• Flames and Steel (official thread)

    Maps & Mods
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    @RogerCooper said: @KurtGodel7 How are you going to enforce "Sticky Hits"? I've used AI to make a few tweaks to the engine. The modified version of the engine lives only on my computer. The modified engine allows me to do the following: Reinterpretation of air combat. The map is divided into air theaters. You assign fighters and bombers to each theater. For example, eastern Germany and the western Soviet Union are part of the Germany vs USSR theater. During the dogfight phase, air units shoot at each other, using their dogfight values. Note that air superiority aircraft, such as fighters, advanced fighters, and jets are excellent during the dogfight phase. Then, you pick targets for your surface attack. Maybe you have German dive bombers strafing a couple Soviet territories, and Soviet dive bombers strafing a German territory or two. During the surface attack phase, the armies getting strafed do not fire back, except for aa guns. Sticky hits are automatically enforced. Research system. Each nation has a fixed number of research centers, with each research center generating one tech advance per turn. There is a 40% chance of the tech advance being in its primary focus, a 20% chance of it being its secondary focus, and a 40% chance of it being chosen at random. Each advance causes a dull grey star to be replaced by a bright yellow star. For example, heavy tanks tech starts you out with four dull grey stars. Each advance you get in tanks tech replaces a dull grey star with a bright yellow star. Once you have all four bright yellow stars you unlock heavy tanks. Advanced Production Centers (APCs). Special units, such as heavy tanks, fleet carriers, jets, or Superfortresses cannot be built with PUs. They can only be produced with APCs. Each APC produces one special unit per turn. However, it takes two turns to produce a Superfortress or flying wing. Manpower points, or MPs. These are an additional resource type. Imagine a purely hypothetical nation rich in manpower points, but poor in PUs. This nation "China" can have a large infantry force. But it will not have very many non-infantry units due to low PUs. The Soviet Union can have the world's biggest infantry force, as well as plenty of PUs for non-infantry units. Territories produce MPs only for their original owner. Lend-lease. British and American units are not allowed onto Soviet or Chinese soil. As if to make up for this, the British and American players can build munitions. Munitions are allowed onto Soviet or Chinese soil. Upon the end of the Soviet or Chinese player's turn, they are converted into Soviet or Chinese PUs. If a transport with munitions aboard gets sunk, the munitions are destroyed. If the Axis captures a territory with munitions present, those munitions are immediately converted into PUs for that Axis nation.
  • 11 Rings of Power - Official Thread

    Maps & Mods
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    TheDogT
    For Code Raiders . For Sea Zones, a foreach to change current SZ owner to originalOwner to collect SZ PU Enhanced placement in Any Territory search pAT (placementAnyTerritory) thanks to wc_sumpton Infrasructure units using isAA Targeted AA & supportAttachment, not Atk/Def Infrasructure units (Fate items) that can be moved/carried by other units Moving land units have givesMovement to move named Fate Items, search givesMovement many times An isAir Winged unit can with a trigger changeOwnership of a Land Territory - Search changeOwnership A crude resource counter that counts the number of rings owned, shown on the Resources tab, search NumRoP(number of Rings of Power) Get impending winners foreach's to change HOSTILE nations to WAR & NEUTRAL nations to HOSITILE in an attempt to stop the current impending winners, search GO GET IMPENDING A vanquished political relationship, seen on the politics panel to easily identify a vanquished foe, search Go Vanquished
  • Total World War: December 1941 3.0.0.6

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    ubernautU
    @malmessi there is an addendum section almost all of the changes are in there
  • TripleA Mobile!

    Development
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    X
    @TheDog Update the underlying engine Version can now be seen when the app version gets clicked multiple times fixed issue with placement of sea/land units in bid place phase (thank you @Panella for pointing this out) fixed issue where wrong amount of pus was assigned to human players when bid is present Thank you
  • Question about trenches domination 1914 no mans land

    Map Making
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    B
    @black_elk you are the only one. Help us BlackElk
  • Forum will be down for a bit - upgrades

    News
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    ubernautU
    @beelee said: right after I post this it starts working normally classic 🫡
  • Playing war of relics question

    Player Help
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    C
    This game has some seriously weird and wrong behaviours and unsupported rules for ships. I'm trying to address them. More information here: https://github.com/triplea-game/triplea/issues/15013
  • TripleA being blocked by Microsoft Windows SAC

    Moved Player Help
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    TheDogT
    @panther said The fact that the installation now went flawlessly shows, that the MS service behind is 'learning'. I agree. I am inclined to think that it is based on the number of downloads Microsoft has in its SAC database, too few and it is a risk, enough and it passes. So from our point of view, we will need to keep a SAC viable downloads list @cowey To confirm, please find out your friends TripleA version, I will guess it is 2026-10.16.15815 ? Just need the last 5 digits, so its probably 15815
  • New/Updated Maps added for TripleA download

    Player Help
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    No one has replied
  • New map: Fate of Nations

    Maps & Mods
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    TheDogT
    @rwb4 Welcome to the forums! Well done on making your first map, its a steep learning curve.
  • Random WW2 Generation

    Maps & Mods
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    RogerCooperR
    Resolving minor inter-war conflicts. Territory Country Probability Outcome Afghanistan Afghanistan 60% Third Anglo-Afghan War is inconclusive. Afghanistan Impassable 10% Afghan neutrality guaranteed by Britain and Russia. Afghanistan Britain 10% British decisively win the Third Ango-Afghan War Afghanistan Victim 20% Afghanistan collapses into chaos after British victory in the Third Ango-Afghan War. Anglo-Egypt Sudan Britain 80% Anglo-Egypt Sudan Egypt 20% Egypt establishes firm control of the Sudan Belorussia Belorussia 10% Belorussia gains independence Borneo Brunei 20% Brunei preponderant in Borneo Borneo Britain 50% Britain preponderant in Borneo Borneo Netherlands 30% Dutch preponderant in Borneo Buryatia S.S.R. Japan 10% Japanese gain control of Buryatia Buryatia S.S.R. Russia 90% Caucasus Caucasus 20% Independent state(s) in Caucasus Caucasus Russia 80% Eire Britain 20% Irish uprising defeated Eire Ireland 80% Finland Finland 80% Finland gains independence Finland Russia 20% Russia retains Finland French Indo-China Thailand Vietnam 40% Vietnam dominant in Southeast Asia French Indo-China Thailand Siam 30% Siam dominant in Southeast Asia French Indo-China Thailand Britain 30% Britain dominant in Southeast Asia Himalaya Tibet 20% Tibet dominates the Himalayas Himalaya Nepal 10% Nepal dominates the Himalayas Himalaya Impassable 70% Snow & ice dominate the Himalayas Italian Africa Abyssinia 25% Abyssinia modernizes Italian Africa Britain 25% Britain dominant in East Africa Italian Africa Italy 50% Italy conquers Abyssinia Kazakh S.S.R. Kazakhstan 10% Kazakhstan gains independence Kazakh S.S.R. Russia 90% Kwangtung Britain 60% Hong Kong dominates South China Kwangtung China 40% Canton dominates South China Manchuria Japan 70% Japan dominates Korea and Manchuria Manchuria Korea 10% Korea regains independence Manchuria China 10% China gains full control over Manchuria Manchuria Russia 10% Russia dominates Manchuria Mongolia Mongolia 70% Mongolia gains independence Mongolia Russia 20% Russia controls Mongolia Mongolia China 10% China controls Mongolia Morocco Algeria France 80% France dominates the Mahgreb Morocco Algeria Morocco 20% Morocco dominates the Mahgreb New Guinea Netherlands 50% Netherlands dominates New Guinea New Guinea Australia 50% Australia dominates New Guinea Northwestern Europe Belgium 50% Belgium dominates the Low Countries Northwestern Europe Netherlands 50% Netherlands dominates the Low Countries Sahara Impassable 90% Sahara France 10% France develops the Sahara Saudi Arabia Saudi 60% Saudis defeat the Hashemites Saudi Arabia Hashemite 40% Hashemites defeat the Saudis Spain Spain 80% Spain Portugal 20% Portugal dominates Iberian Peninsula Trans-Jordan Hashemite 60% Hashemite kings installed in Middle East Trans-Jordan Britain 10% Britain dominates the Middle East Trans-Jordan France 30% France dominates the Middle East West Indies Cuba 25% Cuba dominates West Indies West Indies United_States 25% USA dominates West Indies West Indies Britain 25% Britain dominates West Indies West Indies France 25% France dominates West Indies [image: image.jpeg]
  • 2 Votes
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    RogerCooperR
    @VictoryFirst You need to keep in mind that A&A combat consists of a number of interlocking pieces and that changing one can throw the balance off. It is unrealistic that a small force of infantry can stop a tank blitz but is even more unrealistic that battles run an unlimited number of rounds, that there is no retreat and the lack of supply rules. Making blitzing easier makes things hard for the Russians on the Eastern Front.
  • Modifying National Objectives

    Maps & Mods
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    RogerCooperR
    @Rrrrricky said: Hey everyone, im new here. Trying to modify NO's on World War ii v3 1942 map. Github looks locked apparently? I couldn't create an account there for some reason. Any ideas? TY! Why did you want to change the NO's? If you want different NO's, you need to create a new mod.
  • Middle Earth - Battle for Arda (v3) - Official Thread

    Maps & Mods
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    alkexrA
    Version History Version 3.0 (2026-10-11) Initial beta release
  • New Steampunk Advance Thread

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    board 3659B
    Hello, I'm back. So uh idk if I'll do much but probably will do something like maybe get a game set up (idk if like via forum or online depending on time constrants).
  • Poll on how Defender Retreat should work

    Development
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    VictoryFirstV
    @Vendetta Currently using the XML, you can configure this to work exactly in the way you described, except for "Allies retreating to different territories". Currently all units go to one territory. The Pull Request is almost merge-ready, it just needs a bit of improvements outlined at the GitHub page. @iratoric How are things looking right now? Are you planning to work on the last bits of the PR?
  • Creating a (hopefully) competitive bot using Claude Code.

    AI
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    TheDogT
    @husky81 So now you have your initial baseline results, Im hoping for now, that you stop using your Tokens verses Hard-AI, Easy-AI and Does Nothing, and just concentrate on using them, against Fast-AI ? What are your plans for testing for improvements to Claude-AI ?
  • Game Engine Rules (AI Training)

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    @RogerCooper said: more sense to have the executive module set a broad plan and then the other modules figure how to execute the plan. I was thinking that the plan would be more emergent rather than preset if it was set by local processes, but maybe you're right. I will try both ways. The issue with global plannig i think will be getting the nescessary information to the executive and have it analyze that info appropriately without just simulating all possibilities (which isn't possible.) My account is drained of tokens now, so progress is on temporary hiatus.
  • Bugs in World War I

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    RogerCooperR
    @VictoryFirst I replaced all references to "placeNoAir" to "place" and added <attachment foreach="$All-Players$" name="rulesAttachment" attachTo="@All-Players@" javaClass="RulesAttachment" type="player"> <option name="placementAnyTerritory" value="true"/> </attachment>
  • Map Display Errors

    Bug Reports
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    C
    @GREGOREK Yah, scrolling both edges sure is cool. I wish this could be possible in an actual (spherical) world (like ours) with some sort of projection, but unfortunately it is not (as far as I know).