• vs AI - Game Write-ups

    Pinned AI
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    SchulzS
    Another bug in v15914; I had given a +1 attack bonus to fighters against surface ships, which used to work, but now it doesn't. <attachment name="supportAttachmentAviation" attachTo="destroyer" javaClass="games.strategy.triplea.attachments.UnitSupportAttachment" type="unitType"> <option name="unitType" value="fighter"/> <option name="faction" value="enemy"/> <option name="side" value="offence"/> <option name="dice" value="strength"/> <option name="bonus" value="1"/> <option name="number" value="1"/> <option name="bonusType" value="anti-ship"/> <option name="players" value="Germany:Italy:Japan:The_Soviet_Union:The_British_Empire:The_United_States"/> </attachment> <attachment name="supportAttachmentAviation" attachTo="cruiser" javaClass="games.strategy.triplea.attachments.UnitSupportAttachment" type="unitType"> <option name="unitType" value="fighter"/> <option name="faction" value="enemy"/> <option name="side" value="offence"/> <option name="dice" value="strength"/> <option name="bonus" value="1"/> <option name="number" value="1"/> <option name="bonusType" value="anti-ship"/> <option name="players" value="Germany:Italy:Japan:The_Soviet_Union:The_British_Empire:The_United_States"/> </attachment> <attachment name="supportAttachmentAviation" attachTo="carrier" javaClass="games.strategy.triplea.attachments.UnitSupportAttachment" type="unitType"> <option name="unitType" value="fighter"/> <option name="faction" value="enemy"/> <option name="side" value="offence"/> <option name="dice" value="strength"/> <option name="bonus" value="1"/> <option name="number" value="1"/> <option name="bonusType" value="anti-ship"/> <option name="players" value="Germany:Italy:Japan:The_Soviet_Union:The_British_Empire:The_United_States"/> </attachment> <attachment name="supportAttachmentAviation" attachTo="battleship" javaClass="games.strategy.triplea.attachments.UnitSupportAttachment" type="unitType"> <option name="unitType" value="fighter"/> <option name="faction" value="enemy"/> <option name="side" value="offence"/> <option name="dice" value="strength"/> <option name="bonus" value="1"/> <option name="number" value="1"/> <option name="bonusType" value="anti-ship"/> <option name="players" value="Germany:Italy:Japan:The_Soviet_Union:The_British_Empire:The_United_States"/> </attachment> <attachment name="supportAttachmentAviation" attachTo="transport" javaClass="games.strategy.triplea.attachments.UnitSupportAttachment" type="unitType"> <option name="unitType" value="fighter"/> <option name="faction" value="enemy"/> <option name="side" value="offence"/> <option name="dice" value="strength"/> <option name="bonus" value="1"/> <option name="number" value="1"/> <option name="bonusType" value="anti-ship"/> <option name="players" value="Germany:Italy:Japan:The_Soviet_Union:The_British_Empire:The_United_States"/> </attachment>
  • Determining Unit Cost

    Maps & Mods
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    V
    Unit pricing is a bit of an art, there’s not really a universal formula for how many PU each stat or ability is worth. Generally it’s a good idea to start with your cheapest general purpose combat unit which players will be purchasing in the largest numbers (in A&A, the Infantry) and use it as an anchor to balance the rest of your roster against. Because for every more expensive type of unit, the question players will ask themselves is “why should I buy this instead of an equivalently priced stack of infantry?” Fighting effectiveness is something that can be calculated. If you tell an AI that you need to calculate how often 6 Infantry beat 3 Tanks in battle on offense and defense, it can give you the exact probabilities once you’ve provided all the unit parameters. Whichever unit wins more often for the same IPC investment is the more efficient in combat. I could go through a long list of examples to prove it, but I’ll just summarize and say that of the four basic combat stats (HP, attack, defense, movement), HP is king when it comes to combat efficiency, specifically HP per IPC. And when all the land units have 1 HP, a stack of cheap units is almost always favored to win against higher priced ones with more attack/defense. The only things that can really shift the balance in favor of the elite units over the swarm is if they have multiple attack rolls, multiple HP, or special abilities that disable or debuff some of the enemy units - which none of the land units in A&A have. But combat efficiency isn’t the only thing you’re paying for. Movement is obviously another. Fast units should not be as cost efficient as slow units (otherwise no one would buy slow units) - you pay a premium for the greater responsiveness you get for extra movement points. How much that extra movement is worth depends heavily on both the map size and the overall unit density. Extra movement becomes more valuable on larger maps, and blitzing capability is most useful on maps with lower unit density (leaner starting forces and relatively lower incomes). Then you have all the other abilities like support, AA, etc. these are valuable for creating different role archetypes - jobs one unit can do better than any other unit. In A&A, Infantry’s role is to be the basic line holding and HP filler unit. It is the most efficient unit to buy for defense and to sacrifice as a casualty. Artillery’s role is an enabling one that turns the Infantry into an efficient attacking unit as well. The AA Gun is crap for most purposes but the only unit that has a chance to bypass screening and snipe powerful air units before they can fight. The Tank delivers poor combat value for its price in A&A, but still has a role it can fill because it is fast, capable of blitzing, and individually superior to a lone Artillery or Infantry - exploitation. The Tank is good for seizing poorly defended territories. It’s bad for fighting in large scale battles on its own, but it can be used to tip the balance between two fairly evenly matched stacks of infantry. In wide fronts like Russia, tanks have multiple avenues they can attack from, which forces an opponent to spread their defenses or leave some areas uncovered. One Tank costs the same as two Infantry, and usually loses if it attacks them, but if your opponent has to put them in two different places to cover the Tank’s possible attack avenues, then the Tank has favorable odds to beat either of them on their own. So in the right environment (areas with a lot of provinces), the Tank makes up for its inefficiency in combat by threatening many areas at once. The land and naval combat systems are self contained and relatively easier to balance. Air units are the hardest ones to get right because they interact with both systems - you might fine tune it to be in great balance with the land units but then find it plays horribly with ships, or vice versa. And the base game does far from a perfect job at balancing unit capabilities against prices. I could go on a really long tangent about all the things it did poorly. So use basic A&A as a benchmark you don’t want to do worse than, but not as a shining example of balance done right. Basically, at the end of the day, you want to look through your unit roster and ask if there’s a good reason players would pay the price you’ve set for that unit instead of something else? Does every unit have some niche it can perform better or more efficiently than all the others? If any of the units have overlapping roles, what traits set them apart - do they both have at least one distinct strength over the other, or interaction bonus with different unit types?
  • New/Updated Maps added for TripleA download

    Player Help
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    5 Votes
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    TheDogT
    guerra_italo_turca - update - english guerra_italo_turca.notes.html global_40_expansion_uhd_boxes - update - xml, notes, notifications
  • Global 40 Expansion UHD Boxes

    Maps & Mods
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    Update to Version 2.64 [image: Screenshot from 2026-11-14 02-36-46.png] lol hope you can read it. The font gets smaller all the time. And so does the download Maps window wtf ? Maximize and the maps window stays same size. Can't even read what the fckn map is. Just the first three words. Fckn Stupid !
  • My map editor for TripleA

    Map Making
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    TheDogT
    @xxxeddiexxx Lay out unit places Could do with showing the px size of the unit & its zoom size from the map.properties file, before placment Need to show the direction of unit overflow of the last unit in a TT/SZ. The default is to the Right, but depending on where the last unit appears in the TT/SZ the mapmaker might want to the left. Using a toggle say ctrl+O to switch between Right and Left overflow. On screen an arrow should indicate the current overflow direction. In place.txt overflow is seen as | overflowToLeft=true (overflows to the left) | overflowToLeft=false (default, no need to show as overflows to the right) The ability to add one more placment in the selected TT/SZ The ability to remove, highlighted placment. Current mapmakers are used to these, but maybe a right click menu is the way to go? (even for the toggle) [image: image.jpeg] . Wish list questions As the placement is based off center location it would be great if the app suggested moving the center coordinates to fit in more placments? What value upto would work, 27px as this is half the maximum height of the unit? Would the reiterations take to long? If so reduce the maximum pixels to move. If it made a suggestion then an option to do it. (right click menu option do it) . Save Before each save in Expert mode, a mapmaker needs to know what is going to be saved. This is critical if you accidentally change something unintended or forget you have changed something. A section that you can tick as read only/Dont save for each of the files to be saved. Especially the. xml as it messes with the order and formatting. The app should remember these setting from last save . Places (should be sorted & grouped, here is a suggested order) Units --- Capitals – I prefer a yellow star, not C Centers Comments Decorations Names PUs – should show the PU value as well as P, eg 6P Terrain Effects Victory Cities/Centers --- Blockade Convoy Kamikazi Places Options Right Click on TT/SZ for a menu to add/remove the items shown Left drag to move the selected item When there is no file or nothing to display, against the selection it should say None) . Earthquake The map gets shoved down and I lose my train of thought. There is a space reserved for shoving the map down to display things, like [image: image.jpeg] Can this space be reserved by moving up/compressing the ‘white’ space above the map, so the map does not move, please, pretty please. Yes this space will be ‘white’ space, but its better than moving the map.
  • TripleA Design

    Development
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    ubernautU
    @xxXEddieXxx said: Human Multiplayer i don’t think i’m following this bit
  • Flames and Steel (official thread)

    Maps & Mods
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    K
    @Vendetta said: @KurtGodel7 Nice! Were you using Claude for the unit images too? Autocannoni is the plutral form, a singular unit is an Autocannnone. In that case, I should probably say that I have given the Autocannone an improvement to its stats. It now defends on a 2 instead of on a 1. In answer to your question, some of my unit art came from existing maps, and some was created by Claude.
  • Improved Pro AI, please give it a try and post feedback

    AI
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    SchulzS
    @LaFayette bw_v3.tsvg The German sub can't move back to SZ 6 in the non-combat phase, even though it has 1 point of movement remaining.
  • TripleA Mobile!

    Development
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    xxXEddieXxxX
    Update: release: Edit mode: switch it on from the game menu during your own turn. A red EDIT MODE bar and a tool strip will appear. savegame management: long-press a save to select several and delete them together, with "Select all" develop: Hey Guys, a bigger Play by Forum update for the Mobile app: Edit mode works in forum games too No more save game flood: each forum game keeps only its newest save "Join" in a thread now opens the newest save so you can play right away Dice server: "Add player" for games with more than two people Stop following a game: tap the bell in its thread when a game is over or you're out. It leaves My games and sends no more notifications (the "Stopped" filter brings it back) Several nations in a row: the turn review lists all nations the post covers and tells you when the next nation is an ally, so you can keep playing and send one post Your message comes first: in posts your comment now stands right under the title, set apart from the game info, and the app highlights it in the thread view (for desktop posts too) New game in an existing thread: search for it, the threads you opened last come first Faster "Your turn" notifications: every 15 minutes (the shortest Android allows) and as soon as you open the app. It is still experimental, so please report anything that breaks or feels odd, ideally with a screenshot. Thanks![image: WhatsApp Image 2026-11-09 at 19.34.05.jpeg]
  • 11 Rings of Power - Official Thread

    Maps & Mods
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    TheDogT
    Latest version v020 ready for download with in TripleA. In TripleA Click Download Maps Button Click Installed tab Click 11 Rings of Power 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 *11 Rings of Power Click Install button Enjoy! . v020 Improved sounds Improved unit in place.txt & PUs pu_place.txt more sounds in notifications.properties file . v005 unchanged 11 Rings of Power Manual here; 11_Rings_of_Power_Manual.pdf Suggested latestTripleA version https://github.com/triplea-game/triplea/releases . Link to 1st post that has; Downloads for new Players https://forums.triplea-game.org/topic/4444/11-rings-of-power-official-thread
  • Download Maps has map Tags

    Player Help
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    C
    Regarding maps with multiple games, I think the Gameplay Quality vote should be based on the best one of the games (meaning that, if I add a bad variant as a game inside a map already having one or more games, that should not decrease the Gameplay Quality of the map).
  • Color issue with Politics Panel aka Politics Screen

    Player Help
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    2 Votes
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    xxXEddieXxxX
    @Cernel You can check stuff like this on this page: https://coolors.co/contrast-checker/ffffff-796e0b If the proposed feature gets merged, you can set the color to anything you want. But I think the default colors will stay the way they are. I'm also not a fan of dragging this discussion out any further. At this point, I've made it clear why the default colors are the way they are. The game has lived with the worst color palette on this screen for ages. At this point, I would rather talk about new ideas than repeat myself about why I think yellow is not a good color for neutrality.
  • Easter Eggs in actions Tab

    Map Making
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    @rogercooper That's exactly what I've already tried. But it only showed anything in the lower right corner and in the AI turns. However, I would like to display the text in the actions tab. Here is my code: <!-- Greeces Game Sequence --> <step name="No ham toquis els pobrots! (translation: the lakes in scotland are beautyful) Politics" delegate="politics" player="Greeces" display="No ham toquis els pobrots! (translation: the lakes in scotland are beautyful)"/> <step name="My hovercraft is full of eels. Tech" delegate="tech" player="Greeces" display="My hovercraft is full of eels."/> <step name="My hovercraft is still full of eels. and now also of whales. TechActivation" delegate="tech_activation" player="Greeces" display="My hovercraft is still full of eels. and now also of whales."/> <step name="I will not buy this record - it is scratched Purchase" delegate="purchase" player="Greeces" display="I will not buy this record - it is scratched"/> <step name="veturinkuljettaja kieriskelee pinaatissa (translation: the lakes in scotland are really beautiful) CombatMove" delegate="move" player="Greeces" display="veturinkuljettaja kieriskelee pinaatissa (translation: the lakes in scotland are really beautiful) Combat Move"/> <step name="Ο Λάνσμος Σινγκόστας τραγουδά τον ύμνο στην ελευθερία (translation: and the pretty castles...)Battle" delegate="battle" player="Greeces" display="Ο Λάνσμος Σινγκόστας τραγουδά τον ύμνο στην ελευθερία (translation: and the pretty castles...)"/> <step name="veturinkuljettaja kieriskelee jälleen pinaatissa (translation: the little loch ness monsters...) NonCombatMove" delegate="move" player="Greeces" display="veturinkuljettaja kieriskelee jälleen pinaatissa (translation: the little loch ness monsters...)"/> <step name="No em prenguis el cervell (translation: don't take my brain) Place" delegate="place" player="Greeces" display="No em prenguis el cervell (translation: don't take my brain)"/> <step name="см. выше (translation: cut! this is the false text!) EndTurn" delegate="endTurn" player="Greeces" display="см. выше (translation: cut! this is the false text!)"/> ... And it's a bit more absurd than i said. And that the Easter Egg in Greek Combat Move is in Finnish, is the absurd thing that i wanted. (Note: i let me inspiring by monty python, as be seen in the code)
  • New Map Browser

    Development
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    RogerCooperR
    @xxXEddieXxx As long as it has a list view. I try to keep all mods on my computer.
  • Roger's Scenario Thread

    Pinned Maps & Mods
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    996 Posts
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    RogerCooperR
    Name World War II v4 Terminus Edition v3 Description World War II V4 with different territory values, unit costs and some new unit types https://axisandallies.fandom.com/wiki/World_War_II_v4_Terminus_Edition_v3 [image: image.jpeg] Good Points Interesting variations on units and territories Bad Points Strongly favors the Axis New unit types not explained in the notes
  • Lobby Upgrades, June-25-2026

    News
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    @LaFayette Right Arm Plenty available now. Just a info data point thing for their usage
  • Axis Ascension

    Maps & Mods
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    SchulzS
  • Question about trenches domination 1914 no mans land

    Map Making
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    VictoryFirstV
    @TheDog This is about being able to place sea mines in any sea zone as a player. My solution was to make a territory adjacent to every sea zone in the game, but that inadvertently made blockade sea zones also adjacent to these territories, allowing you to blockade every player with one blockade zone.
  • Maps Need Categories

    Development
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    TheDogT
    Hi All check this out. As if by magic! https://forums.triplea-game.org/topic/4458/download-maps-has-map-tags
  • Paratroops not working need help with XML

    Player Help
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    wc_sumptonW
    @craigviau said: I don't know what you mean by airborne verses paratroopers to me its the same? The airborne is a "techAbilityAttachment" which allows a unit to travel as air without a transporting unit, paratroopers require a transporting unit. @craigviau said: Also on the last 3 two are false so i don't think i need anything and on the other what is the code to set up the attachment? Look for gameProperty with a value set to the property. If there are no attachments with these options, then these properties have been disabled. Since I have no idea what they were designed for there would be no way for me to say they are for. @craigviau said: Sorry i don't pop in here often, No problems take your time. Cheers...