TripleA Turn Summary for game: WW2 Path to Victory
Game History
Round: 5 Purchase Units - Japanese Japanese repair damage of 4x factory_minor; Remaining resources: 67 PUs; 6 SuicideAttackTokens; Japanese buy 1 armour, 1 destroyer, 3 fighters, 6 infantry and 1 mech_infantry; Remaining resources: 0 PUs; 6 SuicideAttackTokens; Combat Move - Japanese 1 infantry moved from Tsinghai to Eastern Sinkiang 1 infantry moved from Inner Mongolia to Kansu Japanese take Kansu from Chinese 1 armour moved from Eastern Sinkiang to Tsinghai 1 artillery moved from Honan to Inner Mongolia 1 mech_infantry moved from Shansi to Honan 1 submarine moved from 42 Sea Zone to 39 Sea Zone 1 infantry moved from Malaya to Shan State 1 fighter moved from Hopei to Shan State 1 infantry moved from Hunan to Kweichow 1 tactical_bomber moved from Hopei to Kweichow 1 infantry moved from Hopei to Szechwan Japanese take Szechwan from Chinese 1 artillery moved from Anhwe to Shansi 1 infantry moved from Hopei to Anhwe 4 artilleries and 10 infantry moved from Hopei to Hunan 2 infantry moved from Davao to Manilla 2 bombers moved from Caroline Islands to Manilla 1 marine moved from New Guinea to Dutch New Guinea Japanese take Dutch New Guinea from Dutch 1 infantry moved from Solomon Islands to 55 Sea Zone 1 infantry and 1 transport moved from 55 Sea Zone to 47 Sea Zone 1 infantry and 1 transport moved from 47 Sea Zone to 48 Sea Zone 1 infantry moved from 48 Sea Zone to New Britain 1 destroyer moved from 55 Sea Zone to 48 Sea Zone 1 infantry moved from Wake Island to 24 Sea Zone 1 infantry and 1 transport moved from 24 Sea Zone to 33 Sea Zone 1 infantry moved from 33 Sea Zone to Gilbert Islands 1 destroyer moved from 34 Sea Zone to 33 Sea Zone Combat - Japanese Battle in 39 Sea Zone Japanese attack with 1 submarine British defend with 1 transport 1 transport owned by the British lost in 39 Sea Zone Japanese win with 1 submarine remaining. Battle score for attacker is 6 Casualties for British: 1 transport Battle in New Britain Battle in Gilbert Islands Battle in Manilla Japanese attack with 2 bombers and 2 infantry Americans defend with 1 infantry Japanese roll dice for 2 bombers and 2 infantry in Manilla, round 2 : 2/4 hits, 1,33 expected hits Americans roll dice for 1 infantry in Manilla, round 2 : 0/1 hits, 0,33 expected hits 1 infantry owned by the Americans lost in Manilla Japanese win, taking New Britain from ANZAC, taking Gilbert Islands from UK_Pacific, taking Manilla from Americans with 2 bombers and 2 infantry remaining. Battle score for attacker is 3 Casualties for Americans: 1 infantry Battle in Shan State Japanese attack with 1 fighter and 1 infantry British defend with 1 infantry Japanese roll dice for 1 fighter and 1 infantry in Shan State, round 2 : 2/2 hits, 0,67 expected hits UK_Pacific roll dice for 1 infantry in Shan State, round 2 : 0/1 hits, 0,33 expected hits 1 infantry owned by the British lost in Shan State Japanese win, taking Shan State from UK_Pacific with 1 fighter and 1 infantry remaining. Battle score for attacker is 3 Casualties for British: 1 infantry Battle in Kweichow Japanese attack with 1 infantry and 1 tactical_bomber Chinese defend with 1 infantry Japanese roll dice for 1 infantry and 1 tactical_bomber in Kweichow, round 2 : 1/2 hits, 0,67 expected hits Chinese roll dice for 1 infantry in Kweichow, round 2 : 0/1 hits, 0,33 expected hits 1 infantry owned by the Chinese lost in Kweichow Japanese win, taking Kweichow from Chinese with 1 infantry and 1 tactical_bomber remaining. Battle score for attacker is 3 Casualties for Chinese: 1 infantry Non Combat Move - Japanese 1 fighter moved from Shan State to French Indo China 1 tactical_bomber moved from Kweichow to Tsinghai 1 aaGun moved from Hopei to Hunan 2 bombers moved from Manilla to Caroline Islands 1 transport moved from 36 Sea Zone to 20 Sea Zone 2 infantry moved from Kyushu to 20 Sea Zone 2 infantry and 1 transport moved from 20 Sea Zone to 21 Sea Zone 2 infantry moved from 21 Sea Zone to Kwangtung 1 infantry moved from Japan to Kyushu 1 submarine moved from 5 Sea Zone to 7 Sea Zone 2 carriers, 1 destroyer and 1 submarine moved from 7 Sea Zone to 34 Sea Zone 1 carrier moved from 35 Sea Zone to 34 Sea Zone 1 destroyer and 1 submarine moved from 36 Sea Zone to 34 Sea Zone 2 battleships, 3 carriers, 2 cruisers and 2 destroyers moved from 55 Sea Zone to 35 Sea Zone 1 fighter moved from Caroline Islands to 34 Sea Zone 2 fighters moved from 55 Sea Zone to 35 Sea Zone 4 fighters moved from 55 Sea Zone to 34 Sea Zone 1 tactical_bomber moved from Caroline Islands to 34 Sea Zone 2 tactical_bombers moved from Caroline Islands to 35 Sea Zone Place Units - Japanese 1 destroyer placed in 6 Sea Zone 1 armour, 3 fighters and 1 mech_infantry placed in Japan Japanese undo move 2. 3 fighters, 1 infantry and 1 mech_infantry placed in Japan 3 infantry placed in Malaya 1 armour and 2 infantry placed in French Indo China Turn Complete - Japanese Japanese collect 63 PUs; end with 63 PUs Objective Japanese 6 Home Islands: Japanese met a national objective for an additional 3 PUs; end with 66 PUs Objective Japanese 4 Control Dutch East Indies: Japanese met a national objective for an additional 5 PUs; end with 71 PUs Objective Japanese 7 Vital Forward Bases: Japanese met a national objective for an additional 5 PUs; end with 76 PUs Objective Japanese 2 Strategic Defense Perimeter: Japanese met a national objective for an additional 5 PUs; end with 81 PUsCombat Hit Differential Summary :
Chinese regular : -0,33 Americans regular : -0,33 Japanese regular : 2,33 UK_Pacific regular : -0,33

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.





