Game Setup


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Overview



TripleA is a turn-based strategy game and board game engine. Though TripleA comes with many games inside, it is just an engine for playing games, and is not a game itself. TripleA started out as a World War II simulation, but has since expanded to include different conflict, as well as variations and mods of the popular games and maps (a ‘map’ is like a board, while a ‘game’ is a specific setup on a map/board).
This manual describes how to use and play on TripleA, using the game “Big World : 1942”, a basic variant. The two most popular WWII maps for beginners are “Pact of Steel” and “Big World”, and Big World has a lot more territories and a one more unit type than Pact of Steel, while the rules are almost exactly the same. Other TripleA games and variants can still use this manual as a good starting point, because the game engine and most of the concepts are the same no matter what map or conflict you are playing.
This manual does not attempt to describe 100% of the game functions. There are just too many things that the game can do to make that practical. Some of the game interfaces and operations are intended for developers. Many of the game operations simply happen automatically, and illegal player actions are prevented. A certain amount of knowledge and initiative is expected of the player, especially to read any game notes for any maps. However, all of the critical and important game operations and knowledge are described in this manual.

Game Setup



The first thing that happens when TripleA is started is that the game setup window appears. There are a number of choices that the player must make at this time.


  • The game variant must be selected, OR a saved-game must be loaded.

    • Approximately 10 or more variants are automatically included with the game, and more can be downloaded.

  • The game options should be set, but the default ones could be used.

  • A local, pbem, or network game can be started, OR you can join the online lobby instead. (Even if loading a savegame, you must still select ‘start local game’ or ‘start pbem game’ or ‘host networked game’)

  • Each player can be set to be a human or an AI.


A few other options are also available at this time, but they can be ignored for now.


The Game Screen


Below is a screenshot taken while in-game, playing the “Big World : 1942” map.

Usually, the main screen cannot display the whole world at once, and instead only shows part of the map. The part that is displayed can be rapidly changed in three ways:

  • By moving the cursor to just inside the edge or corner of the main map window, at which point the map will scroll in that direction. Scrolling the mouse wheel will also scroll the map up and down.

  • By ‘right-clicking’ on the main screen and dragging your mouse, you will move the map.

  • By clicking or clicking and dragging on the minimap in the upper right-hand corner.


In addition, you can change the Zoom Level of the map by either going to the “View” menu and selecting “Zoom”, or by holding down the “ALT” key while scrolling your mouse wheel.

The Map



Each TripleA map is divided into a number of areas. Land areas are called territories. Sea areas are called sea zones. Short or narrow rivers and small islands generally play only a cosmetic role. Air units fly over top of all this, but need to land at the end of every turn.
Each map area is adjacent to a certain number of other areas. Units move about the map, from one area to an adjacent area; as a general rule, teleportation does not exist.
Land units are restricted to land territories unless they are being carried by transports. Sea units are restricted to sea zones. This means that land and sea units can not generally attack each other.
Sea units can generally move to any adjacent sea zones, but there is one exception to this rule: Canals. Canals are connected sea zones that require ownership of attached land territories in order to pass through. For example, at the Suez Canal, sea units can move north and south via the canal, but only if the land territories on both sides of the canal are controlled by friendly or allied nations at the beginning of your turn.
Each territory has a production value (Production Units, or PUs for short), which could be as low as zero. It is possible for sea zones to be assigned production values as well, which would be called a ‘convoy center’. The production value of a land territory determines how many units can be produced there per turn, but, primarily it also determines how much income those territories provide per turn to the player controlling them.
Each land territory is always controlled by some player, except for some territories that are initially neutral or are impassible to all players. A territory can change hands if an enemy land unit conquers and occupies it. Some land units, such as Anti-Aircraft guns (AA Guns), cannot attack and conquer a territory. The color of the territory on the map indicates who controls it.
The player who controls a particular territory receives the income from it at the end of that player turn. Control of a territory may change many times in a game round, and the territory will still produce its full income with each change of control.
Certain territories contain “Factory” units, which allow the controlling player to produce units in that territory. A territory with a factory may produce a number of units up to the production value of the territory, if the player owned that territory at the beginning of their turn. When a player conquers a territory containing a Factory or AA Gun, those units will be captured with the territory, and the conquering player may use them on their next turn.
The territories that a player starts the game with are considered to be “originally” owned by that player, unless otherwise specified. If an ally ever recaptures such a territory, control of the territory (and its resources and capture-able units) will revert to the original owner. In this case, the income for the territory is not collected by the capturing player, and instead it will be collected by their ally, the original owner, at the end of their turn, provided that they still own it at that time. Of course, enemy players are not bound by such considerations and control whatever they capture.


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