I will spend a supply and fight in this battle.
You have spent one supply from Mersa Brega to move into Benghazi, right? So there should be two supply there at this point?
TripleA Turn Summary for game: Red Sun Over China, version: 3.1.1
Game History
Round: 1
Combat Move - British
Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to infantry
Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to commando
Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to heavy_artillery
Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to light_artillery
Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to armour
Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to fighter
Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to bomber
Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to transport
Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to submarine
Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to carrier
Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to destroyer
Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to cruiser
Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to battleship
Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to aaGun
Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to train
Purchase Units - British
British buy 2 armour, 1 infantry and 1 light_artillery; Remaining resources: 0 PUs; 0 techTokens;
Non Combat Move - British
1 commando and 1 light_artillery moved from Calcutta to Pathein
1 infantry moved from Chittagong to Pathein
3 infantry moved from Mandalay to Taungoo
1 infantry moved from Chindwin to Mandalay
1 train moved from Calcutta to East Assam
6 infantry moved from Calcutta to Chittagong
4 infantry and 1 light_artillery moved from Kohima to Manipur
1 train moved from East Assam to Chittagong
1 light_artillery moved from Manipur to Chittagong
1 fighter moved from SZ 19 Bay of Bengal to Malaya-Singapore
Place Units - British
1 armour, 1 infantry and 1 light_artillery placed in Rangoon
1 armour placed in Malaya-Singapore
British undo move 1.
1 armour, 1 infantry and 1 light_artillery placed in Malaya-Singapore
British undo move 2.
British undo move 1.
2 armour, 1 infantry and 1 light_artillery placed in Malaya-Singapore
Turn Complete - British
British collect 47 PUs; end with 47 PUs
Objective Not At War With Axis: British met a national objective for an additional -25 PUs; end with 22 PUs
Combat Hit Differential Summary :
TripleA Manual Gamesave Post for game: Red Sun Over China, version: 3.1.1
Game History
Round: 1
Combat Move - British
Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to infantry
Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to commando
Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to heavy_artillery
Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to light_artillery
Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to armour
Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to fighter
Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to bomber
Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to transport
Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to submarine
Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to carrier
Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to destroyer
Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to cruiser
Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to battleship
Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to aaGun
Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to train
Purchase Units - British
British buy 2 armour, 1 infantry and 1 light_artillery; Remaining resources: 0 PUs; 0 techTokens;
Non Combat Move - British
1 commando and 1 light_artillery moved from Calcutta to Pathein
1 infantry moved from Chittagong to Pathein
3 infantry moved from Mandalay to Taungoo
1 infantry moved from Chindwin to Mandalay
1 train moved from Calcutta to East Assam
6 infantry moved from Calcutta to Chittagong
4 infantry and 1 light_artillery moved from Kohima to Manipur
1 train moved from East Assam to Chittagong
1 light_artillery moved from Manipur to Chittagong
1 fighter moved from SZ 19 Bay of Bengal to Malaya-Singapore
Place Units - British
1 armour, 1 infantry and 1 light_artillery placed in Rangoon
1 armour placed in Malaya-Singapore
British undo move 1.
1 armour, 1 infantry and 1 light_artillery placed in Malaya-Singapore
British undo move 2.
British undo move 1.
2 armour, 1 infantry and 1 light_artillery placed in Malaya-Singapore
Turn Complete - British
British collect 47 PUs; end with 47 PUs
Objective Not At War With Axis: British met a national objective for an additional -25 PUs; end with 22 PUs
Turning on Edit Mode
EDIT: Removing units owned by Japanese from Hanoi: 2 infantry, 1 light_armour and 2 mobile_infantrys
EDIT: Removing units owned by Japanese from Peking: 1 armour
EDIT: Adding units owned by Japanese to Peking: 1 light_armour and 2 mobile_infantrys
EDIT: Removing units owned by Japanese from Shanghai: 1 infantry
EDIT: Adding units owned by Japanese to Shanghai: 1 armour
EDIT: Adding units owned by Japanese to Formosa: 3 infantry
EDIT: Turning off Edit Mode
Combat Hit Differential Summary :
TripleA Turn Summary for game: Red Sun Over China, version: 3.1.1
Game History
Round: 2
Combat Move - Nationalist
Trigger NationalistUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to elite
Trigger NationalistUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to heavy_artillery
Trigger NationalistUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to light_artillery
Trigger NationalistUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to armour
Trigger NationalistUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to fighter
Trigger NationalistUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to aaGun
Trigger NationalistUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to train
Trigger NationalistUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to bomber
1 conscript moved from Juning to Kaifeng
1 fighter moved from Kaifeng to Huangshan
1 fighter moved from Kaifeng to Huangshan
1 infantry moved from Anking to Huangshan
1 infantry moved from Anking to Huangshan
1 infantry moved from Anking to Huangshan
1 conscript moved from Poyang to Huangshan
1 conscript moved from Poyang to Huangshan
1 conscript moved from Poyang to Huangshan
1 conscript moved from Poyang to Huangshan
1 infantry moved from Poyang to Huangshan
1 conscript moved from Nanchang to Poyang
1 fighter moved from Anking to SZ 7 East China Sea
3 armour, 1 elite, 2 heavy_artillerys, 2 infantry and 2 light_artillerys moved from Kaifeng to Juning
13 elites moved from Anking to Huangshan
1 armour, 2 cavalrys, 6 elites, 1 heavy_artillery and 2 light_artillerys moved from Anking to Hwanggang
3 conscripts and 1 infantry moved from Kweilin to Lungchow
3 conscripts, 1 heavy_artillery and 1 light_artillery moved from Puel to Momein
3 armour, 1 conscript, 6 elites, 1 heavy_artillery, 5 infantry and 2 light_artillerys moved from Ichow to Lungkow
Purchase Units - Nationalist
Nationalist repair damage of 10x factory, 10x factory; Remaining resources: 186 PUs; 0 techTokens;
Nationalist buy 5 armour, 11 conscripts, 14 elites, 5 heavy_artillerys, 11 infantry and 4 light_artillerys; Remaining resources: 0 PUs; 0 techTokens;
Combat - Nationalist
Battle in Lungkow
Nationalist attack with 3 armour, 1 conscript, 6 elites, 1 heavy_artillery, 5 infantry and 2 light_artillerys
Japanese defend with 2 armour, 2 elites, 4 heavy_artillerys, 1 light_armour, 4 light_artillerys and 1 ruralproduction
Nationalist roll dice for 3 armour, 1 conscript, 6 elites, 1 heavy_artillery, 5 infantry and 2 light_artillerys in Lungkow, round 2 : 7/18 hits, 6.17 expected hits
Japanese roll dice for 2 armour, 2 elites, 4 heavy_artillerys, 1 light_armour and 4 light_artillerys in Lungkow, round 2 : 6/13 hits, 4.50 expected hits
2 elites owned by the Japanese, 1 conscript owned by the Nationalist, 5 infantry owned by the Nationalist, 4 light_artillerys owned by the Japanese and 1 light_armour owned by the Japanese lost in Lungkow
Nationalist roll dice for 3 armour, 6 elites, 1 heavy_artillery and 2 light_artillerys in Lungkow, round 3 : 6/12 hits, 5.17 expected hits
Japanese roll dice for 2 armour and 4 heavy_artillerys in Lungkow, round 3 : 1/6 hits, 2.33 expected hits
4 heavy_artillerys owned by the Japanese, 2 armour owned by the Japanese and 1 elite owned by the Nationalist lost in Lungkow
Nationalist win, taking Lungkow from Japanese with 3 armour, 5 elites, 1 heavy_artillery and 2 light_artillerys remaining. Battle score for attacker is 43
Casualties for Nationalist: 1 conscript, 1 elite and 5 infantry
Casualties for Japanese: 2 armour, 2 elites, 4 heavy_artillerys, 1 light_armour and 4 light_artillerys
Battle in Lungchow
Nationalist attack with 3 conscripts and 1 infantry
Japanese defend with 2 mobile_infantrys and 1 ruralproduction
Nationalist roll dice for 3 conscripts and 1 infantry in Lungchow, round 2 : 0/4 hits, 0.67 expected hits
Japanese roll dice for 2 mobile_infantrys in Lungchow, round 2 : 0/2 hits, 0.67 expected hits
Nationalist roll dice for 3 conscripts and 1 infantry in Lungchow, round 3 : 1/4 hits, 0.67 expected hits
Japanese roll dice for 2 mobile_infantrys in Lungchow, round 3 : 1/2 hits, 0.67 expected hits
1 conscript owned by the Nationalist and 1 mobile_infantry owned by the Japanese lost in Lungchow
Nationalist roll dice for 2 conscripts and 1 infantry in Lungchow, round 4 : 1/3 hits, 0.50 expected hits
Japanese roll dice for 1 mobile_infantry in Lungchow, round 4 : 1/1 hits, 0.33 expected hits
1 conscript owned by the Nationalist and 1 mobile_infantry owned by the Japanese lost in Lungchow
Nationalist win, taking Lungchow from Japanese with 1 conscript and 1 infantry remaining. Battle score for attacker is 4
Casualties for Nationalist: 2 conscripts
Casualties for Japanese: 2 mobile_infantrys
Battle in Momein
Nationalist attack with 3 conscripts, 1 heavy_artillery and 1 light_artillery
Neutral defend with 3 infantry and 1 ruralproduction
Nationalist roll dice for 3 conscripts, 1 heavy_artillery and 1 light_artillery in Momein, round 2 : 1/5 hits, 1.33 expected hits
Neutral roll dice for 3 infantry in Momein, round 2 : 1/3 hits, 1.00 expected hits
1 infantry owned by the Neutral and 1 conscript owned by the Nationalist lost in Momein
Nationalist roll dice for 2 conscripts, 1 heavy_artillery and 1 light_artillery in Momein, round 3 : 1/4 hits, 1.17 expected hits
Neutral roll dice for 2 infantry in Momein, round 3 : 2/2 hits, 0.67 expected hits
1 infantry owned by the Neutral and 2 conscripts owned by the Nationalist lost in Momein
Nationalist roll dice for 1 heavy_artillery and 1 light_artillery in Momein, round 4 : 1/2 hits, 0.83 expected hits
Neutral roll dice for 1 infantry in Momein, round 4 : 1/1 hits, 0.33 expected hits
1 light_artillery owned by the Nationalist and 1 infantry owned by the Neutral lost in Momein
Nationalist loses 0 PUs for violating Momeins neutrality.
Nationalist win, taking Momein from Neutral with 1 heavy_artillery remaining. Battle score for attacker is -2
Casualties for Nationalist: 3 conscripts and 1 light_artillery
Casualties for Neutral: 3 infantry
Battle in SZ 7 East China Sea
Nationalist attack with 1 fighter
Japanese defend with 1 submarine and 3 transports
1 submarine owned by the Japanese submerged
Nationalist roll dice for 1 fighter in SZ 7 East China Sea, round 2 : 0/1 hits, 0.50 expected hits
Nationalist roll dice for 1 fighter in SZ 7 East China Sea, round 3 : 0/1 hits, 0.50 expected hits
Nationalist roll dice for 1 fighter in SZ 7 East China Sea, round 4 : 1/1 hits, 0.50 expected hits
1 transport owned by the Japanese lost in SZ 7 East China Sea
Nationalist roll dice for 1 fighter in SZ 7 East China Sea, round 5 : 0/1 hits, 0.50 expected hits
Nationalist roll dice for 1 fighter in SZ 7 East China Sea, round 6 : 0/1 hits, 0.50 expected hits
Nationalist roll dice for 1 fighter in SZ 7 East China Sea, round 7 : 0/1 hits, 0.50 expected hits
Nationalist roll dice for 1 fighter in SZ 7 East China Sea, round 8 : 1/1 hits, 0.50 expected hits
1 transport owned by the Japanese lost in SZ 7 East China Sea
Nationalist roll dice for 1 fighter in SZ 7 East China Sea, round 9 : 1/1 hits, 0.50 expected hits
1 transport owned by the Japanese lost in SZ 7 East China Sea
Nationalist win with 1 fighter remaining. Battle score for attacker is 24
Casualties for Japanese: 3 transports
Battle in Huangshan
Nationalist attack with 4 conscripts, 13 elites, 2 fighters and 4 infantry
Japanese defend with 2 armour, 1 elite, 2 heavy_artillerys, 1 light_armour, 6 light_artillerys, 3 mobile_infantrys and 1 ruralproduction
Nationalist roll dice for 4 conscripts, 13 elites, 2 fighters and 4 infantry in Huangshan, round 2 : 6/23 hits, 6.67 expected hits
Japanese roll dice for 2 armour, 1 elite, 2 heavy_artillerys, 1 light_armour, 6 light_artillerys and 3 mobile_infantrys in Huangshan, round 2 : 8/15 hits, 5.17 expected hits
1 elite owned by the Japanese, 4 conscripts owned by the Nationalist, 4 infantry owned by the Nationalist, 1 light_artillery owned by the Japanese, 1 light_armour owned by the Japanese and 3 mobile_infantrys owned by the Japanese lost in Huangshan
Nationalist roll dice for 13 elites and 2 fighters in Huangshan, round 3 : 5/15 hits, 5.33 expected hits
Japanese roll dice for 2 armour, 2 heavy_artillerys and 5 light_artillerys in Huangshan, round 3 : 2/9 hits, 3.33 expected hits
2 elites owned by the Nationalist and 5 light_artillerys owned by the Japanese lost in Huangshan
Nationalist roll dice for 11 elites and 2 fighters in Huangshan, round 4 : 5/13 hits, 4.67 expected hits
Japanese roll dice for 2 armour and 2 heavy_artillerys in Huangshan, round 4 : 2/4 hits, 1.67 expected hits
2 heavy_artillerys owned by the Japanese, 2 armour owned by the Japanese and 2 elites owned by the Nationalist lost in Huangshan
Nationalist win, taking Huangshan from Japanese with 9 elites and 2 fighters remaining. Battle score for attacker is 36
Casualties for Nationalist: 4 conscripts, 4 elites and 4 infantry
Casualties for Japanese: 2 armour, 1 elite, 2 heavy_artillerys, 1 light_armour, 6 light_artillerys and 3 mobile_infantrys
Non Combat Move - Nationalist
4 armour, 4 elites, 3 heavy_artillerys, 1 infantry and 1 light_artillery moved from Wuhan to Hwanggang
2 fighters moved from Huangshan to Hwanggang
1 conscript and 2 trains moved from Kweiyang to Kunming
2 conscripts and 1 train moved from Chungking to Sian
1 train moved from Sian to Chungking
6 trains moved from Wuhan to Chungking
1 train moved from Canton to Kweiyang
1 train moved from Canton to Kweiyang
1 train moved from Nanchang to Wuhan
1 train moved from Nanchang to Wuhan
1 train moved from Nanchang to Kweiyang
1 train moved from Nanchang to Kweiyang
4 conscripts, 1 elite, 1 heavy_artillery, 5 infantry, 1 light_artillery and 3 trains moved from Changsha to Nanchang
1 fighter moved from SZ 7 East China Sea to Amoy
1 conscript moved from Swatow to Amoy
1 infantry moved from Yen-ping to Amoy
1 infantry moved from Kan to Amoy
Place Units - Nationalist
1 conscript placed in Puel
1 conscript placed in Mengtsi
1 conscript placed in Poseh
1 conscript placed in Woochow
1 conscript placed in Te-king
1 conscript placed in Ichow
1 conscript placed in Luoyang
1 conscript placed in Luan
1 conscript placed in Anking
1 conscript placed in Swatow
1 conscript placed in Yen-ping
3 infantry placed in Amoy
3 infantry placed in Hwanggang
3 infantry placed in Nanyang
2 infantry placed in Juning
6 elites placed in Wuhan
Nationalist undo move 16.
3 elites and 3 heavy_artillerys placed in Kunming
Nationalist undo move 14.
3 infantry placed in Tali
Nationalist undo move 12.
3 infantry placed in Hsingi
Nationalist undo move 12.
3 infantry placed in Szecheng
5 armour and 1 heavy_artillery placed in Wuhan
3 elites and 1 heavy_artillery placed in Nanchang
8 elites placed in Chungking
Turn Complete - Nationalist
Nationalist collect 117 PUs; end with 117 PUs
Objective Control Wuhan: Nationalist met a national objective for an additional 20 PUs; end with 137 PUs
Objective Control South China: Nationalist met a national objective for an additional 20 PUs; end with 157 PUs
Objective Control Changsha: Nationalist met a national objective for an additional 10 PUs; end with 167 PUs
Objective Control Nanchang: Nationalist met a national objective for an additional 10 PUs; end with 177 PUs
Combat Hit Differential Summary :
Japanese regular : 2.33
Nationalist regular : -0.17
Neutral regular : 2.00
TripleA Manual Gamesave Post for game: Red Sun Over China, version: 3.1.1
Game History
Round: 2
Combat Move - Manchukwo
Trigger ManchukwoUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to infantry
Trigger ManchukwoUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to light_infantry
Trigger ManchukwoUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to cavalry
Trigger ManchukwoUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to heavy_cavalry
Trigger ManchukwoUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to light_artillery
Trigger ManchukwoUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to aaGun
Trigger ManchukwoUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to train
3 cavalrys, 2 light_artillerys and 1 light_infantry moved from Peking to So-ping
4 infantry moved from Chengteh to Paoting
1 light_infantry moved from Paoting to So-ping
2 infantry and 1 light_artillery moved from Tangshan to Tientsin
1 heavy_cavalry, 1 light_artillery and 3 light_infantrys moved from Mukden to Peking
Purchase Units - Manchukwo
Manchukwo buy 2 heavy_cavalrys, 1 light_artillery and 3 light_infantrys; Remaining resources: 0 PUs; 0 techTokens;
Non Combat Move - Manchukwo
Place Units - Manchukwo
2 heavy_cavalrys, 1 light_artillery and 3 light_infantrys placed in Mukden
Turn Complete - Manchukwo
Manchukwo collect 17 PUs; end with 17 PUs
Combat Hit Differential Summary :
TripleA Turn Summary for game: Red Sun Over China, version: 3.1.1
Game History
Round: 2
Combat Move - Communist
2 guerillas moved from Fen-chow to Taiyuan
1 infantry moved from Changchih to Taiyuan
1 light_artillery moved from Changchih to Taiyuan
3 guerillas moved from Puchow to Taiyuan
1 infantry moved from Ordos Plateau to North Suiyuan
1 light_artillery moved from Ordos Plateau to North Suiyuan
1 infantry moved from Ordos Plateau to North Suiyuan
1 cavalry moved from Ordos Plateau to Chiu-Chuan
1 cavalry moved from Ningsia to Sining
1 infantry moved from Hehsi Corridor to Sining
1 light_artillery moved from Hehsi Corridor to Sining
1 guerilla moved from Kuyuan to North Suiyuan
1 heavy_artillery moved from Ningsia to Chiu-Chuan
1 infantry moved from Ningsia to Chiu-Chuan
1 infantry moved from Ningsia to Chiu-Chuan
1 infantry moved from Hehsi Corridor to Sining
4 guerillas moved from Puchow to Anyang
1 infantry moved from Changchih to Anyang
1 heavy_artillery moved from Changchih to Anyang
1 infantry moved from Changchih to Anyang
1 infantry moved from Changchih to Anyang
1 guerilla moved from Juning to Anyang
1 guerilla moved from Luan to Anyang
1 propaganda moved from Yenan to Soochow
Communist take Wuhu from Japanese
Communist take Soochow from Japanese
1 guerilla moved from Yenan to Kannan
1 guerilla moved from Yenan to Kannan
1 guerilla moved from Kungchangfu to Kannan
3 infantry moved from Kungchangfu to Kannan
1 infantry moved from Changchih to Taiyuan
1 cavalry moved from Yenan to Taiyuan
1 armour moved from Yenan to Taiyuan
1 armour moved from Yenan to Taiyuan
Purchase Units - Communist
Communist buy 2 armour, 4 guerillas, 5 infantry and 2 propagandas; Remaining resources: 0 PUs; 0 techTokens;
Combat - Communist
Battle in Taiyuan
Communist attack with 2 armour, 1 cavalry, 5 guerillas, 2 infantry and 1 light_artillery
Japanese defend with 2 elites, 1 factory, 1 fighter, 2 heavy_artillerys, 3 light_artillerys, 1 station and 1 train
Communist roll dice for 2 armour, 1 cavalry, 5 guerillas, 2 infantry and 1 light_artillery in Taiyuan, round 2 : 2/11 hits, 2.83 expected hits
Japanese roll dice for 2 elites, 1 fighter, 2 heavy_artillerys and 3 light_artillerys in Taiyuan, round 2 : 3/8 hits, 3.00 expected hits
1 cavalry owned by the Communist, 2 guerillas owned by the Communist and 2 elites owned by the Japanese lost in Taiyuan
Communist roll dice for 2 armour, 3 guerillas, 2 infantry and 1 light_artillery in Taiyuan, round 3 : 2/8 hits, 2.33 expected hits
Japanese roll dice for 1 fighter, 2 heavy_artillerys and 3 light_artillerys in Taiyuan, round 3 : 3/6 hits, 2.33 expected hits
3 guerillas owned by the Communist and 2 light_artillerys owned by the Japanese lost in Taiyuan
Communist roll dice for 2 armour, 2 infantry and 1 light_artillery in Taiyuan, round 4 : 3/5 hits, 1.83 expected hits
Japanese roll dice for 1 fighter, 2 heavy_artillerys and 1 light_artillery in Taiyuan, round 4 : 2/4 hits, 1.67 expected hits
2 heavy_artillerys owned by the Japanese, 2 infantry owned by the Communist and 1 light_artillery owned by the Japanese lost in Taiyuan
Communist roll dice for 2 armour and 1 light_artillery in Taiyuan, round 5 : 1/3 hits, 1.33 expected hits
Japanese roll dice for 1 fighter in Taiyuan, round 5 : 1/1 hits, 0.67 expected hits
1 fighter owned by the Japanese and 1 light_artillery owned by the Communist lost in Taiyuan
Communist win, taking Taiyuan from Japanese with 2 armour remaining. Battle score for attacker is 19
Casualties for Communist: 1 cavalry, 5 guerillas, 2 infantry and 1 light_artillery
Casualties for Japanese: 2 elites, 1 fighter, 2 heavy_artillerys and 3 light_artillerys
Battle in Chiu-Chuan
Communist attack with 1 cavalry, 1 heavy_artillery and 2 infantry
Neutral defend with 3 infantry and 1 ruralproduction
Communist roll dice for 1 cavalry, 1 heavy_artillery and 2 infantry in Chiu-Chuan, round 2 : 2/4 hits, 1.17 expected hits
Neutral roll dice for 3 infantry in Chiu-Chuan, round 2 : 0/3 hits, 1.00 expected hits
2 infantry owned by the Neutral lost in Chiu-Chuan
Communist roll dice for 1 cavalry, 1 heavy_artillery and 2 infantry in Chiu-Chuan, round 3 : 0/4 hits, 1.17 expected hits
Neutral roll dice for 1 infantry in Chiu-Chuan, round 3 : 0/1 hits, 0.33 expected hits
Communist roll dice for 1 cavalry, 1 heavy_artillery and 2 infantry in Chiu-Chuan, round 4 : 0/4 hits, 1.17 expected hits
Neutral roll dice for 1 infantry in Chiu-Chuan, round 4 : 0/1 hits, 0.33 expected hits
Communist roll dice for 1 cavalry, 1 heavy_artillery and 2 infantry in Chiu-Chuan, round 5 : 1/4 hits, 1.17 expected hits
Neutral roll dice for 1 infantry in Chiu-Chuan, round 5 : 0/1 hits, 0.33 expected hits
1 infantry owned by the Neutral lost in Chiu-Chuan
Communist loses 0 PUs for violating Chiu-Chuans neutrality.
Communist win, taking Chiu-Chuan from Neutral with 1 cavalry, 1 heavy_artillery and 2 infantry remaining. Battle score for attacker is 9
Casualties for Neutral: 3 infantry
Battle in North Suiyuan
Communist attack with 1 guerilla, 2 infantry and 1 light_artillery
Manchukwo defend with 1 heavy_cavalry and 1 ruralproduction
Communist roll dice for 1 guerilla, 2 infantry and 1 light_artillery in North Suiyuan, round 2 : 0/4 hits, 1.00 expected hits
Manchukwo roll dice for 1 heavy_cavalry in North Suiyuan, round 2 : 0/1 hits, 0.17 expected hits
Communist roll dice for 1 guerilla, 2 infantry and 1 light_artillery in North Suiyuan, round 3 : 2/4 hits, 1.00 expected hits
Manchukwo roll dice for 1 heavy_cavalry in North Suiyuan, round 3 : 0/1 hits, 0.17 expected hits
1 heavy_cavalry owned by the Manchukwo lost in North Suiyuan
Communist win, taking North Suiyuan from Manchukwo with 1 guerilla, 2 infantry and 1 light_artillery remaining. Battle score for attacker is 4
Casualties for Manchukwo: 1 heavy_cavalry
Battle in Kannan
Communist attack with 3 guerillas and 3 infantry
Neutral defend with 3 infantry and 1 ruralproduction
Communist roll dice for 3 guerillas and 3 infantry in Kannan, round 2 : 1/6 hits, 1.00 expected hits
Neutral roll dice for 3 infantry in Kannan, round 2 : 1/3 hits, 1.00 expected hits
1 guerilla owned by the Communist and 1 infantry owned by the Neutral lost in Kannan
Communist roll dice for 2 guerillas and 3 infantry in Kannan, round 3 : 0/5 hits, 0.83 expected hits
Neutral roll dice for 2 infantry in Kannan, round 3 : 0/2 hits, 0.67 expected hits
Communist roll dice for 2 guerillas and 3 infantry in Kannan, round 4 : 1/5 hits, 0.83 expected hits
Neutral roll dice for 2 infantry in Kannan, round 4 : 1/2 hits, 0.67 expected hits
1 guerilla owned by the Communist and 1 infantry owned by the Neutral lost in Kannan
Communist roll dice for 1 guerilla and 3 infantry in Kannan, round 5 : 2/4 hits, 0.67 expected hits
Neutral roll dice for 1 infantry in Kannan, round 5 : 0/1 hits, 0.33 expected hits
1 infantry owned by the Neutral lost in Kannan
Communist loses 0 PUs for violating Kannans neutrality.
Communist win, taking Kannan from Neutral with 1 guerilla and 3 infantry remaining. Battle score for attacker is 3
Casualties for Communist: 2 guerillas
Casualties for Neutral: 3 infantry
Battle in Sining
Communist attack with 1 cavalry, 2 infantry and 1 light_artillery
Neutral defend with 3 infantry and 1 ruralproduction
Communist roll dice for 1 cavalry, 2 infantry and 1 light_artillery in Sining, round 2 : 1/4 hits, 1.00 expected hits
Neutral roll dice for 3 infantry in Sining, round 2 : 1/3 hits, 1.00 expected hits
1 cavalry owned by the Communist and 1 infantry owned by the Neutral lost in Sining
Communist roll dice for 2 infantry and 1 light_artillery in Sining, round 3 : 2/3 hits, 0.83 expected hits
Neutral roll dice for 2 infantry in Sining, round 3 : 0/2 hits, 0.67 expected hits
2 infantry owned by the Neutral lost in Sining
Communist loses 0 PUs for violating Sinings neutrality.
Communist win, taking Sining from Neutral with 2 infantry and 1 light_artillery remaining. Battle score for attacker is 6
Casualties for Communist: 1 cavalry
Casualties for Neutral: 3 infantry
Battle in Anyang
Communist attack with 6 guerillas, 1 heavy_artillery and 3 infantry
Japanese defend with 1 elite, 1 heavy_artillery, 1 light_armour, 2 light_artillerys and 1 ruralproduction
Communist roll dice for 6 guerillas, 1 heavy_artillery and 3 infantry in Anyang, round 2 : 4/10 hits, 2.17 expected hits
Japanese roll dice for 1 elite, 1 heavy_artillery, 1 light_armour and 2 light_artillerys in Anyang, round 2 : 2/5 hits, 1.50 expected hits
2 guerillas owned by the Communist, 1 elite owned by the Japanese, 2 light_artillerys owned by the Japanese and 1 light_armour owned by the Japanese lost in Anyang
Communist roll dice for 4 guerillas, 1 heavy_artillery and 3 infantry in Anyang, round 3 : 1/8 hits, 1.83 expected hits
Japanese roll dice for 1 heavy_artillery in Anyang, round 3 : 1/1 hits, 0.33 expected hits
1 heavy_artillery owned by the Japanese and 1 guerilla owned by the Communist lost in Anyang
Communist win, taking Anyang from Japanese with 3 guerillas, 1 heavy_artillery and 3 infantry remaining. Battle score for attacker is 14
Casualties for Communist: 3 guerillas
Casualties for Japanese: 1 elite, 1 heavy_artillery, 1 light_armour and 2 light_artillerys
Non Combat Move - Communist
1 infantry moved from Puchow to Changchih
1 infantry moved from Puchow to Fen-chow
1 guerilla moved from North Suiyuan to Ningsia
1 heavy_artillery moved from Ordos Plateau to Yenan
1 infantry moved from Ordos Plateau to Yenan
3 guerillas moved from Anyang to Puchow
1 guerilla moved from Anking to Hwanggang
1 guerilla moved from Poyang to Nanchang
1 guerilla moved from Yen-ping to Nanchang
1 guerilla moved from Kannan to Lanchow
Place Units - Communist
2 armour and 1 infantry placed in Yenan
2 guerillas and 1 propaganda placed in Puchow
1 infantry placed in Soochow
1 infantry placed in Wuhu
2 guerillas and 1 propaganda placed in Ningsia
2 infantry placed in Weinan
Turn Complete - Communist
Communist collect 45 PUs; end with 45 PUs
Objective China-Soviet Highway: Communist met a national objective for an additional 5 PUs; end with 50 PUs
Combat Hit Differential Summary :
Japanese regular : 2.50
Communist regular : 0.83
Manchukwo regular : -0.33
Neutral regular : -3.33
TripleA Turn Summary for game: Red Sun Over China, version: 3.1.1
Game History
Round: 2
Place Units - Thailand
1 heavy_artillery and 3 thai_infantrys placed in Chiang Mai
1 thai_infantry placed in Kra
Turn Complete - Thailand
Thailand collect 11 PUs; end with 11 PUs
Objective Thailand Indochinese Resources: Thailand met a national objective for an additional 5 PUs; end with 16 PUs
Objective Territorial Integrity: Thailand met a national objective for an additional 5 PUs; end with 21 PUs
Combat Hit Differential Summary :
TripleA Turn Summary for game: Red Sun Over China, version: 3.1.1
Game History
Round: 2
Place Units - Japanese
Trigger JapaneseUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to infantry
Trigger JapaneseUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to elite
Trigger JapaneseUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to mobile_infantry
Trigger JapaneseUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to heavy_artillery
Trigger JapaneseUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to light_artillery
Trigger JapaneseUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to armour
Trigger JapaneseUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to light_armour
Trigger JapaneseUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to fighter
Trigger JapaneseUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to bomber
Trigger JapaneseUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to transport
Trigger JapaneseUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to submarine
Trigger JapaneseUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to carrier
Trigger JapaneseUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to destroyer
Trigger JapaneseUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to cruiser
Trigger JapaneseUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to battleship
Trigger JapaneseUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to aaGun
Trigger JapaneseUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to train
2 infantry and 1 mobile_infantry placed in Hanoi
4 infantry placed in Nanking
1 mobile_infantry placed in Peking
1 infantry and 1 light_armour placed in Shanghai
1 destroyer placed in SZ 7 East China Sea
Japanese undo move 5.
1 destroyer placed in SZ 10 South China Sea
Japanese undo move 5.
1 destroyer placed in SZ 7 East China Sea
1 light_artillery placed in Hanoi
1 armour placed in Hanoi
1 infantry placed in Shanghai
Trigger JapaneseUnitsRequireFactoryOff: Setting requiresUnits cleared for unitAttachment attached to infantry
Trigger JapaneseUnitsRequireFactoryOff: Setting requiresUnits cleared for unitAttachment attached to elite
Trigger JapaneseUnitsRequireFactoryOff: Setting requiresUnits cleared for unitAttachment attached to mobile_infantry
Trigger JapaneseUnitsRequireFactoryOff: Setting requiresUnits cleared for unitAttachment attached to heavy_artillery
Trigger JapaneseUnitsRequireFactoryOff: Setting requiresUnits cleared for unitAttachment attached to light_artillery
Trigger JapaneseUnitsRequireFactoryOff: Setting requiresUnits cleared for unitAttachment attached to armour
Trigger JapaneseUnitsRequireFactoryOff: Setting requiresUnits cleared for unitAttachment attached to light_armour
Trigger JapaneseUnitsRequireFactoryOff: Setting requiresUnits cleared for unitAttachment attached to fighter
Trigger JapaneseUnitsRequireFactoryOff: Setting requiresUnits cleared for unitAttachment attached to bomber
Trigger JapaneseUnitsRequireFactoryOff: Setting requiresUnits cleared for unitAttachment attached to transport
Trigger JapaneseUnitsRequireFactoryOff: Setting requiresUnits cleared for unitAttachment attached to submarine
Trigger JapaneseUnitsRequireFactoryOff: Setting requiresUnits cleared for unitAttachment attached to carrier
Trigger JapaneseUnitsRequireFactoryOff: Setting requiresUnits cleared for unitAttachment attached to destroyer
Trigger JapaneseUnitsRequireFactoryOff: Setting requiresUnits cleared for unitAttachment attached to cruiser
Trigger JapaneseUnitsRequireFactoryOff: Setting requiresUnits cleared for unitAttachment attached to battleship
Trigger JapaneseUnitsRequireFactoryOff: Setting requiresUnits cleared for unitAttachment attached to aaGun
Trigger JapaneseUnitsRequireFactoryOff: Setting requiresUnits cleared for unitAttachment attached to train
Turn Complete - Japanese
Japanese collect 116 PUs; end with 116 PUs
Objective Japanese Indochinese Resources: Japanese met a national objective for an additional 10 PUs; end with 126 PUs
Combat Hit Differential Summary :
TripleA Turn Summary for game: Red Sun Over China, version: 3.1.1
Game History
Round: 2
Combat Move - British
Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to infantry
Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to commando
Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to heavy_artillery
Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to light_artillery
Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to armour
Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to fighter
Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to bomber
Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to transport
Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to submarine
Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to carrier
Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to destroyer
Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to cruiser
Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to battleship
Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to aaGun
Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to train
Purchase Units - British
British buy 1 armour, 1 commando and 4 infantry; Remaining resources: 0 PUs; 0 techTokens;
Non Combat Move - British
1 infantry moved from Mandalay to Taungoo
1 light_artillery moved from Chittagong to Rangoon
1 commando, 1 infantry and 1 light_artillery moved from Pathein to Rangoon
4 infantry moved from Manipur to Chindwin
6 infantry moved from Chittagong to Pathein
3 infantry moved from Taungoo to Rangoon
Place Units - British
1 armour and 4 infantry placed in Malaya-Singapore
1 commando placed in Rangoon
British undo move 1.
1 armour and 3 infantry placed in Malaya-Singapore
1 infantry placed in Rangoon
Turn Complete - British
British collect 47 PUs; end with 47 PUs
Objective Not At War With Axis: British met a national objective for an additional -25 PUs; end with 22 PUs
Combat Hit Differential Summary :
TripleA Turn Summary for game: Red Sun Over China, version: 3.1.1
Game History
Round: 3
Combat Move - Nationalist
Trigger NationalistUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to elite
Trigger NationalistUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to heavy_artillery
Trigger NationalistUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to light_artillery
Trigger NationalistUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to armour
Trigger NationalistUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to fighter
Trigger NationalistUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to aaGun
Trigger NationalistUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to train
Trigger NationalistUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to bomber
3 infantry moved from Tali to Momein
1 conscript, 3 elites and 3 heavy_artillerys moved from Kunming to Kutsing
3 infantry moved from Szecheng to Tuyun
3 armour, 1 elite, 2 heavy_artillerys, 4 infantry and 2 light_artillerys moved from Juning to Fancheng
1 fighter moved from Hwanggang to SZ 10 South China Sea
1 fighter moved from Hwanggang to SZ 10 South China Sea
5 armour, 2 cavalrys, 12 elites, 4 heavy_artillerys, 7 infantry and 3 light_artillerys moved from Hwanggang to Wuhan
2 conscripts moved from Sian to Yenan
Purchase Units - Nationalist
Nationalist repair damage of 6x factory, 5x factory, 8x factory; Remaining resources: 139 PUs; 0 techTokens;
Nationalist buy 14 conscripts, 4 elites, 4 heavy_artillerys and 25 infantry; Remaining resources: 0 PUs; 0 techTokens;
Combat - Nationalist
Battle in SZ 10 South China Sea
Nationalist attack with 2 fighters
Japanese defend with 1 cruiser, 1 submarine and 5 transports
1 submarine owned by the Japanese submerged
Nationalist roll dice for 2 fighters in SZ 10 South China Sea, round 2 : 2/2 hits, 1.00 expected hits
Japanese roll dice for 1 cruiser and 5 transports in SZ 10 South China Sea, round 2 : 0/1 hits, 0.50 expected hits
2 transports owned by the Japanese lost in SZ 10 South China Sea
Nationalist roll dice for 2 fighters in SZ 10 South China Sea, round 3 : 1/2 hits, 1.00 expected hits
Japanese roll dice for 1 cruiser and 3 transports in SZ 10 South China Sea, round 3 : 1/1 hits, 0.50 expected hits
1 transport owned by the Japanese and 1 fighter owned by the Nationalist lost in SZ 10 South China Sea
Nationalist roll dice for 1 fighter in SZ 10 South China Sea, round 4 : 0/1 hits, 0.50 expected hits
Japanese roll dice for 1 cruiser and 2 transports in SZ 10 South China Sea, round 4 : 0/1 hits, 0.50 expected hits
Nationalist roll dice for 1 fighter in SZ 10 South China Sea, round 5 : 0/1 hits, 0.50 expected hits
Japanese roll dice for 1 cruiser and 2 transports in SZ 10 South China Sea, round 5 : 1/1 hits, 0.50 expected hits
1 fighter owned by the Nationalist lost in SZ 10 South China Sea
Japanese win with 1 cruiser and 2 transports remaining. Battle score for attacker is -6
Casualties for Japanese: 3 transports
Casualties for Nationalist: 2 fighters
Non Combat Move - Nationalist
5 elites and 1 train moved from Chungking to Wuhan
1 elite and 1 train moved from Chungking to Wuhan
Place Units - Nationalist
1 conscript placed in Juning
1 conscript placed in Hwanggang
1 conscript placed in Kan
1 conscript placed in Nanyang
1 conscript placed in Shiuchow
1 conscript placed in Kweilin
1 conscript placed in Szecheng
2 elites, 1 heavy_artillery and 1 light_artillery placed in Wuhan
2 elites and 2 light_artillerys placed in Kweiyang
2 heavy_artillerys placed in Wuhan
1 heavy_artillery and 1 light_artillery placed in Chungking
2 infantry placed in Nanyang
3 infantry placed in Fancheng
3 infantry placed in Hwangshi
3 infantry placed in Pinghsiang
3 conscripts placed in Tali
3 conscripts placed in Chenchow
3 infantry placed in Chien-ning
3 infantry placed in Nanchang
3 infantry placed in Siangtan
1 infantry placed in Hsingi
1 conscript and 2 infantry placed in Chih-Chiang
2 infantry placed in Tungting
Nationalist undo move 15.
1 infantry placed in Tungting
2 infantry placed in Pinghsiang
Turn Complete - Nationalist
Nationalist collect 93 PUs; end with 93 PUs
Objective Control Wuhan: Nationalist met a national objective for an additional 20 PUs; end with 113 PUs
Objective Control Changsha: Nationalist met a national objective for an additional 10 PUs; end with 123 PUs
Objective Control Nanchang: Nationalist met a national objective for an additional 10 PUs; end with 133 PUs
Combat Hit Differential Summary :
Japanese regular : 0.00
Nationalist regular : 0.00
TripleA Turn Summary for game: Red Sun Over China, version: 3.1.1
Game History
Round: 3
Combat Move - Manchukwo
Trigger ManchukwoUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to infantry
Trigger ManchukwoUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to light_infantry
Trigger ManchukwoUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to cavalry
Trigger ManchukwoUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to heavy_cavalry
Trigger ManchukwoUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to light_artillery
Trigger ManchukwoUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to aaGun
Trigger ManchukwoUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to train
1 heavy_cavalry moved from Chahar to Ningsia
1 light_artillery moved from So-ping to Ningsia
1 light_artillery moved from So-ping to Ningsia
1 light_infantry moved from So-ping to Kuyuan
Japanese take Kuyuan from Communist
1 cavalry moved from So-ping to Ningsia
1 cavalry moved from So-ping to Ningsia
1 cavalry moved from So-ping to Ningsia
1 light_infantry moved from So-ping to Ningsia
Purchase Units - Manchukwo
Manchukwo buy 2 light_artillerys and 3 light_infantrys; Remaining resources: 1 PUs; 0 techTokens;
Combat - Manchukwo
Battle in Ningsia
Manchukwo attack with 3 cavalrys, 1 heavy_cavalry, 2 light_artillerys and 1 light_infantry
Communist defend with 3 guerillas, 1 infantry, 1 propaganda and 1 ruralproduction
Manchukwo roll dice for 3 cavalrys, 1 heavy_cavalry, 2 light_artillerys and 1 light_infantry in Ningsia, round 2 : 2/7 hits, 2.00 expected hits
Communist roll dice for 3 guerillas, 1 infantry and 1 propaganda in Ningsia, round 2 : 1/4 hits, 0.83 expected hits
1 propaganda owned by the Communist, 1 guerilla owned by the Communist and 1 cavalry owned by the Manchukwo lost in Ningsia
Manchukwo roll dice for 2 cavalrys, 1 heavy_cavalry, 2 light_artillerys and 1 light_infantry in Ningsia, round 3 : 3/6 hits, 1.83 expected hits
Communist roll dice for 2 guerillas and 1 infantry in Ningsia, round 3 : 0/3 hits, 0.67 expected hits
2 guerillas owned by the Communist and 1 infantry owned by the Communist lost in Ningsia
Manchukwo win, taking Ningsia from Communist with 2 cavalrys, 1 heavy_cavalry, 2 light_artillerys and 1 light_infantry remaining. Battle score for attacker is 11
Casualties for Manchukwo: 1 cavalry
Casualties for Communist: 3 guerillas, 1 infantry and 1 propaganda
Non Combat Move - Manchukwo
1 heavy_cavalry moved from Mukden to Chahar
1 heavy_cavalry moved from Mukden to Chahar
1 light_artillery moved from Mukden to Chahar
1 light_infantry moved from Mukden to Chahar
1 light_infantry moved from Mukden to Chahar
1 light_infantry moved from Mukden to Paoting
1 heavy_cavalry moved from Peking to North Suiyuan
1 infantry moved from Paoting to So-ping
1 infantry moved from Paoting to So-ping
1 infantry moved from Paoting to So-ping
1 light_artillery moved from Peking to So-ping
1 infantry moved from Paoting to Tsingtai
1 light_infantry moved from Peking to North Suiyuan
1 light_infantry moved from Peking to North Suiyuan
1 light_infantry moved from Peking to Tsingtai
1 heavy_cavalry moved from Tientsin to Tsingtai
1 light_artillery moved from Tientsin to Tsingtai
1 light_infantry moved from Tsangchow to So-ping
1 infantry moved from Tientsin to Chahar
1 infantry moved from Tientsin to Paoting
Place Units - Manchukwo
2 light_artillerys and 3 light_infantrys placed in Mukden
Turn Complete - Manchukwo
Manchukwo collect 20 PUs; end with 21 PUs
Combat Hit Differential Summary :
Communist regular : -0.50
Manchukwo regular : 1.17
TripleA Turn Summary for game: Red Sun Over China, version: 3.1.1
Game History
Round: 3
Combat Move - Communist
1 cavalry, 1 heavy_artillery and 2 infantry moved from Chiu-Chuan to Ningsia
1 guerilla moved from Lanchow to Ningsia
1 light_artillery moved from Sining to Golog
1 infantry moved from Sining to Golog
1 infantry moved from Kannan to Golog
1 infantry moved from Kannan to Golog
1 infantry moved from Yenan to Kuyuan
1 heavy_artillery moved from Yenan to Kuyuan
1 infantry moved from Yenan to Kuyuan
1 armour moved from Yenan to Fen-chow
1 armour moved from Yenan to Ordos Plateau
1 infantry moved from Yenan to Ordos Plateau
1 infantry moved from Yenan to Fen-chow
1 guerilla moved from Puchow to Ordos Plateau
1 guerilla moved from Puchow to Ordos Plateau
1 guerilla moved from Puchow to Fen-chow
1 guerilla moved from Puchow to Fen-chow
1 guerilla moved from Puchow to Kuyuan
1 infantry moved from Kannan to Golog
1 infantry moved from Sining to Hehsi Corridor
1 infantry moved from Yenan to Fen-chow
1 guerilla moved from Hwanggang to Anking
1 guerilla moved from Hwanggang to Anking
1 guerilla moved from Hwangshi to Anking
1 guerilla moved from Kan to Yen-ping
1 guerilla moved from Nanchang to Yen-ping
1 guerilla moved from Nanchang to Yen-ping
1 infantry moved from Yenan to Ordos Plateau
1 infantry moved from Yenan to Ordos Plateau
Purchase Units - Communist
Communist buy 3 armour, 1 conscript, 1 heavy_artillery, 4 infantry, 2 light_artillerys and 2 propagandas; Remaining resources: 0 PUs; 0 techTokens;
Combat - Communist
Battle in Golog
Communist attack with 4 infantry and 1 light_artillery
Neutral defend with 3 infantry and 1 ruralproduction
Communist roll dice for 4 infantry and 1 light_artillery in Golog, round 2 : 1/5 hits, 1.17 expected hits
Neutral roll dice for 3 infantry in Golog, round 2 : 1/3 hits, 1.00 expected hits
1 infantry owned by the Neutral and 1 infantry owned by the Communist lost in Golog
Communist roll dice for 3 infantry and 1 light_artillery in Golog, round 3 : 0/4 hits, 1.00 expected hits
Neutral roll dice for 2 infantry in Golog, round 3 : 1/2 hits, 0.67 expected hits
1 infantry owned by the Communist lost in Golog
Communist roll dice for 2 infantry and 1 light_artillery in Golog, round 4 : 1/3 hits, 0.83 expected hits
Neutral roll dice for 2 infantry in Golog, round 4 : 0/2 hits, 0.67 expected hits
1 infantry owned by the Neutral lost in Golog
Communist roll dice for 2 infantry and 1 light_artillery in Golog, round 5 : 1/3 hits, 0.83 expected hits
Neutral roll dice for 1 infantry in Golog, round 5 : 0/1 hits, 0.33 expected hits
1 infantry owned by the Neutral lost in Golog
Communist loses 0 PUs for violating Gologs neutrality.
Communist win, taking Golog from Neutral with 2 infantry and 1 light_artillery remaining. Battle score for attacker is 3
Casualties for Communist: 2 infantry
Casualties for Neutral: 3 infantry
Battle in Ningsia
Communist attack with 1 cavalry, 1 guerilla, 1 heavy_artillery and 2 infantry
Manchukwo defend with 2 cavalrys, 1 heavy_cavalry, 2 light_artillerys, 1 light_infantry and 1 ruralproduction
Communist roll dice for 1 cavalry, 1 guerilla, 1 heavy_artillery and 2 infantry in Ningsia, round 2 : 1/5 hits, 1.33 expected hits
Manchukwo roll dice for 2 cavalrys, 1 heavy_cavalry, 2 light_artillerys and 1 light_infantry in Ningsia, round 2 : 1/6 hits, 1.33 expected hits
1 cavalry owned by the Communist and 1 light_infantry owned by the Manchukwo lost in Ningsia
Communist roll dice for 1 guerilla, 1 heavy_artillery and 2 infantry in Ningsia, round 3 : 2/4 hits, 1.17 expected hits
Manchukwo roll dice for 2 cavalrys, 1 heavy_cavalry and 2 light_artillerys in Ningsia, round 3 : 1/5 hits, 1.17 expected hits
1 guerilla owned by the Communist and 2 cavalrys owned by the Manchukwo lost in Ningsia
Communist roll dice for 1 heavy_artillery and 2 infantry in Ningsia, round 4 : 2/3 hits, 1.00 expected hits
Manchukwo roll dice for 1 heavy_cavalry and 2 light_artillerys in Ningsia, round 4 : 1/3 hits, 0.83 expected hits
1 heavy_cavalry owned by the Manchukwo, 1 light_artillery owned by the Manchukwo and 1 infantry owned by the Communist lost in Ningsia
Communist roll dice for 1 heavy_artillery and 1 infantry in Ningsia, round 5 : 1/2 hits, 0.83 expected hits
Manchukwo roll dice for 1 light_artillery in Ningsia, round 5 : 0/1 hits, 0.33 expected hits
1 light_artillery owned by the Manchukwo lost in Ningsia
Communist win, taking Ningsia from Manchukwo with 1 heavy_artillery and 1 infantry remaining. Battle score for attacker is 13
Casualties for Communist: 1 cavalry, 1 guerilla and 1 infantry
Casualties for Manchukwo: 2 cavalrys, 1 heavy_cavalry, 2 light_artillerys and 1 light_infantry
Battle in Kuyuan
Communist attack with 1 guerilla, 1 heavy_artillery and 2 infantry
Manchukwo defend with 1 light_infantry; Japanese defend with 1 ruralproduction
Communist roll dice for 1 guerilla, 1 heavy_artillery and 2 infantry in Kuyuan, round 2 : 1/4 hits, 1.17 expected hits
Japanese roll dice for 1 light_infantry in Kuyuan, round 2 : 0/1 hits, 0.17 expected hits
1 light_infantry owned by the Manchukwo lost in Kuyuan
Communist win, taking Kuyuan from Japanese with 1 guerilla, 1 heavy_artillery and 2 infantry remaining. Battle score for attacker is 2
Casualties for Manchukwo: 1 light_infantry
Battle in Ordos Plateau
Communist attack with 1 armour, 2 guerillas and 3 infantry
Manchukwo defend with 1 ruralproduction; Japanese defend with 4 light_artillerys
Communist roll dice for 1 armour, 2 guerillas and 3 infantry in Ordos Plateau, round 2 : 0/6 hits, 1.33 expected hits
Manchukwo roll dice for 4 light_artillerys in Ordos Plateau, round 2 : 1/4 hits, 1.33 expected hits
1 guerilla owned by the Communist lost in Ordos Plateau
Communist roll dice for 1 armour, 1 guerilla and 3 infantry in Ordos Plateau, round 3 : 2/5 hits, 1.17 expected hits
Manchukwo roll dice for 4 light_artillerys in Ordos Plateau, round 3 : 0/4 hits, 1.33 expected hits
2 light_artillerys owned by the Japanese lost in Ordos Plateau
Communist roll dice for 1 armour, 1 guerilla and 3 infantry in Ordos Plateau, round 4 : 1/5 hits, 1.17 expected hits
Manchukwo roll dice for 2 light_artillerys in Ordos Plateau, round 4 : 1/2 hits, 0.67 expected hits
1 guerilla owned by the Communist and 1 light_artillery owned by the Japanese lost in Ordos Plateau
Communist roll dice for 1 armour and 3 infantry in Ordos Plateau, round 5 : 1/4 hits, 1.00 expected hits
Manchukwo roll dice for 1 light_artillery in Ordos Plateau, round 5 : 0/1 hits, 0.33 expected hits
1 light_artillery owned by the Japanese lost in Ordos Plateau
Communist win, taking Ordos Plateau from Manchukwo with 1 armour and 3 infantry remaining. Battle score for attacker is 14
Casualties for Communist: 2 guerillas
Casualties for Japanese: 4 light_artillerys
Battle in Yen-ping
Communist attack with 3 guerillas
Japanese defend with 2 elites, 1 heavy_artillery, 1 light_artillery and 1 ruralproduction
Communist roll dice for 3 guerillas in Yen-ping, round 2 : 0/3 hits, 0.50 expected hits
Japanese roll dice for 2 elites, 1 heavy_artillery and 1 light_artillery in Yen-ping, round 2 : 2/4 hits, 1.33 expected hits
2 guerillas owned by the Communist lost in Yen-ping
Communist roll dice for 1 guerilla in Yen-ping, round 3 : 0/1 hits, 0.17 expected hits
Japanese roll dice for 2 elites, 1 heavy_artillery and 1 light_artillery in Yen-ping, round 3 : 3/4 hits, 1.33 expected hits
1 guerilla owned by the Communist lost in Yen-ping
Japanese win with 2 elites, 1 heavy_artillery and 1 light_artillery remaining. Battle score for attacker is -9
Casualties for Communist: 3 guerillas
Battle in Fen-chow
Communist attack with 1 armour, 2 guerillas and 2 infantry
Japanese defend with 4 light_artillerys and 1 ruralproduction
Communist roll dice for 1 armour, 2 guerillas and 2 infantry in Fen-chow, round 2 : 1/5 hits, 1.17 expected hits
Japanese roll dice for 4 light_artillerys in Fen-chow, round 2 : 1/4 hits, 1.33 expected hits
1 guerilla owned by the Communist and 1 light_artillery owned by the Japanese lost in Fen-chow
Communist roll dice for 1 armour, 1 guerilla and 2 infantry in Fen-chow, round 3 : 1/4 hits, 1.00 expected hits
Japanese roll dice for 3 light_artillerys in Fen-chow, round 3 : 1/3 hits, 1.00 expected hits
1 guerilla owned by the Communist and 1 light_artillery owned by the Japanese lost in Fen-chow
Communist roll dice for 1 armour and 2 infantry in Fen-chow, round 4 : 0/3 hits, 0.83 expected hits
Japanese roll dice for 2 light_artillerys in Fen-chow, round 4 : 2/2 hits, 0.67 expected hits
2 infantry owned by the Communist lost in Fen-chow
Communist roll dice for 1 armour in Fen-chow, round 5 : 1/1 hits, 0.50 expected hits
Japanese roll dice for 2 light_artillerys in Fen-chow, round 5 : 0/2 hits, 0.67 expected hits
1 light_artillery owned by the Japanese lost in Fen-chow
Communist roll dice for 1 armour in Fen-chow, round 6 : 1/1 hits, 0.50 expected hits
Japanese roll dice for 1 light_artillery in Fen-chow, round 6 : 0/1 hits, 0.33 expected hits
1 light_artillery owned by the Japanese lost in Fen-chow
Communist win, taking Fen-chow from Japanese with 1 armour remaining. Battle score for attacker is 8
Casualties for Communist: 2 guerillas and 2 infantry
Casualties for Japanese: 4 light_artillerys
Battle in Anking
Communist attack with 3 guerillas
Japanese defend with 1 elite, 2 light_artillerys and 1 ruralproduction
Communist roll dice for 3 guerillas in Anking, round 2 : 0/3 hits, 0.50 expected hits
Japanese roll dice for 1 elite and 2 light_artillerys in Anking, round 2 : 0/3 hits, 1.00 expected hits
Communist roll dice for 3 guerillas in Anking, round 3 : 0/3 hits, 0.50 expected hits
Japanese roll dice for 1 elite and 2 light_artillerys in Anking, round 3 : 3/3 hits, 1.00 expected hits
3 guerillas owned by the Communist lost in Anking
Japanese win with 1 elite and 2 light_artillerys remaining. Battle score for attacker is -9
Casualties for Communist: 3 guerillas
Non Combat Move - Communist
1 propaganda moved from Puchow to Yenan
1 infantry moved from Weinan to Puchow
1 train moved from Lanchow to Sian
1 guerilla moved from Kuyuan to Yenan
Place Units - Communist
1 conscript and 2 infantry placed in Ningsia
3 armour placed in Yenan
1 heavy_artillery, 1 infantry and 1 light_artillery placed in Kuyuan
1 infantry placed in Chiu-Chuan
1 light_artillery placed in Golog
2 propagandas placed in Weinan
Turn Complete - Communist
Communist collect 36 PUs; end with 36 PUs
Objective China-Soviet Highway: Communist met a national objective for an additional 5 PUs; end with 41 PUs
Combat Hit Differential Summary :
Japanese regular : 3.17
Communist regular : -1.67
Manchukwo regular : -2.33
Neutral regular : -0.67
TripleA Turn Summary for game: Red Sun Over China, version: 3.1.1
Game History
Round: 3
Place Units - Thailand
1 heavy_artillery and 3 thai_infantrys placed in Chiang Mai
1 thai_infantry placed in Kra
1 thai_infantry placed in Kra
1 armour placed in Bangkok
Turn Complete - Thailand
Thailand collect 13 PUs; end with 13 PUs
Objective Thailand Indochinese Resources: Thailand met a national objective for an additional 5 PUs; end with 18 PUs
Objective Territorial Integrity: Thailand met a national objective for an additional 5 PUs; end with 23 PUs
Combat Hit Differential Summary :
TripleA Turn Summary for game: Red Sun Over China, version: 3.1.1
Game History
Round: 3
Place Units - Japanese
Trigger JapaneseUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to infantry
Trigger JapaneseUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to elite
Trigger JapaneseUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to mobile_infantry
Trigger JapaneseUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to heavy_artillery
Trigger JapaneseUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to light_artillery
Trigger JapaneseUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to armour
Trigger JapaneseUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to light_armour
Trigger JapaneseUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to fighter
Trigger JapaneseUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to bomber
Trigger JapaneseUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to transport
Trigger JapaneseUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to submarine
Trigger JapaneseUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to carrier
Trigger JapaneseUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to destroyer
Trigger JapaneseUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to cruiser
Trigger JapaneseUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to battleship
Trigger JapaneseUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to aaGun
Trigger JapaneseUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to train
1 bomber placed in Canton
1 armour, 1 infantry, 1 light_armour and 1 mobile_infantry placed in Hanoi
1 infantry placed in Nanning
1 infantry placed in Canton
1 infantry placed in Nanking
1 infantry placed in Shanghai
2 infantry placed in Taiyuan
1 elite placed in Nanning
Trigger JapaneseUnitsRequireFactoryOff: Setting requiresUnits cleared for unitAttachment attached to infantry
Trigger JapaneseUnitsRequireFactoryOff: Setting requiresUnits cleared for unitAttachment attached to elite
Trigger JapaneseUnitsRequireFactoryOff: Setting requiresUnits cleared for unitAttachment attached to mobile_infantry
Trigger JapaneseUnitsRequireFactoryOff: Setting requiresUnits cleared for unitAttachment attached to heavy_artillery
Trigger JapaneseUnitsRequireFactoryOff: Setting requiresUnits cleared for unitAttachment attached to light_artillery
Trigger JapaneseUnitsRequireFactoryOff: Setting requiresUnits cleared for unitAttachment attached to armour
Trigger JapaneseUnitsRequireFactoryOff: Setting requiresUnits cleared for unitAttachment attached to light_armour
Trigger JapaneseUnitsRequireFactoryOff: Setting requiresUnits cleared for unitAttachment attached to fighter
Trigger JapaneseUnitsRequireFactoryOff: Setting requiresUnits cleared for unitAttachment attached to bomber
Trigger JapaneseUnitsRequireFactoryOff: Setting requiresUnits cleared for unitAttachment attached to transport
Trigger JapaneseUnitsRequireFactoryOff: Setting requiresUnits cleared for unitAttachment attached to submarine
Trigger JapaneseUnitsRequireFactoryOff: Setting requiresUnits cleared for unitAttachment attached to carrier
Trigger JapaneseUnitsRequireFactoryOff: Setting requiresUnits cleared for unitAttachment attached to destroyer
Trigger JapaneseUnitsRequireFactoryOff: Setting requiresUnits cleared for unitAttachment attached to cruiser
Trigger JapaneseUnitsRequireFactoryOff: Setting requiresUnits cleared for unitAttachment attached to battleship
Trigger JapaneseUnitsRequireFactoryOff: Setting requiresUnits cleared for unitAttachment attached to aaGun
Trigger JapaneseUnitsRequireFactoryOff: Setting requiresUnits cleared for unitAttachment attached to train
Turn Complete - Japanese
Japanese collect 135 PUs; end with 136 PUs
Objective Japanese Indochinese Resources: Japanese met a national objective for an additional 10 PUs; end with 146 PUs
Objective Axis Control Hong Kong: Japanese met a national objective for an additional 5 PUs; end with 151 PUs
Objective Axis Control Malaya-Singapore: Japanese met a national objective for an additional 5 PUs; end with 156 PUs
Combat Hit Differential Summary :
TripleA Turn Summary for game: Red Sun Over China, version: 3.1.1
Game History
Round: 3
Combat Move - British
Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to infantry
Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to commando
Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to heavy_artillery
Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to light_artillery
Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to armour
Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to fighter
Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to bomber
Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to transport
Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to submarine
Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to carrier
Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to destroyer
Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to cruiser
Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to battleship
Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to aaGun
Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to train
2 light_artillerys moved from Rangoon to Taungoo
2 commandos moved from Rangoon to Taungoo
6 infantry moved from Rangoon to Taungoo
1 cruiser moved from SZ 19 Bay of Bengal to SZ 18 Andaman Sea
1 destroyer moved from SZ 19 Bay of Bengal to SZ 18 Andaman Sea
Purchase Units - British
British buy 1 aaGun, 1 commando and 4 infantry; Remaining resources: 0 PUs; 0 techTokens;
Combat - British
Battle in SZ 18 Andaman Sea
British attack with 1 cruiser and 1 destroyer
Neutral defend with 1 destroyer
British roll dice for 1 cruiser and 1 destroyer in SZ 18 Andaman Sea, round 2 : 1/2 hits, 0.83 expected hits
Neutral roll dice for 1 destroyer in SZ 18 Andaman Sea, round 2 : 0/1 hits, 0.33 expected hits
1 destroyer owned by the Neutral lost in SZ 18 Andaman Sea
British win with 1 cruiser and 1 destroyer remaining. Battle score for attacker is 8
Casualties for Neutral: 1 destroyer
Battle in Taungoo
British attack with 2 commandos, 6 infantry and 2 light_artillerys
Thailand defend with 1 heavy_artillery and 3 thai_infantrys
British roll dice for 2 commandos, 6 infantry and 2 light_artillerys in Taungoo, round 2 : 4/10 hits, 2.67 expected hits
Thailand roll dice for 1 heavy_artillery and 3 thai_infantrys in Taungoo, round 2 : 2/4 hits, 1.33 expected hits
3 thai_infantrys owned by the Thailand, 1 heavy_artillery owned by the Thailand and 2 infantry owned by the British lost in Taungoo
British win, taking Taungoo from Thailand with 2 commandos, 4 infantry and 2 light_artillerys remaining. Battle score for attacker is 5
Casualties for British: 2 infantry
Casualties for Thailand: 1 heavy_artillery and 3 thai_infantrys
Non Combat Move - British
4 infantry moved from Chindwin to Mandalay
6 infantry moved from Pathein to Rangoon
Place Units - British
1 aaGun and 2 infantry placed in Rangoon
1 commando and 2 infantry placed in Chittagong
Turn Complete - British
British collect 37 PUs; end with 37 PUs
Objective Control Rangoon: British met a national objective for an additional 5 PUs; end with 42 PUs
Objective Control Mandalay: British met a national objective for an additional 5 PUs; end with 47 PUs
Objective Control Sittang: British met a national objective for an additional 5 PUs; end with 52 PUs
Objective At War With Axis: British met a national objective for an additional 40 PUs; end with 92 PUs
Combat Hit Differential Summary :
Thailand regular : 0.67
Neutral regular : -0.33
British regular : 1.50
TripleA Manual Gamesave Post for game: Star Trek: Dilithium War, version: 1.0.4
Game History
Round: 1
Combat Move - Federation
Turning on Edit Mode
EDIT: Editing Political Relationship for Federation and Vulcans from Friendly to Hostile
EDIT: Editing Political Relationship for Dominion and Cardassians from Friendly to Hostile
EDIT: Editing Political Relationship for Federation and Dominion from Hostile to Friendly
EDIT: Editing Political Relationship for Romulans and Cardassians from Friendly to Hostile
EDIT: Editing Political Relationship for Dominion and Romulans from Friendly to Hostile
EDIT: Editing Political Relationship for Romulans and Vulcans from Hostile to Friendly
EDIT: Editing Political Relationship for Klingons and Cardassians from Hostile to Friendly
EDIT: Editing Political Relationship for Federation and Klingons from Friendly to Hostile
EDIT: Editing Political Relationship for Klingons and Vulcans from Friendly to Hostile
EDIT: Turning off Edit Mode
Combat Hit Differential Summary :
TripleA Turn Summary for game: Star Trek: Dilithium War, version: 1.0.4
Game History
Round: 1
Combat Move - Federation
Turning on Edit Mode
EDIT: Editing Political Relationship for Federation and Vulcans from Friendly to Hostile
EDIT: Editing Political Relationship for Dominion and Cardassians from Friendly to Hostile
EDIT: Editing Political Relationship for Federation and Dominion from Hostile to Friendly
EDIT: Editing Political Relationship for Romulans and Cardassians from Friendly to Hostile
EDIT: Editing Political Relationship for Dominion and Romulans from Friendly to Hostile
EDIT: Editing Political Relationship for Romulans and Vulcans from Hostile to Friendly
EDIT: Editing Political Relationship for Klingons and Cardassians from Hostile to Friendly
EDIT: Editing Political Relationship for Federation and Klingons from Friendly to Hostile
EDIT: Editing Political Relationship for Klingons and Vulcans from Friendly to Hostile
EDIT: Turning off Edit Mode
1 Security-Force moved from Federation Outpost to Federation Space
1 Light-Cruiser and 1 Security-Force moved from Federation Space to Orbit 07
Federation take SZ 9 from AI
1 Security-Force moved from Orbit 07 to Planet 07
Federation take Planet 07 from AI
Combat - Federation
Non Combat Move - Federation
Turn Complete - Federation
Trigger Planet 07 captured by Federation: Federation captures territory Planet 07 Place
Federation collect 0 PUs; end with 0 PUs
Units generate 9 Engineering; Federation end with 9 Engineering
Units generate 6 Command; Federation end with 6 Command
Units generate 10 PUs; Federation end with 10 PUs
Units generate 1 Dilithium; Federation end with 1 Dilithium
Combat Hit Differential Summary :
TripleA Turn Summary for game: Star Trek: Dilithium War, version: 1.0.4
Game History
Round: 1
Combat Move - Dominion
1 Security-Force moved from Dominion Outpost to Dominion Space
1 Light-Cruiser and 1 Security-Force moved from Dominion Space to Orbit 08
Dominion take SZ 13 from AI
1 Security-Force moved from Orbit 08 to Planet 08
Dominion take Planet 08 from AI
Combat - Dominion
Non Combat Move - Dominion
Turn Complete - Dominion
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet Radan
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Vulcan Outpost
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Dominion Outpost
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Federation Outpost
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Klingon Outpost
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Cardassian Outpost
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Romulan Outpost
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 01
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 02
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 03
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 04
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 05
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 06
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 07
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 08
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 09
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 10
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 11
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 12
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 13
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 14
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 15
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 16
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 17
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 18
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 19
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 20
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 21
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 22
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 23
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 24
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 25
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 26
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 27
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 28
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 29
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 30
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 31
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 32
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 33
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 34
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 35
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 36
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 37
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 38
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 39
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 40
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 41
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 42
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 43
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 44
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 45
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 46
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 47
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 48
Trigger Planet 08 captured by Dominion: Dominion captures territory Planet 08 Place
Dominion collect 0 PUs; end with 0 PUs
Units generate 9 Engineering; Dominion end with 9 Engineering
Units generate 8 Command; Dominion end with 8 Command
Units generate 8 PUs; Dominion end with 8 PUs
Units generate 1 Dilithium; Dominion end with 1 Dilithium
Combat Hit Differential Summary :
TripleA Turn Summary for game: Star Trek: Dilithium War, version: 1.0.4
Game History
Round: 1
Combat Move - Vulcans
1 Security-Force moved from Vulcan Outpost to Vulcan Space
1 Light-Cruiser and 1 Security-Force moved from Vulcan Space to Orbit 24
Vulcans take SZ 60 from AI
1 Security-Force moved from Orbit 24 to Planet 24
Vulcans take Planet 24 from AI
Combat - Vulcans
Non Combat Move - Vulcans
Turn Complete - Vulcans
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet Radan
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Vulcan Outpost
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Dominion Outpost
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Federation Outpost
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Klingon Outpost
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Cardassian Outpost
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Romulan Outpost
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 01
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 02
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 03
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 04
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 05
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 06
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 07
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 08
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 09
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 10
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 11
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 12
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 13
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 14
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 15
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 16
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 17
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 18
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 19
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 20
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 21
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 22
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 23
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 24
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 25
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 26
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 27
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 28
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 29
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 30
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 31
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 32
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 33
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 34
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 35
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 36
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 37
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 38
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 39
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 40
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 41
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 42
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 43
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 44
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 45
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 46
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 47
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 48
Trigger Planet 24 captured by Vulcans: Vulcans captures territory Planet 24 Place
Vulcans collect 0 PUs; end with 0 PUs
Units generate 8 Engineering; Vulcans end with 8 Engineering
Units generate 7 Command; Vulcans end with 7 Command
Units generate 10 PUs; Vulcans end with 10 PUs
Combat Hit Differential Summary :
TripleA Turn Summary for game: Star Trek: Dilithium War, version: 1.0.4
Game History
Round: 1
Combat Move - Romulans
1 Security-Force moved from Romulan Outpost to Romulan Space
1 Light-Cruiser and 1 Security-Force moved from Romulan Space to Orbit 46
Romulans take SZ 131 from AI
1 Security-Force moved from Orbit 46 to Planet 46
Romulans take Planet 46 from AI
Combat - Romulans
Non Combat Move - Romulans
Turn Complete - Romulans
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet Radan
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Vulcan Outpost
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Dominion Outpost
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Federation Outpost
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Klingon Outpost
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Cardassian Outpost
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Romulan Outpost
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 01
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 02
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 03
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 04
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 05
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 06
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 07
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 08
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 09
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 10
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 11
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 12
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 13
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 14
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 15
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 16
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 17
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 18
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 19
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 20
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 21
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 22
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 23
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 24
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 25
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 26
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 27
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 28
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 29
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 30
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 31
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 32
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 33
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 34
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 35
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 36
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 37
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 38
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 39
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 40
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 41
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 42
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 43
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 44
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 45
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 46
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 47
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 48
Trigger Planet 46 captured by Romulans: Romulans captures territory Planet 46 Place
Romulans collect 0 PUs; end with 0 PUs
Units generate 11 Engineering; Romulans end with 11 Engineering
Units generate 8 Command; Romulans end with 8 Command
Units generate 6 PUs; Romulans end with 6 PUs
Units generate 1 Dilithium; Romulans end with 1 Dilithium
Combat Hit Differential Summary :
TripleA Turn Summary for game: Star Trek: Dilithium War, version: 1.0.4
Game History
Round: 1
Combat Move - Cardassians
1 Security-Force moved from Cardassian Outpost to Cardassian Space
1 Light-Cruiser and 1 Security-Force moved from Cardassian Space to Orbit 25
Cardassians take SZ 73 from AI
1 Security-Force moved from Orbit 25 to Planet 25
Cardassians take Planet 25 from AI
Combat - Cardassians
Non Combat Move - Cardassians
Turn Complete - Cardassians
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet Radan
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Vulcan Outpost
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Dominion Outpost
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Federation Outpost
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Klingon Outpost
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Cardassian Outpost
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Romulan Outpost
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 01
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 02
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 03
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 04
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 05
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 06
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 07
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 08
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 09
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 10
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 11
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 12
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 13
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 14
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 15
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 16
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 17
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 18
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 19
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 20
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 21
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 22
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 23
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 24
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 25
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 26
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 27
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 28
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 29
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 30
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 31
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 32
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 33
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 34
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 35
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 36
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 37
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 38
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 39
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 40
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 41
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 42
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 43
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 44
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 45
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 46
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 47
Trigger Planet PU value removed: Setting production to 0 for territoryAttachment attached to Planet 48
Trigger Planet 25 captured by Cardassians: Cardassians captures territory Planet 25 Place
Cardassians collect 0 PUs; end with 0 PUs
Units generate 9 Engineering; Cardassians end with 9 Engineering
Units generate 7 Command; Cardassians end with 7 Command
Units generate 9 PUs; Cardassians end with 9 PUs
Combat Hit Differential Summary :