needs help to play better Turns 2,4,8,12,16,20,24 AI purchases 2x Fighter, Bomber-Tac, Carrier-Fleet, 2x Cruiser, Battleship and places in 010 B Sea Zone This is a small increase of a Cruiser & Battleship and it makes the USA AI more aggressive when using Fast-AI This is big, I think I finally understand Sea Zone ownership and PU production Each Sea Zone generates 1-2pu per turn for the original owner only, just like Convoy Centers. Enemy occupation denies the original owner of the PU income. The current owner has its national flag in the Sea Zone. . v275 documentation, last page has winter turn on instructions. 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
    • 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.
    • 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.
    • SchulzS

      Bugs in World War I

      Watching Ignoring Scheduled Pinned Locked Moved Bug Reports
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      wc_sumptonW
      @RogerCooper said: The only obvious difference between the xml files is the "placeNoAirCheck". But changing that to "place" did not solve the problem. This change does work. As long as the step name is "place" the delegate can still be "NoAirCheckPlaceDelegate". <delegate name="place" javaClass="games.strategy.triplea.delegate.NoAirCheckPlaceDelegate" display="Place Units"/> ... ... ... <step name="austrohungariansPlace" delegate="place" player="AustroHungarians"/> This is because the AI looks for "place" or "endStep" when determining its purchases. "placeNoAirCheck" and even "noAirCheckPlace" do not work. AustroHungarians and Russians both may, using HardvAI, start the game without making any purchases. The reason for the non-purchase is more an AI problem. The first step in the AI's purchase routine is to determine how many fodder units it needs to defend high-value targets. Since both Vienna and Moscow are safe from attacks no defensive fodder units are purchased. During gameplay Germans, French and Ottomans can also feel 'safe' and not purchase fodder units. Once the AI determines its defensive fodder purchases it then tries to purchase factories and high-value units. What PUs that are not spent are carried over. Because the AI does not try to repurchase fodder units with this left over PUs, it ends up purchasing very few or nothing. Because the fighter is a 2 attack/2 defend it is considered very weak when compared to infantry and artillery and is almost never purchased. Also, only the Americans purchase navel units. If the combat move is switched with the purchase step the non-combat step can be removed. <step name="austrohungariansUserActions" delegate="userAction" player="AustroHungarians"/> <!-- Combat Move is before Purchase --> <step name="austrohungariansCombatMove" delegate="move" player="AustroHungarians"/> <step name="austrohungariansPurchase" delegate="purchase" player="AustroHungarians"/> <step name="austrohungariansBattle" delegate="battle" player="AustroHungarians"/> <!-- NonCombat Move is removed --> <!-- "place" is "NoAirCheckPlaceDelegate" --> <step name="austrohungariansPlace" delegate="place" player="AustroHungarians"/> <step name="austrohungariansEndTurn" delegate="endTurn" player="AustroHungarians"/> The AI will first preform a normal combat move, this includes moving air units, and because there is not a noncombat move step, the AI will perform a normal noncombat move with the exception of air units in combat, which cannot be moved. Even though the AI can simulate a combat move without the noncombat move it confuses which territories it can do battle in. Cheers...
    • KindwindK

      Game Engine Rules (AI Training)

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      RogerCooperR
      @Kindwind A neural net certainly makes more sense than a LLM. I didn't see anything obviously illegal in the play, but you didn't document the non-combat moves which caused a problem with your previous model As you noted, your neural net is inferior to your algorithmic WeakAI, which is itself comparable to TripleA's Easy AI. However it does attack and would beat TripleA's Do Nothing AI, which is something. (I have seen a GGP (Ludii) that plays Chess so poorly that it has trouble against random play). However, that it can't beat the training AI seems to point to a fundamental weakness with this sort of neural net. Note that AlphaZero played 44,000,000 games of Chess in its training process (600 years on your computer), and Chess is much simpler game computationally.
    • RogerCooperR

      Roger's Scenario Thread

      Watching Ignoring Scheduled Pinned Locked Moved Maps & Mods
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      RogerCooperR
      Name World War II Global 1940 Canadian Mod with Combat Move First Description World War II Global 1940 Canadian Mod with Combat Move First https://axisandallies.fandom.com/wiki/World_War_II_Global_1940_Canadian_Mod_with_Combat_Move_First [image: 1786049109371-954ad029-74bc-476a-b062-0c30a9360bac-image.jpeg] Good Points *A bunch of minor changes to improve balance & realism Bad Points Separating Canada from Britain can leave them both without the resources to do much, depending on the situation
    • B

      Creating new game with multiple friends

      Watching Ignoring Scheduled Pinned Locked Moved Play By Email
      15
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      B
      @beelee Unfortunate, but its good to know its currently not working rather than something I was doing wrong, ty.
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