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    • 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]
    • B

      Multi Game 2 barnee Trout vs Alex Panzer

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      @Alexander Hi Alex I dodged the mines. E POL/BESS is not mined, so they had to take an indirect rail route but they didn't cross any minefields.
    • ubernautU

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

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      @Nothingtoseehere hey man got my first good chance to look at this today turning out to be a bit of a thinker got end of month coming up here too so probably won’t be able to look again till the weekend hopefully i can figure it out before i need to head out of town next week
    • TheDogT

      💥 1941 Global Command Decision - Official Thread

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

      TripleA Server Costs

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      @Cernel ah my bad. so I'm paying more. My Bots are cloud-based for better or for worse. They seem to be working fine but I haven't had crashes that I'm aware of.
    • T

      How to add to Big World Variations

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      @RogerCooper enjoy your vacation!
    • Panzerstahl-Helm 0P

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

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      @Panzerstahl-Helm-0 Guten Abend What a struggle life has been since the flood. We are in the hotel now. This place is fckd. We already had to change rooms once, got a better one and yesterday I was trapped in the bathroom for 20 minutes. Didnt even lock the door. Just closed it. Fortunately the OM was in the room and he got some dumb bitch from the checkin to come by. I finally said F it and just ripped the door handle off. Wasn't very happy. Anyway, I should have the turn in an hour or so. The stupid desk in the room is so tall you can't use it for a computer. I have to go to the dining area. At least there is a bier store less than 100 yards away lol Ciao Game History Round: 16 Purchase Units - Italians Italians buy 3 armour and 5 infantry; Remaining resources: 0 PUs; Combat Move - Italians Trigger RailMovementAutoPlaceItalians: Italians has 1 Europe_Rail placed in Southern Italy Turning on Edit Mode EDIT: Removing units owned by Russians from Romania: 1 Soviet_Commisar_3 EDIT: Adding units owned by Russians to Romania: 1 Soviet_Commisar EDIT: Turning off Edit Mode 1 armour moved from Anglo Egyptian Sudan to Nigeria Italians take French Equatorial Africa from French Italians take Nigeria from British 1 armour moved from Anglo Egyptian Sudan to Rhodesia Italians take Belgian Congo from British Italians take Rhodesia from British 1 armour moved from Anglo Egyptian Sudan to Kenya Italians take Kenya from British 1 armour moved from Kenya to Tanganyika Territory Italians take Tanganyika Territory from British 1 armour and 1 infantry moved from Anglo Egyptian Sudan to 81 Sea Zone 1 armour, 1 infantry and 1 transport moved from 81 Sea Zone to 79 Sea Zone 1 Escort_Convoy moved from 81 Sea Zone to 79 Sea Zone 1 armour and 1 infantry moved from 79 Sea Zone to West India 2 armour and 1 infantry moved from Egypt to Trans-Jordan 1 infantry moved from Egypt to 81 Sea Zone 1 infantry and 1 transport moved from 81 Sea Zone to 80 Sea Zone 1 infantry moved from 80 Sea Zone to Iraq 2 armour moved from Anglo Egyptian Sudan to Trans-Jordan 1 bomber moved from Egypt to Slovakia Hungary Combat - Italians Battle in West India Battle in Iraq Battle in Slovakia Hungary Italians attack with 1 bomber Russians defend with 1 russian_para and 1 russian_paraBoost Italians roll dice for 1 bomber in Slovakia Hungary, round 2 : 0/1 hits, 0.67 expected hits Russians roll dice for 1 russian_para and 1 russian_paraBoost in Slovakia Hungary, round 2 : 1/1 hits, 0.50 expected hits 1 bomber owned by the Italians lost in Slovakia Hungary 1 russian_paraBoost owned by the Russians lost in Slovakia Hungary Russians win, taking West India from British, taking Iraq from Russians with 1 russian_para remaining. Battle score for attacker is -12 Casualties for Italians: 1 bomber Casualties for Russians: 1 russian_paraBoost Battle in Trans-Jordan Italians attack with 4 armour and 1 infantry British defend with 1 infantry Italians roll dice for 4 armour and 1 infantry in Trans-Jordan, round 2 : 2/5 hits, 2.17 expected hits British roll dice for 1 infantry in Trans-Jordan, round 2 : 0/1 hits, 0.33 expected hits 1 infantry owned by the British lost in Trans-Jordan Italians win, taking Trans-Jordan from British with 4 armour and 1 infantry remaining. Battle score for attacker is 3 Casualties for British: 1 infantry Non Combat Move - Italians Trigger RussiansParaBoost atSlovakia Hungary: Russians has 1 russian_paraBoost placed in Slovakia Hungary Trigger RailMovementAutoPlaceRemoveItalians: has removed 1 Europe_Rail owned by Italians in Albania 2 fighters moved from Egypt to Southern Italy 1 infantry moved from Northern Italy to Yugoslavia 1 infantry moved from Greece to Bulgaria 1 Europe_Rail and 1 armour moved from Southern Italy to Albania 2 air_transports and 2 infantry moved from Southern Italy to Albania 2 infantry moved from Southern Italy to Northern Italy Place Units - Italians 2 armour and 2 infantry placed in Northern Italy 1 armour and 3 infantry placed in Southern Italy Turn Complete - Italians Trigger Italians RemoveItalyConvoySZ81: has removed 1 Escort_Convoy owned by Italians in 81 Sea Zone Trigger Italians RemoveItalyConvoySZ81: Italians has 1 Escort placed in 81 Sea Zone Italians collect 27 PUs; end with 27 PUs Trigger Italians AdvancedProduction: Italians met a national objective for an additional 3 Optional[PUs]; end with 30 Optional[PUs] Objective Italians 4 Control Iraq Or Persia Or Northwest Persia: Italians met a national objective for an additional 2 PUs; end with 32 PUs Objective Italians 1 Control The Mediterranean: Italians met a national objective for an additional 5 PUs; end with 37 PUs Objective Italians 2 Roman Empire: Italians met a national objective for an additional 5 PUs; end with 42 PUs Combat Hit Differential Summary : Italians regular : -0.83 Russians regular : 0.50 British regular : -0.33 EXP game 10 Straw I 16.tsvg I see no point in continuing with the Bmbr unable to kill the Para. I can't prevent a Soviet breakthrough into the Balkans. I was gonna lose anyway but I wanted to put up the best fight I could The Korea Major early is not a good strategy, as you have already found out It seemed like a good idea but ... at any rate [image: 1785436429061-screenshot-from-2026-07-30-13-33-32.png] I will update the spreadsheet. Congratulations on a well deserved win Let me know when you wanna give A-Bomb a try Prost
    • E

      IllegalStateException

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      @Cernel yes there's a temporary workaround which is to go to "show current game". i say it is attached to being online because it's ok with a local game.
    • KindwindK

      Game Engine Rules (AI Training)

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      RogerCooperR
      @Kindwind On round 3 the Germans spent more money on purchases than they had.
    • 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
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