π₯ 1941 Global Command Decision - Official Thread
-
@wc_sumpton
That is awesome!I guess the hard part now is getting it passed as a PR?
-
@wc_sumpton Roger that. βDonβt hold my breath waiting for a fixβ lol
Meanwhile Iβve found numerous ways to essentially cheat the game by sprinkling tiles with sole air units. These omnipotent air units secure the land better than bunkers.
But adding 2 bunkers and sole air units creates a super strong defensive position, however unrealistic heehee
Cheers
-
-
@johnnycat said in
1941 Global Command Decision - Official Thread:Meanwhile Iβve found numerous ways to essentially cheat the game by sprinkling tiles with sole air units. These omnipotent air units secure the land better than bunkers.
But adding 2 bunkers and sole air units creates a super strong defensive position, however unrealistic heeheeYou win some you lose some. Good catch!!
Cheers...
-
Question: Should this be the default, or handle as a game property?
I would say default, as most maps would want the smallest overflow possible, with mixed unit widths.
Its only a problem because GCD has mixed width units 54-98ish px units.
-
@JohnnyCat
Just a heads up, Thu-Fri next week I should be ready for an update
It has;
- USA Closed-Border with Neutrals has now been fixed, so will not attack Neutrals on rounds 1-4
- Manual text now uses Combined-Arms, was Blitzkrieg (Thanks Black Elk)
.
Tool-Tips have improved, now better color coded;- Red - Combat additions
- Orange - Warning or notification, usually to say what can be targeted or not
- Blue - Suppression (-1) off enemy attack or defence
- Green - Movement or transport
.
Plus some rebalancing -
@thedog Yes I have been working hard on my end - more play testing and putting together graphics for a new Examples of Play sections I wish to add to the manual.
Thank you for the update.
-
MORE BUGS - EXTREME BOUNDARY CONDITIONS
In addition to making examples of "normal play" for the new Examples of Play for the Guidebook, I continue to enjoy playing extreme scenarios just for fun but, more to the point, to see what I can break.
Here is a normal game that the Axis won but I decided to keep playing to test the extremes. Here is a move where the Germans want to use airborne to take a tile - they already took two others that turn no problem - but when they do, the game breaks.
I'm not sure who debugs this? @TheDog ?




THANK YOU FOR TAKING A LOOK.
-Johnny
-
This looks like another save error, as the last move did not complete. The units are not pictured on the invaded territory.
Cheers...
-
@JohnnyCat
More coming changes this week.- Open-BorderAI has been removed and replaced with Closed-Border. Open-BorderAI was too complicated

Here is the new page 4 showing the new Political relationships, look at the AI ONLY rows in the table below.
The in game screen shot below the table shows that Germany, USSR and Japan cannot invade Neutrals, but Italy can.

- Open-BorderAI has been removed and replaced with Closed-Border. Open-BorderAI was too complicated
-
@thedog OK so removing "the chance that countries CAN invade neutrals (including aircraft)" is really too bad as those neutrals can add significantly to the game possibilities. For me, the option to try new strategies with neutrals was one of the big draws that kept me playing.
Is not there a way to just let all countries invade equally ? For the sake of game play not realism, of course.
Or maybe make that simple situation where all neutrals are equally invade-able as an option in the game setup ???
-
@johnnycat
Its only the way the AI plays that has changed. The player has the same options as before.
Player Axis & USSR can invade neutrals as before.
Player Allied cannot invade neutrals as before. -
@thedog oh ok. I misunderstood. Thanks for clarifying.
-
Latest version v185 ready for download.
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!v185
- Ant-Tank now produced by Industry-Med was Industry-Hvy (As Industry-Med can make Armor-Med, this is a better fit)
.
Britain- Weakened Britain by 15pu/turn & removed some Navy units, so they do not usually attack Western Europe for a few rounds, more historic. (thanks Black Elk)
- Britain Victoria-1, Socotra-1, Basra-1, Beruit-Lebanon-1, Damascus-S.Syria-1, Cape of Good Hope-1, S.Quebec-1, Upper Egypt-1, Belgian Congo-1
- Britain Lagos-S.Nigeria now Base-Camp & 2pu, was Industry-Lgt & 5pu
- Britain Italian Somaliland now Base-Camp & 2pu, was Industry-Lgt & 5pu
- Removed Destroyers in Caribbean
- Removed Convoy & Cruiser off Liverpool SZ109
- Removed Inf-Trained in N Ireland & Wales
.
Germany- Can now randomly spawn in the Atlantic HQ-Submarine, before they could not
- 105SZ has HQ-Submarine & 2x Submarine
- 105SZ is now part of the spawning area for random uBoats
.
USA- Texas Oil-Field increased to 20 (represent the importance of Texas Oil), was 10, balanced by 10 extra Bunkers in the coastal states (Represents State Guards), net effect is +0pu
- Venezuela new Oil-Field x10 (represent its importance to the Allies) reduced the pu of Gulf states to balance this
- Port Au Prince-Haiti, Santo Domingo-Domingo-Dominica & Venezuela join the Lend-Lease agreement, so are effectively allied with the USA on Round 2
.
- USSR almost doubled Oil-Field production to balance this added more Bunkers
.
- USA Closed-Border with Neutrals has now been fixed, so will not attack Neutrals on rounds 1-4
- Open-BorderAI has been removed and replaced with Closed-Border. Open-BorderAI was too complicated.
.
- Manual text now uses Combined-Arms, was Blitzkrieg (Thanks Black Elk)
.
Tool-Tips have improved again, now better color coded;- Red - Combat additions
- Orange - Warning or notification, usually to say what can be targeted or not
- Blue - Suppression (-1) off enemy attack or defence
- Green - Movement or transport
.
Link to 1st post that has;
- Google Drive download link
- Latest TripleA version
- Latest 1941 GCD manual
https://forums.triplea-game.org/topic/3326/1941-global-command-decision-official-thread
-
It has been 2 weeks since the last update and this thread has clocked up an impressive additional 34,000+ views. π€―π€―π€―
Hopefully this is somewhere near the same amount as map downloads?
Is this possible to find out on GitHub, if so how?
.
On behalf of the team, thank you all for the interest, as this provides me for the motivation and incentive for the next task, that is to reduce a Territory (TT)/Sea Zone (SZ) unit overflow.For those in the know this is an incredibly boring and tedious task, :sleeping_face: and is only worthwhile on popular maps.
As this is an attempt to squeeze in even more unit coordinates into a TT/SZ to reduce unit overflow..
I maybe sometime.
-
@thedog said in
1941 Global Command Decision - Official Thread:For those in the know this is an incredibly boring and tedious task
right arm. Nice the map is getting some play
While the above is true, depending on what one likes todo, I find it rewarding when it's completed.I'll state the obvious
start with your high use areas and even if you only do one a week, 50 will be done in a year.My obsessive behavior approaches it differently and i usually just nutup for 12-16 hours at a time. Just don't do it very frequently lol
-
Latest version v190 ready for download.
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!.
v190- Added over 275 unit locations in Place.txt to reduce Territory & Sea Zone overflow
- Chinese AT-Gun fix, can now buy Anti-Tank
- Chinese added 6x AT-Gun
- Manual p6,7 Oil-Field=20, was 10 (As Texas now has 20)
.
Link to 1st post that has;Google Drive download link
Latest TripleA version
Latest 1941 GCD manualhttps://forums.triplea-game.org/topic/3326/1941-global-command-decision-official-thread
-
Latest version v195 ready for download.
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!.
v195- Cropped a hundred+ images so they overlap less & look better on the map
- Updated the documentation
.
Link to 1st post that has;
Google Drive download link
Latest TripleA version
Latest 1941 GCD manualhttps://forums.triplea-game.org/topic/3326/1941-global-command-decision-official-thread
-
Latest version v200 ready for download.
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!.
v200
Under AI testing, Axis have been winning 66%+ of the time, so to rebalance to closer to 50%;- Japan Chubu reduced to Industry-Lgt, lost 4pu/turn, was Industry-Med (more historical production)
- Japan Hokkaido reduced to Base-Camp, lost 7pu/turn, was Industry-Lgt (more historical production)
- Russia added 9 Inf-Conscript to second line
- USA Fixed Nuclear Bomber stats redone, it was attacking 10x in air combat and killing too many Fighter interceptors
- USA Seattle reduced to Industry-Med, lost 4pu/turn, was Industry-Hvy (more historical production)
- Updated the documentation below
1941_Global_Command_Decision_Manual.pdf
.
Link to 1st post that has;
Google Drive download link
Latest TripleA version
Latest 1941 GCD manualhttps://forums.triplea-game.org/topic/3326/1941-global-command-decision-official-thread
-
Had a few hours today to check it out. I played as USA vs the Fast AI with the plan to just gun for Japan. Not the initial plan, but they snaked Panama out from under us when we weren't paying attention, so had to attempt a revenge move lol.
In this instance we just made a b-line to retake Midway, then Iwo, holding Tokyo in round 7. At first I thought we'd just buy a gang of bombers, but they left their capital light and couldn't creep back in with the fleet to protect it. We're still lagging in the VC count and only just made the breakthrough into the Med, but I think with Japan's back all broken it's probably ours now hehe
Nerf on Japanese production felt ok, though I think I'd probably peel off the Kyushu factory and put that value back into the connected island grouping. Being able to break off a major factory as USA without a threat of counter on land I think would make it the prime target for a USA toehold if playing more conservatively. The closest major factory territory that USA can take is basically one of the core territories in the Japanese Island chain. I think historical production is ok for a vibe, but for gameplay having heftier targets to go after in the central Pacific might pull the action there rather than Northern Pacific, which to me feels a bit more straightforward to execute right now. I imagine that when playing as USA vs the computer Axis, that Japan will struggle more since they're more reliant on their fleet. Once the player builds up to the max for destroyers it's pretty simple to advance using a couple DD pickets. I feel like Japan probably needs a way to counter that from the air more readily, maybe with like long kamikazes or something? I think it was right around that point when they got the tech advance, but they didn't have the juice to back us away hehe.
Anyhow, felt pretty good for a quick out. Probably I would introduce an additional bid for the computer at the players discretion to increase the challenge vs Japan when Playing as USA. I think if the computer is playing itself in that theater then computer USA probably struggles, but too much of a nerf to computer Japan and it becomes maybe too easy to get the leg up as USA human. I'd say first round probably took about 7 minutes for the computer to complete it's turns with FastAI which felt pretty decent. Though it's tough to do all that much in the first round as Allies. I think I just bought a gang of transports if I recall, just sorta holding position until round 2. I think the earliest move out would be 3 rounds to touch down in Africa with enough to make a difference there, but 4 rounds seems more reliable to avoid the Axis clap back. In this one they managed to smoke one of my pocket fleets just using their subs
I'll give it a try as the other side next time

Hello! It looks like you're interested in this conversation, but you don't have an account yet.
Getting fed up of having to scroll through the same posts each visit? When you register for an account, you'll always come back to exactly where you were before, and choose to be notified of new replies (either via email, or push notification). You'll also be able to save bookmarks and upvote posts to show your appreciation to other community members.
With your input, this post could be even better π
Register Login