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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]
    • ubernautU

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

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      ubernautU
      @Nothingtoseehere heading to lobby
    • 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.
    • T

      How to add to Big World Variations

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      @RogerCooper enjoy your vacation!
    • 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.
    • B

      Multi Game 2 barnee Trout vs Alex Panzer

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      Panzerstahl-Helm 0P
      @alexander @beelee @trout Ciao, greetings from SZ97 BR Game History Round: 18 Purchase Units - Americans Americans buy 1 AirCommander, 2 Escorts, 1 USA_TankGeneral, 1 artillery, 2 carriers, 1 elite, 3 infantry, 1 marine and 2 transports; Remaining resources: 0 PUs; Place Units - Americans Units in Eastern United States being upgraded or consumed: 1 infantry 1 marine placed in Eastern United States Combat Move - Americans Trigger RailMovementAutoPlaceAmericans: Americans has 6 Rails placed in Eastern United States Turning on Edit Mode EDIT: Turning off Edit Mode 1 infantry moved from Siberia to Sakha 6 usa_fighters moved from Soviet Far East to Sakha 1 Escort moved from 10 Sea Zone to 25 Sea Zone 8 NavyFighters moved from 26 Sea Zone to 25 Sea Zone EDIT: 1 USA2ndAirFleet moved from Morocco to 2nd USA AirFleet EDIT: 1 AirCommanderFtr and 3 usa_fighterAFs moved from 2nd USA AirFleet to Gibraltar EDIT: 2 USA_Hvy_Bombers and 2 usa_fighters moved from Morocco to Gibraltar 1 artillery, 1 elite, 5 infantry and 1 marine moved from Eastern United States to 101 Sea Zone 2 Heavy_Transports, 1 artillery, 2 carriers, 1 destroyer, 1 elite, 5 infantry and 1 marine moved from 101 Sea Zone to 91 Sea Zone 1 artillery, 1 elite, 5 infantry and 1 marine moved from 91 Sea Zone to Gibraltar 2 usa_fighters moved from Eastern United States to 91 Sea Zone 1 Escort moved from 101 Sea Zone to 91 Sea Zone Combat - Americans Battle in 25 Sea Zone Americans attack with 1 Escort and 8 NavyFighters Japanese defend with 1 Escort Americans roll dice for 1 Escort and 8 NavyFighters in 25 Sea Zone, round 2 : 3/9 hits, 4,17 expected hits Japanese roll dice for 1 Escort in 25 Sea Zone, round 2 : 1/1 hits, 0,33 expected hits 1 Escort owned by the Americans lost in 25 Sea Zone 1 Escort owned by the Japanese lost in 25 Sea Zone Americans win with 8 NavyFighters remaining. Battle score for attacker is 0 Casualties for Americans: 1 Escort Casualties for Japanese: 1 Escort Battle in Sakha Americans attack with 1 infantry and 6 usa_fighters Japanese defend with 1 infantry Americans roll dice for 1 infantry and 6 usa_fighters in Sakha, round 2 : 1/7 hits, 3,17 expected hits Japanese roll dice for 1 infantry in Sakha, round 2 : 0/1 hits, 0,33 expected hits 1 infantry owned by the Japanese lost in Sakha Americans win, taking Sakha from Japanese with 1 infantry and 6 usa_fighters remaining. Battle score for attacker is 3 Casualties for Japanese: 1 infantry Battle in Gibraltar Americans attack with 1 AirCommanderFtr, 2 USA_Hvy_Bombers, 1 artillery, 1 elite, 5 infantry, 1 marine, 2 usa_fighters and 3 usa_fighterAFs Germans defend with 2 G_air_transports, 3 Me_262s, 1 aaGun, 1 airfield, 6 armour, 1 harbour and 4 infantry Germans roll AA dice in Gibraltar : 0/3 hits, 0,50 expected hits Americans roll dice for 1 AirCommanderFtr, 2 USA_Hvy_Bombers, 1 artillery, 1 elite, 5 infantry, 1 marine, 2 usa_fighters and 3 usa_fighterAFs in Gibraltar, round 2 : 7/21 hits, 8,67 expected hits Germans roll dice for 2 G_air_transports, 3 Me_262s, 1 aaGun, 6 armour and 4 infantry in Gibraltar, round 2 : 7/13 hits, 6,83 expected hits 5 infantry owned by the Americans, 1 artillery owned by the Americans and 1 marine owned by the Americans lost in Gibraltar 1 aaGun owned by the Germans, 4 infantry owned by the Germans and 2 armour owned by the Germans lost in Gibraltar Americans roll dice for 1 AirCommanderFtr, 2 USA_Hvy_Bombers, 1 elite, 2 usa_fighters and 3 usa_fighterAFs in Gibraltar, round 3 : 6/14 hits, 7,00 expected hits Germans roll dice for 2 G_air_transports, 3 Me_262s and 4 armour in Gibraltar, round 3 : 5/7 hits, 4,50 expected hits 2 usa_fighters owned by the Americans, 1 AirCommanderFtr owned by the Americans and 2 usa_fighterAFs owned by the Americans lost in Gibraltar 4 armour owned by the Germans and 2 Me_262s owned by the Germans lost in Gibraltar Americans roll dice for 2 USA_Hvy_Bombers, 1 elite and 1 usa_fighterAF in Gibraltar, round 4 : 3/7 hits, 3,50 expected hits Germans roll dice for 2 G_air_transports and 1 Me_262 in Gibraltar, round 4 : 1/1 hits, 0,83 expected hits 1 usa_fighterAF owned by the Americans lost in Gibraltar 2 G_air_transports owned by the Germans and 1 Me_262 owned by the Germans lost in Gibraltar Americans win, taking Gibraltar from Germans with 2 USA_Hvy_Bombers and 1 elite remaining. Battle score for attacker is 47 Casualties for Americans: 1 AirCommanderFtr, 1 artillery, 5 infantry, 1 marine, 2 usa_fighters and 3 usa_fighterAFs Casualties for Germans: 2 G_air_transports, 3 Me_262s, 1 aaGun, 6 armour and 4 infantry Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 112 Sea Zone Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 93 Sea Zone Non Combat Move - Americans Trigger Wolfpack at112 SeaZones: Germans has 1 Wolfpack placed in 112 Sea Zone Trigger Wolfpack at93 SeaZones: Germans has 1 Wolfpack placed in 93 Sea Zone Trigger RailMovementAutoPlaceRemoveAmericans: has removed 4 Rails owned by Americans in Eastern United States Trigger RailMovementAutoPlaceRemoveAmericans: has removed 2 Rails owned by Americans in Southeast Mexico 2 USA_Hvy_Bombers moved from Gibraltar to Caucasus 1 usa_fighter moved from Caucasus to India 1 Escort moved from 101 Sea Zone to 104 Sea Zone 1 mech_infantry moved from Central United States to Southeast Mexico 2 Rails moved from Eastern United States to Western United States 2 Rails and 2 infantry moved from Western United States to Southeast Mexico 3 air_transports moved from Soviet Far East to Southeast Mexico 1 SP_ArtilleryUSA, 5 air_transports and 4 mech_infantrys moved from Alaska to Soviet Far East 2 usa_fighters moved from Alaska to 26 Sea Zone 2 usa_fighters moved from 26 Sea Zone to Hawaiian Islands 8 NavyFighters moved from 25 Sea Zone to 26 Sea Zone 1 cruiser and 1 destroyer moved from 26 Sea Zone to 54 Sea Zone 1 pacific_destroyer moved from 54 Sea Zone to 55 Sea Zone 2 usa_fighters moved from 54 Sea Zone to New Guinea 1 USA_Hvy_Bomber moved from Queensland to India 2 usa_fighters moved from Soviet Far East to British Columbia 1 Escort moved from 10 Sea Zone to 25 Sea Zone 1 Heavy_Transport moved from 10 Sea Zone to 26 Sea Zone 1 Heavy_Transport moved from 54 Sea Zone to 26 Sea Zone 6 usa_fighters moved from Sakha to Soviet Far East 1 elite moved from Soviet Far East to Siberia Place Units - Americans 2 Escorts, 2 carriers and 2 transports placed in 10 Sea Zone 1 AirCommander, 1 USA_TankGeneral and 1 elite placed in Eastern United States 1 artillery and 3 infantry placed in Western United States Turn Complete - Americans Trigger Americans RemoveUSAConvoySZ10Invert: has removed 1 Escort owned by Americans in 10 Sea Zone Trigger Americans RemoveUSAConvoySZ10Invert: Americans has 1 Escort_Convoy placed in 10 Sea Zone Americans collect 54 PUs; end with 54 PUs Trigger Americans AdvancedProduction: Americans met a national objective for an additional 14 Optional[PUs]; end with 68 Optional[PUs] Trigger Americans Loses Philippines: Americans met a national objective for an additional -3 Optional[PUs]; end with 65 Optional[PUs] Trigger Americans Loses Guam: Americans met a national objective for an additional -1 Optional[PUs]; end with 64 Optional[PUs] Trigger Americans Loses Midway: Americans met a national objective for an additional -3 Optional[PUs]; end with 61 Optional[PUs] Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 71 PUs Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 76 PUs Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 81 PUs Purchase Units - Chinese Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed Chinese buy nothing; Remaining resources: 10 PUs; Combat Move - Chinese Combat - Chinese Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 112 Sea Zone Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 93 Sea Zone Non Combat Move - Chinese Trigger Wolfpack at112 SeaZones: Germans has 1 Wolfpack placed in 112 Sea Zone Trigger Wolfpack at93 SeaZones: Germans has 1 Wolfpack placed in 93 Sea Zone Turn Complete - Chinese Chinese collect 0 PUs; end with 10 PUs Purchase Units - British British buy 1 UK_Hvy_Bomber, 1 artillery, 5 infantry and 3 mech_infantrys; Remaining resources: 0 PUs; 0 AirLendLease; 2 NavyLendLease; Combat Move - British Trigger RailMovementAutoPlaceBritish: British has 2 Rails placed in Union of South Africa Combat - British Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 112 Sea Zone Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 93 Sea Zone Non Combat Move - British Trigger RailMovementAutoPlaceRemoveBritish: has removed 2 Rails owned by British in India 2 uk_armours moved from West India to India 1 uk_fighter moved from Persia to India 1 air_transport and 1 infantry moved from Persia to India 2 infantry moved from Eastern Persia to West India 1 infantry moved from Northwest Persia to Caucasus 2 Rails moved from Union of South Africa to Trans-Jordan 2 Rails and 2 infantry moved from Trans-Jordan to India 2 uk_fighters moved from Caucasus to India 3 uk_fighters moved from Smolensk to Russia 1 UK_Hvy_Bomber moved from Russia to India 1 destroyer moved from 106 Sea Zone to 91 Sea Zone Place Units - British Trigger Wolfpack at112 SeaZones: Germans has 1 Wolfpack placed in 112 Sea Zone Trigger Wolfpack at93 SeaZones: Germans has 1 Wolfpack placed in 93 Sea Zone 3 mech_infantrys placed in Persia 1 artillery and 5 infantry placed in India 1 UK_Hvy_Bomber placed in United Kingdom Turn Complete - British Total Cost from Convoy Blockades: 2 Rolling for Convoy Blockade Damage in 70 Sea Zone. Rolls: 4,2 British collect 36 PUs (2 lost to blockades); end with 36 PUs Trigger British AdvancedProduction: British met a national objective for an additional 6 Optional[PUs]; end with 42 Optional[PUs] Objective British 1 Original: British met a national objective for an additional 5 PUs; end with 47 PUs Combat Hit Differential Summary : Americans regular : -6,50 Japanese regular : 0,33 Germans AA : -0,50 Germans regular : 0,83 a161364a-183a-45dc-9bf1-2f35154d27ce-exp-game-2-multi-apbt-US UK18.tsvg
    • 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
    • E

      IllegalStateException

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      @EyesWideShut Is this the same thing as this other "IllegalStateException"? https://github.com/triplea-game/triplea/issues/14743
    • 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.
    • Panzerstahl-Helm 0P

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

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      @Panzerstahl-Helm-0 Hallo yea I've heard it gets hot there. I guess you were already used to it this summer though yea last couple days been nice. 70s. One more and then it heats back up. Yea the flood triggered a mold invasion so the basement needs to be remediated. Not as expensive as I thought or as dangerous, just have to stay masked up and try not to move stuff around too much while down there. Still fucks with you but just have to power through. I hired the top contractor 2 days ago. She's gonna get one of her crews started next week on it. I still gotta try and salvage some shit but most of it is just gonna get launched and most of it needed to anyway. so I'll be busy and then some downtime while they do their thing. Can still time for the game I imagine. Hope you and the girls enjoying the Vacation Ciao Edit Looking at the game now. I see SSR bought 2 Arty. SPA same price. You can change if you want. Really no reason not too Edit 2 Actually the Oberst3 needed to die instead of a ss Inf as 1st SS had been deactivated due to combat losses. [image: 1784807778190-screenshot-from-2026-07-23-06-48-27.png] The Oberst rolled last and got 2 hits, so I'll put a Panzer back in for you. You could go Elite too but it doesn't really matter Game History Round: 16 Purchase Units - Japanese Japanese buy 1 Escort, 1 Japan_destroyer, 4 TotalWarFighters, 1 elite, 3 infantry and 1 mech_infantry; Remaining resources: 0 PUs; 6 SuicideAttackTokens; Combat Move - Japanese Trigger Kamikaze: Japanese has 1 Kamikaze placed in Japan Trigger Banzai: Japanese has 1 Banzai placed in Japan Trigger RailMovementAutoPlaceJapanese: Japanese has 2 J_Rails placed in Kiangsu 1 armour moved from Amur to Sakha Japanese take Sakha from Russians 1 armour moved from Sakha to Buryatia 1 armour moved from Amur to Buryatia 1 JPNbomber moved from Anhwe to Buryatia 3 armour, 1 elite and 1 fighter moved from Amur to Siberia 1 fighter moved from Japan to Siberia 3 armour and 1 mech_infantry moved from Korea to Siberia 1 elite moved from Japan to 6 Sea Zone 1 Japan_destroyer and 1 elite moved from 6 Sea Zone to 8 Sea Zone 1 elite moved from 8 Sea Zone to Aleutian Islands Combat - Japanese Battle in Aleutian Islands Battle in Siberia Japanese attack with 6 armour, 1 elite, 2 fighters and 1 mech_infantry Americans defend with 1 ArmoredInfantry and 3 usa_fighters Japanese roll dice for 6 armour, 1 elite, 2 fighters and 1 mech_infantry in Siberia, round 2 : 2/11 hits, 4.50 expected hits Russians roll dice for 1 ArmoredInfantry and 3 usa_fighters in Siberia, round 2 : 3/4 hits, 2.50 expected hits 1 mech_infantry owned by the Japanese, 1 elite owned by the Japanese and 1 armour owned by the Japanese lost in Siberia 1 usa_fighter owned by the Americans and 1 ArmoredInfantry owned by the Americans lost in Siberia Japanese roll dice for 5 armour and 2 fighters in Siberia, round 3 : 6/7 hits, 3.50 expected hits Russians roll dice for 2 usa_fighters in Siberia, round 3 : 0/2 hits, 1.33 expected hits 2 usa_fighters owned by the Americans lost in Siberia Japanese win, taking Aleutian Islands from Americans, taking Siberia from Russians with 5 armour and 2 fighters remaining. Battle score for attacker is 19 Casualties for Japanese: 1 armour, 1 elite and 1 mech_infantry Casualties for Americans: 1 ArmoredInfantry and 3 usa_fighters Battle in Buryatia Japanese attack with 1 JPNbomber and 2 armour Americans defend with 1 infantry Japanese roll dice for 1 JPNbomber and 2 armour in Buryatia, round 2 : 2/3 hits, 1.67 expected hits Russians roll dice for 1 infantry in Buryatia, round 2 : 0/1 hits, 0.33 expected hits 1 infantry owned by the Americans lost in Buryatia Japanese win, taking Buryatia from Russians with 1 JPNbomber and 2 armour remaining. Battle score for attacker is 3 Casualties for Americans: 1 infantry Trigger Remove All RussiansParaBoost: has removed 1 russian_paraBoost owned by Russians in Slovakia Hungary Non Combat Move - Japanese Trigger RemoveKamikaze: has removed 1 Kamikaze owned by Japanese in Japan Trigger RemoveBanzai: has removed 1 Banzai owned by Japanese in Japan Trigger RussiansParaBoost atSlovakia Hungary: Russians has 1 russian_paraBoost placed in Slovakia Hungary Trigger RailMovementAutoPlaceRemoveJapanese: has removed 1 J_Rail owned by Japanese in Kweichow Trigger RailMovementAutoPlaceRemoveJapanese: has removed 1 J_Rail owned by Japanese in Hunan 1 JPNbomber moved from Buryatia to Amur 1 infantry moved from Korea to Amur 1 aaGun moved from Hopei to Anhwe 2 fighters moved from Hopei to Amur 3 armour and 1 mech_infantry moved from Jehol to Anhwe 1 J_Rail moved from Kiangsu to Korea 1 J_Rail and 1 infantry moved from Korea to Hunan 1 J_Rail moved from Kiangsu to Korea 1 J_Rail and 1 infantry moved from Korea to Kweichow 1 mech_infantry moved from Anhwe to Hopei 1 armour moved from Korea to Amur 2 armour moved from Korea to Jehol 2 fighters moved from Siberia to 6 Sea Zone Place Units - Japanese 3 infantry and 1 mech_infantry placed in Korea 1 Escort, 1 Japan_destroyer and 4 TotalWarFighters placed in 6 Sea Zone 1 elite placed in Japan Japanese undo move 2. 4 TotalWarFighters placed in Japan 1 Escort and 1 Japan_destroyer placed in 6 Sea Zone Trigger JapaneseTotalWarFighterPlaceJapan4: has removed 4 TotalWarFighters owned by Japanese in Japan Trigger JapaneseTotalWarFighterPlaceJapan4: Japanese has 4 fighters placed in Japan Turn Complete - Japanese Total Cost from Convoy Blockades: 2 Rolling for Convoy Blockade Damage in 35 Sea Zone. Rolls: 3,2,2,2 Japanese collect 38 PUs (2 lost to blockades); end with 38 PUs Trigger Japan Loses CarolineIslands: Japanese met a national objective for an additional -3 Optional[PUs]; end with 35 Optional[PUs] Trigger Japanese Controls Philippines Pacific Expanded: Japanese met a national objective for an additional 3 Optional[PUs]; end with 38 Optional[PUs] Trigger Japanese Controls AleutianIslands Pacific Expanded: Japanese met a national objective for an additional 1 Optional[PUs]; end with 39 Optional[PUs] Trigger Japanese Controls Guam Pacific Expanded: Japanese met a national objective for an additional 1 Optional[PUs]; end with 40 Optional[PUs] Trigger Japanese AdvancedProduction: Japanese met a national objective for an additional 8 Optional[PUs]; end with 48 Optional[PUs] Trigger Japanese Controls WakeIsland Pacific Expanded: Japanese met a national objective for an additional 2 Optional[PUs]; end with 50 Optional[PUs] Combat Hit Differential Summary : Japanese regular : 0.33 Russians regular : -1.17 EXP Game 10 Straw J 16.tsvg I swapped the Arty and added a Pnzr. If you attack Japan you will need to edit the Home Defense Token and the 2 Inf before combat.
    • T

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

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      Panzerstahl-Helm 0P
      @trout Ciao- Nothing exciting on ANZACs turn. They are building up their fleet a bit and preparing for some....holidays in the Pacific. BR c1546cac-e896-4615-b39c-64ce8cf91d0e-exp-game-4-trout-vs.panzer-ANZ6.tsvg
    • LaFayetteL

      TripleA Server Costs

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      @LaFayette And I guess also the possibility of them breaking down. About that, if currently there are 5 servers of 3 bots each (for a total of 15), it seems like that only 10 out of 15 bots are currently working. This appears to be the situation: California: 1 out of 3 working. Jersey: 2 out of 3 working. Toronto: 2 out of 3 working. London: all working. Frankfurt: 2 out of 3 working. [image: 1784571502750-20260720.png] (Also, I understand that, thanks to @eyeswideshut, there are now 2 additional private-but-open bots dedicated to its Revised ladder.)
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