• TripleA Turn Summary: Communist round 1

    TripleA Turn Summary for game: Red Sun Over China, version: 3.1.1

    Game History

    Round: 1
    
        Combat Move - Communist
            1 light_artillery moved from Yenan to Ordos Plateau
            1 infantry moved from Yenan to Ordos Plateau
            1 infantry moved from Yenan to Ordos Plateau
            1 heavy_artillery moved from Kuyuan to Ningsia
            1 guerilla moved from Kuyuan to Ningsia
            3 infantry moved from Kuyuan to Ningsia
            1 guerilla moved from Tsingyang to Ningsia
            1 cavalry moved from Tsingyang to Ningsia
            1 cavalry moved from Tsingyang to Ordos Plateau
            1 light_artillery moved from Lanchow to Hehsi Corridor
            3 infantry moved from Lanchow to Hehsi Corridor
            1 guerilla moved from Hanchung to Hehsi Corridor
            1 heavy_artillery moved from Yenan to Ordos Plateau
            1 heavy_artillery moved from Puchow to Changchih
            3 infantry moved from Puchow to Changchih
            1 guerilla moved from Weinan to Changchih
            1 infantry moved from Yenan to Ordos Plateau
            1 infantry moved from Yenan to Ordos Plateau
            1 infantry moved from Fen-chow to So-ping
            1 guerilla moved from Fen-chow to So-ping
            1 guerilla moved from Fen-chow to So-ping
            1 guerilla moved from Ichow to Tsangchow
            1 propaganda moved from Yenan to Luoyang
            1 guerilla moved from Luoyang to Changchih
            1 guerilla moved from Kaifeng to Changchih
            1 guerilla moved from Fancheng to Puchow
            1 guerilla moved from Ningpo to Soochow
            1 guerilla moved from Anking to Soochow
            1 guerilla moved from Huangshan to Soochow
            1 guerilla moved from Hangchow to Soochow
            1 propaganda moved from Luoyang to Chengang
                  Communist take Chengang from Japanese
            1 guerilla moved from Puchow to Changchih
            1 guerilla moved from Puchow to Changchih
            1 cavalry moved from Fen-chow to Changchih
            1 light_artillery moved from Fen-chow to Changchih
            1 guerilla moved from Fen-chow to Changchih
            1 guerilla moved from Fen-chow to Changchih
            1 guerilla moved from Fen-chow to Changchih
    
        Purchase Units - Communist
            Communist buy 2 armour, 1 cavalry, 1 guerilla and 2 infantry; Remaining resources: 1 PUs; 0 techTokens; 
    
        Combat - Communist
            Battle in Hehsi Corridor
                Communist attack with 1 guerilla, 3 infantry and 1 light_artillery
                Neutral defend with 3 infantry and 1 ruralproduction
                    Communist roll dice for 1 guerilla, 3 infantry and 1 light_artillery in Hehsi Corridor, round 2 : 0/5 hits, 1.17 expected hits
                    Neutral roll dice for 3 infantry in Hehsi Corridor, round 2 : 1/3 hits, 1.00 expected hits
                    1 guerilla owned by the Communist lost in Hehsi Corridor
                    Communist roll dice for 3 infantry and 1 light_artillery in Hehsi Corridor, round 3 : 1/4 hits, 1.00 expected hits
                    Neutral roll dice for 3 infantry in Hehsi Corridor, round 3 : 0/3 hits, 1.00 expected hits
                    1 infantry owned by the Neutral lost in Hehsi Corridor
                    Communist roll dice for 3 infantry and 1 light_artillery in Hehsi Corridor, round 4 : 1/4 hits, 1.00 expected hits
                    Neutral roll dice for 2 infantry in Hehsi Corridor, round 4 : 1/2 hits, 0.67 expected hits
                    1 infantry owned by the Neutral and 1 infantry owned by the Communist lost in Hehsi Corridor
                    Communist roll dice for 2 infantry and 1 light_artillery in Hehsi Corridor, round 5 : 1/3 hits, 0.83 expected hits
                    Neutral roll dice for 1 infantry in Hehsi Corridor, round 5 : 0/1 hits, 0.33 expected hits
                    1 infantry owned by the Neutral lost in Hehsi Corridor
                Communist loses 0 PUs for violating Hehsi Corridors neutrality.
                Communist win, taking Hehsi Corridor from Neutral with 2 infantry and 1 light_artillery remaining. Battle score for attacker is 3
                Casualties for Communist: 1 guerilla and 1 infantry
                Casualties for Neutral: 3 infantry
            Battle in Ningsia
                Communist attack with 1 cavalry, 2 guerillas, 1 heavy_artillery and 3 infantry
                Neutral defend with 3 infantry and 1 ruralproduction
                    Communist roll dice for 1 cavalry, 2 guerillas, 1 heavy_artillery and 3 infantry in Ningsia, round 2 : 1/7 hits, 1.67 expected hits
                    Neutral roll dice for 3 infantry in Ningsia, round 2 : 0/3 hits, 1.00 expected hits
                    1 infantry owned by the Neutral lost in Ningsia
                    Communist roll dice for 1 cavalry, 2 guerillas, 1 heavy_artillery and 3 infantry in Ningsia, round 3 : 1/7 hits, 1.67 expected hits
                    Neutral roll dice for 2 infantry in Ningsia, round 3 : 0/2 hits, 0.67 expected hits
                    1 infantry owned by the Neutral lost in Ningsia
                    Communist roll dice for 1 cavalry, 2 guerillas, 1 heavy_artillery and 3 infantry in Ningsia, round 4 : 2/7 hits, 1.67 expected hits
                    Neutral roll dice for 1 infantry in Ningsia, round 4 : 1/1 hits, 0.33 expected hits
                    1 guerilla owned by the Communist and 1 infantry owned by the Neutral lost in Ningsia
                Communist loses 0 PUs for violating Ningsias neutrality.
                Communist win, taking Ningsia from Neutral with 1 cavalry, 1 guerilla, 1 heavy_artillery and 3 infantry remaining. Battle score for attacker is 6
                Casualties for Neutral: 3 infantry
                Casualties for Communist: 1 guerilla
            Battle in Ordos Plateau
                Communist attack with 1 cavalry, 1 heavy_artillery, 4 infantry and 1 light_artillery
                Manchukwo defend with 1 light_infantry and 1 ruralproduction
                    Communist roll dice for 1 cavalry, 1 heavy_artillery, 4 infantry and 1 light_artillery in Ordos Plateau, round 2 : 2/7 hits, 2.00 expected hits
                    Manchukwo roll dice for 1 light_infantry in Ordos Plateau, round 2 : 0/1 hits, 0.17 expected hits
                    1 light_infantry owned by the Manchukwo lost in Ordos Plateau
                Communist win, taking Ordos Plateau from Manchukwo with 1 cavalry, 1 heavy_artillery, 4 infantry and 1 light_artillery remaining. Battle score for attacker is 2
                Casualties for Manchukwo: 1 light_infantry
            Battle in Changchih
                Communist attack with 1 cavalry, 8 guerillas, 1 heavy_artillery, 3 infantry and 1 light_artillery
                Japanese defend with 3 elites, 1 heavy_artillery and 1 ruralproduction
                    Communist roll dice for 1 cavalry, 8 guerillas, 1 heavy_artillery, 3 infantry and 1 light_artillery in Changchih, round 2 : 4/14 hits, 3.17 expected hits
                    Japanese roll dice for 3 elites and 1 heavy_artillery in Changchih, round 2 : 2/4 hits, 1.33 expected hits
                    1 heavy_artillery owned by the Japanese, 1 cavalry owned by the Communist, 1 guerilla owned by the Communist and 3 elites owned by the Japanese lost in Changchih
                Communist win, taking Changchih from Japanese with 7 guerillas, 1 heavy_artillery, 3 infantry and 1 light_artillery remaining. Battle score for attacker is 11
                Casualties for Communist: 1 cavalry and 1 guerilla
                Casualties for Japanese: 3 elites and 1 heavy_artillery
            Battle in Soochow
                Communist attack with 4 guerillas
                Japanese defend with 2 elites and 1 ruralproduction
                    Communist roll dice for 4 guerillas in Soochow, round 2 : 1/4 hits, 0.67 expected hits
                    Japanese roll dice for 2 elites in Soochow, round 2 : 0/2 hits, 0.67 expected hits
                    1 elite owned by the Japanese lost in Soochow
                    Communist roll dice for 4 guerillas in Soochow, round 3 : 1/4 hits, 0.67 expected hits
                    Japanese roll dice for 1 elite in Soochow, round 3 : 0/1 hits, 0.33 expected hits
                    1 elite owned by the Japanese lost in Soochow
                Communist win with 4 guerillas remaining. Battle score for attacker is 8
                Casualties for Japanese: 2 elites
            Battle in So-ping
                Communist attack with 2 guerillas and 1 infantry
                Manchukwo defend with 1 light_infantry; Japanese defend with 1 ruralproduction
                    Communist roll dice for 2 guerillas and 1 infantry in So-ping, round 2 : 0/3 hits, 0.50 expected hits
                    Japanese roll dice for 1 light_infantry in So-ping, round 2 : 0/1 hits, 0.17 expected hits
                    Communist roll dice for 2 guerillas and 1 infantry in So-ping, round 3 : 0/3 hits, 0.50 expected hits
                    Japanese roll dice for 1 light_infantry in So-ping, round 3 : 0/1 hits, 0.17 expected hits
                    Communist roll dice for 2 guerillas and 1 infantry in So-ping, round 4 : 0/3 hits, 0.50 expected hits
                    Japanese roll dice for 1 light_infantry in So-ping, round 4 : 0/1 hits, 0.17 expected hits
                    Communist roll dice for 2 guerillas and 1 infantry in So-ping, round 5 : 0/3 hits, 0.50 expected hits
                    Japanese roll dice for 1 light_infantry in So-ping, round 5 : 0/1 hits, 0.17 expected hits
                    Communist roll dice for 2 guerillas and 1 infantry in So-ping, round 6 : 0/3 hits, 0.50 expected hits
                    Japanese roll dice for 1 light_infantry in So-ping, round 6 : 0/1 hits, 0.17 expected hits
                    Communist roll dice for 2 guerillas and 1 infantry in So-ping, round 7 : 0/3 hits, 0.50 expected hits
                    Japanese roll dice for 1 light_infantry in So-ping, round 7 : 0/1 hits, 0.17 expected hits
                    Communist roll dice for 2 guerillas and 1 infantry in So-ping, round 8 : 1/3 hits, 0.50 expected hits
                    Japanese roll dice for 1 light_infantry in So-ping, round 8 : 0/1 hits, 0.17 expected hits
                    1 light_infantry owned by the Manchukwo lost in So-ping
                Communist win, taking So-ping from Japanese with 2 guerillas and 1 infantry remaining. Battle score for attacker is 2
                Casualties for Manchukwo: 1 light_infantry
            Battle in Tsangchow
                Communist attack with 1 guerilla
                Manchukwo defend with 1 light_infantry; Japanese defend with 1 ruralproduction
                    Communist roll dice for 1 guerilla in Tsangchow, round 2 : 0/1 hits, 0.17 expected hits
                    Japanese roll dice for 1 light_infantry in Tsangchow, round 2 : 0/1 hits, 0.17 expected hits
                    Communist roll dice for 1 guerilla in Tsangchow, round 3 : 0/1 hits, 0.17 expected hits
                    Japanese roll dice for 1 light_infantry in Tsangchow, round 3 : 1/1 hits, 0.17 expected hits
                    1 guerilla owned by the Communist lost in Tsangchow
                Japanese win with 1 light_infantry remaining. Battle score for attacker is -3
                Casualties for Communist: 1 guerilla
    
        Non Combat Move - Communist
            3 infantry moved from Tsingyang to Kungchangfu
            1 guerilla moved from Ankang to Kungchangfu
            6 infantry moved from Sian to Yenan
            1 infantry moved from Fen-chow to Changchih
            1 guerilla moved from Changchih to Fen-chow
            1 guerilla moved from Changchih to Fen-chow
            1 guerilla moved from Changchih to Fen-chow
            1 guerilla moved from Puchow to Fen-chow
            1 guerilla moved from So-ping to Yenan
            1 guerilla moved from So-ping to Yenan
            2 infantry moved from Weinan to Puchow
            1 guerilla moved from Fen-chow to Puchow
            1 guerilla moved from Fen-chow to Puchow
            1 guerilla moved from Soochow to Anking
            1 guerilla moved from Soochow to Hangchow
            1 guerilla moved from Soochow to Hangchow
            1 guerilla moved from Changchih to Puchow
            1 guerilla moved from Changchih to Puchow
            1 guerilla moved from Changchih to Puchow
            1 guerilla moved from Changchih to Puchow
            1 guerilla moved from Soochow to Hangchow
            1 guerilla moved from Ningsia to Kuyuan
    
        Place Units - Communist
            2 armour and 1 cavalry placed in Yenan
            1 guerilla and 2 infantry placed in Chengang
            Communist undo move 2.
            1 guerilla and 1 infantry placed in Changchih
            1 infantry placed in Chengang
            Communist undo move 2.
            1 guerilla placed in Puchow
            1 infantry placed in Changchih
    
        Turn Complete - Communist
            Communist collect 36 PUs; end with 37 PUs
            Objective Communist Quarantine: Communist met a national objective for an additional 5 PUs; end with 42 PUs
    

    Combat Hit Differential Summary :

    Japanese regular : -0.83
    Communist regular : -3.33
    Manchukwo regular : -0.17
    Neutral regular : -2.00
    

    Savegame


  • TripleA Turn Summary: Thailand round 1

    TripleA Turn Summary for game: Red Sun Over China, version: 3.1.1

    Game History

    Round: 1
    
        Place Units - Thailand
            1 thai_infantry placed in Kra
            1 thai_infantry placed in Chiang Mai
            1 thai_infantry placed in Kra
            1 thai_infantry placed in Chiang Mai
            Thailand undo move 4.
            1 armour placed in Nakhon Sawan
            1 thai_infantry placed in Chiang Mai
    
        Turn Complete - Thailand
            Thailand collect 7 PUs; end with 8 PUs
            Objective Territorial Integrity: Thailand met a national objective for an additional 5 PUs; end with 13 PUs
    

    Combat Hit Differential Summary :

    Savegame


  • TripleA Turn Summary: Japanese round 1

    TripleA Turn Summary for game: Red Sun Over China, version: 3.1.1

    Game History

    Round: 1
    
        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 armour, 1 light_armour and 2 mobile_infantrys placed in Peking
            2 infantry and 2 mobile_infantrys placed in Shanghai
            1 bomber and 1 fighter placed in Formosa
            Japanese undo move 2.
            Japanese undo move 1.
            Japanese undo move 1.
            2 infantry, 1 light_armour and 2 mobile_infantrys placed in Hanoi
            1 bomber and 1 fighter placed in Formosa
            1 armour and 2 mobile_infantrys placed in Peking
            1 elite and 2 infantry placed in Shanghai
            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 91 PUs; end with 91 PUs
    

    Combat Hit Differential Summary :

    Savegame


  • TripleA Turn Summary: British round 1

    TripleA Turn Summary for game: Red Sun Over China, version: 3.1.1

    Game History

    Round: 1
    
        Combat Move - British
            Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to infantry
            Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to commando
            Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to heavy_artillery
            Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to light_artillery
            Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to armour
            Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to fighter
            Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to bomber
            Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to transport
            Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to submarine
            Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to carrier
            Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to destroyer
            Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to cruiser
            Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to battleship
            Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to aaGun
            Trigger BritishUnitsRequireFactoryOn: Setting requiresUnits to factory for unitAttachment attached to train
    
        Purchase Units - British
            British buy 2 armour, 1 infantry and 1 light_artillery; Remaining resources: 0 PUs; 0 techTokens; 
    
        Non Combat Move - British
            1 commando and 1 light_artillery moved from Calcutta to Pathein
            1 infantry moved from Chittagong to Pathein
            3 infantry moved from Mandalay to Taungoo
            1 infantry moved from Chindwin to Mandalay
            1 train moved from Calcutta to East Assam
            6 infantry moved from Calcutta to Chittagong
            4 infantry and 1 light_artillery moved from Kohima to Manipur
            1 train moved from East Assam to Chittagong
            1 light_artillery moved from Manipur to Chittagong
            1 fighter moved from SZ 19 Bay of Bengal to Malaya-Singapore
    
        Place Units - British
            1 armour, 1 infantry and 1 light_artillery placed in Rangoon
            1 armour placed in Malaya-Singapore
            British undo move 1.
            1 armour, 1 infantry and 1 light_artillery placed in Malaya-Singapore
            British undo move 2.
            British undo move 1.
            2 armour, 1 infantry and 1 light_artillery placed in Malaya-Singapore
    
        Turn Complete - British
            British collect 47 PUs; end with 47 PUs
            Objective Not At War With Axis: British met a national objective for an additional -25 PUs; end with 22 PUs
    

    Combat Hit Differential Summary :

    Savegame


  • 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 :

    Savegame


  • 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
    

    Savegame


  • 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 :

    Savegame


  • 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
    

    Savegame


  • 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 :

    Savegame


  • 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 :

    Savegame


  • 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 :

    Savegame


  • 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
    

    Savegame


  • 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
    

    Savegame


  • 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
    

    Savegame


  • 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 :

    Savegame


  • 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 :

    Savegame


  • 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
    

    Savegame


  • 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 :

    Savegame


  • 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 :

    Savegame


  • 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 :

    Savegame


  • 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 :

    Savegame


  • 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 :

    Savegame


  • 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 :

    Savegame


  • 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 :

    Savegame


  • TripleA Turn Summary: Dominion round 2

    TripleA Turn Summary for game: Star Trek: Dilithium War, version: 1.0.4

    Game History

    Round: 2
    
        Combat Move - Dominion
            1 Security-Force moved from Planet 08 to Orbit 08
            1 Light-Cruiser and 1 Security-Force moved from Orbit 08 to Orbit 09
                  Dominion take SZ 21 from AI
            1 Security-Force moved from Orbit 09 to Planet 09
                  Dominion take Planet 09 from AI
    
        Combat - Dominion
    
        Non Combat Move - Dominion
    
        Call Reinforcements - Dominion
            Dominion buy 5 Commands and 1 Security-Force; Remaining resources: 3 Command; 9 Engineering; 8 PUs; 0 Dilithium; 
    
        Place Reinforcements - Dominion
            1 Security-Force placed in Dominion Outpost
    
        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
            Trigger Planet 09 captured by Dominion: Dominion captures territory Planet 09 Place
            Dominion collect 0 PUs; end with 8 PUs
            Units generate 12 Engineering; Dominion end with 21 Engineering
            Units generate 9 Command; Dominion end with 17 Command
            Units generate 12 PUs; Dominion end with 20 PUs
            Units generate 1 Dilithium; Dominion end with 1 Dilithium
    

    Combat Hit Differential Summary :

    Savegame

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