• Curated Best/Top Maps & TripleA Guides

    Player Help thedog
    46
    8 Votes
    46 Posts
    14k Views
    B
    @TheDog Hi Dog I'm guessing you're referring to the Expansion mod me and the guys play "Global 40 Expansion UHD Boxes". I would just give it a complexity level of 1 higher than whatever the Global 40 OOB game has. Edit I guess something like this is what you're suggesting ? Global 40 Expansion UHD Boxes It uses the UHD Mega Map based off of the Bung,Veqryn "World War II Global 1940 2nd Edition" Map. This is a House Rule Mod for "World War II Global 1940 2nd Edition". It was Created by The Captain and Company
  • EXP Game 12 barnee vs Trout

    Play By Forum
    37
    1
    0 Votes
    37 Posts
    334 Views
    B
    @trout Good Morning Struggling a bit today Game History Round: 4 Purchase Units - Italians Turning on Edit Mode EDIT: Adding units owned by Americans to 54 Sea Zone: 1 transport EDIT: Removing units owned by Americans from 55 Sea Zone: 1 transport EDIT: Turning off Edit Mode Turning on Edit Mode EDIT: Adding units owned by Americans to 54 Sea Zone: 1 battleship EDIT: Removing units owned by Americans from 54 Sea Zone: 1 battleship EDIT: Turning off Edit Mode Italians buy 1 Escort, 1 Italian_LCV, 1 UndergroundMinr, 3 infantry, 1 italian_para and 3 mine_unarmeds; Remaining resources: 0 PUs; Place Units - Italians Units in Southern Italy being upgraded or consumed: 1 factory_minor 1 UndergroundMinr placed in Southern Italy Combat Move - Italians Trigger RailMovementAutoPlaceItalians: Italians has 1 Europe_Rail placed in Southern Italy 1 armour moved from Romania to Western Ukraine Italians take Western Ukraine from Russians Combat - Italians Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 93 Sea Zone Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 109 Sea Zone Non Combat Move - Italians Trigger Wolfpack at109 SeaZones: Germans has 1 Wolfpack placed in 109 Sea Zone Trigger Wolfpack at93 SeaZones: Germans has 1 Wolfpack placed in 93 Sea Zone Trigger RailMovementAutoPlaceRemoveItalians: has removed 1 Europe_Rail owned by Italians in Eastern Poland 1 bomber moved from Romania to Southern Italy 1 artillery and 2 infantry moved from Romania to Eastern Poland 1 Europe_Rail and 1 infantry moved from Southern Italy to Eastern Poland 1 armour moved from Southern Italy to Yugoslavia 1 air_transport moved from Gibraltar to Southern Italy 1 italian_para moved from Southern Italy to Romania 1 armour and 1 mech_infantry moved from Algeria to Tunisia 2 infantry moved from Southern Italy to Northern Italy 1 aaGun moved from Southern Italy to Northern Italy Place Units - Italians 1 Italian_LCV, 1 infantry, 1 italian_para and 3 mine_unarmeds placed in Southern Italy 1 Escort placed in 97 Sea Zone 2 infantry placed in Northern Italy Turn Complete - Italians Trigger ItaliansParaBoost atRomania: Italians has 1 italian_paraBoost placed in Romania Italians collect 16 PUs; end with 16 PUs Trigger Italians AdvancedProduction: Italians met a national objective for an additional 3 PUs; end with 19 PUs Objective Italians 2 Roman Empire: Italians met a national objective for an additional 5 PUs; end with 24 PUs EXP Game 12 Trout I 4.tsvg Those Flying Tiger lads musta got into the sake Yea, aren't you already on 2.56 ? That's what I made this game with. I didn't think they were interchangeable. Thought both players had to be on same Game Version. If not, we'll need to keep an eye out for any funky behavior. I'll check what was updated. Well there was quite a bit. Interesting to see how it plays out That AB in Egypt is kid of annoying
  • MARTI is migrating in triplea v2.7+

    News
    9
    6 Votes
    9 Posts
    151 Views
    ubernautU
    @Cernel truly random numbers are actually something computers cant do there’s actually a whole entire market for random number generators
  • TWW 3.0.9? NTSH (ax) v (al) ubernaut Game 4

    Play By Forum
    828
    1
    1 Votes
    828 Posts
    479k Views
    ubernautU
    @Nothingtoseehere yeah i think have it figured out already but had no chance to double check anything yet had not time yesterday but hopefully today
  • 0 Votes
    65 Posts
    2k Views
    B
    @Panzerstahl-Helm-0 Game History Round: 5 Purchase Units - Italians Italians buy 1 Escort, 1 Hvy_Undg_1, 1 UndergroundMinr, 1 armour, 3 infantry and 2 italian_paras; Remaining resources: 0 PUs; Place Units - Italians Turning on Edit Mode EDIT: Adding units owned by Italians to Southern Italy: 1 UndergroundMinr EDIT: Units in Southern Italy being upgraded or consumed: 1 UndergroundMinr and 1 factory_minor EDIT: 1 Hvy_Undg_1 and 1 UndergroundMinr placed in Southern Italy Politics - Italians EDIT: Removing units owned by Italians from Southern Italy: 1 UndergroundMinr EDIT: Turning off Edit Mode Turning on Edit Mode Combat Move - Italians EDIT: Trigger RailMovementAutoPlaceItalians: Italians has 1 Europe_Rail placed in Southern Italy EDIT: Resetting and Giving Bonus Movement to Units EDIT: Cleaning up during movement phase EDIT: Italians takes Rostov from Russians EDIT: Turning off Edit Mode EDIT: 1 italian_para moved from Romania to Rostov 1 artillery and 2 infantry moved from Eastern Poland to Bessarabia 1 artillery moved from Romania to Bessarabia 1 bomber moved from Southern Italy to Bessarabia 1 fighter moved from Southern Italy to Bessarabia Combat - Italians Battle in Bessarabia Italians attack with 2 artilleries, 1 bomber, 1 fighter and 2 infantry Russians defend with 2 infantry Italians roll dice for 2 artilleries, 1 bomber, 1 fighter and 2 infantry in Bessarabia, round 2 : 1/6 hits, 2.50 expected hits Russians roll dice for 2 infantry in Bessarabia, round 2 : 0/2 hits, 0.67 expected hits 1 infantry owned by the Russians lost in Bessarabia Italians roll dice for 2 artilleries, 1 bomber, 1 fighter and 2 infantry in Bessarabia, round 3 : 3/6 hits, 2.50 expected hits Russians roll dice for 1 infantry in Bessarabia, round 3 : 1/1 hits, 0.33 expected hits 1 infantry owned by the Italians lost in Bessarabia 1 infantry owned by the Russians lost in Bessarabia Italians win, taking Bessarabia from Russians with 2 artilleries, 1 bomber, 1 fighter and 1 infantry remaining. Battle score for attacker is 3 Casualties for Russians: 2 infantry Casualties for Italians: 1 infantry Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 112 Sea Zone Non Combat Move - Italians Trigger Wolfpack at112 SeaZones: Germans has 1 Wolfpack placed in 112 Sea Zone Turning on Edit Mode EDIT: Turning off Edit Mode Turning on Edit Mode EDIT: Turning off Edit Mode Trigger RailMovementAutoPlaceRemoveItalians: has removed 1 Europe_Rail owned by Italians in Greece 1 bomber moved from Bessarabia to Northern Italy 1 fighter moved from Bessarabia to Romania 1 armour moved from Greece to Romania 1 aaGun and 1 infantry moved from Yugoslavia to Romania 1 armour moved from Northern Italy to Southern France 1 Europe_Rail moved from Southern Italy to Southern France 1 Europe_Rail and 1 infantry moved from Southern France to Greece 1 armour and 1 infantry moved from Gibraltar to 92 Sea Zone 1 armour, 1 infantry and 1 transport moved from 92 Sea Zone to 96 Sea Zone 1 armour and 1 infantry moved from 96 Sea Zone to Tobruk EDIT: 1 Italian_LCV and 1 aaGun moved from Southern Italy to Tobruk 1 infantry and 3 mine_unarmeds moved from Southern Italy to 97 Sea Zone 1 Escort_Convoy, 1 battleship, 1 infantry, 3 mine_unarmeds, 1 submarine and 1 transport moved from 97 Sea Zone to 98 Sea Zone 1 infantry and 3 mine_unarmeds moved from 98 Sea Zone to Alexandria EDIT: 1 Italian_LCV moved from Gibraltar to Southern France Place Units - Italians 1 Escort placed in 97 Sea Zone 2 infantry and 2 italian_paras placed in Southern Italy 1 armour and 1 infantry placed in Northern Italy Turn Complete - Italians Trigger ItaliansParaBoost atRostov: Italians has 1 italian_paraBoost placed in Rostov Italians collect 18 PUs; end with 18 PUs Trigger Italians AdvancedProduction: Italians met a national objective for an additional 3 PUs; end with 21 PUs Objective Italians 1 Control The Mediterranean: Italians met a national objective for an additional 5 PUs; end with 26 PUs Objective Italians 3 North Africa: Italians met a national objective for an additional 5 PUs; end with 31 PUs Objective Italians 2 Roman Empire: Italians met a national objective for an additional 5 PUs; end with 36 PUs Combat Hit Differential Summary : Italians regular : -1.00 Russians regular : 0.00 EXP Game 10 Straw I 5.tsvg Little more complex. turn than I thought it would be Wow yanks took a spanking in Caroline. I didn't think they'd win, although it was possible, but gonna make ANZC have to work for it now.
  • EXP G40 Game 4 Trout (Axis) vs Panzer (Allies)

    Play By Forum
    15
    0 Votes
    15 Posts
    68 Views
    T
    @Panzerstahl-Helm-0 Good morning from TX.! Game History Round: 1 Purchase Units - Japanese Japanese buy 2 factory_minors and 1 transport; Remaining resources: 0 PUs; 6 SuicideAttackTokens; Combat Move - Japanese Trigger RailMovementAutoPlaceJapanese: Japanese has 2 J_Rails placed in Kiangsu 1 artillery moved from Jehol to Chahar Japanese take Chahar from Chinese 2 infantry moved from Jehol to Chahar 1 mech_infantry moved from Manchuria to Chahar 1 artillery and 3 infantry moved from Shantung to Anhwe Japanese take Anhwe from Chinese 1 tactical_bomber moved from Kiangsu to Yunnan 1 fighter moved from Kiangsu to Yunnan 1 artillery and 3 infantry moved from Kiangsu to Anhwe 1 artillery and 3 infantry moved from Kiangsi to Hunan 2 fighters and 2 tactical_bombers moved from Manchuria to Hunan 1 fighter moved from Formosa to Hunan 2 JPNbombers moved from Japan to Yunnan 1 artillery and 3 infantry moved from Kwangsi to Yunnan Combat - Japanese Battle in Yunnan Japanese attack with 2 JPNbombers, 1 artillery, 1 fighter, 3 infantry and 1 tactical_bomber Chinese defend with 4 infantry Japanese win, taking Yunnan from Chinese with 2 JPNbombers, 1 artillery, 1 fighter, 2 infantry and 1 tactical_bomber remaining. Battle score for attacker is 9 Casualties for Japanese: 1 infantry Casualties for Chinese: 4 infantry Battle in Hunan Japanese attack with 1 artillery, 3 fighters, 3 infantry and 2 tactical_bombers Chinese defend with 2 infantry Japanese win, taking Hunan from Chinese with 1 artillery, 3 fighters, 3 infantry and 2 tactical_bombers remaining. Battle score for attacker is 6 Casualties for Chinese: 2 infantry Non Combat Move - Japanese Trigger RailMovementAutoPlaceRemoveJapanese: has removed 2 J_Rails owned by Japanese in Kwangsi 1 fighter moved from Korea to Shantung 1 aaGun, 1 artillery and 6 infantry moved from Manchuria to Jehol 1 J_Rail moved from Kiangsu to Korea 1 J_Rail and 1 infantry moved from Korea to Kwangsi 1 J_Rail moved from Kiangsu to Korea 1 J_Rail and 1 infantry moved from Korea to Kwangsi 1 infantry moved from Korea to Manchuria 1 infantry moved from Korea to Manchuria 2 infantry moved from Okinawa to 19 Sea Zone 2 infantry and 1 transport moved from 19 Sea Zone to 36 Sea Zone 2 infantry moved from 36 Sea Zone to Kwangsi 2 infantry moved from Japan to 6 Sea Zone 2 infantry and 1 transport moved from 6 Sea Zone to 36 Sea Zone 2 infantry moved from 36 Sea Zone to Kwangsi 1 transport moved from 20 Sea Zone to 6 Sea Zone 1 armour moved from Japan to 6 Sea Zone 1 infantry moved from Japan to 6 Sea Zone 1 infantry moved from 6 Sea Zone to Korea 1 armour moved from 6 Sea Zone to Korea 2 tactical_bombers moved from Japan to Shantung 2 fighters moved from Japan to Shantung 1 fighter moved from Okinawa to Kwangsi 2 JPNbombers, 1 fighter and 1 tactical_bomber moved from Yunnan to Kwangsi 3 fighters and 2 tactical_bombers moved from Hunan to Kwangsi 1 tactical_bomber moved from 6 Sea Zone to 36 Sea Zone 1 fighter moved from 6 Sea Zone to 36 Sea Zone 1 battleship moved from 19 Sea Zone to 36 Sea Zone 1 cruiser moved from 20 Sea Zone to 36 Sea Zone 1 Japan_destroyer moved from 19 Sea Zone to 36 Sea Zone 1 submarine moved from 19 Sea Zone to 36 Sea Zone 1 submarine moved from 6 Sea Zone to 33 Sea Zone 1 fighter moved from Caroline Islands to Kwangsi 1 carrier moved from 6 Sea Zone to 36 Sea Zone Place Units - Japanese 1 factory_minor placed in Shantung 1 factory_minor placed in Kiangsu 1 transport placed in 6 Sea Zone Turn Complete - Japanese Japanese collect 30 PUs; end with 30 PUs Trigger Japanese AdvancedProduction: Japanese met a national objective for an additional 8 PUs; end with 38 PUs Objective Japanese 1 Trade With America: Japanese met a national objective for an additional 10 PUs; end with 48 PUs 3a225291-742e-4b00-93d7-cc987593d9d1-exp-game-4-trout-vs.panzer-j1.tsvg
  • EXP Game 1 barnee vs Crockett

    Play By Forum
    319
    0 Votes
    319 Posts
    24k Views
    B
    @crockett36 Good Morning. I will look in a bit. Here's a detailed look at LMs https://www.axisandallies.org/forums/topic/36998/global-1940-and-1943-expansion-for-use-with-triplea/251?page=11 Edit Oh you meant NMs. https://www.axisandallies.org/forums/assets/uploads/files/1717400187249-3.g40-naval-mines.pdf so you have to handroll for those. 6 NMs and they hit at 2 or less. Can use in game dice roller and post a screenshot of results or use dicebot at the other site. If you decide to attack anyway, I'll take the Escrt first
  • 2.7 Lobby + Bots Available & Early Testing Phase

    News
    54
    3 Votes
    54 Posts
    1k Views
    TheDogT
    @lafayette and other Devs Been doing some testing with 2.7.15557 https://github.com/triplea-game/triplea/releases/tag/2.7.15557 Although not the latest, it has been very stable. Anecdotally it appears to be faster than 2.7.15256 my other test version for some time. TripleA memory footprint has shrunk from 4.5GB when playing 1941 Global Command Decision to under 2.3GB, a seriously a massive change, that probably accounts for the perceived speed increase. Also I don't have to modify TripleA.vmoptions to give me extra memory to make play faster, every time I download a newer version of TripleA. Too many smiley faces for one post, so here's a THANKS for all the work !!!
  • G40 Captain Expansion StevenJ vs Johnny

    Play By Forum
    19
    1 Votes
    19 Posts
    417 Views
    S
    @JohnnyCat sorry for the delay. ill get to it soon.
  • Game 1 Alexander vs. JohnnyCat G40 EXP

    Play By Forum
    43
    0 Votes
    43 Posts
    1k Views
    JohnnyCatJ
    @Alexander ok. enjoy your vacation.
  • Global 40 Expansion UHD Boxes

    Maps & Mods
    122
    2 Votes
    122 Posts
    33k Views
    B
    @ All I think I just figured out how not to overbuy the Waffen Units that change. Early stages yet but seems as if it'll work. Here is an example. One is only allowed 6 Waffen Inf and 4 Oberst. The Oberst consumes the Inf, so I had to make a maxBuilt of 10 to allow for the 4 Oberst. This made it to where one could unintentionally overbuy the ss Inf. You have to scan the map and count them manually. Easy to make a mistake. What I have done, is to limit Waffen Inf to a max purchase of 6 and add a new unit "waffen_infantry4" which has a max purchase of 4. It behaves the same as a Waffen Inf except an Oberst can not consume it. Here is what happens. There is 1 Waffen Inf in Germany, if you try to buy 6, triplea won't let you. Can only buy 5. So we buy 5 Waffen Inf 1 Oberst and 1 Waffen Inf4. [image: 1778503133911-screenshot-from-2026-05-11-07-24-02.png] place them in Germany Edit Note the Waffen4 consumes a regular Inf same as a Waffen Inf [image: 1778503187761-screenshot-from-2026-05-11-07-39-34.png] then after Place phase, Waffen Inf4 turns into a regular Waffen Inf. [image: 1778503266486-screenshot-from-2026-05-11-07-40-51.png] Anyway, I think this should work. I still have to allow for multiple Oberst and Waffen4's but that shouldn't be a problem. I've thought that before though lol Edit Yea looks as if it's gonna be a success story I'll work my way through the rest of these ss bastards and then start on the Atomic Bomb
  • MM1sttestgame

    Play By Forum
    1
    2 Votes
    1 Posts
    21 Views
    No one has replied
  • Roger's Scenario Thread

    Pinned Maps & Mods
    962
    9 Votes
    962 Posts
    2m Views
    RogerCooperR
    Name Hearts of Iron: The Rising Sun 1942 Description World War 2 starting in 1942 on the Big World Map with many new unit types https://axisandallies.fandom.com/wiki/Hearts_of_Iron:_The_Rising_Sun_1942 [image: 1778431215896-94182cab-1c56-4a0a-82b4-167f972ade63-image.jpeg] Good Points Reasonably balanced Bad Points Most of the new units aren't useful
  • Forum Server Work - Might be some downtime today (May 2, 2026)

    News
    14
    3 Votes
    14 Posts
    185 Views
    B
    @LaFayette said: i'm able to repro the black test I'm sure you're already aware of this but just in case as soon as I click on anything after it goes black, even an empty space, the black goes away. Idk how to communicate that to people. I guess they'll probably just figure it out on their own. It'd be nice if it didn't happen at all but most likely lower on the priority todo list.
  • Multi Game 2 barnee Trout vs Alex Panzer

    Play By Forum
    180
    1
    0 Votes
    180 Posts
    9k Views
    Panzerstahl-Helm 0P
    @beelee said: Those Tommy Paras were Badass lol They did an outstanding job indeed! And they died for a better reason.
  • Latest server parsing results

    Map Making
    15
    2 Votes
    15 Posts
    126 Views
    TheDogT
    @rogercooper The newer TripleA versions have a lot of syntax checking, so I would upgrade to the latest version and let it do its stuff. It has found at least two errors in my maps.
  • I need Tank Destroyer images

    Map Making
    4
    1
    2 Votes
    4 Posts
    51 Views
    B
    @rogercooper There are some of Joe's here https://forums.triplea-game.org/topic/4048/tank-destroyer-images?_=1778310491975 Edit Here's a few colorized [image: 1778314022313-tankdestroyerfs.png] [image: 1778314034023-usatankdestroyerfs.png] [image: 1778314049220-panzerjagerfs.png]
  • 2 Votes
    83 Posts
    3k Views
    A
    @Panzerstahl-Helm-0 Thanks mate! But I am starting to power down after packing all evening. I'll roll the dice when I'm back in a couple of weeks, enjoy the "temporary peace" lol Yes, I have been traumatized by Italy 'can-opening' in the OOB rules - now this takeover situation is even more crazy to watch out for! Will do, thanks again. I look forward to it!
  • Switch to "FlatLaf" for Look & Feel (updated skin)

    Development
    9
    4
    1 Votes
    9 Posts
    245 Views
    LaFayetteL
    @beelee said: The old one still be available for those that like it I assume ? Probably not. This is a completely different library. Substance has served us well, but has bugs, and our current version is really old and difficult to upgrade. I'm leaning somewhat strongly to go with this new L&F library. Namely because the upgrade path is already done, with Substance (our old L&F), we'd have to do some work/efforts to upgrade.
  • Screen Won't Center on Capital at Turn Start with Tech Off

    Map Making
    37
    3 Votes
    37 Posts
    8k Views
    wc_sumptonW
    @TheDog said: With 300+ maps and a solution that requires no xml changes to work, could be using a pre Move Delegate centering, maybe? Ahh, now I understand your question. Before I answer let's look at what is being asked. Using "World War II Global 1940 2nd Edition" with the default settings, technology is 'off' in 2.5.22294 the map does not center, which is the same as 2.7.15494. So, what we have now is the same as how TripleA has always function. Adding centering to the MovePhase would cause TripleA to reorientate during the players turn, which could be very confusing. If the centering which is in 2.7.15025 cannot be duplicated, then IMO, centering should be left to map makers as an XML hack, and not added to a 'phase'. Cheers...