Test summary from TripleA, engine version: 2.6.14470, time: 8:36:13 AM
Savegame
Archaeologists
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TripleA Manual Gamesave Post: British round 1
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 :
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TripleA Turn Summary: Nationalist round 2
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
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TripleA Manual Gamesave Post: Manchukwo round 2
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 :
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TripleA Turn Summary: Communist round 2
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
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TripleA Turn Summary: Thailand round 2
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 :
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TripleA Turn Summary: Japanese round 2
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 :
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TripleA Turn Summary: British round 2
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 :
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TripleA Turn Summary: Nationalist round 3
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
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TripleA Turn Summary: Manchukwo round 3
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
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TripleA Turn Summary: Communist round 3
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
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TripleA Turn Summary: Thailand round 3
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 :
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TripleA Turn Summary: Japanese round 3
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 :
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TripleA Turn Summary: British round 3
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
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TripleA Manual Gamesave Post: Federation round 1
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 :
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TripleA Turn Summary: Federation round 1
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 :
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TripleA Turn Summary: Dominion round 1
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 :
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TripleA Turn Summary: Vulcans round 1
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 :
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TripleA Turn Summary: Romulans round 1
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 :
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TripleA Turn Summary: Cardassians round 1
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 :
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TripleA Turn Summary: Federation round 2
TripleA Turn Summary for game: Star Trek: Dilithium War, version: 1.0.4
Game History
Round: 2 Combat Move - Federation 1 Security-Force moved from Planet 07 to Orbit 07 1 Light-Cruiser and 1 Security-Force moved from Orbit 07 to Orbit 13 Federation take SZ 24 from AI 1 Security-Force moved from Orbit 13 to Planet 13 Federation take Planet 13 from AI Combat - Federation Non Combat Move - Federation Call Reinforcements - Federation Federation buy 5 Commands and 1 Security-Force; Remaining resources: 1 Command; 9 Engineering; 10 PUs; 0 Dilithium; Place Reinforcements - Federation 1 Security-Force placed in Federation Outpost Turn Complete - Federation 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 07 captured by Federation: Federation captures territory Planet 07 Place Trigger Planet 13 captured by Federation: Federation captures territory Planet 13 Place Federation collect 0 PUs; end with 10 PUs Units generate 10 Engineering; Federation end with 19 Engineering Units generate 10 Command; Federation end with 16 Command Units generate 13 PUs; Federation end with 23 PUs Units generate 1 Dilithium; Federation end with 1 Dilithium
Combat Hit Differential Summary :