• Italian East Africa(IEA) bonus for Italy

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    PantherP
    @Pioniere What you are addressing here is not a modification of the TripleA engine but related to creating a variant of a core game (map repository). This is why I have moved your topic to Maps&Mods. The original (core game) will not be altered, but variants/modifications can be created at any time. You can even do it yourself once you are familiar with the procedures.
  • City name on world war II Global maps

    Moved Maps & Mods
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    PantherP
    @Pioniere What you are addressing here is not a modification of the TripleA engine but related to creating a variant of a core game (map repository). This is why I have moved your topic to Maps&Mods. The original (core game) will not be altered, but variants/modifications can be created at any time. You can even do it yourself once you are familiar with the procedures.
  • My map editor for TripleA

    Map Making
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    xxXEddieXxxX
    Update Draw borders hides the relief while you draw, so you see exactly what you are editing. No more shadows: after Make territories, the relief is rebuilt where you drew. One Undo takes back both. On older maps, run Create relief… once first. Other reliefs stay untouched; a message offers Create relief… instead. Unit places: the unit size shows before you lay them out, and centers can move up to 27 px to fit more places. Overflow arrow on the last unit place; switch the side in the right-click menu. Right-click menu to add or remove unit places and to put markers where you click. Save lists the files it will write and keeps the XML's order and formatting. Places menu sorted and grouped, with "(none)" for empty kinds; capitals are a yellow star, PUs show "6P". The map no longer jumps when a banner or goal appears.
  • Flames and Steel (official thread)

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    K
    Recent modifications to this map: Because I'm using a different version of the engine, this cannot be played on the TripleA lobby. There are other ways to achieve networked play, however, and today some changes to my version of the engine were made to achieve this. Also, I've started the grim task of getting this ready for AI play. Step 1 was to have the AI play for 15 rounds without the game generating errors or crashing. This has now been achieved. Step 2 (currently in progress) is to have the AI make decent decisions during the research phase. In the test games (AI vs. AI) Moscow fell on round 12 or so. China fell as well. Is this a game balance issue of the Axis being too strong, or is this the result of poor AI play? From the verbal description I was given of these test games, Britain launched some minor raids on the German coast, but not a large scale invasion of Western Europe. The descriptions were a bit vague as to what America Atlantic did or didn't do. Also, Conscription 1 tech provides the USSR with 5 free infantry per turn (assuming it still holds the Soviet interior). This is doubled to 10 free infantry per turn with Conscription 2, and maxes out at 20 free infantry for Conscription 4. Those are in addition to the free infantry it gets each turn for its Propaganda techs. If the Soviet Union wasn't researching Recruitment--which I'm pretty sure it wasn't--then that's a huge wasted opportunity for it to have put up a better fight against Germany. There could well be balance problems with this map--that wouldn't surprise me even a little--but I feel the AI needs to improve before it can accurately reveal those problems. I'm at about 50% of my weekly usage, so we'll see how much progress I'm able to make on the AI front before that usage is consumed.
  • Determining Unit Cost

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    SchulzS
    Starting productions; Germany: 90 Japan: 45 Italy: 25 USA: 85 UK: 65 USSR: 45 No Chinese front and no Soviet-Japanese War. The Western Allies and the Soviets can't land on each other's territory. The Soviets and the Japanese get conscripts with 0/1/1 stats with a 4 IPC cost instead of infantry. I'm still working on distributing incomes better, though. Like, the British mainland itself is currently only worth 10 IPCs, which is too low to be worth bombing compared to Germany's 30 mainland IPCs. So, Germany is prevented from using more than one bomber, which is a bit lame. Maybe the UK could be raised to 75, Germany to 95, and Italy to 30.
  • Off Topic Galore

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    SchulzS
    @Cernel Oops, it was a typo. It's "defence".
  • New/Updated Maps added for TripleA download

    Player Help
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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

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    B
    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 !
  • TripleA Design

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    ubernautU
    @xxXEddieXxx said: Human Multiplayer i don’t think i’m following this bit
  • vs AI - Game Write-ups

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    TheDogT
    2026-11-10-1941-Global-Command-Decision.tsvg After the debuff fix Command support vales for HQ-Army, HQ-Fleet, HQ-Air are missing, these give a bonus +1 to 5 units in Attack & Defence. However from an old version AI log should look like HQ-Army, bonusType=UnitSupportAttachment.BonusType(name=Command, count=1), supportFactor=3.441428412678216, numSupportProvided=0, numSupportableUnits=4, numAddedSupport=5, ratio=0.8888888888888888, bonus=1.0 The above is missing from the current Beta AI. But on further checking the old TripleA AI log Checked HQ-Fleet & HQ-Air these are missing from the **old ** version, so it looks like a select LAND SUPPORT is working & no Air or Sea support? . current Beta AI Is missing /does not look right HQ-Army - has a Land & Air (AAstrength) component HQ-Fleet - has a Sea & Air (AAstrength) component HQ-Submarine (Germany only) has Sea only component HQ-Air - has a Air-Air (AAstrength) & Air-Ground component Working Artillery does suppress Bunkers with Artillery, bonusType=UnitSupportAttachment.BonusType(name=Shell-Bunker, count=1), debuffFactor=0.5412828013762019, ratio=0.5951219512195122 Anti-Tank does suppress Armor with Anti-Tank, bonusType=UnitSupportAttachment.BonusType(name=Anti-Tank, count=1), debuffFactor=0.31727880561033567, ratio=0.3488372093023256 Not working HQ-Submarine (isSea, Germany only) has Sea only component appears to not work. This should work its so similar to HQ-Fleet. Bomber-Tac (isAir) does not suppress Bomb-Bunker
  • 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

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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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    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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    B
    @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

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

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    SchulzS