TripleA Turn Summary for game: World War II Global 1940 2nd Edition
Game History
Round: 1 Purchase Units - Japanese Japanese buy 1 carrier, 1 infantry and 1 transport; Remaining resources: 0 PUs; 6 SuicideAttackTokens; Politics - Japanese Japanese takes Political Action: Political Action Japanese To War With Allies Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for Japanese and Americans from Neutrality to War Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for Japanese and British from Neutrality to War Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for Japanese and UK_Pacific from Neutrality to War Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for Japanese and ANZAC from Neutrality to War Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for Japanese and Dutch from Neutrality to War Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for Japanese and French from Neutrality to War Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for Italians and Americans from Neutrality to War Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for Chinese and British from Neutrality to Allied Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for Chinese and UK_Pacific from Concordant to Allied Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for Chinese and French from Neutrality to Allied Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for Chinese and ANZAC from Neutrality to Allied Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for Chinese and Dutch from Neutrality to Friendly Trigger Russians Allied Americans 5: Changing Relationship for Russians and Americans from Neutrality to Allied Combat Move - Japanese Trigger Japanese Unrestricted Movement: Setting movementRestrictionTerritories cleared for rulesAttachment attached to Japanese 1 infantry moved from Shantung to Anhwe Japanese take Anhwe from Chinese 1 infantry moved from Siam to French Indo China Japanese take French Indo China from French 1 artillery and 2 infantry moved from Kwangsi to Kwangtung 1 fighter moved from Formosa to Kwangtung 1 tactical_bomber moved from Kiangsu to Kwangtung 1 cruiser moved from 6 Sea Zone to 35 Sea Zone 1 destroyer and 1 submarine moved from 6 Sea Zone to 26 Sea Zone 1 destroyer and 1 fighter moved from 33 Sea Zone to 62 Sea Zone 1 bomber moved from Japan to 26 Sea Zone 2 fighters and 2 tactical_bombers moved from 6 Sea Zone to 26 Sea Zone 1 infantry moved from Japan to 6 Sea Zone 1 infantry and 1 transport moved from 6 Sea Zone to 17 Sea Zone 1 infantry moved from Iwo Jima to 17 Sea Zone 2 infantry and 1 transport moved from 17 Sea Zone to 31 Sea Zone 2 infantry moved from 31 Sea Zone to Wake Island 1 transport moved from 19 Sea Zone to 6 Sea Zone 1 armour and 1 infantry moved from Japan to 6 Sea Zone 1 armour, 1 infantry and 1 transport moved from 6 Sea Zone to 5 Sea Zone 1 armour and 1 infantry moved from 5 Sea Zone to Amur 1 bomber, 2 fighters and 2 tactical_bombers moved from Japan to Amur 1 fighter and 3 infantry moved from Korea to Amur 1 artillery, 2 fighters, 6 infantry and 2 tactical_bombers moved from Manchuria to Amur 1 infantry moved from Korea to Amur 1 mech_infantry moved from Manchuria to Amur 1 fighter moved from Okinawa to Amur 1 fighter moved from Kiangsu to Amur 1 submarine moved from 19 Sea Zone to 35 Sea Zone 1 destroyer moved from 19 Sea Zone to 35 Sea Zone 1 battleship moved from 19 Sea Zone to 35 Sea Zone Combat - Japanese Battle in Wake Island Battle in Amur Japanese attack with 1 armour, 1 artillery, 1 bomber, 7 fighters, 11 infantry, 1 mech_infantry and 4 tactical_bombers Russians defend with 2 aaGuns and 18 infantry Russians roll AA dice in Amur : 0/6 hits, 1,00 expected hits Japanese roll dice for 1 armour, 1 artillery, 1 bomber, 7 fighters, 11 infantry, 1 mech_infantry and 4 tactical_bombers in Amur, round 2 : 12/26 hits, 9,83 expected hits Russians roll dice for 2 aaGuns and 18 infantry in Amur, round 2 : 8/18 hits, 6,00 expected hits 8 infantry owned by the Japanese lost in Amur 10 infantry owned by the Russians and 2 aaGuns owned by the Russians lost in Amur Japanese roll dice for 1 armour, 1 artillery, 1 bomber, 7 fighters, 3 infantry, 1 mech_infantry and 4 tactical_bombers in Amur, round 3 : 8/18 hits, 8,50 expected hits Russians roll dice for 8 infantry in Amur, round 3 : 0/8 hits, 2,67 expected hits 8 infantry owned by the Russians lost in Amur Japanese win, taking Wake Island from Americans, taking Amur from Russians with 1 armour, 1 artillery, 1 bomber, 7 fighters, 3 infantry, 1 mech_infantry and 4 tactical_bombers remaining. Battle score for attacker is 40 Casualties for Japanese: 8 infantry Casualties for Russians: 2 aaGuns and 18 infantry Battle in Kwangtung Japanese attack with 1 artillery, 1 fighter, 2 infantry and 1 tactical_bomber British defend with 2 infantry; UK_Pacific defend with 1 harbour Japanese roll dice for 1 artillery, 1 fighter, 2 infantry and 1 tactical_bomber in Kwangtung, round 2 : 2/5 hits, 2,00 expected hits UK_Pacific roll dice for 2 infantry in Kwangtung, round 2 : 1/2 hits, 0,67 expected hits 1 infantry owned by the Japanese lost in Kwangtung 2 infantry owned by the British lost in Kwangtung Japanese win, taking Kwangtung from UK_Pacific with 1 artillery, 1 fighter, 1 infantry and 1 tactical_bomber remaining. Battle score for attacker is 3 Casualties for Japanese: 1 infantry Casualties for British: 2 infantry Battle in 26 Sea Zone Japanese attack with 1 bomber, 1 destroyer, 2 fighters, 1 submarine and 2 tactical_bombers Americans defend with 1 cruiser, 1 destroyer, 1 submarine and 1 transport Japanese roll dice for 1 submarine in 26 Sea Zone, round 2 : 1/1 hits, 0,33 expected hits Japanese roll dice for 1 bomber, 1 destroyer, 2 fighters and 2 tactical_bombers in 26 Sea Zone, round 2 : 4/6 hits, 3,33 expected hits Americans roll dice for 1 submarine in 26 Sea Zone, round 2 : 0/1 hits, 0,17 expected hits Americans roll dice for 1 cruiser, 1 destroyer and 1 transport in 26 Sea Zone, round 2 : 1/2 hits, 0,83 expected hits 1 submarine owned by the Japanese lost in 26 Sea Zone 1 submarine owned by the Americans, 1 cruiser owned by the Americans, 1 destroyer owned by the Americans and 1 transport owned by the Americans lost in 26 Sea Zone Japanese win, taking 26 Sea Zone from Neutral with 1 bomber, 1 destroyer, 2 fighters and 2 tactical_bombers remaining. Battle score for attacker is 27 Casualties for Japanese: 1 submarine Casualties for Americans: 1 cruiser, 1 destroyer, 1 submarine and 1 transport Battle in 62 Sea Zone Japanese attack with 1 destroyer and 1 fighter ANZAC defend with 1 destroyer and 1 transport Japanese roll dice for 1 destroyer and 1 fighter in 62 Sea Zone, round 2 : 0/2 hits, 0,83 expected hits ANZAC roll dice for 1 destroyer and 1 transport in 62 Sea Zone, round 2 : 0/1 hits, 0,33 expected hits Japanese roll dice for 1 destroyer and 1 fighter in 62 Sea Zone, round 3 : 1/2 hits, 0,83 expected hits ANZAC roll dice for 1 destroyer and 1 transport in 62 Sea Zone, round 3 : 0/1 hits, 0,33 expected hits 1 destroyer owned by the ANZAC lost in 62 Sea Zone 1 transport owned by the ANZAC lost in 62 Sea Zone Japanese win, taking 62 Sea Zone from Neutral with 1 destroyer and 1 fighter remaining. Battle score for attacker is 15 Casualties for ANZAC: 1 destroyer and 1 transport Battle in 35 Sea Zone Japanese attack with 1 battleship, 1 cruiser, 1 destroyer and 1 submarine Americans defend with 1 destroyer and 1 submarine Japanese roll dice for 1 submarine in 35 Sea Zone, round 2 : 0/1 hits, 0,33 expected hits Japanese roll dice for 1 battleship, 1 cruiser and 1 destroyer in 35 Sea Zone, round 2 : 1/3 hits, 1,50 expected hits Americans roll dice for 1 submarine in 35 Sea Zone, round 2 : 0/1 hits, 0,17 expected hits Americans roll dice for 1 destroyer in 35 Sea Zone, round 2 : 0/1 hits, 0,33 expected hits 1 submarine owned by the Americans lost in 35 Sea Zone Japanese roll dice for 1 submarine in 35 Sea Zone, round 3 : 0/1 hits, 0,33 expected hits Japanese roll dice for 1 battleship, 1 cruiser and 1 destroyer in 35 Sea Zone, round 3 : 2/3 hits, 1,50 expected hits Americans roll dice for 1 destroyer in 35 Sea Zone, round 3 : 1/1 hits, 0,33 expected hits Units damaged: 1 battleship owned by the Japanese 1 destroyer owned by the Americans lost in 35 Sea Zone Japanese win with 1 battleship, 1 cruiser, 1 destroyer and 1 submarine remaining. Battle score for attacker is 14 Casualties for Americans: 1 destroyer and 1 submarine Trigger Japanese Conquer Russians Territory By Mongolia 1: Changing Relationship for Russians and Mongolians from Strict_Neutral to Friendly_Neutral Trigger Japanese Conquer Russians Territory By Mongolia 1: Changing Relationship for Americans and Mongolians from Strict_Neutral to Friendly_Neutral Trigger Japanese Conquer Russians Territory By Mongolia 1: Changing Relationship for British and Mongolians from Strict_Neutral to Friendly_Neutral Trigger Japanese Conquer Russians Territory By Mongolia 1: Changing Relationship for UK_Pacific and Mongolians from Strict_Neutral to Friendly_Neutral Trigger Japanese Conquer Russians Territory By Mongolia 1: Changing Relationship for ANZAC and Mongolians from Strict_Neutral to Friendly_Neutral Trigger Japanese Conquer Russians Territory By Mongolia 1: Changing Relationship for Chinese and Mongolians from Strict_Neutral to Friendly_Neutral Trigger Japanese Conquer Russians Territory By Mongolia 1: Changing Relationship for French and Mongolians from Strict_Neutral to Friendly_Neutral Trigger Japanese Conquer Russians Territory By Mongolia 1: Changing Relationship for Dutch and Mongolians from Strict_Neutral to Friendly_Neutral Trigger Japanese Conquer Russians Territory By Mongolia 1: Changing Relationship for Neutral_Allies and Mongolians from Strict_Neutral to Friendly_Neutral Trigger Japanese Conquer Russians Territory By Mongolia 1 activates a trigger called: Trigger Allies Friendly With Mongolians Trigger Allies Friendly With Mongolians: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttachment attached to Olgiy Trigger Allies Friendly With Mongolians: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttachment attached to Dzavhan Trigger Allies Friendly With Mongolians: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttachment attached to Tsagaan Olom Trigger Allies Friendly With Mongolians: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttachment attached to Central Mongolia Trigger Allies Friendly With Mongolians: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttachment attached to Buyant-Uhaa Trigger Allies Friendly With Mongolians: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttachment attached to Ulaanbaatar Trigger Japanese Conquer Russians Territory By Mongolia 1 activates a trigger called: Trigger Japanese Conquer Russians Territory By Mongolia 2 Trigger Japanese Conquer Russians Territory By Mongolia 2: Russians captures territory Olgiy Trigger Japanese Conquer Russians Territory By Mongolia 2: Russians captures territory Dzavhan Trigger Japanese Conquer Russians Territory By Mongolia 2: Russians captures territory Tsagaan Olom Trigger Japanese Conquer Russians Territory By Mongolia 2: Russians captures territory Central Mongolia Trigger Japanese Conquer Russians Territory By Mongolia 2: Russians captures territory Buyant-Uhaa Trigger Japanese Conquer Russians Territory By Mongolia 2: Russians captures territory Ulaanbaatar Non Combat Move - Japanese 1 carrier and 1 tactical_bomber moved from 33 Sea Zone to 62 Sea Zone 1 battleship, 2 carriers and 1 destroyer moved from 6 Sea Zone to 31 Sea Zone 2 fighters and 2 tactical_bombers moved from 26 Sea Zone to 31 Sea Zone 1 bomber moved from 26 Sea Zone to Marshall Islands 1 transport moved from 20 Sea Zone to 19 Sea Zone 1 infantry moved from Okinawa to 19 Sea Zone 1 infantry and 1 transport moved from 19 Sea Zone to 6 Sea Zone 1 infantry moved from Japan to 6 Sea Zone 2 infantry moved from 6 Sea Zone to Korea 1 infantry moved from Siam to French Indo China 1 artillery and 2 infantry moved from Jehol to Anhwe 1 artillery and 2 infantry moved from Shantung to Anhwe 1 artillery and 3 infantry moved from Kiangsu to Anhwe 1 artillery and 3 infantry moved from Kiangsi to Anhwe 1 infantry moved from Kwangsi to Kiangsi 1 bomber moved from Amur to Japan 1 fighter and 1 tactical_bomber moved from Kwangtung to Kiangsu 3 fighters and 2 tactical_bombers moved from Amur to Jehol 3 fighters and 2 tactical_bombers moved from Amur to Manchuria 1 fighter and 1 tactical_bomber moved from Manchuria to Jehol 1 aaGun moved from Manchuria to Amur 1 cruiser moved from 20 Sea Zone to 6 Sea Zone 1 fighter moved from Amur to Manchuria 1 fighter moved from Manchuria to Jehol Place Units - Japanese 1 infantry placed in Japan 1 carrier and 1 transport placed in 6 Sea Zone Turn Complete - Japanese Total Cost from Convoy Blockades: 1 Rolling for Convoy Blockade Damage in 37 Sea Zone. Rolls: 3 Japanese collect 32 PUs (1 lost to blockades); end with 32 PUsCombat Hit Differential Summary :
Americans regular : 0,17 Japanese regular : 1,67 ANZAC regular : -0,67 UK_Pacific regular : 0,33 Russians regular : -0,67 Russians AA : -1,00

Oh my god, I didn’t know this existed! I doubt many people play it, but it’s a great source of ideas. Its files are full of different kinds of modifications. One of the greatest contributions from HoI4 to its predecessors was the development of logistics, and here I can even see railroads and everything, with accelerated unit movement. Each of these games has its own unique elements that give them value, and this project seems to bring a bit of everything together. You don’t see those massive unit stacks in regions because the unit values are higher, so the map doesn’t look as overloaded as in World at War. In that sense, G40 looks cleaner, but this one incorporates everything—it’s like a whole universe.




