<?xml version="1.0" encoding="UTF-8"?><rss xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title><![CDATA[Pregunpowder Experiment]]></title><description><![CDATA[<p dir="auto">I created a mod called Pregunpowder Experiment to see if I could get more realistic behavior from TripleA. Due to the map admin problems, I can't approve yet, but you download it directly from <a href="https://github.com/triplea-maps/Pregunpowder_Experiment" target="_blank" rel="noopener noreferrer nofollow ugc">https://github.com/triplea-maps/Pregunpowder_Experiment</a>.</p>
<p dir="auto">Here are the notes</p>
<p dir="auto">*An experiment of strategic interactions in pre-gunpowder times. The only unit types are Infantry, Cavalry and Forts. Combat is limited to 3 rounds</p>
<p dir="auto">Infantry is cheap to build and maintain but can't attack cavalry</p>
<p dir="auto">Cavalry is expensive to build and maintain but has a higher combat factor and is faster. It can't attack forts.</p>
<p dir="auto">Forts are expensive to build but cheap to maintain. They have 2 hits and AA type attack each round on all enemy units. There can be a maximum of 5 forts in a territory.* (Note that a long siege can destroy a large army).</p>
<p dir="auto">The AI utilized units in an appropriate way but did not buy cavalry. The game has some of the feel of pregunpowder warfare with unopposed cavalry being devastating.</p>
<p dir="auto">I will probably use some of these ideas in future mods.</p>
]]></description><link>https://forums.triplea-game.org/topic/4398/pregunpowder-experiment</link><generator>RSS for Node</generator><lastBuildDate>Sat, 22 Aug 2026 20:44:13 GMT</lastBuildDate><atom:link href="https://forums.triplea-game.org/topic/4398.rss" rel="self" type="application/rss+xml"/><pubDate>Sat, 22 Aug 2026 13:33:54 GMT</pubDate><ttl>60</ttl></channel></rss>