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    • B

      Multi Game 2 barnee Trout vs Alex Panzer

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      @Alexander Good Evening Game History Round: 20 Purchase Units - Germans Trigger HvyCVBmbrs: Setting canBeGivenByTerritoryTo to British:Germans for unitAttachment attached to JPNbomber Trigger HvyCVBmbrs: Setting canBeGivenByTerritoryTo to British:Germans for unitAttachment attached to USAbomber triggerAttachmenLate1949EXP43Invert: has removed 1 Early1949_red owned by Changer in D-Day triggerAttachmenLate1949EXP43Invert: Changer has 1 Late1949_red placed in D-Day Trigger Wolfpack at97 SeaZones: Germans has 1 Wolfpack placed in 97 Sea Zone Trigger Wolfpack at112 SeaZones: Germans has 1 Wolfpack placed in 112 Sea Zone Germans buy 1 DemoUnderMinor, 1 Elitewaffen_panzer, 1 GermanUBoat, 1 King_Tiger, 1 LuftwaffeAce, 1 Panzer_Grndrs, 1 SP_Artillery, 6 TotalWar_Tanks, 1 Waffen_Hvy_Tank, 1 Waffen_Oberst, 1 Waffen_Para, 1 destroyer, 1 elite, 5 infantry, 1 waffen_PG, 2 waffen_infantrys and 3 waffen_panzers; Remaining resources: 0 PUs; Place Units - Germans Units in Germany being upgraded or consumed: 1 ElitePanzer, 1 King_Tiger, 1 Panzer_General, 3 armour, 1 german_para, 2 infantry and 1 waffen_infantry 1 Elitewaffen_panzer, 1 Waffen_Hvy_Tank, 1 Waffen_Oberst, 1 Waffen_Para, 1 waffen_PG, 2 waffen_infantrys and 3 waffen_panzers placed in Germany Combat Move - Germans Trigger RailMovementAutoPlaceGermans: Germans has 2 G_Rails placed in Germany Trigger RailMovementAutoPlaceGermansItalyTakeover: Germans has 1 Europe_Rail placed in Germany Turning on Edit Mode EDIT: Adding units owned by Germans to Western Germany: 1 GAirCommander and 3 Me_262s EDIT: Adding units owned by Germans to Southern Italy: 1 GAirCommander and 3 Me_262s EDIT: Turning off Edit Mode 1 Panzer_Grndrs and 1 armour moved from Belarus to Bryansk 1 infantry moved from Western Ukraine to Bryansk EDIT: 1 2ndLuftflotten moved from Western Germany to 2nd Luftflotten EDIT: 1 1stLuftflotten moved from Southern Italy to 1st Luftflotten EDIT: 1 Waffen_Para moved from Southern Italy to Malta EDIT: 1 Waffen_Para moved from Malta to Libya 1 Italian_LCV and 1 infantry moved from Tobruk to Libya 1 bomber moved from Romania to Normandy Bordeaux 1 Me_262 moved from Southern Italy to Normandy Bordeaux 2 Me_262s moved from Western Germany to Holland Belgium 1 infantry moved from Southern France to Normandy Bordeaux 3 infantry moved from France to Normandy Bordeaux 3 infantry moved from France to Holland Belgium 1 infantry moved from Western Germany to Holland Belgium 1 armour moved from Belarus to Archangel Germans take Archangel from Russians 1 armour moved from Archangel to Smolensk 1 Panzer_Grndrs, 4 armour and 1 mech_infantry moved from Belarus to Smolensk 1 Me_262 moved from Romania to Smolensk Combat - Germans Trigger Wolfpack at112 SeaZones: Germans has 1 Wolfpack placed in 112 Sea Zone Trigger Wolfpack at97 SeaZones: Germans has 1 Wolfpack placed in 97 Sea Zone Germans creates battle in territory 98 Sea Zone Battle in Libya Germans attack with 1 Italian_LCV, 1 Waffen_Para and 1 infantry Americans defend with 1 elite Germans roll dice for 1 Italian_LCV, 1 Waffen_Para and 1 infantry in Libya, round 2 : 2,4 Americans roll dice for 1 elite in Libya, round 2 : 2,4 Germans win, taking 98 Sea Zone from British, taking Libya from Americans with 1 Waffen_Para and 1 infantry remaining. Battle score for attacker is 0 Casualties for Germans: 1 Italian_LCV Casualties for Americans: 1 elite Battle in Smolensk Germans attack with 1 Me_262, 1 Panzer_Grndrs, 5 armour and 1 mech_infantry Russians defend with 2 armour, 1 elite and 1 guard_infantry Germans roll dice for 1 Me_262, 1 Panzer_Grndrs, 5 armour and 1 mech_infantry in Smolensk, round 2 : 1,6,6,6,4,4,2,3 Russians roll dice for 2 armour, 1 elite and 1 guard_infantry in Smolensk, round 2 : 1,3,1,3,6 Germans roll dice for 1 Me_262 and 4 armour in Smolensk, round 3 : 5,5,6,2,5 Russians roll dice for 1 armour and 1 elite in Smolensk, round 3 : 3,3,4 Germans roll dice for 1 Me_262 and 3 armour in Smolensk, round 4 : 2,5,3,2 Russians roll dice for 1 elite in Smolensk, round 4 : 6,1 Germans win, taking Smolensk from Russians with 1 Me_262 and 2 armour remaining. Battle score for attacker is -6 Casualties for Germans: 1 Panzer_Grndrs, 3 armour and 1 mech_infantry Casualties for Russians: 2 armour, 1 elite and 1 guard_infantry Battle in Holland Belgium Germans attack with 2 Me_262s and 4 infantry British defend with 2 infantry Germans roll dice for 2 Me_262s and 4 infantry in Holland Belgium, round 2 : 2,4,5,4,1,2 British roll dice for 2 infantry in Holland Belgium, round 2 : 6,1 Germans win, taking Holland Belgium from British with 2 Me_262s and 3 infantry remaining. Battle score for attacker is 3 Casualties for Germans: 1 infantry Casualties for British: 2 infantry Battle in Bryansk Germans attack with 1 Panzer_Grndrs, 1 armour and 1 infantry Russians defend with 1 armour Germans roll dice for 1 Panzer_Grndrs, 1 armour and 1 infantry in Bryansk, round 2 : 6,4,1 Russians roll dice for 1 armour in Bryansk, round 2 : 6 Germans win, taking Bryansk from Russians with 1 Panzer_Grndrs, 1 armour and 1 infantry remaining. Battle score for attacker is 5 Casualties for Russians: 1 armour Battle in Normandy Bordeaux Germans attack with 1 Me_262, 1 bomber and 4 infantry; Changer loiter and taunt Changer defend; British defend with 2 uk_paras and 1 uk_paraBoost Germans roll dice for 1 Me_262, 1 bomber and 4 infantry in Normandy Bordeaux, round 2 : 3,1,5,5,1,2 British roll dice for 2 uk_paras and 1 uk_paraBoost in Normandy Bordeaux, round 2 : 2,5 Germans win, taking Normandy Bordeaux from British with 1 Me_262, 1 bomber and 3 infantry remaining. Battle score for attacker is 5 Casualties for Germans: 1 infantry Casualties for British: 2 uk_paras and 1 uk_paraBoost Non Combat Move - Germans Turning on Edit Mode EDIT: Turning off Edit Mode Turning on Edit Mode EDIT: Turning off Edit Mode Trigger RailMovementAutoPlaceRemoveGermansItalyTakeover: has removed 1 Europe_Rail owned by Germans in Eastern Poland Trigger RailMovementAutoPlaceRemoveGermans: has removed 2 G_Rails owned by Germans in Belarus Trigger Remove All Wolfpack: has removed 3 Wolfpacks owned by Germans in 97 Sea Zone Trigger Remove All Wolfpack: has removed 3 Wolfpacks owned by Germans in 112 Sea Zone Trigger Urals Tank Unit: Russians has 1 armour placed in Urals 1 Me_262 moved from Smolensk to Belarus 1 GAirCommander and 2 Me_262s moved from Western Germany to Belarus 1 Me_262 moved from Holland Belgium to Southern Italy 1 Me_262 moved from Normandy Bordeaux to Western Germany 1 Me_262 moved from Holland Belgium to Western Germany 1 bomber moved from Normandy Bordeaux to Western Germany 2 G_Rails and 2 waffen_panzers moved from Germany to Belarus 2 G_air_transports, 1 waffen_PG and 1 waffen_panzer moved from Germany to Belarus EDIT: 1 waffen_PG and 3 waffen_panzers moved from Belarus to 1st Waffen Panzer EDIT: 1 1stWaffenPnzrArmy moved from 1st Waffen Panzer to Belarus 1 Panzer_Grndrs, 1 aaGun, 2 armour and 1 waffen_infantry moved from Eastern Poland to Belarus 2 G_air_transports moved from Eastern Poland to Western Germany 1 G_air_transport and 1 elite moved from Romania to Southern Italy 1 aaGun and 1 infantry moved from Romania to Eastern Poland 1 Panzer_Grndrs moved from Baltic States to Bessarabia 1 mech_infantry moved from Bessarabia to Ukraine 1 mech_infantry moved from Ukraine to Western Ukraine 1 Waffen_Para moved from Germany to Belarus 1 armour and 2 mech_infantrys moved from Poland to Belarus 1 mech_infantry moved from Karelia to Baltic States 1 Elitewaffen_panzer, 1 Waffen_Oberst and 1 waffen_infantry moved from Germany to Eastern Poland 1 SP_Artillery and 1 waffen_infantry moved from Germany to Eastern Poland 1 Europe_Rail and 1 Waffen_Hvy_Tank moved from Germany to Eastern Poland 1 Panzer_General moved from Germany to Western Germany 1 elite moved from Germany to Poland 1 aaGun moved from Germany to Poland 2 armour moved from Western Germany to Poland 2 infantry moved from Western Germany to France EDIT: 1 GAirCommander and 3 Me_262s moved from Belarus to 1st Luftflotten EDIT: 1 1stLuftflotten moved from 1st Luftflotten to Belarus EDIT: 1 GAirCommander and 3 Me_262s moved from Southern Italy to 2nd Luftflotten EDIT: 1 2ndLuftflotten moved from 2nd Luftflotten to Southern Italy Place Units - Germans 6 TotalWar_Tanks and 1 infantry placed in Western Germany 1 King_Tiger, 1 LuftwaffeAce, 1 Panzer_Grndrs, 1 SP_Artillery, 1 elite and 1 infantry placed in Germany Units in Southern France being upgraded or consumed: 1 UndergroundMinr 1 DemoUnderMinor and 1 infantry placed in Southern France 1 infantry placed in Southern Italy 1 infantry placed in Germany 1 GermanUBoat and 1 destroyer placed in 97 Sea Zone 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 at112 SeaZones: Germans has 1 Wolfpack placed in 112 Sea Zone Trigger Wolfpack at97 SeaZones: Germans has 1 Wolfpack placed in 97 Sea Zone Total Cost from Convoy Blockades: 0 Rolling for Convoy Blockade Damage in 93 Sea Zone. Rolls: 6,4 Germans collect 68 PUs; end with 68 PUs Trigger Germans AdvancedProduction: Germans met a national objective for an additional 12 Optional[PUs]; end with 80 Optional[PUs] Trigger Germans ReceiveItaliansNoShipsMedObjective: Germans met a national objective for an additional 5 Optional[PUs]; end with 85 Optional[PUs] Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 Optional[PUs]; end with 90 Optional[PUs] Trigger Germans ReceiveItaliansAdvancedProduction: Germans met a national objective for an additional 3 Optional[PUs]; end with 93 Optional[PUs] Objective Germans 2 Control Novgorod Or Volgograd Or Russia: Germans met a national objective for an additional 5 PUs; end with 98 PUs exp-game-2-multi-apbt-G 20.tsvg Use Panzers email and @trout use mine. Idky the dice stats didn't show. Oh yea there was an extra SS Pnzr in the Box. Idk where it came from so I'll just kill it.
    • ubernautU

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

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      ubernautU
      @Nothingtoseehere gotcha 🫡
    • R

      Question about trenches domination 1914 no mans land

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      TheDogT
      @Ramon said: Let me know if you somehow find a fix! I have had two attempts at it, so will do, but it will not be soon, spare time goes on the new map.
    • 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]
    • TheDogT

      💥 1941 Global Command Decision - Official Thread

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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
    • 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....
    • 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]
    • 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]
    • B

      EXP Game 12 barnee vs Trout

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      @Trout Right on I'll take a look in a bit. Just getting on for the day. Edit I had an incorrect placement. Here's the new one place.txt open you downloadedMaps and UHD Boxes, then map. Replace the old one with the new one. @panzerstahl-helm-0 @alexander I had incorrect placement for 16 SZ that Trout found. New one is listed above. Edit you need to register your email with the dice server. I think I can then use our latest save and start a pbem game with it. Italy coming up directly 8b0b5558-575e-453b-a7bc-68ccf0893c7f-exp-game-12-trout-I 9.tsvg Not a whole lot going on. Took Smolensk failed in Vologda with a Parra attack
    • 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
    • RogerCooperR

      Roger's Scenario Thread

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

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      @Panzerstahl-Helm-0 d93f6f7c-fe64-4e27-84a9-5d16a56c21cd-exp-game-4-trout-vs.panzer-g7.tsvg Over to Russia. Germany had a successful turn I think but not looking good on the Eastern Front for me
    • Panzerstahl-Helm 0P

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

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      @Panzerstahl-Helm-0 Guten Tag I forgot to attack Malta Ships 2 Ftrs Tac DD [image: 1786293113621-screenshot-from-2026-08-09-11-30-26.png] 1 Ftr hits. Ships sunk. Edit Correction it was the Tac that hit Game History Round: 1 Purchase Units - Americans Americans buy 2 Fortifications, 1 Heavy_BB, 1 carrier, 1 demo_airfield, 1 demo_harbour, 1 destroyer and 1 elite; 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 USAbomber moved from Central United States to Eastern United States 3 mech_infantrys and 1 usa_armour moved from Central United States to Western United States 2 infantry moved from Mexico to Western United States 1 usa_fighter moved from Western United States to Eastern United States 1 usa_fighter moved from 10 Sea Zone to Eastern United States 1 aaGun and 1 infantry moved from Western United States to 10 Sea Zone 1 aaGun, 1 infantry and 1 transport moved from 10 Sea Zone to 8 Sea Zone 1 aaGun moved from 8 Sea Zone to Aleutian Islands 1 infantry moved from 8 Sea Zone to Aleutian Islands 1 battleship, 1 carrier, 1 cruiser, 1 destroyer and 1 usa_tactical_bomber moved from 10 Sea Zone to 26 Sea Zone 1 usa_fighter moved from Hawaiian Islands to 26 Sea Zone 1 transport moved from 26 Sea Zone to 10 Sea Zone 1 submarine moved from 35 Sea Zone to 49 Sea Zone Place Units - Americans 1 carrier and 1 destroyer placed in 101 Sea Zone 1 elite placed in Eastern United States 1 Heavy_BB placed in 10 Sea Zone 1 Fortification placed in Aleutian Islands Units in Philippines being upgraded or consumed: 1 airfield and 1 harbour 1 Fortification, 1 demo_airfield and 1 demo_harbour placed in Philippines 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 and 6 infantry moved from Szechwan to Yunnan 1 infantry moved from Kweichow to Yunnan Combat - Chinese Battle in Yunnan Chinese attack with 1 fighter and 7 infantry Japanese defend with 1 artillery and 2 infantry Chinese roll dice for 1 fighter and 7 infantry in Yunnan, round 2 : 2/8 hits, 1.67 expected hits Japanese roll dice for 1 artillery and 2 infantry in Yunnan, round 2 : 2/3 hits, 1.00 expected hits 2 infantry owned by the Chinese lost in Yunnan 2 infantry owned by the Japanese lost in Yunnan Chinese roll dice for 1 fighter and 5 infantry in Yunnan, round 3 : 1/6 hits, 1.33 expected hits Japanese roll dice for 1 artillery in Yunnan, round 3 : 0/1 hits, 0.33 expected hits 1 artillery owned by the Japanese lost in Yunnan Chinese win, taking Yunnan from Japanese with 1 fighter and 5 infantry remaining. Battle score for attacker is 4 Casualties for Chinese: 2 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 infantry moved from Suiyuyan to Hopei 1 fighter moved from Yunnan to Shensi Place Units - Chinese 3 infantry placed in Szechwan 2 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 1 UndrgroundFctry, 1 destroyer, 1 elite, 3 infantry, 3 mine_unarmeds, 2 uk_armours and 1 uk_fighter; Remaining resources: 0 PUs; 3 AirLendLease; 3 NavyLendLease; Place Units - British Units in United Kingdom being upgraded or consumed: 1 factory_major 1 UndrgroundFctry placed in United Kingdom Combat Move - British Trigger RailMovementAutoPlaceBritish: British has 2 Rails placed in Union of South Africa 1 destroyer moved from 109 Sea Zone to 106 Sea Zone 1 bomber moved from United Kingdom to 106 Sea Zone Combat - British Battle in 106 Sea Zone British attack with 1 bomber and 1 destroyer Germans defend with 2 GermanUBoats British roll dice for 1 bomber and 1 destroyer in 106 Sea Zone, round 2 : 1/2 hits, 1.00 expected hits Germans roll dice for 2 GermanUBoats in 106 Sea Zone, round 2 : 0/2 hits, 0.33 expected hits 1 GermanUBoat owned by the Germans lost in 106 Sea Zone British roll dice for 1 bomber and 1 destroyer in 106 Sea Zone, round 3 : 1/2 hits, 1.00 expected hits Germans roll dice for 1 GermanUBoat in 106 Sea Zone, round 3 : 0/1 hits, 0.17 expected hits 1 GermanUBoat owned by the Germans lost in 106 Sea Zone British win, taking 106 Sea Zone from Germans with 1 bomber and 1 destroyer remaining. Battle score for attacker is 8 Casualties for Germans: 2 GermanUBoats Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 112 Sea Zone Non Combat Move - British Turning on Edit Mode EDIT: Removing units owned by Italians from 96 Sea Zone: 1 destroyer and 1 transport EDIT: Turning off Edit Mode Trigger RailMovementAutoPlaceRemoveBritish: has removed 2 Rails owned by British in Egypt 1 bomber moved from 106 Sea Zone to Quebec 1 uk_fighter moved from Malta to Egypt 1 uk_tactical_bomber moved from 98 Sea Zone to Egypt 1 uk_fighter moved from Gibraltar to Malta 1 cruiser moved from 91 Sea Zone to 94 Sea Zone 1 aaGun and 2 infantry moved from Scotland to United Kingdom 1 aaGun moved from United Kingdom to 109 Sea Zone 1 aaGun and 1 transport moved from 109 Sea Zone to 88 Sea Zone 1 aaGun moved from 88 Sea Zone to British Guiana 1 infantry moved from Egypt to Trans-Jordan 1 artillery moved from Alexandria to 98 Sea Zone 1 artillery, 1 carrier, 1 cruiser, 1 destroyer and 1 transport moved from 98 Sea Zone to 80 Sea Zone 1 artillery moved from 80 Sea Zone to Persia British take Persia from Neutral_Allies 1 uk_armour moved from Alexandria to Egypt 1 infantry moved from Alexandria to Egypt 2 Rails and 2 infantry moved from Union of South Africa to Egypt 1 destroyer moved from 71 Sea Zone to 81 Sea Zone 1 infantry moved from West India to Eastern Persia British take Eastern Persia from Neutral_Allies 1 destroyer moved from 39 Sea Zone to 37 Sea Zone 1 battleship moved from 37 Sea Zone to 39 Sea Zone 1 aaGun and 1 infantry moved from India to 39 Sea Zone 1 aaGun, 1 infantry and 1 transport moved from 39 Sea Zone to 41 Sea Zone 1 aaGun and 1 infantry moved from 41 Sea Zone to Sumatra British take Sumatra from Dutch 1 cruiser moved from 39 Sea Zone to 80 Sea Zone 1 uk_fighter moved from Burma to India 1 infantry moved from Burma to Shan State 1 artillery and 1 infantry moved from Ontario to Quebec Place Units - British Trigger Wolfpack at112 SeaZones: Germans has 1 Wolfpack placed in 112 Sea Zone 3 mine_unarmeds placed in India 1 destroyer placed in 110 Sea Zone 2 uk_armours placed in Union of South Africa 1 elite, 3 infantry and 1 uk_fighter placed in United Kingdom Turn Complete - British British collect 51 PUs; end with 51 PUs Trigger British AdvancedProduction: British met a national objective for an additional 6 Optional[PUs]; end with 57 Optional[PUs] Objective British 1 Original: British met a national objective for an additional 5 PUs; end with 62 PUs Combat Hit Differential Summary : Chinese regular : 0.00 Japanese regular : 0.67 Germans regular : -0.50 British regular : 0.00 exp-game-11-dr.strangelove-UK1.tsvg
    • 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

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      RogerCooperR
      @wc_sumpton The production value of 0 is probably confusing the AI.
    • 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.
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