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    • 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.
    • ubernautU

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

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      ubernautU
      @Nothingtoseehere going to lobby
    • 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
    • B

      Multi Game 2 barnee Trout vs Alex Panzer

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      I'm just gonna ping everyone here @panzerstahl-helm-0 @trout @alexander @victoryfirst Pizza gets an invite to From The Captain The Captain Hi barnee - we are planning an Axis & Allies G40 HRE event in Early 2028. Our plan is to have a G40 HRE Qualification Tournament on TripleA. The winner of this tournament will be invited to Denmark - with 100 % travel costs refunded upon arrival to Denmark by the Danish Axis & Allies Association. In Denmark we will have a similar board game Tournament. The winner of this tournament will play against the winner on TripleA. Can you set up this tournament on TripleA - and follow it through to the end ? How do we announce this event on the forum (text etc.) This tournament must begin in Early October 2026 and end in Late October 2027. The time span for each game on TripleA depends on how many players who join. Hi Captain Interesting idea and would be a lot of fun but … a few questions I probably could and would be the logical choice I suppose. Too bad Victory not active with EXP currently. He set one up with Panzer and I and would be perfect I’m still in the middle of dealing with the flood so things are about to get busy when we can move back in to the house. Still should have time if people wanna do it. Of course I could kick off at any time too lol 2)I think you would just announce under “Events” like you do with your Wiking thing. I would be hesitant as in wouldn’t want to have anyone that hasn’t already played on triplea be part of it. The mod is complex enough to require constant rule compliance, so I don’t think it’d be the proper place for teaching new players. Which I know you agree with. So we have maybe 4 or 5,6 if Victory and Trouts kid wanted to play. Idk about Pizza Emperor but he has played on triplea and is a couple years older now. Victory, who knows. Doubtful but I would reach out to him. He can always forfeit if he ghosts and if he wins it won’t be much for a train ticket for him lol @victoryfirst heh heh hope you not the sensitive type brother You should come game with us again. We got the A-Bomb now lol [image: 1785894157114-abomb.png] [image: 1785894183321-nuke.png] Thanks to Veqryn and Joe Pants for the images
    • B

      Creating new game with multiple friends

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      B
      @beelee Unfortunate, but its good to know its currently not working rather than something I was doing wrong, ty.
    • 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]
    • TheDogT

      🏯 Shogun Advanced - Official Thread

      Watching Ignoring Scheduled Pinned Locked Moved Maps & Mods thedog
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      ebbeE
      @RogerCooper my experience with this game is that as a human player one has good infuence in diplomatic settings with succesful reasonable good outcome on diplo proposals and even Ai players change diplo settings reguar.... but more randomly it seems...?
    • RogerCooperR

      Roger's Scenario Thread

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      RogerCooperR
      Name The Grand War Description World wide war in alternate history setting https://axisandallies.fandom.com/wiki/The_Grand_War [image: 1785769652706-11eeec50-2d56-40a3-9415-efe1d1adfbb7-image.jpeg] Good Points An original alternate history setting with background information provided Each nation has special units and abilities Reasonably sized map Bad Points No victory conditions
    • 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.
    • Ted SelfT

      Religions and beliefs

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      B
      @Ted-Self Hi Ted You need to edit in some paragraph breaks as your post is too hard to read otherwise
    • 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.
    • 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
    • RogerCooperR

      TripleA Maps List

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

      Game Engine Rules (AI Training)

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      RogerCooperR
      There is some other questionable stuff going on in Germany's first turn. NONCOM 5 Sea Zone -> 7 Sea Zone (2 x submarine, 1 x transport, 1 x destroyer) NONCOM Germany -> 7 Sea Zone (1 x infantry) << LOAD NONCOM 7 Sea Zone -> Western Europe (1 x infantry) << UNLOAD NONCOM Southern Europe -> 7 Sea Zone (1 x infantry) << LOAD NONCOM 7 Sea Zone -> Western Europe (1 x infantry) << UNLOAD How did Germany make a non-combat move from 5 Sea Zone to 7 Sea Zone. Didn't the British object? How did the Germans load a transport in 7 Sea Zone from Germany and Southern Europe. And then unload in Western Europe. It would seem to be failure of basic rules and map implementation. I don't think a LLM can learn to play a game like Axis & Allies. A neural net like AlphaZero might fare better, but in either case you need to implement the rules separately from the decision-making.
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