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

    Play By Forum
    74
    0 Votes
    74 Posts
    11k Views
    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
  • World War I with more territories?

    Maps & Mods
    44
    1
    1 Votes
    44 Posts
    10k Views
    SchulzS
    @iratoric Oops, I did miswrite that. Artillery has 1 movement as well. There will already be 8 historical and permanent sea mine zones. I'm mostly concerned about how to represent the Battle of the Atlantic. One idea is that 6 sea zones could each have a 1/6 chance to spawn a German submarine every round. But playing that kind of whack-a-mole game as the Entente sounds frustrating. The laziest solution is simply giving the Germans an unhistorically large number of submarines in the Atlantic from the beginning.
  • TWW 3.0.9? NTSH (ax) v (al) ubernaut Game 4

    Play By Forum
    1k
    1
    1 Votes
    1k Posts
    556k Views
    ubernautU
    @Nothingtoseehere btw it doesn’t work wen u quote a tag like that
  • Middle Earth: Battle For Arda - Official Thread

    Maps & Mods
    587
    2
    3 Votes
    587 Posts
    1m Views
    S
    @alkexr Ahhh. Sorry, you are correct, this is something that I did not consider! I forgot that stacking bonus were additive. In Cerin Amroth, a poor unit would indeed only receive a +1 to their base stats if they are in a forest+hill+settlement territory if you simplify the matrix by shifting the base values. I really should have caught that, particularly after you mentioned it in a post! You are correct, my simplification does not work towards your goals. That being said, your voice lines in the video from last year were quite good and doubling down on your ideas the only sensible simplification that is left using my original approach of getting rid of reducing the matrix would be this: Buffing stacked territory types (slightly simplified version): ** Unit tag “poor tactics”: +1 bonus to defense in caves and settlements +1 attack in plains ** Unit tag: “average tactics”: +1 bonus to defense for each territory type except plains in which they get +2 bonus to attack instead ** Unit tag: “excellent tactics”: +2 bonus to defense for each territory type except plains in which they get +2 bonus to attack instead [image: 1784586775084-fdb7d8c9-069c-4b82-9a7a-0bb35e1d058a-image.jpeg] (Green cells are values that are correctly reproduced by the simple explanation. Yellow one are not and would need terrain preferences to work.) Anyhow, sorry again for missing the broken stacking bonuses.
  • TripleA Server Costs

    News
    10
    4 Votes
    10 Posts
    4k Views
    C
    @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.)
  • EXP Game 12 barnee vs Trout

    Play By Forum
    103
    1
    0 Votes
    103 Posts
    13k Views
    B
    @Trout Good Morning EXP Game 12 Trout J 9.tsvg There was error that wouldn't load JPN Trprts in NCM so I had to edit. I vaguely remember seeing that after the update and it was fixed. Forgot how weak JPN is. Well they have one job. Give the Germans enough time to get to Moscow lol We'll see how it goes
  • Have in Game Dice Roller Show in History

    Feature Requests & Ideas
    12
    1 Votes
    12 Posts
    5k Views
    P
    I get the appeal of having manual rolls in history. For quick out-of-game rolls, I’ve been using https://dice.onl for its simple interface and custom sides – it’s handy when I just need a fast result without syncing concerns. For in-game integration, LaFayette’s points about the upcoming ledger system make sense, but I’d still love to see this feature added eventually.
  • Multi Game 2 barnee Trout vs Alex Panzer

    Play By Forum
    279
    1
    0 Votes
    279 Posts
    37k Views
    B
    @Trout right on. will try adding your gmail to the save and see if it works now or I guess @panzerstahl-helm-0 Panzer up next so he can try if he wants. yea still not feeling good. At least the Mold guy didn't thing it was the end of the world like the ai bitch Still a little concerned. we'll see what they say tomorrow . Enjoy the Vacay @alexander @panzerstahl-helm-0 @trout lolI frgot new dice roller you can only have 2 emails. You have to pick a Captain and then just use their email
  • TripleA Maps List

    Maps & Mods
    3
    1
    3 Votes
    3 Posts
    50 Views
    TheDogT
    @rogercooper Cant find Ansalon/Analon on Github maps Missing from your list, but on Github maps Settlers: Fallen Empire Shogun Advanced
  • Pact of Steel 2 mods for new Version

    Maps & Mods
    2
    0 Votes
    2 Posts
    25 Views
    TheDogT
    @djggml Do have a map.yml in the the_pact_of_steel folder, if not it sholuld look like this 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}
  • 0 Votes
    155 Posts
    16k Views
    B
    @Panzerstahl-Helm-0 Guten Morgen Game History Round: 16 Research Technology - Germans Purchase Units - Germans Trigger HvyCVBmbrs: Setting canBeGivenByTerritoryTo to British:Germans for unitAttachment attached to JPNbomber Trigger HvyCVBmbrs: Setting canBeGivenByTerritoryTo to British:Germans for unitAttachment attached to USAbomber triggerAttachmenLate1947EXP43Invert: has removed 1 Early1947_red owned by Changer in D-Day triggerAttachmenLate1947EXP43Invert: Changer has 1 Late1947_red placed in D-Day Germans buy 1 ElitePanzer, 1 Panzer_Grndrs, 6 TotalWar_Tanks, 1 Type_XXI_UBoat, 1 WaffenPnzrJagerFS, 1 Waffen_Para, 1 elite, 1 german_para, 3 infantry and 1 waffen_infantry; Remaining resources: 0 PUs; Place Units - Germans Units in Germany being upgraded or consumed: 1 PanzerJagerFS, 1 german_para and 1 infantry 1 WaffenPnzrJagerFS, 1 Waffen_Para and 1 waffen_infantry placed in Germany Combat Move - Germans Trigger RailMovementAutoPlaceGermans: Germans has 2 G_Rails placed in Germany Turning on Edit Mode EDIT: Turning off Edit Mode Turning on Edit Mode EDIT: Turning off Edit Mode EDIT: 1 Waffen_Para moved from Germany to Novgorod 1 Me_262 moved from Poland to Novgorod 1 bomber moved from Western Germany to Novgorod 1 LuftwaffeAce and 2 Me_262s moved from Romania to Eastern Poland 1 elite and 1 infantry moved from Poland to Eastern Poland 2 mech_infantrys moved from Germany to Eastern Poland EDIT: 1 German_LCV and 1 elite moved from Germany to Denmark EDIT: 1 German_LCV moved from Norway to Denmark 1 mech_infantry moved from Germany to Denmark 1 armour and 1 infantry moved from Norway to Finland 1 Me_262 moved from Norway to Denmark 1 mech_infantry moved from Germany to Denmark 1 LuftwaffeAce, 2 Me_262s and 1 armour moved from Western Germany to Holland Belgium 2 mech_infantrys and 1 waffen_infantry moved from Germany to Holland Belgium 1 Me_262 moved from Southern France to Normandy Bordeaux 1 Panzer_General3 and 5 armour moved from Western Germany to Normandy Bordeaux 2 infantry moved from Southern France to Normandy Bordeaux 1 Type_XXI_UBoat moved from 109 Sea Zone to 112 Sea Zone 1 Type_XXI_UBoat moved from 119 Sea Zone to 112 Sea Zone Combat - Germans Battle in Eastern Poland Germans attack with 1 LuftwaffeAce, 2 Me_262s, 1 elite, 1 infantry and 2 mech_infantrys Russians defend with 3 infantry Germans roll dice for 1 LuftwaffeAce, 2 Me_262s, 1 elite, 1 infantry and 2 mech_infantrys in Eastern Poland, round 2 : 3/9 hits, 3.17 expected hits Russians roll dice for 3 infantry in Eastern Poland, round 2 : 0/3 hits, 1.00 expected hits 3 infantry owned by the Russians lost in Eastern Poland Germans win, taking Eastern Poland from Russians with 1 LuftwaffeAce, 2 Me_262s, 1 elite, 1 infantry and 2 mech_infantrys remaining. Battle score for attacker is 9 Casualties for Russians: 3 infantry Battle in Denmark Germans attack with 2 German_LCVs, 1 Me_262, 1 elite and 2 mech_infantrys British defend with 1 UK_LCV and 2 infantry Germans roll dice for 2 German_LCVs, 1 Me_262, 1 elite and 2 mech_infantrys in Denmark, round 2 : 0/5 hits, 1.33 expected hits British roll dice for 1 UK_LCV and 2 infantry in Denmark, round 2 : 1/2 hits, 0.67 expected hits Turning on Edit Mode EDIT: 1 German_LCV owned by the Germans lost in Denmark EDIT: 2/5 hits, 1.33 expected hits EDIT: 1/2 hits, 0.67 expected hits EDIT: 1 German_LCV owned by the Germans lost in Denmark EDIT: 1 UK_LCV owned by the British and 2 infantry owned by the British lost in Denmark EDIT: Germans takes Denmark from British EDIT: Germans win EDIT: Battle casualty summary: Battle score (TUV change) for attacker is 3 EDIT: Turning off Edit Mode Battle in Finland Germans attack with 1 armour and 1 infantry Russians defend with 1 infantry Germans roll dice for 1 armour and 1 infantry in Finland, round 2 : 0/2 hits, 0.67 expected hits Russians roll dice for 1 infantry in Finland, round 2 : 0/1 hits, 0.33 expected hits Germans roll dice for 1 armour and 1 infantry in Finland, round 3 : 1/2 hits, 0.67 expected hits Russians roll dice for 1 infantry in Finland, round 3 : 1/1 hits, 0.33 expected hits 1 infantry owned by the Germans lost in Finland 1 infantry owned by the Russians lost in Finland Germans win, taking Finland from Russians with 1 armour remaining. Battle score for attacker is 0 Casualties for Germans: 1 infantry Casualties for Russians: 1 infantry Battle in Holland Belgium Germans attack with 1 LuftwaffeAce, 2 Me_262s, 1 armour, 2 mech_infantrys and 1 waffen_infantry British defend with 2 infantry and 3 uk_paras Germans roll dice for 1 LuftwaffeAce, 2 Me_262s, 1 armour, 2 mech_infantrys and 1 waffen_infantry in Holland Belgium, round 2 : 5/8 hits, 3.50 expected hits British roll dice for 2 infantry and 3 uk_paras in Holland Belgium, round 2 : 1/5 hits, 1.67 expected hits 1 mech_infantry owned by the Germans lost in Holland Belgium 3 uk_paras owned by the British and 2 infantry owned by the British lost in Holland Belgium Germans win, taking Holland Belgium from British with 1 LuftwaffeAce, 2 Me_262s, 1 armour, 1 mech_infantry and 1 waffen_infantry remaining. Battle score for attacker is 14 Casualties for Germans: 1 mech_infantry Casualties for British: 2 infantry and 3 uk_paras Battle in Normandy Bordeaux Germans attack with 1 Me_262, 1 Panzer_General3, 5 armour and 2 infantry; Changer loiter and taunt Changer defend; Americans defend with 5 artilleries Germans roll dice for 1 Me_262, 1 Panzer_General3, 5 armour and 2 infantry in Normandy Bordeaux, round 2 : 8/13 hits, 6.00 expected hits Americans roll dice for 5 artilleries in Normandy Bordeaux, round 2 : 3/5 hits, 1.67 expected hits 2 infantry owned by the Germans and 1 Me_262 owned by the Germans lost in Normandy Bordeaux 5 artilleries owned by the Americans lost in Normandy Bordeaux Germans win, taking Normandy Bordeaux from Americans with 1 Panzer_General3 and 5 armour remaining. Battle score for attacker is 3 Casualties for Germans: 1 Me_262 and 2 infantry Casualties for Americans: 5 artilleries Battle in Novgorod Germans attack with 1 Me_262, 1 Waffen_Para and 1 bomber Russians defend with 1 airfield, 1 harbour and 2 infantry Germans roll dice for 1 Me_262, 1 Waffen_Para and 1 bomber in Novgorod, round 2 : 2/3 hits, 1.83 expected hits Russians roll dice for 2 infantry in Novgorod, round 2 : 0/2 hits, 0.67 expected hits 2 infantry owned by the Russians lost in Novgorod Germans win, taking Novgorod from Russians with 1 Me_262, 1 Waffen_Para and 1 bomber remaining. Battle score for attacker is 6 Casualties for Russians: 2 infantry Non Combat Move - Germans Trigger RailMovementAutoPlaceRemoveGermans: has removed 2 G_Rails owned by Germans in Germany Trigger Urals Tank Unit: Russians has 1 armour placed in Urals 1 LuftwaffeAce and 2 Me_262s moved from Holland Belgium to Western Germany 1 Me_262 moved from Denmark to Norway 1 WaffenPnzrJagerFS and 1 waffen_infantry moved from Germany to Romania 1 LuftwaffeAce and 2 Me_262s moved from Eastern Poland to Romania 1 Me_262 moved from Novgorod to Poland 1 bomber moved from Novgorod to Germany 1 infantry moved from Egypt to Trans-Jordan 1 battleship and 1 cruiser moved from 98 Sea Zone to 97 Sea Zone Place Units - Germans 1 Type_XXI_UBoat placed in 113 Sea Zone 6 TotalWar_Tanks and 1 infantry placed in Western Germany 1 infantry placed in Southern France 1 ElitePanzer, 1 Panzer_Grndrs, 1 elite, 1 german_para and 1 infantry placed in Germany Trigger GermansTotalWarTankPlaceWesternGermany6: has removed 6 TotalWar_Tanks owned by Germans in Western Germany Trigger GermansTotalWarTankPlaceWesternGermany6: Germans has 6 armour placed in Western Germany Turn Complete - Germans Total Cost from Convoy Blockades: 2 Rolling for Convoy Blockade Damage in 105 Sea Zone. Rolls: 2,5,2,1,4,6,6,1,2,2 Germans collect 43 PUs (2 lost to blockades); end with 43 PUs Trigger Germans 4 Presence In Egypt: Germans met a national objective for an additional 5 Optional[PUs]; end with 48 Optional[PUs] Trigger Germans AdvancedProduction: Germans met a national objective for an additional 12 Optional[PUs]; end with 60 Optional[PUs] Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 Optional[PUs]; end with 65 Optional[PUs] Objective Germans 2 Control Novgorod Or Volgograd Or Russia: Germans met a national objective for an additional 5 PUs; end with 70 PUs Combat Hit Differential Summary : Americans regular : 1.33 Russians regular : -1.33 Germans regular : 1.83 EDIT: : 1.00 British regular : -0.33 EXP Game 10 Straw G 16.tsvg I forgot to turn edit on to roll for bombard. Was able to by hitting View and then go to Game [image: 1784360981228-screenshot-from-2026-07-18-02-40-56.png] Edit Forgot to move Subs EXP Game 10 Straw G 16edit.tsvg
  • 🏯 Shogun Advanced - Official Thread

    Maps & Mods thedog
    18
    1
    2 Votes
    18 Posts
    5k Views
    RogerCooperR
    @TheDog I recently tried this mod and there is a lot to like about it. However, it does have one problem, at the start of everyone is at war with everyone else. This is both ahistorical and confusing to play. They should either start neutral with each other or grouped into two loose alliances, one in Eastern Japan and other in Western Japan.
  • Roger's Scenario Thread

    Pinned Maps & Mods
    978
    9 Votes
    978 Posts
    2m Views
    RogerCooperR
    Name The Shogun Advanced Description Japan in the Sengoku Period on a large map https://axisandallies.fandom.com/wiki/The_Shogun_Advanced [image: 1784343226921-05614493-26a2-456d-a926-437186a5a058-image.jpeg] Good Points A variety of clearly differentiated units Upkeep costs & build caps prevent spamming and mega stacks Historical economic values and clan locations Political rules Historical events like the introduction of muskets Bad Points Everyone starts at war with everyone else (historically the clans tending to group into eastern and western alliances) Because of the lack of alliances at start and some random placements, it can be confusing to play
  • barnee vs beelee EXP 2.59

    Play By Forum
    29
    1 Votes
    29 Posts
    7k Views
    B
    Game History Round: 4 Purchase Units - Italians Italians buy 1 Escort, 2 armour, 1 fighter, 2 infantry and 3 mine_unarmeds; Remaining resources: 0 PUs; Combat Move - Italians Trigger RailMovementAutoPlaceItalians: Italians has 1 Europe_Rail placed in Southern Italy 1 bomber moved from Southern France to Western Ukraine 1 armour and 1 infantry moved from Bessarabia to Western Ukraine 1 artillery and 2 infantry moved from Eastern Poland to Western Ukraine Combat - Italians Battle in Western Ukraine Italians attack with 1 armour, 1 artillery, 1 bomber and 3 infantry Russians defend with 1 armour and 1 elite Italians roll dice for 1 armour, 1 artillery, 1 bomber and 3 infantry in Western Ukraine, round 2 : 3/6 hits, 2.17 expected hits Russians roll dice for 1 armour and 1 elite in Western Ukraine, round 2 : 1/3 hits, 1.17 expected hits 1 infantry owned by the Italians lost in Western Ukraine 1 armour owned by the Russians and 1 elite owned by the Russians lost in Western Ukraine Italians win, taking Western Ukraine from Russians with 1 armour, 1 artillery, 1 bomber and 2 infantry remaining. Battle score for attacker is 5 Casualties for Italians: 1 infantry Casualties for Russians: 1 armour and 1 elite Trigger Remove All RussiansParaBoost: has removed 1 russian_paraBoost owned by Russians in Finland 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 119 Sea Zone Non Combat Move - Italians Trigger RussiansParaBoost atFinland: Russians has 1 russian_paraBoost placed in Finland Trigger Wolfpack at112 SeaZones: Germans has 1 Wolfpack placed in 112 Sea Zone Trigger Wolfpack at119 SeaZones: Germans has 1 Wolfpack placed in 119 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 Bulgaria Trigger Remove All ItaliansParaBoost: has removed 1 italian_paraBoost owned by Italians in Tobruk 1 bomber moved from Western Ukraine to Eastern Poland 1 infantry moved from Greece to Bulgaria 1 infantry moved from Yugoslavia to Romania 2 armour moved from Northern Italy to Romania 1 cruiser, 1 destroyer and 1 transport moved from 98 Sea Zone to 97 Sea Zone 1 armour, 1 artillery and 1 infantry moved from Alexandria to Tobruk 1 Europe_Rail and 1 infantry moved from Southern Italy to Bulgaria 1 air_transport moved from Gibraltar to Southern Italy EDIT: 1 Italian_LCV, 1 aaGun and 1 infantry moved from Southern France to Gibraltar 1 aaGun moved from Northern Italy to Southern France 1 armour moved from Southern France to Yugoslavia 1 infantry moved from Northern Italy to Southern France Place Units - Italians 1 fighter, 2 infantry and 3 mine_unarmeds placed in Southern Italy 2 armour placed in Northern Italy 1 Escort placed in 97 Sea Zone Turn Complete - Italians Trigger Italians RemoveItalyConvoySZ97Invert: has removed 1 Escort owned by Italians in 97 Sea Zone Trigger Italians RemoveItalyConvoySZ97Invert: Italians has 1 Escort_Convoy placed in 97 Sea Zone Italians collect 18 PUs; end with 18 PUs Trigger Italians AdvancedProduction: Italians met a national objective for an additional 3 Optional[PUs]; end with 21 Optional[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 : 0.83 Russians regular : -0.17 EXP bvsb 7-1-26 I3.tsvg
  • Bugs in World War I

    Bug Reports
    5
    1 Votes
    5 Posts
    2k Views
    RogerCooperR
    The only obvious difference between the xml files is the "placeNoAirCheck". But changing that to "place" did not solve the problem. The AI log offered no clues.
  • Question about trenches domination 1914 no mans land

    Map Making
    12
    0 Votes
    12 Posts
    3k Views
    R
    @wc_sumpton thanks a lot! So far it seems to work perfectly!
  • 5 Votes
    33 Posts
    8k Views
    TheDogT
    @RogerCooper Thanks!
  • 4 Votes
    1k Posts
    2m Views
    C
    Thanks Dog. I understand. and thanks for your reply. Regarding the forts, would it be possible for game start forts not to require upkeep but only new build forts require upkeep instead-So like a different kind of starting fort? What I like most about this game are the local battles that occur due to the giant map. Did the game ever have forested areas in Belarus region with partisans popping up? I play iron war and oil and snow maps too. The iron resource make the game and fight for it give the game that extra strategic edge, and the oil too. because it powers most units.. Also the partisans popping up occasionally are a bit of a hindrance when sometimes your units are stuck fighting them whilst they could be moving somewhere else where they are more needed. Thanks
  • Global 40 Expansion UHD Boxes

    Maps & Mods
    129
    2 Votes
    129 Posts
    47k Views
    wc_sumptonW
    @beelee said: Didn't want to hijack Ramon's thread what is the downside, if any, from having this enabled ? Turns out it wasn't on. "Transport Casualties Restricted" It can throw errors if units that do transport, have "transportCapacity" greater then 0, have attack or defense values greater then 0. These units will need "isCombatTransport" set. Cheers...
  • Poll on how Defender Retreat should work

    Development
    30
    2 Votes
    30 Posts
    8k Views
    B
    @VictoryFirst I don't think Properties are desired from a Engine coding standpoint. That is my understanding anyway. Dan addressed it above I believe. Edit So would want to limit their use