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    Iron War 0.2.7 Black_Elk (Axis) vs redrum (Allies)

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    • redrumR Offline
      redrum Admin
      last edited by

      TripleA Turn Summary: France round 5

      TripleA Turn Summary for game: Iron War, version: 0.2.7

      Game History

      Round: 5
      
          Combat Move - France
                  British-Colonies takes Kenya from Italy
              1 Infantry moved from Vichy to Normandy
              1 Colonial-Infantry moved from Algeria to Mediterranean Sea Zone
              1 Colonial-Infantry and 1 Transport moved from Mediterranean Sea Zone to Tyrrhenian Sea Zone
              1 Colonial-Infantry moved from Tyrrhenian Sea Zone to Sicily
                    France take Sicily from Italy
              1 Colonial-Infantry, 1 Infantry and 1 Mech-Inf moved from Algeria to Tunesia
              1 Colonial-Infantry moved from Algerian Desert to Tunesia
              1 Infantry and 1 Mech-Inf moved from Ubangi-Shari to Kenya
              1 Artillery and 4 Colonial-Infantrys moved from Ubangi-Shari to Uganda
              1 Colonial-Infantry moved from Equatorial Africa to Ubangi-Shari
              1 Colonial-Infantry and 1 Mech-Inf moved from Gabon to Ubangi-Shari
      
          Combat - France
      
          Non Combat Move - France
      
          Aid the colonies - France
              France spend 10 PUs on User Action: Action 1 French-Colonies receives financial support
              Action 1 French-Colonies receives financial support activates a trigger called: Trigger French-Colonies receives financial support
              Trigger French-Colonies receives financial support: French-Colonies met a national objective for an additional 10 PUs; end with 60 PUs
              Action 1 French-Colonies receives financial support activates a trigger called: Trigger French-Colonies receives financial support-2
      
          Purchase Units - France
              France buy 1 Factory; Remaining resources: 13 Fuel; 5 PUs; 11 CR; 2 Iron; 0 SS; 
      
          Place Units - France
              1 Factory placed in Normandy
      
          Turn Complete - France
              France collect 50 PUs; end with 55 PUs
              Units generate 4 Fuel; France end with 17 Fuel
              Units generate 11 CR; France end with 22 CR
              Units generate 2 SS; France end with 2 SS
              Units generate 1 Iron; France end with 3 Iron
      

      Combat Hit Differential Summary :

      Savegame

      TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

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      • redrumR Offline
        redrum Admin
        last edited by

        TripleA Turn Summary: British-Colonies round 5

        TripleA Turn Summary for game: Iron War, version: 0.2.7

        Game History

        Round: 5
        
            Combat Move - British-Colonies
                    British-Colonies takes Eritrea from Italy
                    British-Colonies takes Ethiopia from Italy
                    British-Colonies takes Ethiopia from Italy
                    British-Colonies takes Eritrea from Italy
                1 Infantry moved from South Sudan to Eritrea
                1 Colonial-Infantry moved from Uganda to Ethiopia
                1 Colonial-Infantry, 1 Infantry and 2 Mech-Infs moved from Nigeria to South Sudan
                1 Colonial-Infantry moved from Uganda to South Sudan
                British-Colonies undo move 4.
                British-Colonies undo move 2.
                British-Colonies undo move 1.
                1 Colonial-Infantry moved from Uganda to Ethiopia
                1 Colonial-Infantry moved from Uganda to Eritrea
                1 Artillery moved from Northern Congo to Uganda
                1 Infantry moved from Syria to Transjordan
                2 Colonial-Infantrys moved from Mallorca to Mediterranean Sea Zone
                2 Colonial-Infantrys and 1 Transport moved from Mediterranean Sea Zone to Tyrrhenian Sea Zone
                2 Colonial-Infantrys moved from Tyrrhenian Sea Zone to Tunesia
                1 Battleship and 2 Cruisers moved from Indian Coast Sea Zone to Indian Ocean 2 Sea Zone
        
            Combat - British-Colonies
        
            Non Combat Move - British-Colonies
        
            Purchase Units - British-Colonies
                British-Colonies buy 3 Infantrys and 1 Mech-Inf; Remaining resources: 18 Fuel; 0 Iron; 0 PUs; 6 CR; 0 SS; 
        
            Place Units - British-Colonies
                3 Infantrys and 1 Mech-Inf placed in Nigeria
        
            Turn Complete - British-Colonies
                British-Colonies collect 47 PUs; end with 47 PUs
                Units generate 9 CR; British-Colonies end with 15 CR
                Units generate 7 Fuel; British-Colonies end with 25 Fuel
                Units generate 2 Iron; British-Colonies end with 2 Iron
                Units generate 1 SS; British-Colonies end with 1 SS
        

        Combat Hit Differential Summary :

        Savegame

        TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

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        • redrumR Offline
          redrum Admin
          last edited by

          TripleA Turn Summary: South-Africa round 5

          TripleA Turn Summary for game: Iron War, version: 0.2.7

          Game History

          Round: 5
          
              Combat Move - South-Africa
                  2 Infantrys and 2 Mech-Infs moved from Tanganyika to Kenya
                  1 Artillery and 1 Infantry moved from Rhodesia to Lindi
                  1 Infantry moved from Bechuanaland to Rhodesia
                  1 Infantry and 1 Mech-Inf moved from South Africa to Rhodesia
                  1 Cruiser moved from Sumatra Sea Zone to Bay of Bengal Sea Zone
          
              Non Combat Move - South-Africa
          
              Purchase Units - South-Africa
                  South-Africa buy 1 Infantry; Remaining resources: 18 Fuel; 2 Iron; 5 PUs; 
          
              Place Units - South-Africa
                  1 Infantry placed in South Africa
          
              Turn Complete - South-Africa
                  South-Africa collect 15 PUs; end with 20 PUs
                  Units generate 6 Fuel; South-Africa end with 24 Fuel
                  Units generate 1 Iron; South-Africa end with 3 Iron
          

          Combat Hit Differential Summary :

          Savegame

          TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

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          • Black_ElkB Offline
            Black_Elk
            last edited by

            TripleA Turn Summary: Italy round 5

            TripleA Turn Summary for game: Iron War, version: 0.2.7

            Game History

            Round: 5
            
                Combat Move - Italy
                    1 Colonial-Infantry moved from Nubian Desert to North Sudan
                    1 Infantry moved from Nubian Desert to Egypt
                    1 Infantry moved from Somalia to Ethiopia
                    1 Fighter moved from Somalia to Ethiopia
            
                Combat - Italy
                    Battle in Ethiopia
                        Italy attack with 1 Fighter and 1 Infantry
                        British-Colonies defend with 1 Colonial-Infantry, 1 Colony and 1 Flag
                            Italy roll dice for 1 Fighter and 1 Infantry in Ethiopia, round 2 : 1/2 hits, 0.70 expected hits
                            British-Colonies roll dice for 1 Colonial-Infantry in Ethiopia, round 2 : 1/1 hits, 0.20 expected hits
                            1 Infantry owned by the Italy and 1 Colonial-Infantry owned by the British-Colonies lost in Ethiopia
                        Italy win with 1 Fighter remaining. Battle score for attacker is -4
                        Casualties for Italy: 1 Infantry
                        Casualties for British-Colonies: 1 Colonial-Infantry
            
                Non Combat Move - Italy
                    1 Fighter moved from Ethiopia to Somalia
            
                Purchase Units - Italy
                    Trigger Italian Submarine-Pens produce submarines: 1 Submarine gained by PlayerID named:Italy
                    Italy buy 4 Medium-Tanks and 1 Tank-Destroyer; Remaining resources: 32 Fuel; 2 Iron; 0 PUs; 8 CR; 
            
                Place Units - Italy
                    1 Medium-Tank and 1 Tank-Destroyer placed in Italy
                    Italy undo move 1.
                    2 Medium-Tanks and 1 Tank-Destroyer placed in Somalia
                    1 Medium-Tank placed in Libya
                    1 Medium-Tank placed in Italy
                    1 Submarine placed in Red Sea Zone
            
                Turn Complete - Italy
                    Italy collect 67 PUs; end with 67 PUs
                    Units generate 8 Fuel; Italy end with 40 Fuel
                    Units generate 2 Iron; Italy end with 4 Iron
                    Units generate 3 CR; Italy end with 11 CR
            

            Combat Hit Differential Summary :

            Italy : 0.30
            British-Colonies : 0.80
            

            Savegame

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            • Black_ElkB Offline
              Black_Elk
              last edited by

              TripleA Turn Summary: Iraq round 5

              TripleA Turn Summary for game: Iron War, version: 0.2.7

              Game History

              Round: 5
              
                  Combat Move - Iraq
              
                  Purchase Units - Iraq
                      Iraq buy nothing; Remaining resources: 3 Fuel; 2 Iron; 20 PUs; 
              
                  Turn Complete - Iraq
                      Iraq collect 0 PUs; end with 20 PUs
              

              Combat Hit Differential Summary :

              Savegame

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              • Black_ElkB Offline
                Black_Elk
                last edited by

                TripleA Turn Summary: Iran round 5

                TripleA Turn Summary for game: Iron War, version: 0.2.7

                Game History

                Round: 5
                
                    Combat Move - Iran
                
                    Purchase Units - Iran
                        Iran buy 1 Infantry; Remaining resources: 2 Fuel; 1 Iron; 6 PUs; 0 CR; 
                
                    Place Units - Iran
                        1 Infantry placed in Egypt
                
                    Turn Complete - Iran
                        Iran collect 6 PUs; end with 12 PUs
                        Units generate 1 Fuel; Iran end with 3 Fuel
                

                Combat Hit Differential Summary :

                Savegame

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                • FrostionF Offline
                  Frostion Admin
                  last edited by

                  I am following this game closely 😊 It's very interesting.

                  I have tried to look at both of your fuel usages and fuel income. Her in the fifth round most starting units should have been moved to the front lines and the game should have progressed enough to give a good picture of how much fuel the nations have access to.

                  I get the impression that all the big nations have more than enough fuel, and also that some of the minors, like Finland, Balkan and South Africa are running on fumes, unless nations like Germany and Britain give some fuel to the little guys.

                  If this is the case, then it is kind of like I imagined and would like it to be. The big guy's surpluses should be considered spent on the little guys.

                  How have you experienced the fuel need and availability? l am of course asking to figure out if some barrels from majors or minors should be removed.

                  Map maker of: Star Wars: Galactic War + Star Wars: Tatooine War + Caribbean Trade War + Dragon War + Age of Tribes + Star Trek: Dilithium War + Iron War + Iron War: Europe + Warcraft: War Heroes

                  redrumR 1 Reply Last reply Reply Quote 1
                  • redrumR Offline
                    redrum Admin @Frostion
                    last edited by

                    @Frostion I think our first game was probably a better representation of how fuel would normally play out. In this game, Italy's fleet got crushed early so has used very little fuel. The Germans have also not moved their fleet much as they got boxed into the Baltic early. Allies fuel usage is probably close to standard except Russia is getting +20 from the Middle East that normally they wouldn't have.

                    My general feel is something like this:

                    • Germany & Japan are probably about right in terms of fuel as they tend to have big fleets and usually need to move them around
                    • Italy has very little fuel and if they maintain their fleet then tend to run out very quickly and absolutely need the Middle East aid
                    • UK has very little fuel income and rely on US aid
                    • Russia fuel income is probably about right
                    • US tends to have a lot of extra fuel but need to give some to UK and UK minors
                    • Rest of the minors are tough to call as really depends if the survive or expand and what they build

                    I find myself thinking about fuel fairly often and it ends up depending a lot on if large fleets survive and move around. If fleets are killed or traded then you tend to end up with excess fuel. I probably wouldn't change much except maybe give UK/Italy a bit more and USA a bit less.

                    TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

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                    • Black_ElkB Offline
                      Black_Elk
                      last edited by Black_Elk

                      Yeah, I think I took a licking both times out and this one will conclude probably with a VC in Africa well before reaching the nuclear age, so not sure how informative it'd be in terms of overall balance haha. But for resources my impression is basically the same as redrums.

                      Not sure how reliable Germany can be as a source of fuel for the team early on, since G has a lot of pressing needs for it. I guess it comes down to whether you have to move the whole fleet or not in a given round. I was woefully on the defensive the entire time, but I'd imagine if staying forward on the other side of danish straits with the navy, that it could be a major drain if you suddenly need to move out for an attack or pull back to survive. Maybe if more tanks/mech had survived out of G1, that may have forced more tough decisions between the two. As it was Germany was mainly trying to hold the line in the east, and Italy didn't have much need, so I haven't had to think about it all that much this game lol.

                      I'm not sure how much fuel I'd remove at this point, unless you think USA is too flush. My feeling is that there should probably be enough starting fuel for the majors to accommodate the aircraft that are likely to enter play during the first couple rounds, since they seem to drain fuel the fastest, and they are relatively few in number at the outset (meaning players will probably buy several more). When running dry the most expedient solution seems to be leaving a fleet or mobile ground stack somewhere it can camp defensively for a round or two to recover the reserve. It's hard not to move fighters around. Some locations are more attractive for camping than others, Truk and Hawaii come to mind, since they kind of hold each other in check. North Sea Zone, Celtic Sea Zone, Trafalgar Sea Zone, and Tyrennian Sea zone are similar. Or on land a spot like Leningrad or Morocco. Basically places you can stop and set up shop, threatening without actually moving to do so.

                      I don't know, maybe now that I've had my ass handed to me a couple times and had a chance to see what's what, the next couple games might be me representative of the standard lol

                      redrumR 1 Reply Last reply Reply Quote 0
                      • redrumR Offline
                        redrum Admin @Black_Elk
                        last edited by

                        @Black_Elk I'm just getting revenge on you for beating up the AI so many times 🙂

                        TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

                        1 Reply Last reply Reply Quote 1
                        • Black_ElkB Offline
                          Black_Elk
                          last edited by Black_Elk

                          I do love that machine, it never throws in the towel hehe. Figure I gotta do my level best to fight the good fight here, even if team axis is sweating bullets. I've actually been really impressed with the AIs progress on this map from the first time out till now. I think all it really needs to hold its own against the newb on this sort of map is some way for the map designer to script some decent openers. Not entirely sure what that might look like but I think some dynamic way to set priority land or sz tiles for each nation/team at the outset in the xml would be cool. Most maps have some kind of VC system for the win so I guess that'd be ideal if those tiles were flagged, or same deal with canals. Most of the complex stuff seems to occur in round 1, so I wonder if there might be a way to teach the AI how to adopt maybe like a handful of winning openers. Maybe one has Axis focusing on priority India, another on priority Russia, where Italy/Japan throw their weight one way or the other depending on which strategy the machine falls on for that game. Something similar for Allies maybe where USA drives hard vs Pacific, or Africa, or Scandinavia/Europe depending on the opening script. Not sure what the possibilities are there, but I could see something like that working here or for the some of the standard A&A style maps. A couple guiding hand interventions to set the AI on the right path, since it does pretty well for itself once the optimal conditions are arrived at on the ground/sea. Its just hard to generalize what that is into a universal logic, so maybe the trick is just to give it a script for the first round, and then let it find its natural groove after that.

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                          • redrumR Offline
                            redrum Admin
                            last edited by

                            TripleA Turn Summary: British-India round 5

                            TripleA Turn Summary for game: Iron War, version: 0.2.7

                            Game History

                            Round: 5
                            
                                Combat Move - British-India
                                        British-India takes Southern Thailand from Thailand
                                    1 Infantry moved from Lower Burma to Southern Thailand
                                    1 Infantry moved from Burma to Hanoi
                                    2 Fighters moved from French Indochina to Hanoi
                            
                                Combat - British-India
                                    Battle in Hanoi
                                        British-India attack with 2 Fighters and 1 Infantry
                                        Japan defend with 1 Colony, 1 Flag, 1 Fuel-Barrel and 1 Infantry
                                            British-India roll dice for 2 Fighters and 1 Infantry in Hanoi, round 2 : 2/3 hits, 1.20 expected hits
                                            Japan roll dice for 1 Infantry in Hanoi, round 2 : 0/1 hits, 0.30 expected hits
                                            1 Infantry owned by the Japan lost in Hanoi
                                        French-Colonies takes Hanoi from Japan
                                        British-India win
                                        . Battle score for attacker is 10
                                        Casualties for Japan: 1 Infantry
                            
                                Non Combat Move - British-India
                                    1 Colonial-Infantry moved from Bengal to Burma
                                    3 Anti-Airs and 2 Infantrys moved from Bengal to Lower Burma
                                    1 Colonial-Infantry moved from Orissa to Bengal
                                    2 Colonial-Infantrys moved from Nepal to Bengal
                                    1 Infantry and 1 Mech-Inf moved from India to Bengal
                                    1 Infantry moved from India to Orissa
                                    1 Fighter moved from India to French Indochina
                                    2 Fighters moved from Hanoi to French Indochina
                                    1 Destroyer moved from Indian Coast Sea Zone to Indian Ocean 2 Sea Zone
                            
                                Purchase Units - British-India
                                    British-India buy 1 Anti-Air, 1 Colonial-Infantry, 2 Infantrys and 1 Mech-Inf; Remaining resources: 21 Fuel; 0 Iron; 0 PUs; 4 CR; 0 SS; 
                            
                                Place Units - British-India
                                    1 Anti-Air, 1 Colonial-Infantry, 2 Infantrys and 1 Mech-Inf placed in India
                            
                                Turn Complete - British-India
                                    British-India collect 47 PUs; end with 47 PUs
                                    Units generate 2 SS; British-India end with 2 SS
                                    Units generate 9 Fuel; British-India end with 30 Fuel
                                    Units generate 6 CR; British-India end with 10 CR
                                    Units generate 2 Iron; British-India end with 2 Iron
                            

                            Combat Hit Differential Summary :

                            Japan : -0.30
                            British-India : 0.80
                            

                            Savegame

                            TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

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                            • redrumR Offline
                              redrum Admin
                              last edited by

                              TripleA Turn Summary: French-Colonies round 5

                              TripleA Turn Summary for game: Iron War, version: 0.2.7

                              Game History

                              Round: 5
                              
                                  Combat Move - French-Colonies
                                      2 Artillerys, 5 Colonial-Infantrys and 13 Infantrys moved from French Indochina to Thailand
                                      French-Colonies undo move 1.
                              
                                  Combat - French-Colonies
                              
                                  Purchase Units - French-Colonies
                                      French-Colonies buy 1 Dive-Bomber and 4 Infantrys; Remaining resources: 33 Fuel; 0 PUs; 8 CR; 1 Iron; 0 SS; 
                              
                                  Place Units - French-Colonies
                                      1 Dive-Bomber and 4 Infantrys placed in French Indochina
                              
                                  Turn Complete - French-Colonies
                                      French-Colonies collect 40 PUs; end with 40 PUs
                                      Units generate 7 Fuel; French-Colonies end with 40 Fuel
                                      Units generate 1 Iron; French-Colonies end with 2 Iron
                                      Units generate 5 CR; French-Colonies end with 13 CR
                                      Units generate 1 SS; French-Colonies end with 1 SS
                              

                              Combat Hit Differential Summary :

                              Savegame

                              TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

                              1 Reply Last reply Reply Quote 0
                              • redrumR Offline
                                redrum Admin
                                last edited by

                                TripleA Turn Summary: ANZAC round 5

                                TripleA Turn Summary for game: Iron War, version: 0.2.7

                                Game History

                                Round: 5
                                
                                    Combat Move - ANZAC
                                        4 Fighters moved from French Indochina to Canton
                                        1 Fighter moved from Darwin to French Indochina
                                
                                    Combat - ANZAC
                                        Battle in Canton
                                            ANZAC attack with 4 Fighters
                                            Japan defend with 1 Flag, 3 Fuel-Barrels and 3 Infantrys
                                                ANZAC roll dice for 4 Fighters in Canton, round 2 : 3/4 hits, 2.00 expected hits
                                                Japan roll dice for 3 Infantrys in Canton, round 2 : 1/3 hits, 0.90 expected hits
                                                3 Infantrys owned by the Japan and 1 Fighter owned by the ANZAC lost in Canton
                                            ANZAC win with 3 Fighters remaining. Battle score for attacker is 10
                                            Casualties for ANZAC: 1 Fighter
                                            Casualties for Japan: 3 Infantrys
                                
                                    Non Combat Move - ANZAC
                                        3 Fighters moved from Canton to French Indochina
                                
                                    Aid the KNIL - ANZAC
                                        ANZAC spend 10 PUs on User Action: Action 1 KNIL receives financial support
                                        Action 1 KNIL receives financial support activates a trigger called: Trigger KNIL receives financial support
                                        Trigger KNIL receives financial support: KNIL met a national objective for an additional 10 PUs; end with 51 PUs
                                        Action 1 KNIL receives financial support activates a trigger called: Trigger KNIL receives financial support-2
                                
                                    Purchase Units - ANZAC
                                        ANZAC buy 1 Air-Transport and 1 Fighter; Remaining resources: 15 Fuel; 12 Iron; 2 PUs; 
                                
                                    Place Units - ANZAC
                                        1 Air-Transport and 1 Fighter placed in Darwin
                                
                                    Turn Complete - ANZAC
                                        ANZAC collect 43 PUs; end with 45 PUs
                                        Units generate 9 Fuel; ANZAC end with 24 Fuel
                                        Units generate 2 Iron; ANZAC end with 14 Iron
                                

                                Combat Hit Differential Summary :

                                Japan : 0.10
                                ANZAC : 1.00
                                

                                Savegame

                                TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

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                                • redrumR Offline
                                  redrum Admin
                                  last edited by

                                  TripleA Turn Summary: KNIL round 5

                                  TripleA Turn Summary for game: Iron War, version: 0.2.7

                                  Game History

                                  Round: 5
                                  
                                      Combat Move - KNIL
                                          1 Air-Transport and 1 Infantry moved from Sumatra to Malaya
                                          3 Infantrys moved from Sumatra to Sumatra Sea Zone
                                          1 Cruiser, 3 Infantrys and 1 Transport moved from Sumatra Sea Zone to Bay of Bengal Sea Zone
                                          3 Infantrys moved from Bay of Bengal Sea Zone to Lower Burma
                                  
                                      Combat - KNIL
                                          KNIL lands units in Malaya
                                          KNIL creates battle in territory Malaya
                                              British-India takes Malaya from Thailand
                                  
                                      Non Combat Move - KNIL
                                          1 Air-Transport moved from Malaya to Sumatra
                                  
                                      Purchase Units - KNIL
                                          KNIL buy 1 Colonial-Infantry and 2 Fighters; Remaining resources: 19 Fuel; 8 Iron; 5 PUs; 14 CR; 
                                  
                                      Place Units - KNIL
                                          1 Colonial-Infantry and 2 Fighters placed in Sumatra
                                  
                                      Turn Complete - KNIL
                                          KNIL collect 28 PUs; end with 33 PUs
                                          Units generate 5 Fuel; KNIL end with 24 Fuel
                                          Units generate 6 CR; KNIL end with 20 CR
                                          Units generate 2 Iron; KNIL end with 10 Iron
                                  

                                  Combat Hit Differential Summary :

                                  Savegame

                                  TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

                                  1 Reply Last reply Reply Quote 0
                                  • Black_ElkB Offline
                                    Black_Elk
                                    last edited by

                                    TripleA Turn Summary: Japan round 5

                                    TripleA Turn Summary for game: Iron War, version: 0.2.7

                                    Game History

                                    Round: 5
                                    
                                        Combat Move - Japan
                                            1 Infantry and 1 Light-Tank moved from Lensk to Irkutsk
                                            1 Light-Tank and 1 SP-Artillery moved from Yakutsk to Irkutsk
                                            2 Fighters moved from Chita to Irkutsk
                                            1 Artillery moved from Yakutsk to Yakutia
                                                  Japan take Yakutia from USSR
                                            1 Infantry moved from Ust-Maysky to Aldan
                                            2 Infantrys and 2 Mech-Infs moved from Eastern Mongolia to Bartsk
                                                  Japan take Buryat from USSR
                                                  Japan take Bartsk from USSR
                                            1 Light-Tank and 1 Medium-Tank moved from Eastern Mongolia to Bartsk
                                            1 Submarine moved from Truk Lagoon Sea Zone to Pacific 5 Sea Zone
                                            2 Fighters moved from Truk Lagoon Sea Zone to Pacific 5 Sea Zone
                                            5 Infantrys moved from Japan to Japan Sea Zone
                                            2 Infantrys, 2 Mech-Infs and 1 Medium-Tank moved from Ryojun to Changsha
                                            2 Artillerys, 6 Infantrys, 1 Light-Tank and 1 SP-Artillery moved from Peking to Changsha
                                            1 Transport moved from South China Sea Zone to Philippines Sea Zone
                                            1 Infantry moved from Philippines to Philippines Sea Zone
                                            1 Infantry moved from Saipan to Philippines Sea Zone
                                            2 Infantrys and 1 Transport moved from Philippines Sea Zone to South China Sea Zone
                                            2 Fighters moved from South China Sea Zone to Changsha
                                            2 Infantrys and 1 Transport moved from Japan Sea Zone to South China Sea Zone
                                            2 Infantrys moved from South China Sea Zone to Canton
                                            3 Infantrys and 1 Transport moved from Japan Sea Zone to South China Sea Zone
                                            3 Infantrys moved from South China Sea Zone to Canton
                                            1 Battleship and 2 Transports moved from Japan Sea Zone to South China Sea Zone
                                            1 Infantry moved from Gizhiga to Anadyr
                                                  Japan take Anadyr from USSR
                                            2 Infantrys moved from South China Sea Zone to Hanoi
                                    
                                        Combat - Japan
                                            Battle in Pacific 5 Sea Zone
                                                Japan attack with 2 Fighters and 1 Submarine
                                                USA defend with 1 Destroyer
                                                    Japan roll dice for 1 Submarine in Pacific 5 Sea Zone, round 2 : 0/1 hits, 0.50 expected hits
                                                    Japan roll dice for 2 Fighters in Pacific 5 Sea Zone, round 2 : 2/2 hits, 1.00 expected hits
                                                    USA roll dice for 1 Destroyer in Pacific 5 Sea Zone, round 2 : 1/1 hits, 0.30 expected hits
                                                    1 Destroyer owned by the USA and 1 Submarine owned by the Japan lost in Pacific 5 Sea Zone
                                                Japan win with 2 Fighters remaining. Battle score for attacker is -9
                                                Casualties for Japan: 1 Submarine
                                                Casualties for USA: 1 Destroyer
                                            Battle in Irkutsk
                                                Japan attack with 2 Fighters, 1 Infantry, 2 Light-Tanks and 1 SP-Artillery
                                                USSR defend with 1 Commissariat, 1 Factory, 1 Flag, 1 Fuel-Barrel, 6 Infantrys and 2 Tank-Destroyers
                                                    anti-vehicle gun fire in Irkutsk : 1/2 hits, 0.20 expected hits
                                                1 SP-Artillery owned by the Japan lost in Irkutsk
                                                    Japan roll dice for 2 Fighters, 1 Infantry and 2 Light-Tanks in Irkutsk, round 2 : 4/5 hits, 2.20 expected hits
                                                    USSR roll dice for 6 Infantrys and 2 Tank-Destroyers in Irkutsk, round 2 : 2/8 hits, 2.60 expected hits
                                                    1 Infantry owned by the Japan, 4 Infantrys owned by the USSR and 1 Light-Tank owned by the Japan lost in Irkutsk
                                                    anti-vehicle gun fire in Irkutsk : 1/2 hits, 0.20 expected hits
                                                1 Light-Tank owned by the Japan lost in Irkutsk
                                                    Japan roll dice for 2 Fighters in Irkutsk, round 3 : 0/2 hits, 1.00 expected hits
                                                    USSR roll dice for 2 Infantrys and 2 Tank-Destroyers in Irkutsk, round 3 : 2/4 hits, 1.40 expected hits
                                                    2 Fighters owned by the Japan lost in Irkutsk
                                                USSR win with 2 Infantrys and 2 Tank-Destroyers remaining. Battle score for attacker is -52
                                                Casualties for Japan: 2 Fighters, 1 Infantry, 2 Light-Tanks and 1 SP-Artillery
                                                Casualties for USSR: 4 Infantrys
                                            Battle in Hanoi
                                                Japan attack with 2 Infantrys
                                                British-India defend with 1 Infantry; French-Colonies defend with 1 Colony, 1 Flag and 1 Fuel-Barrel
                                                    Japan roll dice for 1 Battleship in Hanoi, round 2 : 0/1 hits, 0.60 expected hits
                                                    Japan roll dice for 2 Infantrys in Hanoi, round 2 : 0/2 hits, 0.40 expected hits
                                                    French-Colonies roll dice for 1 Infantry in Hanoi, round 2 : 0/1 hits, 0.30 expected hits
                                                    Japan roll dice for 2 Infantrys in Hanoi, round 3 : 1/2 hits, 0.40 expected hits
                                                    French-Colonies roll dice for 1 Infantry in Hanoi, round 3 : 1/1 hits, 0.30 expected hits
                                                    1 Infantry owned by the Japan and 1 Infantry owned by the British-India lost in Hanoi
                                                Japan takes Hanoi from French-Colonies
                                                Japan win with 1 Infantry remaining. Battle score for attacker is 0
                                                Casualties for Japan: 1 Infantry
                                                Casualties for British-India: 1 Infantry
                                            Battle in Changsha
                                                Japan attack with 2 Artillerys, 2 Fighters, 8 Infantrys, 1 Light-Tank, 2 Mech-Infs, 1 Medium-Tank and 1 SP-Artillery
                                                China defend with 5 Artillerys, 1 Flag, 9 Infantrys, 1 Iron-Ore and 2 Mech-Infs
                                                    Japan roll dice for 2 Artillerys, 2 Fighters, 8 Infantrys, 1 Light-Tank, 2 Mech-Infs, 1 Medium-Tank and 1 SP-Artillery in Changsha, round 2 : 5/17 hits, 5.00 expected hits
                                                    China roll dice for 5 Artillerys, 9 Infantrys and 2 Mech-Infs in Changsha, round 2 : 6/16 hits, 4.80 expected hits
                                                    5 Infantrys owned by the Japan, 5 Infantrys owned by the China and 1 Mech-Inf owned by the Japan lost in Changsha
                                                    Japan roll dice for 2 Artillerys, 2 Fighters, 3 Infantrys, 1 Light-Tank, 1 Mech-Inf, 1 Medium-Tank and 1 SP-Artillery in Changsha, round 3 : 5/11 hits, 3.80 expected hits
                                                    China roll dice for 5 Artillerys, 4 Infantrys and 2 Mech-Infs in Changsha, round 3 : 5/11 hits, 3.30 expected hits
                                                    1 Artillery owned by the China, 3 Infantrys owned by the Japan, 1 Artillery owned by the Japan, 4 Infantrys owned by the China and 1 Mech-Inf owned by the Japan lost in Changsha
                                                    Japan roll dice for 1 Artillery, 2 Fighters, 1 Light-Tank, 1 Medium-Tank and 1 SP-Artillery in Changsha, round 4 : 3/6 hits, 2.50 expected hits
                                                    China roll dice for 4 Artillerys and 2 Mech-Infs in Changsha, round 4 : 0/6 hits, 1.80 expected hits
                                                    3 Artillerys owned by the China lost in Changsha
                                                    Japan roll dice for 1 Artillery, 2 Fighters, 1 Light-Tank, 1 Medium-Tank and 1 SP-Artillery in Changsha, round 5 : 1/6 hits, 2.50 expected hits
                                                    China roll dice for 1 Artillery and 2 Mech-Infs in Changsha, round 5 : 1/3 hits, 0.90 expected hits
                                                    1 Artillery owned by the China and 1 Artillery owned by the Japan lost in Changsha
                                                    Japan roll dice for 2 Fighters, 1 Light-Tank, 1 Medium-Tank and 1 SP-Artillery in Changsha, round 6 : 3/5 hits, 2.30 expected hits
                                                    China roll dice for 2 Mech-Infs in Changsha, round 6 : 1/2 hits, 0.60 expected hits
                                                1 SP-Artillery owned by the Japan and 2 Mech-Infs owned by the China lost in Changsha
                                                Japan win, taking Changsha from China with 2 Fighters, 1 Light-Tank and 1 Medium-Tank remaining. Battle score for attacker is 31
                                                Casualties for Japan: 2 Artillerys, 8 Infantrys, 2 Mech-Infs and 1 SP-Artillery
                                                Casualties for China: 5 Artillerys, 9 Infantrys and 2 Mech-Infs
                                    
                                        Non Combat Move - Japan
                                            2 Fighters moved from Changsha to South China Sea Zone
                                            1 Light-Tank moved from Thailand to Canton
                                            2 Fighters moved from Pacific 5 Sea Zone to Truk Lagoon Sea Zone
                                    
                                        Purchase Units - Japan
                                            Trigger Japanese Submarine-Pens produce submarines: 1 Submarine gained by PlayerID named:Japan
                                            Japan buy 1 Bomber, 1 Factory, 2 Infantrys, 2 Mech-Infs and 1 Medium-Tank; Remaining resources: 10 Fuel; 0 Iron; 4 PUs; 0 CR; 
                                    
                                        Place Units - Japan
                                            2 Infantrys, 2 Mech-Infs and 1 Medium-Tank placed in Ryojun
                                            1 Bomber placed in Japan
                                            1 Submarine placed in Truk Lagoon Sea Zone
                                            1 Factory placed in Shanghai
                                    
                                        Turn Complete - Japan
                                            Japan collect 118 PUs; end with 122 PUs
                                            Units generate 41 Fuel; Japan end with 51 Fuel
                                            Units generate 4 Iron; Japan end with 4 Iron
                                            Units generate 1 CR; Japan end with 1 CR
                                    

                                    Combat Hit Differential Summary :

                                    USA : 0.70
                                    Japan : 1.80
                                    China : 1.60
                                    anti-vehicle gun fire in Irkutsk : : 1.60
                                    USSR : 0.00
                                    French-Colonies : 0.40
                                    

                                    Savegame

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                                    • Black_ElkB Offline
                                      Black_Elk
                                      last edited by

                                      TripleA Turn Summary: Thailand round 5

                                      TripleA Turn Summary for game: Iron War, version: 0.2.7

                                      Game History

                                      Round: 5
                                      
                                          Combat Move - Thailand
                                      
                                          Combat - Thailand
                                      
                                          Export to Imperial Japan - Thailand
                                              Thailand spend 1 Iron on User Action: Action Japan receives iron from Thailand
                                              Action Japan receives iron from Thailand activates a trigger called: Trigger Japan receives iron from Thailand
                                              Trigger Japan receives iron from Thailand: Japan met a national objective for an additional 1 Iron; end with 5 Iron
                                              Action Japan receives iron from Thailand activates a trigger called: Trigger Japan receives iron from Thailand-2
                                      
                                          Purchase Units - Thailand
                                              Thailand buy 1 Infantry; Remaining resources: 8 Fuel; 0 Iron; 4 PUs; 0 CR; 
                                      
                                          Place Units - Thailand
                                              1 Infantry placed in Thailand
                                      
                                          Turn Complete - Thailand
                                              Thailand collect 10 PUs; end with 14 PUs
                                              Units generate 3 Fuel; Thailand end with 11 Fuel
                                      

                                      Combat Hit Differential Summary :

                                      Savegame

                                      1 Reply Last reply Reply Quote 0
                                      • Black_ElkB Offline
                                        Black_Elk
                                        last edited by Black_Elk

                                        Got thoroughly smoked by the tank destroyers in Irkutsk. Figured it was worth a run, but losing both fighters in the final clap back was a worse result than we had anticipated. A catastrophic failure that will surely have some Japanese generals committing seppuku tonight hehe. Seems like the Russian line will hold after all. Did slightly better against the Chinese, but still pretty bloody. Alas Thailand is starting to look a bit thin vs the minor triple-team. Their days may be numbered, diving into the final round.

                                        USA is up

                                        redrumR 1 Reply Last reply Reply Quote 1
                                        • redrumR Offline
                                          redrum Admin
                                          last edited by

                                          TripleA Turn Summary: USA round 5

                                          TripleA Turn Summary for game: Iron War, version: 0.2.7

                                          Game History

                                          Round: 5
                                          
                                              Combat Move - USA
                                                  1 Destroyer moved from Hawaiian Sea Zone to Pacific 5 Sea Zone
                                                  3 Infantrys moved from Tunesia to Tyrrhenian Sea Zone
                                                  3 Infantrys and 1 Transport moved from Tyrrhenian Sea Zone to Adriatic Sea Zone
                                                  3 Infantrys moved from Adriatic Sea Zone to Albania
                                                        USA take Albania from Italy
                                                  3 Mariness moved from Morocco to West African Sea Zone
                                                  3 Mariness and 1 Transport moved from West African Sea Zone to Trafalgar Sea Zone
                                                  3 Mariness moved from Trafalgar Sea Zone to Tangier
                                                  2 Fighters moved from Mediterranean Sea Zone to Tangier
                                                  1 Fighter moved from Morocco to Tangier
                                                  1 Air-Transport and 1 Infantry moved from Senegal to Tangier
                                                  1 Air-Transport moved from Algerian Desert to Tangier
                                          
                                              Combat - USA
                                                  Battle in Tangier
                                                      USA attack with 2 Air-Transports, 3 Fighters, 1 Infantry and 3 Mariness
                                                      Pro-Axis-Neutral defend with 1 Artillery, 1 Flag and 1 Infantry
                                                          USA roll dice for 2 Air-Transports, 3 Fighters, 1 Infantry and 3 Mariness in Tangier, round 2 : 3/9 hits, 2.80 expected hits
                                                          Pro-Axis-Neutral roll dice for 1 Artillery and 1 Infantry in Tangier, round 2 : 1/2 hits, 0.60 expected hits
                                                          1 Artillery owned by the Pro-Axis-Neutral, 1 Infantry owned by the USA and 1 Infantry owned by the Pro-Axis-Neutral lost in Tangier
                                                      USA takes Tangier from Pro-Axis-Neutral
                                                      USA win with 2 Air-Transports, 3 Fighters and 3 Mariness remaining. Battle score for attacker is 11
                                                      Casualties for USA: 1 Infantry
                                                      Casualties for Pro-Axis-Neutral: 1 Artillery and 1 Infantry
                                          
                                              Non Combat Move - USA
                                                  1 Carrier moved from Mediterranean Sea Zone to Adriatic Sea Zone
                                                  3 Fighters moved from Tangier to Adriatic Sea Zone
                                                  2 Air-Transports moved from Tangier to Morocco
                                                  1 Destroyer moved from Tyrrhenian Sea Zone to Adriatic Sea Zone
                                                  1 Submarine moved from Bay of Biscay Sea Zone to Mediterranean Sea Zone
                                                  1 Air-Transport and 1 Infantry moved from Dutch Guiana to Senegal
                                                  1 Air-Transport and 1 Marines moved from USA North Atlantic to Dutch Guiana
                                                  1 Infantry moved from USA Central to USA North Atlantic
                                                  1 Infantry moved from Great Plains to USA Central
                                          
                                              Lend-Lease aid - USA
                                                  USA spend 25 Fuel on User Action: Action B9 Britain receives fuel support
                                                  Action B9 Britain receives fuel support activates a trigger called: Trigger Britain receives fuel support
                                                  Trigger Britain receives fuel support: Britain met a national objective for an additional 25 Fuel; end with 54 Fuel
                                                  Action B9 Britain receives fuel support activates a trigger called: Trigger Britain receives fuel support-2
                                                  USA spend 5 Fuel on User Action: Action 2 Brazil receives fuel support
                                                  Action 2 Brazil receives fuel support activates a trigger called: Trigger Brazil receives fuel support
                                                  Trigger Brazil receives fuel support: Brazil met a national objective for an additional 5 Fuel; end with 8 Fuel
                                                  Action 2 Brazil receives fuel support activates a trigger called: Trigger Brazil receives fuel support-2
                                                  USA spend 20 PUs on User Action: Action 7 USSR receives financial support
                                                  Action 7 USSR receives financial support activates a trigger called: Trigger USSR receives financial support
                                                  Trigger USSR receives financial support: USSR met a national objective for an additional 20 PUs; end with 157 PUs
                                                  Action 7 USSR receives financial support activates a trigger called: Trigger USSR receives financial support-2
                                                  USA spend 10 PUs on User Action: Action 3 China receives financial support
                                                  Action 3 China receives financial support activates a trigger called: Trigger China receives financial support
                                                  Trigger China receives financial support: China met a national objective for an additional 10 PUs; end with 32 PUs
                                                  Action 3 China receives financial support activates a trigger called: Trigger China receives financial support-2
                                                  USA spend 25 PUs on User Action: Action A9 Britain receives financial support
                                                  Action A9 Britain receives financial support activates a trigger called: Trigger Britain receives financial support
                                                  Trigger Britain receives financial support: Britain met a national objective for an additional 25 PUs; end with 101 PUs
                                                  Action A9 Britain receives financial support activates a trigger called: Trigger Britain receives financial support-2
                                          
                                              Purchase Units - USA
                                                  USA buy 1 Artillery, 1 Destroyer, 2 Infantrys and 1 Tank-Destroyer; Remaining resources: 62 Fuel; 8 Iron; 0 PUs; 
                                          
                                              Place Units - USA
                                                  1 Artillery, 2 Infantrys and 1 Tank-Destroyer placed in Morocco
                                                  1 Destroyer placed in Hawaiian Sea Zone
                                          
                                              Turn Complete - USA
                                                  USA collect 109 PUs; end with 109 PUs
                                                  Units generate 1 SS; USA end with 1 SS
                                                  Units generate 48 Fuel; USA end with 110 Fuel
                                                  Units generate 4 Iron; USA end with 12 Iron
                                                  USA creates 1 Air-Transport in USA North Atlantic
                                          

                                          Combat Hit Differential Summary :

                                          USA : 0.20
                                          Pro-Axis-Neutral : 0.40
                                          

                                          Savegame

                                          TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

                                          1 Reply Last reply Reply Quote 0
                                          • redrumR Offline
                                            redrum Admin
                                            last edited by

                                            TripleA Turn Summary: China round 5

                                            TripleA Turn Summary for game: Iron War, version: 0.2.7

                                            Game History

                                            Round: 5
                                            
                                                Combat Move - China
                                                    1 Anti-Air moved from Chungking to Changsha
                                                    1 Infantry moved from Burma Road to Changsha
                                                    2 Fighters moved from Chungking to Changsha
                                                    1 Infantry moved from Lanchow to Peking
                                                          China take Peking from Japan
                                            
                                                Combat - China
                                                    Battle in Changsha
                                                        China attack with 1 Anti-Air, 2 Fighters and 1 Infantry
                                                        Japan defend with 1 Flag, 1 Iron-Ore, 1 Light-Tank and 1 Medium-Tank
                                                            China roll dice for 1 Anti-Air, 2 Fighters and 1 Infantry in Changsha, round 2 : 2/4 hits, 1.30 expected hits
                                                            Japan roll dice for 1 Light-Tank and 1 Medium-Tank in Changsha, round 2 : 2/2 hits, 0.90 expected hits
                                                        1 Anti-Air owned by the China, 1 Light-Tank owned by the Japan, 1 Medium-Tank owned by the Japan and 1 Infantry owned by the China lost in Changsha
                                                        China win with 2 Fighters remaining. Battle score for attacker is 12
                                                        Casualties for China: 1 Anti-Air and 1 Infantry
                                                        Casualties for Japan: 1 Light-Tank and 1 Medium-Tank
                                            
                                                Non Combat Move - China
                                                    2 Fighters moved from Changsha to Chungking
                                                    1 Infantry moved from Qinghai to Lanchow
                                            
                                                Purchase Units - China
                                                    China buy 1 Anti-Air, 1 Infantry and 1 Tank-Destroyer; Remaining resources: 6 Fuel; 1 Iron; 0 PUs; 
                                            
                                                Place Units - China
                                                    1 Anti-Air, 1 Infantry and 1 Tank-Destroyer placed in Chungking
                                            
                                                Turn Complete - China
                                                    China collect 24 PUs; end with 24 PUs
                                                    Units generate 2 Fuel; China end with 8 Fuel
                                                    Units generate 1 Iron; China end with 2 Iron
                                            

                                            Combat Hit Differential Summary :

                                            China : 0.70
                                            Japan : 1.10
                                            

                                            Savegame

                                            TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

                                            1 Reply Last reply Reply Quote 0

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