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Strategic Command WWII: War in Europe

Read me File – 19th November 2021


Version 1.23.00
Welcome.
Thank you for playing Strategic Command WWII: War in Europe™! We are always looking for ways to
improve your gaming experience. For the latest information on the game, please go to the Matrix Games
web site at matrixgames.com.

Below you will find the latest and greatest information on Strategic Command WWII: War in Europe™.
Information in this document supersedes that in the official game manual.

Troubleshooting:
Ensure that your system meets the minimum system requirements. These are found in the game manual.
Also, ensure that you have the latest video and sound drivers available for your system. The vast majority
of reported problems are resolved by upgrading all drivers to the latest versions.

If you are still experiencing problems with the game, please use our Help Desk at
matrixgames.com/helpdesk or post in the Strategic Command WWII: War in Europe™ Support Forum at
matrixgames.com/forums. Please provide as much detail on your issue as you can.
To obtain optimum game performance, close all other applications before beginning a game.

Change History:

v1.23.00 – November 19th, 2021


GAME ENGINE CHANGES
• Fixed an issue where active convoy calculations were performed prior to resource strength
calculations, which could incorrectly result in some convoys showing as invalid, due to a
weakened port, prior to the final resource strength updates (Mithilotter).
• Fixed an issue where renaming your HQ in the PURCHASE screen would not remove the
originally named HQ from the list (ArcturusRising).
• Fixed an issue where a SURRENDER_2 event would incorrectly remove a friendly unit relative to
the event recipient ID when located in the capital (petedalby).
• Removed the GDI+ installed check at runtime.

EDITOR
• Frozen weather zone data for Sea Effects can now be amended (no longer locked in) for Winter
and Late Winter settings.

1940 and 1942 Campaigns


• Fixed the Loop text for travel from the US to the Red Sea and Persian Gulf to display the correct
length of turns the journey will take (Duedman).

1943 Campaign
• USSR now starts with a chit invested in Mobility research (Mithrilotter).

v1.22.02 – November 02nd, 2021


GAME ENGINE CHANGES
• Fixed an issue where naval units could no longer bombard ports empty of enemy units
(ElvisJJonesRambo)
• Sped up animations for STRENGTH loss events such as Soviet Winter.

v1.22.01 – October 25th, 2021


GAME ENGINE CHANGES
• Fixed a naval retreat error that did not always optimize retreats to nearby friendly ports
(havoc1371, kirk23).
• Fixed a rare Carrier retreat from combat error that would sometimes lead to a CTD
(arcturusrising).
• Fixed a Strategic Bomber attack error that in some cases did not allow you to scroll after the first
strike (Mithrilotter).
• Fixed an AI Rocket attack error that would incorrectly cause defensive artillery fire to fire first at
the attacking Rocket unit (Mithilotter).

1939 and 1940 Campaigns


• UNIT event for the Afrika Korps Arrives At Benghazi In Libya (4) corrected to remove the duplicate
unit IDs 26, 0, and replaced the event with the missing unit IDs 22, 4 (AlexSF).

v1.22.00 – October 12th, 2021


GAME ENGINE CHANGES
• Fixed a PURCHASE UNIT screen error that did not sometimes highlight Minor nation unit types
with an '*' that could be repurchased at a discount (Earlydoors).
• Fixed a rare Paratroops airborne movement error that would reroute along a less optimal path
when it shouldn't do so (klschult).
• Fixed a very rare game freeze during AI naval combat calculations (redrum68).
• Fixed a hex control update error around enemy resources that would sometimes revert control to
your opponent when your own friendly unit positions should have prevented that from happening
(EarlyDoors).
• Fixed a FoW error regarding units within resources of non belligerent but fully mobilized nations
when moving adjacent to them, they will now remain hidden (atshii).
• Fixed a FoW error during an air attack that did not reveal units along the flight path when a sub
dove (mdsmall).
• Fixed a PBEM login issue that did not properly handle some special characters in passwords such
as '#' or '!'.
• Fixed a PBEM save error for when a game has been 'resigned'.
• Last Turn Summary screen now has the option to list items in reverse chronological order
(georgiabulldog1).

EDITOR CHANGES
• Fixed a UNIT script error that would lead to a crash if using TYPE=2, this is no longer a valid
option for UNIT events as it should never have been applicable (RMelvin).
• STRENGTH scripts can now be amended to include an optional list of conditional
#ALIGNMENT_POSITIONs.

1940 Sickle Cut


• Set UK industrial modifier to 140%, was 110% (mkollmann)
• Set France industrial modifier to 130%, was 140% (mkollmann)

All Campaigns
• Dummy Decision DE 173 added to allow historical Pop Up messages of events during the war to
be easily turned OFF by going to Options -> Advanced -> Scripts -> Decision. It is the first one in
the list, and unticking the box on the right will mean that 95% of the messages that are only there
for historical flavor, won't appear. A small number are tied into other Decision Events to ensure
they only appear at the correct time, so they will still appear (Garrison Moratto).
• Changed the terrain to numbers 147 and 498 in hexes 190,13 and 191,12 respectively, as well as
changing 191,13 to be a fully land hex, to enable rail traffic to pass to and from Alta in Norway
(Scottydawg).
• Deleted the forest in hex 198,89 to avoid confusion as it couldn't be easily seen (mdsmall).
• Changed the weather for Late Spring (1st May to 20th June) in Russia (weather zone 5) to have a
zero chance of mud (Trooper_One).
• Nuuk in Greenland renamed as Godthåb in the Resource and Map text files (FOARP).
• Ounaajoki river in Finland renamed as Ounasjoki in the River text files (FOARP).
• Shock Armies now have a Production Delay of 4 months rather than 1 (Taxman66).
• Reduced the penalty from -0.5 to 0.0 for Defender's HQ (Attacker Losses < Defender Losses
(ThisEndUp).
• Dummy Decision 170 added so that the UK's convoy to Archangelsk requires the destination and
all hexes to Vologda being in Allied hands to fire (The Land).
• All Decision Events (DE 306; 353 and 454) relating to the US sending supplies to the USSR via
Persia now require all road hexes between Bandar Abbas and Baku to be in Allied hands
(Hobbygeneral).
• The date of Denmark surrendering via DE 601 has been changed from the 14th April to the 3rd
April 1940, as have those scripts relating to Norway's surrender if triggered via DE 643 or 644 that
would have also taken place on the 14th April (El_Condoro; havoc1371).
• Reduced the chance of the Anglo-French Expedition re DE 204 succeeding from 50% to 33%
(scum; gilthib).
• Corrected Soviet Corps and Army Combat Target Statistics (PvtBenjamin).
• Text added to the Strategy Guides to explain that when the US convoy to the UK, or the UK's
convoy to the USSR are re-routed, it may be necessary to amend the % being sent by convoy by
going to War Maps -> Convoy Map, clicking on the relevant flag and using the arrow buttons
(EarlyDoors).

1939 Campaign
• French translated text for sending the Anglo-French Expedition to Norway corrected.
• French 2nd Army moved from Verdun to hex 158,83 and given entrenchment level 1 to prevent an
exploitative move by the German army at the start of the war (Taifun; Taxman66).

1939 and 1940 Campaigns


• Amended the French Strength script for Panic caused by the Maginot Line being outflanked so
that it no longer requires Belgium to be Allied and surrendered. To replace that, a check for 2 Axis
units being within 3 hexes of Reims has been added (havoc1371).
• Removed the check for Italy's mobilization status from the Decision Events relating to the
deployment of the British 7th Armoured (Gilber).
• Allied amphibious preparations against Italy while the USA is neutral may now trigger the
deployment of up to 4 Garrison units in mainland Italy and Sicily.
• Added symbols and text to the map showing the Italian mobilization zones, within which 2 Allied
Amphibious units or 7 naval units (including regular Transports) could trigger Italian mobilization.
• Dummy Decisions 171 and 172 added to check for an Iraqi unit being in Baghdad in order to
trigger an Iraqi surrender to the British (Will952; Scottydawg; Taxman66).
• Iraq now starts at 25% pro-Allied (was 20%) and its convoy to the UK in all campaigns now only
requires it to be pro-Allied, so one Axis diplomacy success alone will no longer be enough to end
Iraq's convoy to the UK (PvtBenjamin).
• More unit script changes made to ensure the Benghazi DAK can deploy
(Taxman66;PvtBenjamin;Will952).
1939; 1940 and 1941 Campaigns
• Date for the Soviet National Morale script boost when reinforcements arrive from Siberia changed
to match when the Siberians can arrive.

1939 to 1943 Campaigns


• Dummy US Decision DE 371 added to trigger an Italian surrender to the US if Italy's National
Morale has fallen below 1%, there is an Allied unit within 15 land hexes of Rome, and there is no
German unit in Rome. This is essentially a fall back script to account for rare occasions where
Italy may not surrender due to other reasons, generally due to her National Morale plummeting
due to multiple scripts firing in a single turn (BigJohn).

1942 Campaign
• The USSR now starts with level 2 in Infantry Weapons and level 1 in Anti-Aircraft Defense; the UK
has an additional chit invested in Anti-Submarine Warfare, and the US has an additional chit
invested in Production Technology (Taxman66).

1943 Campaign
• The USSR now has level 1 in Anti-Aircraft Defense; the UK now starts with level 3 in Anti-
Submarine Warfare but no longer has a chit invested (Taxman66).

1944 Campaign
• The USSR now has level 2 in Anti-Aircraft Defense (Taxman66).

v1.21.01 – June 01st, 2021


GAME ENGINE CHANGES
• Fixed a display error when navigating through the strategic menu options, e.g. War Map,
Purchase Units etc, on displays with < 960 vertical pixels.
• Fixed a unit indicator sprite issue that would stometimes stop flashing when performing a brief
quick scroll via a mouse move along the edge of the game window (Narisomo).
• Fixed a maximum map zoom error when the game is paused during a DECISION event and
viewing the map (wobbleguts).
• Fixed an Amphibious Transport CTD that occurred when attempting to embark in an enemy Land
+ Sea hex (Randomluck).
• Fixed an MPPs and Strategic Bombing graphs page errors that was not always showing accurate
values (LoneRunner).
• Fixed a GRAPHS screen error that would erroneously display some graph values < 0 when using
the 'Relative Values' display option (Narisomo).
• Fixed a swap unit error that would allow you to swap zero action point Artillery units if they had
any shells remaining (Narisomo).
• Purchase Units screen now has the option to enable/disable the 'Confirm Purchases' popup (MJY,
ThunderLizard2).
• Removed 'Town' from list of resources via the mouse hover tip in the REPORTS screen as they
are not included (Narisomo).

v1.21.00 – April 19th, 2021


GAME ENGINE CHANGES
• Fixed a controlled unit movement error that led to a CTD when attempting to end the move along
several hidden enemy units (EQFL_Sapare).
• Fixed an error that did not properly allow Kamikaze attacks to damage adjacent enemy units.
Normally a Kamikaze attack has a 25% chance of also damaging an adjacent naval unit by 1
strengtg point.
• Fixed an outstanding issue that still did not allow some Free units to upgrade relative to their
current controlling major nation (Gilber).
• Fixed an issue where upon surrender, FREE naval units were being bumped out of non
surrendering territorial ports (Gilber).
• Fixed an Amphibious Transport error that did not reduce movement action points when the
amphibious transport moved adjacent to an enemy capital ship that then attacked it
(EQFL_Sapare).
• Fixed a rare CTD that would occur when attempting to place a new unit right at the start of your
turn.
• Fixed an issue where Special Forces amphibious transports would auto load into a dead end Land
+ Sea enemy hex (rocketman71).
• Fixed an error where Subs caught in ice could increase their action points > 1 by switching modes
(APrusty).
• Fixed an error where if a Transport unit was selected, the Operational Action buttons would
sometimes not be clickable (ruskicanuk).
• Fixed an error that prevented Axis players from being able to shift the Murmansk convoy to
Arkhangelsk when cutting off the applicable rail line running from Murmansk to Belomorsk
(Aprusty).
• Fixed an error where the game engine would incorrectly move a currently occupied capital to its
previous location if liberated. Now the capital will not move back unless the current capital is also
liberated (EQFL_Sapare).
• Purchase screen no longer has a unit pre-selected to help avoid accidental purchases when
clicking the Purchase or Production button (rocketman71).
• Mods with zero cost units can now have units upgraded and purchased (stalkerbrumikcz).
• Enemy targets and estimated losses for fully visible units/resources can now be highlighted when
selecting a friendly unit to attack via the OPTIONS->ADVANCED settings.
• Units can now be put to sleep for one turn via the Sleep Tool mouse hover and pressing the
space bar instead of a left mouse button click (EQFL_Sapare).
• Units set to sleep will now also be skipped by the AI when it is controlling friendly countries and
units on your turn (EQFL_Sapare).
o Left mouse button click will still perform the regular 'sleep' function.
o Units set to sleep for one turn will have this indicated with a black dot instead of a white dot
which indicates regular 'sleep'.
• Naval units can now have a maximum supply that matches the max port strength providing
supply, previously naval units were capped at 10 supply even if a port provided 12 supply. All
other naval supply rules remain the same, e.g. a 5 strength port can still provide maximum 10
supply to naval units.
• Air units will now gain maximum supply from any source, so long as they are attached to an HQ
(Pocus).
• Supply map overlay will now display any mismatched supply values, e.g. if a unit has less than the
overlay value, it will show in brackets in red alongside with the overlay value.
• Improved AI HQ amphibious landings where the AI will actively try and land in a pocket of friendly
units and not next to enemy unit positions if possible (Mithrilotter).
• AI scripts can now be accessed in the OPTIONS->ADVANCED->SCRIPTS screen via 'Advanced
(AI)' for review as well as to disable any disagreable planning events.
• AI will now consider the belligerence status of a potential Amphibious invasion goal position to
avoid potential invasions when not at war with the target position, as applicable to custom mods
(wobbleguts).
• HQ supply rules, plus boosting/linking rules recap:
o HQ units, after amphibiously unloading, start at supply equal to 5 + their current level of
Amphibious Warfare technology. Supply will drop 2 supply points per turn after that. This
allows the HQ to act as a Mulberry for an initial landing until further supply sources are
achieved.
o HQ distribution supply:
• HQ supply = 0 will have a distribution supply value of 3 (previously it was 5).
• HQ supply 1 or 2 will have a distribution supply value of 5.
• HQ supply 3 or 4 will have a distribution supply value of 6 (previously it was 8).
• HQ supply 5 will have a distribution supply value of 8.
• HQ supply > 5 will have a distribution supply value of 10.
o HQ boosting can only be achieved if the first HQ has a supply value >= 3 (previously it was >
0).
• The HQ to be boosted must have a supply value < 5 and is now automatically
increased to a supply value of 5 which caps its distribution supply at 8.
• This will improve distribution supply for boosted HQs that were at 3 or 4 supply (from
6 to 8), and more importantly, will allow them to 'operate' and 'upgrade' now that they
are at 5 supply.
o LOW SUPPLY HQ boosting can only be achieved if the source HQ has a supply value >= 1
and < 3.
• The HQ to be boosted must have a supply value < 3 and is now automatically
increased to a supply value of 5 which caps its distribution supply at 6.
o Between two HQs, the higher rated HQ receives the boost, the lower rated HQ is the source
of the boost.
o Source HQs of a supply boost to another HQ are now highlighted with a yellow hex outline,
indicating they are the source of the supply boost, when clicking on the recipient HQ.
o Air units do not receive supply from an HQ unless they are attached.
• Under supplied Air units, due to not being attached to an HQ, will be indicated by a
red hatch beneath the applicable Air unit.
• Under supplied Air units, attached to an HQ but not to the most optimal supply giving
HQ, will be indicated by a purple hatch beneath the applicable Air unit.
EDITOR CHANGES
• The following have been adjusted from 5 point increments to 1 point increments for more
precision when customizing campaigns (Elessar2).
o Combat Target Data, Raid Multiplier (MPPs), Enemy NM Losses (Per Raid)
o Upgrade Increments Data (per research level), Raid Multiplier (MPPs), Enemy NM Losses
(Per Raid)
o Automatic Increments Data (per research level), Raid Multiplier (MPPs), Enemy NM Losses
(Per Raid)
o Strength/Reinforce/Reformation Data, % Cost Per Reinforcement Point, % Cost Per Elite
Reinforcement Point
1939 Campaign
• France's starting MPPs increased from 75 to 90.
• French 2nd Army at Verdun and 9th Army at 155,82 increased in strength from 5 to 8, 1st Army at
153,81 increased in strength from 5 to 6, XLIV Corps at Epinal; IX Corps at Belfort increased in
strength from 5 to 6. This is the equivalent of 100 MPPs worth of reinforcements.
• Resource scripts added for Algiers; Casablanca; Rabat; Tunis, Bordeaux and Marseille so that
they start the war at zero strength, increasing by 1 per Allied turn.
1939 & 1940 Campaigns
• New in game messages and Pop Up Events added to better assist the Allied player on how many
units need to be kept in Mediterranean to avoid Italian mobilization.
• While Italy is neutral, Spain will now mobilize 5-7% towards the Axis if there are 2 Allied
Amphibious units within 30 hexes of Syracuse Port, or 7 or more Allied naval units within 18
hexes of Syracuse Port, as Franco is concerned at the impact an attack on his former ally will
have on his own position.
• Added Soviet Garrison units at Belomorsk and Kandalaksha.
• Corrected the Mobilization_1 scripts for Bulgaria being declared war on by the Axis as they were
incorrectly looking for Bulgaria to respond to Turkey to have been declared war upon.
1939, 1940 & 1941 Campaigns
• DE 301 for the US to send tanks to Cairo now checks for El Alamein being in Axis hands, rather
than for an Axis unit to be in El Alamein (Big John).
All Campaigns
• The cost of Rocket research has been reduced from 175 to 150 MPPs, and Germany’s starting
levels in this increased by 1 in all campaigns from 1939 to 1943 (ElvisJJonesRambo).
• Increased Germany’s National Morale loss due to the fall of Berlin from 10,000 to 20,000 points
(Mithrilotter).
• The Murmansk convoy now requires Murmansk and all hexes to Belomorsk plus Vologda to be in
Allied hands, having removed all hexes from Belomorsk to Volkov from the requirement (The
Land).
• USSR's Corps and Army statistics corrected (Gilber).
1939 and 1940 Strategy Guides
• An explanation including a map on Italian Mobilization added (with special thanks to
OldCrowBalthazor).
v1.20.00 – February 15th, 2021
GAME ENGINE CHANGES
• Fixed a NEW UNITS screen error that kept the OK button appearing as disabled even though it is
enabled and clickable (sschnar1).
• Fixed an error where Armoured trains did not automatically provoke counter artillery fire that were in
defensive range (Will952).
• Fixed some localization issues for Multiplayer games that were not translating properly between
players in different languages (EarlyDoors).
• Fixed a resource supply/strength calculation error that did not see Minor controlled Primary/Industrial
resources drop in strength when cut by rail to a Major Primary/Industrial supply source (mdsmall).
• Fixed a PBEM++ tournament game 'Save' and 'Quit' error that would end in a CTD.
• Fixed an isse that did not properly indicate that an artillery is no longer able to move or attack after an
upgrade or reinforcement (Tanaka).
• Fixed an error in 'objective' based scenarios/campaigns where the wrong hex control was assigned for
occupied but then liberated hexes.
• Fixed a naval combat error that did not properly have naval units demoralizing other naval units
whenever applicable (Gilber).
• Fixed an AI purchase animation error that had it CTD when purchasing and replacing destroyed
Carrier units (Ason).
• Fixed a bottom edge of the map scrolling and display glitch that would sometimes show units in the
wrong positions (Chernobyl, OldCrowBalthazor).
• Fixed an HQ attachment range helper highlight that did not always match up with the actual
attachment range (Pocus).
• Fixed an Engineers/Paratroops error that kept them in Fortification/Prepare mode after being forced to
retreat (ElvisJJonesRambo).
• Fixed a Purchase Unit screen error that did not list the correct country unit information when coming
back from the Production screen and having switched countries.
• Fixed a Purchase Unit error that did not allow you to place Italian units in Sicily (Will952).
• Fixed a Carrier interception error that did not apply its current research level to the intercepting aircraft
(Gilber).
• Free units from minor nations will now be able to upgrade relative to their current controlling major
nation, previously they could not because consideration was still relative to their original parent nation
(Gilber).
• Players can now switch between the strategic menu options without having to close the current
window, e.g. switch back and forth directly from Diplomacy to Research, to Purcahse Units etc
(USGrant1962).
• Improved an AI HQ position vulnerability issue (Joseph).
• Improved GRAPHS screen readability with a relative max value between all nations per category
(mdsmall).
• Loop sea transfer hexes enhanced for greater visibility (Christolos).
EDITOR CHANGES
• Fixed an editing Weather zones error that did not keep data separate for each season (Elessar2)
LOCALIZATION CHANGES
• added #GRAPHS_TEXT_1=, #GRAPHS_TEXT_2= and #PBEM++_OPTIONS_TEXT_4=
1939 and 1940 campaigns.
• Territory script #NAME= Germany Annexes Alsace amended so that Metz (160,84) is included
(cendrich).
• If Iraq has a pro-Axis leaning then the presence of 1-2 Axis units within 7 hexes of the Suez Canal
(210,126) will have a 50% chance per turn of swinging Iraq 25-35% towards the Axis (Mithrilotter).
• While Italy is neutral, the US will now mobilize 5-7% towards the Axis if there are 2 Allied Amphibious
units within 12 hexes of Syracuse Port, or 7 or more Allied naval units within 12 hexes of Syracuse
Port.
• Strategy Guides updated to reflect that the timing of Yugoslavia joining the Allies after the pro-Allied
coup is now variable (cendrich).
All Campaigns
• Dummy Decision 162 that controls the UK convoy to Murmansk now requires all land hexes on the
road between Murmansk and Volkhov, plus the town of Vologda to be in Allied hands to fire.
• Logistics tech tool tip updated to mention that it boosts HQ minimum supply distribution (Elessar2).
• Header explanations for the Supply scripts updated.
• Reduced the attack values for naval units carrying out shore bombardment against aircraft from 1 to
zero (canuckgamer).
• HQs can now upgrade AA to level 3 (Will952).
• National Morale script for the liberation of London corrected (BigJohn).
• Added Hamburg to the trigger points for the Volkssturm and Volksgrenadier Decisions (Tanaka).
• Airships can now upgrade to level 1 in both Naval Weapons and ASW (Mithrilotter).
v1.19.00 – December 08th, 2020
GAME ENGINE CHANGES
• Fixed a Maritime Bomber error that did not take into account its ASW when attacking a sub
(Mithrilotter).
• Fixed a FoW error that would cause subs to disappear from the screen when they were in Silent
mode and within a shroud lifted area after a friendly Carrier would move within spotting range but not
adjacent to the sub (Mithrilloter).
• Fixed a convoy path checking error that did not consider control of Land + Sea hexes when checking
for proper convoy path validity (sschnar1).
• Fixed a combat error that did not have friendly artillery return fire from an controlled Heavy Artillery
attack if within range (Mithrilotter).
• Fixed an enemy raider unit display error under fog of war if the raider unit was a Tactical or Medium
bomber (Mithrilotter).
• Fixed a port control switching error for when a country surrenders as it was switching under some
rare conditions when it should not have been (Mithrilotter).
• Fixed a supply map display error (from pressing the 'S' key in game) that showed an incorrect supply
distribution value from HQs from nations above #COUNTRY_ID = 100, e.g. Sudan or similar
(Mithrilotter).
• Fixed an error that had naval units reduced to 1 AP when there would be ice on their current hex, but
there was no ice visible on the map due to the 'Weather' option being disabled (Ken Schultz).
• Fixed an error that had some countries lose their Primary and Secondary supply positions when their
capitals had moved (MJY).
• Fixed an error that did not properly boost an HQs supply, via HQ linking and boosting, in some rare
cases when it should have otherwise been boosted.
• Fixed an error that allowed armored trains or rail guns to be placed upon non rail hexes
(PvtBenjamin).
• Fixed a sub mode change error whereby selecting to set a sub already in Silent mode, into Silent
mode once again, incorrectly reduces its action points by 1/3 (Hotzn).
• Renamed Naval/Tactical mode for Carriers to Bombers (epekepe).
• User saves versus the AI will now remember the last map position and center on that position when
loading the save (John Fireheart).
• Computer spotting range bonuses, as set in the OPTIONS screen, will no longer include extended
spotting of Naval Mines (Hotzn).
• HQ supply rules, plus boosting/linking rules recap:
o HQ units, after amphibiously unloading, start at 10 supply and maintain supply for up to 5
turns with a drop of 2 supply points per turn. This is similar to Special Forces, and allows the
HQ to act as a Mulberry for an initial landing until further supply sources are achieved.
o HQ distribution supply:
- HQ supply = 0 will have a distribution supply value of 3 (previously it was 5).
- HQ supply 1 or 2 will have a distribution supply value of 5.
- HQ supply 3 or 4 will have a distribution supply value of 6 (previously it was 8).
- HQ supply 5 will have a distribution supply value of 8.
- HQ supply > 5 will have a distribution supply value of 10.
o HQ boosting can only be achieved if the first HQ has a supply value >= 3 (previously it was >
0).
- the HQ to be boosted must have a supply value < 5 and is now automatically
increased to a supply value of 5 which caps its distribution supply at 8.
- this will improve distribution supply for boosted HQs that were at 3 or 4 supply (from
6 to 8), and more importantly, will allow them to 'operate' and 'upgrade' now that they
are at 5 supply.
o LOW SUPPLY HQ boosting can only be achieved if the source HQ has a supply value >= 1
and < 3.
- the HQ to be boosted must have a supply value < 3 and is now automatically
increased to a supply value of 5 which caps its distribution supply at 6.
o Between two HQs, the higher rated HQ receives the boost, the lower rated HQ is the source
of the boost.
o Source HQs of a supply boost to another HQ are now highlighted with a yellow hex outline,
indicating they are the source of the supply boost, when clicking on the recipient HQ.
o Air units do not receive supply from an HQ unless they are attached.
- Under supplied Air units, due to not being attached to an HQ, will be indicated by a
red hatch beneath the applicable Air unit.
- Under supplied Air units, attached to an HQ but not to the most optimal supply giving
HQ, will be indicated by a purple hatch beneath the applicable Air unit.
EDITOR CHANGES
• Fixed a 'TEXT' folder file read error that required an extra empty line at the end of the file in
order to be properly processed/read (OnlineGeneral).
• Fixed a Help File launch error (OnlineGeneral).
• Fixed a unit renaming/properties screen issue that incorrectly added duplicate names to the
unit build lists.
• Fixed an issue whereby HQs that were set to not be reformable, were still reforming in game
once destroyed.
• Added a #VICTORY_PERCENTAGE= line for the VICTORY scripts to be used for
tournament point calculations.
All Campaigns
• Athens is no longer on a mountain (Mithrilotter).
• Moved a British Partisan location from Liverpool to Sheffield (The Land).
• Railway added joining Yozgat to Erzurum to Kars and Leninakan (Captjohn757).
• Convoys to Murmansk now have the ownership of every resource checked between
Murmansk and Belomorsk, plus Vologda, so that the convoy only works if all of these are in
Allied hands (mdsmall).
• The chance of rain in Weather Zone 3 (British Isles) reduced in Fall from 25 to 20%, in Winter
from 30 to 15%, in Late Fall from 35 to 15% and in Late Winter from 35 to 20%. The chance
of snow in Late Fall has also been reduced from 30 to 10% (JJRambo).
• The chance of rain in Weather Zone 6 (Europe) reduced in Fall from 40 to 20% and in Late
Fall from 35 to 20%. The chance of snow in Late Fall has also been reduced from 30 to 10%
(JJRambo).
• Corrected the weather zone that hex 41,126 belongs to (BiteNibbleChomp).
• Port and Major Port Sub Defense bonus increased to 5 (ReinerAllen).
• Reduced the attack values for naval units carrying out shore bombardment against aircraft
from 1 to zero (canuckgamer).
• Manchester is now a National Morale Objective (Tanaka).
• DE 105 now triggers National Morale scripts boosting British National Morale by 10,000
points if London, Birmingham and Manchester are all in Allied hands and there are no Axis
units within 10 hexes of Birmingham, i.e. if the Allies liberate the UK (Cpuncher).
• Providing Moscow is in Allied hands, Germany has not surrendered and the US is in the war,
then from January 1943 the USSR will receive 100 National Morale points per turn, in
addition to the one-off boost they receive at this time (Jackmck).
• If the British lose Egypt and are driven from it, but then manage to retake Cairo their National
Morale will be boosted by 5,000 points (Marcinos1985; pjg100).
•French liberation helper providing a liberated France with MPPs will now only fire if there are
no Axis units within 3 hexes of Paris (Mithrilotter).
1939 Campaign
• The British Fighter that arrives on the 1st May 1940 now deploys at Birmingham rather than
Oxford (Cpuncher).
• German Decision DE 601 to seize Denmark is no longer contingent on France’s status and it
will also now only fire in April 1940 (Aussiematto).
• The Treaty Ports will now return to belonging to Ireland if Ireland joins the Axis or Allies (The
Land).
1939 and 1940 Campaigns
• Added alternative deployment locations to the USSR's Baltic Front units, and removed their
link to the Baltic States Decision Event. Also added alternative locations to the UNIT script for
the Soviet Baltic fleet (pjg100).
• Added a Free Unit script for the Dutch navy to fight on after the fall of the Netherlands (Sgt.
York).
• Dummy Decisions DE168 and DE 169 added to deploy the 7th Armoured in the UK if London
or Alexandria are in Axis hands (Cpuncher).
• The French National Morale script entitled ‘France - German Blitzkrieg’ now requires there to
be 2 Axis units within 1 hex of Verdun to fire, whereas previously only 1 was required
(Taifun).
• Limerick will now return to Ireland if Ireland joins the Axis or Allies (The Land).
• German AI may now invest in diplomacy to swing a neutral but pro-Allied Finland towards the
Axis (Mithrilotter).
• Mobilization_2 script for Italy amended so they now have a 33% chance per turn of swinging
15-25% towards the Axis if there are 2 Allied Amphibious Transports within 30 hexes of
Syracuse Port, or 7 or more Allied naval units within 18 hexes of Syracuse Port
(OldCrowBalthazor).
1939; 1940 and 1941 Campaigns
• Corrected DE 405 for the USSR to form I Polish Corps as previously it was referring to DE
400 (crispy131313).
1943 & 1944 Campaigns
• Greatly reduced the chance of the AI building some naval unit types (usual2020).
v1.18.00 – July 31st, 2020
GAME ENGINE CHANGES
• Fixed an end of turn MPP summary error that did not correctly list all summary items such as
convoy and decision event additions/deductions (Sparky0565).
• Fixed a Transport error that did not allow you to unload if in a friendly port but without any
remaining action points (Dalwin).
• Fixed a combat morale recalculation error that in some cases incorrectly increased a defenders
morale (pjg100, HamburgerMeat).
• Fixed a transport unload error that would sometimes freeze the rest of the in game interface.
• Fixed a unit operation error that did not allow units to transport past Sicily or Istanbul where there
was a Land + Sea connection.
• Fixed an AI Amphibious Transport land and unload error that led to an infinite loop and CTD
(coloradoviejo).
• Fixed an incorrect PBEM++ send message screen heading text error (Aussiematto).
• Fixed a surprise enemy contact error that did not reduce remaining action points by the distance
the unit had moved (El_Condoro, crispy131313)
• Fixed a PBEM++ winning side error when a player has not resigned and the game has reached its
victory script conclusion.
• Fixed a weather error that was incorrectly preventing Carriers from attacking some targets despite
the Carrier otherwise seeming to have clear weather from its attacking hex (MBB).
• Added new functionality for POPUP script #DATE fields and #CONDITION_POSITION fields.
See Templates\Events POPUP.txt for more details in the NOTES section of the header.
• Added new functionality for any EVENT script that uses the #CONDITION_POSITION field. See
Templates\Events for more details in the NOTES section of the header of the applicable files.
• Added a new 'Hide/Show Map Information' button to the Operational Management area of the in
game interface.
• Added mouse hover information for map convoys.
• Added mouse hover 'Undersupplied' air unit information text.
• Added mouse hover text and symbol sprite drawing capability for POPUP and SUPPLY events.
Refer to the event note headers for more details.
• Added mouse hover Fortification completion date for Engineers that are preparing a fortification as
well as in the unit information panel (splashell).
• Naval retreats will now consider and look for empty friendly ports to retreat to if applicable, except
for those ports with enemy land units already adjacent to them (scott).
• Map will now re-center during animated replays of last turn moves if any action would otherwise
occur over the bottom interface area (scott).
All Campaigns
• Germany's base HQ Build Limit increased from 6 to 7 (Sugar).
• The London Home Guard may now mobilize in response to Axis Amphibious Transports
approaching the UK coast near London.
• Volkssturm In Konigsberg may now mobilize in response to approaching Allied Amphibious
Transports.
• USSR scorched earth settings changed from 30 -> 50%, to 40 -> 50% for Settlements, Towns and
Fortified Towns (Taifun).
• Unit script header text relating to '#DISPLAY_TURN=' updated.
1939 and 1940 Campaigns
• Mobilization_2 scripts for Finland and Sweden amended so they now check for only Amphibious
Transports within 1-2 hexes of key locations.
• Mobilization_2 script for Italy added so they now have a 33% chance per turn of swinging 15-25%
towards the Axis if there are any Allied Amphibious Transports within 30 hexes of Syracuse Port.
• Mobilization_2 scripts for the USSR amended to reduce their upward swing towards the Allies
from an Axis Sealion under Green and Novice difficulty levels when playing against the Allied AI.
• New in game messages and Pop Up Events added to better assist the Axis player on how many
units need to be kept in the east to avoid increasing Soviet mobilization.
• The USA will now swing 15-20% towards the Allies on the 7th December 1941 when Japan
attacks Pearl Harbor.
1939 Campaign
• If they had transferred to the UK's control, the Ports of Cork, Wexford and Limerick will now return
to Ireland if the UK surrenders (Mithrilotter).
1940 Campaign
• Decisions 418 and 611 and two POP UP scripts #NAME= ALLIED AI: German/Soviet Front
Garrison Report 1941 fixed so that they will now fire, as they were incorrectly only set to fire if DE
600 = yes, but DE 600 does not exist in this campaign (Mithrilotter).
• If it had transferred to the UK's control, the Port of Limerick will now return to Ireland if the UK
surrenders (Mithrilotter).
• <<TAG_77>> and <<TAG_87>> added to the language files relating to the Unit scripts
(Mithrilotter).
1939, 1940 and 1941 Campaigns
• Mobilization_2 scripts for Spain amended so they now check for only US Amphibious Transports
within 1-2 hexes of key locations.
• Removed the experience points from the US navy when it deploys on joining the war, and also
from some AI scripted units (Mithrilotter).
• Mobilization_2 script #NAME= ALLIED AI: Axis Units In The UK (USA->Allies) amended so that it
now only moves the US 1-2% towards the Allies rather than 2-4% per turn at all but expert level.
At expert level it does move the US 2-4% towards the Allies (Mithrilotter).
• An Axis Declaration of War on Latvia or Estonia now swings the USSR 25-40% towards the Allies
for each, whereas it was previously 25-35 and 15-20% respectively (smckechnie).
• Mobilization_4 scripts triggering DE 1009 and DE 1010 added for an Axis Declaration of War on
Latvia or Estonia respectively. Each will trigger the mobilization of a half strength Soviet Corps in
Leningrad.
• Mobilization_4 script triggering DE 1005 will now lead to the deployment of a full strength Soviet
Army with full research at Leningrad and another at Moscow if Bulgaria is neutral when the Axis
declare war on the USSR.
• Unit script adjustments made for Green and Novice selected difficulty levels where AI bonus units
have been reduced accordingly.
1942 Campaign
• Timoshenko HQ and 1st Cavalry Corps now start with entrenchment level 2 (Ashes Fall).
• v1.17.01 – March 12th, 2020
GAME ENGINE CHANGES/FIXES
• Fixed several text display issues under German, French and Spanish localization.
• Fixed several other text display issues within the various popup, information and question boxes
when text was at or over maximum line length.
• Fixed an issue where a Fortified Town that became a Capital was reverted to a City instead of
back to a Fortified Town when the Capital setting was reversed (Captain Tuttle).
• Fixed an issue where units arriving from a UNIT script event could not
reinforce/upgrade/operate/transport. Now only those that arrive during a country join event will be
restricted for the very first turn they arrive.
• Fixed a bug that allowed AI Engineers to reinforce after an attempted move towards a fortification
building position (bootlegger267).
• Fixed a SURRENDER_2 game engine handling error that did not properly convert enemy hex
control in some situations (Mithrilotter).
• Fixed a rare error that provided some Tank units with immediate entrenchment after moving when
it should have been set to zero.
• Custom campaign strategy guides will now launch from the campaign Manuals folder, previously it
was the Docs folder, e.g. Campaigns\_myCustomCampaign\Manuals\Strategy Guide.pdf

All Campaigns
• Amphibious Transport (Long Range) increased from nil to zero for all applicable nations so as to
enable them to increase via Amphibious Warfare research.

1939 and 1940 Campaign


• DE 301 changed to a 100% trigger from 50% (PvtBenjamin).
• v1.17.00 – January 24th, 2020

GAME ENGINE CHANGES/FIXES


• Fixed an AI air unit attack error that allowed AI units to fly over neutral territory for attacks
(greyshaft).
• Fixed a max UNIT reinforcement error for when available MPPs would give you less than the
maximum amount of reinforcement a unit could otherwise have (Mithrilotter).
• Fixed an experience loss reporting error for the UNIT REINFORCEMENT screen when unit
experience = 0.
• Fixed a unit attrition reporting error for non visible (hidden) enemy units.
• Fixed a convoy raiding error that did not have non submarine raiders gain experience unless they
were directly on the convoy line (Gilles).
• Fixed an issue where AI subs were not switching to Hunt mode when on convoy lines
(Mithrilotter).
• Fixed an Amphibious Transport research display level for Free units where the correct level was
not being shown (Gilles).
• Fixed a Maritime Bomber FoW sight error that was still lifting too much of the FoW shroud (HvS).
• Fixed a rare unit LOOP event error that did not have units arrive at their final destination positions
when they should have (pjg100).
• Fixed a rare UNIT event issue that would not properly place all units in the desired destination
positions (witpaemail).
• Fixed an AI Research and Diplomacy spent MPPs reporting error in the Graphs section under
Reports (Taxman66).
• Fixed a last turn message error that did not properly show messages such as when a capital has
been moved.
• Fixed an AI experience bonus error that was applying AI experience bonuses to units only during
the AI turn.
• Fixed an error where Kamikaze units would not be destroyed if they attacked a submarine and the
sub dove (sschnar1).
• Fixed an error where recently placed understrength units by the AI, either by UNIT events or from
the Production Queue were restrengthening when they shouldn't have (gdpsnake1979).
• Fixed an issue where customized MOD campaign images found within the SELECT CAMPAIGN
screen were no longer displaying (IronX).
• Fixed a PURCHASE screen error that hung when there was a list of unit names in excess of 127
names (Michael WIldner).
• Fixed an issue where re-loading from an autosave would not bring up again any applicable
beginning of turn decision events (stormbringer3).
• Fixed a SURRENDER_2 event firing issue, was not firing in some cases, that was linked to
dummy DECISION event.
• Fixed a custom campaign strategy guide launch error (El Condoro).
• Added a map scroll speed adjustment bar in the SETTINGS screen.
• Attacks against Ports will now target the port first and then any Transport unit located within the
port with a 100% chance of potentially damaging the Transport. Previously these attacks would
only attack a Transport within a port.
• Port blockades can now only occur if the blockading unit has a supply value > 0. Transports can
no longer blockade a port (Helsingor).
• HQ auto and assist attachments will now prioritize stronger units when possible (Tanaka).
• HQ highlights for assist and manual modes will now show green for attached, red for attached to
another HQ, and blue for unattached for all applicable units that are within the attachable range
(ArtDen, budd).
• Improved the handling of New Units placements where it will refocus the game map appropriately
on the available placement locations (dhucul2011).
• Optimized the display of unit Supply values on the map (uneducated).
• Surprise enemy contacts where the defender is favoured will no longer apply the +/- 1 to combat
in order to guarantee the predicted result for the defender (Markiss)
• Amphibious Transports can no longer unload on the same turn they were loaded onto an
Amphibious Transport.
• Source HQs of a supply boost to another HQ are now highlighted with a yellow hex outline,
indicating they are the source of the supply boost, when clicking on the recipient HQ (Taxman66).
• Source HQs of a supply boost to another HQ now only need to have a supply value > 0 in order to
provide a boost, previously it was 3.
• Right clicking a unit will highlight its movement range and allow you to quickly change a unit mode
(such as for subs) with the movement range automatically updated and the unit already selected
for movement.
• Pressing the Pause/Break key on your keyboard now also pauses AI replays.
• Map will now center on a "Surprise Enemy Contact!" on a player turn (ivanov).
• AI artillery, if it is set to fire before other land unit attacks, they will now fire more consistently
instead of allowing land attacks first before firing (Mountaineer).

1939 Campaign
• Norway’s starting mobilization level increased from 0% to 25% Axis so that Allied raiding of the
convoy could render German diplomatic activity a more fruitful way of gaining Norway, rendering
an invasion unnecessary (Tanaka).
• Surrender_2 scripts for the German invasion of Norway amended so that the exact turn in which
Norway will surrender cannot be known by the Allied player (smckechnie).

1939 and 1940 Campaigns


• First potential date for the Winter events in the USSR brought forward from 1st December 1941 to
1st December 1939.
• DE 301 = NO now delivers the US aircraft straight away rather than not until the US has entered
the war (sschnar1).
• Dummy DE 677 added to trigger Vichy French Partisans, to ensure that liberation events only
occur if Vichy France has surrendered to the Axis, so there will be no pro-Axis Vichy French
Partisans (dhucul2011).

1939, 1940 and 1941 Campaigns


• The Italian National Morale penalty for when Allied forces land in southern Italy will now only fire
once the US has joined the Allies (Scott Martin; Markiss).
• The trigger % for the Siberians has been increased from 40% in every turn that they could
transfer, to 55% (The Land).

1942; 1943 and 1944 Campaigns


• The USSR now starts with Level 1 Spying & Intelligence (Mithrilotter).

1943 Campaign
• The USSR now starts with Level 3 Anti-Tanks (Mithrilotter).

All Campaigns
• Reduced the land spotting of all surface combat vessels and regular Transports from 1 to 0
(Markiss).
• SUPPLY scripts’ explanatory text updated to include that triggering units must now have a
strength of at least 5 for the scripts to fire.
• All convoys to the British government in exile in Canada now arrive at Yarmouth Port rather than
Halifax Port (Gilber).
• The trigger % for Romania switching sides has been increased from 50% to 75% per turn that the
trigger is satisfied (dhucul2011) and it will now fire if other Allied units are present, they no longer
have to necessarily be Soviet (Mithrilotter).
• The trigger % for Bulgaria switching sides has been increased from 25% to 50% per turn that the
trigger is satisfied (dhucul2011).
• Italy losing Milan will now reduce Italian National Morale by 7,500 points rather than 5,000.
• v1.16.03 – August 12th, 2019

• Game Engine Changes/Fixes
• fixed a HOTSEAT password issue that kept asking for a NEW PASSWORD.
• fixed a STRENGTH script handling error that did not reduce unit morale as expected.
• fixed a PBEM++ resign game error that did not allow their opponent to subseqently view the turn.
• fixed a combat calculation error that in some cases incorrectly boosted attack result values too
high against zero supply or zero morale units.
• fixed an issue where under supplied Air units were in some cases incorrectly being indicated by a
purple hatch despite being unable to attach to a more optimal HQ in the area.
• fixed a NEW UNITS placement error that would in a rare case not list the correct placement hexes
for a minor unit.
• fixed a PBEM++ Lobby error that would lead to a CTD when the 'Play' button was clicked and
there were no current games being listed.
• fixed a Research calculation error that would in some rare cases lead to no advancemets when
there should be some for a particular category.
• fixed a Sub damage and dive error that resulted in Subs regaining their lost strength after diving.
• fixed a HOTSEAT game error that did not always launch start of turn DECISION events from
saved turns.
• fixed a renaming of a Transport unit error that did not preserve the amended name.
• all Majors now have their spotting ranges, for land, air and resources, reduced to a range of 1 hex
until they are fully mobilized.
• optimized AI land combat calculations to dramatically improve AI speed here by up to 75% when
there are a lot of land units on the map later in the war.
• HOTSEAT games now have the option to view a replay of your opponent's last turn.
• MOD packages that include modified Media folder items will now also be read and loaded by the
game.
• a more informative ZOC highlight is now visible on the map when a unit is selected and enemy
ZOC hampers forward movement.
• SETTINGS screen now allows players to change screen resolutions.
• improved AI unit swapping for more optimal combat attack combinations.
• Research screen will now indicate the expected advancement range including all applicable
bonuses when mouse hovering over the location where a chit is applied. This is only shown when
Fog of War is not selected.
• Research Breakthroughs can now happen at any time, 45% threshold no longer applies, and the
breakthrough range is increased from 15-25% from 10-20%
• Spying and Intelligence research bonus can now only be negated by a higher value from fully
mobilized enemy Major, i.e. pre war USSR cannot negate the German bonus.
• Spying and Intelligence research bonus can now only be decreased by a value from a fully
mobilized enemy Major, i.e. pre war USSR cannot decrease the German bonus.
• Spying and Intelligence research bonus for a non mobilized Major, can no longer be affected in
any way by a mobilized Major, i.e. Germany cannot decrease a pre war USSR bonus.
• HQ units, after amphibiously unloading, start at 10 supply and maintain supply for up to 5 turns
with a drop of 2 supply points per turn. This is similar to Special Forces, and allows the HQ to act
as a Mulberry for an initial landing until further supply sources are achieved.
• HQ distribution supply has been changed to the following:
• HQ supply = 0 will have a distribution supply value of 3 (previously it was 5).
• HQ supply 1 or 2 will have a distribution supply value of 5.
• HQ supply 3 or 4 will have a distribution supply value of 6 (previously it was 8).
• HQ supply 5 will have a distribution supply value of 8.
• HQ supply > 5 will have a distribution supply value of 10.
• HQs (boosting recap) can now only be linked if the first HQ has a supply value >= 3.
• the HQ to be linked must have a supply value < 5 and is now automatically boosted to a supply
value of 5 which caps its distribution supply at 8.
• this will improve distribution supply for boosted HQs that were at 3 or 4 supply (from 6 to 8), and
more importantly, will allow them to 'operate' and 'upgrade' now that they are at 5 supply.
• SUPPLY SCRIPT events such as the Malta Supply Reduction event for Axis resources in North
Africa, will require #SOURCE_POSITION units to have a strength >= 5 or the event will not fire.
Suppression as opposed to outright capture of locations such as Malta will now be possible in
order to negate the supply reduction effects.
Editor Changes/Fixes
• fixed an issue where minor nation HQ flag bases were not being properly shown when displaying
3D units.
• 'reflect at capital' option now changed to 'reflect at position' under the Edit Country Data screen.
• added a load and apply custom MOD screen option, allowing editors to turn on or off installed
graphical
• MODS at anytime in the Editor.
• mods must be installed in the USER folder for the game, typically
Users\<username>\Documents\My Games\Strategic Command WWII - World at War\Mods
• mods must be installed in the following format:
o Users\<username>\Documents\My Games\Strategic Command WWII - World at
War\Mods\<modfoldername>
o Users\<username>\Documents\My Games\Strategic Command WWII - World at
War\Mods\<modfoldername>\Bitmaps
o Users\<username>\Documents\My Games\Strategic Command WWII - World at
War\Mods\<modfoldername>\Interface etc.
All Campaigns
• Added an additional German AI GUARD position to help better deal with an Italian surrender and
for when Italy vacates Tirana.
• All Major HQs can now command Minors in line with their cooperative settings (Mithrilotter).
• The USSR now has an uncooperative setting so that Allied forces will only receive a maximum of
3 supply within Soviet territory, and Red Army HQs can only command Minors' units belonging to
countries whose Allied parent is the USSR.
• German National Morale now falls by 10,000 points if Berlin is captured (Mithrilotter).
• Italian 3D units now reflect their facing at Bologna and no longer at Rome.
• USSR scorched earth settings changed from 30 -> 70%, to 30 -> 50% for Settlements, Towns and
Fortified Towns, and from 60 -> 80%, to 40 -> 60% for all Cities, Major Cities, Capitals and Major
Capitals.
• Malta supply reduction effects amended to a slightly lower reduction range of 1 to 2 strength
points per hit. Previously some could be as high as 2 to 3 strength points per hit.

1939 Campaign
• Increased starting entrenchment for French units in the Maginot Line, and also increased the
starting strength and experience of the French Army in Strasbourg (Taxman66).

1939, 1940 Campaigns


• Fixed a rare AI error that would have Italy DoW on Vichy France once France was liberated.

1942 and 1943 Campaigns


• Added several German AI GUARD positions for anti-partisan activity in the USSR.

• v1.16.02 – May 24, 2019

Game Engine Changes/Fixes


• Fixed a HOTSEAT password issue that kept asking for a NEW PASSWORD.
• Fixed a STRENGTH script handling error that did not reduce unit morale as expected.
• Fixed a PBEM++ resign game error that did not allow their opponent to subseqently view the turn.
• Fixed a combat calculation error that in some cases incorrectly boosted attack result values too
high against zero supply or zero morale units.
• Fixed an issue where under supplied Air units were in some cases incorrectly being indicated by a
purple hatch despite being unable to attach to a more optimal HQ in the area.
• Fixed a NEW UNITS placement error that would in a rare case not list the correct placement
hexes for a minor unit.
• Fixed a PBEM++ Lobby error that would lead to a CTD when the 'Play' button was clicked and
there were no current games being listed.
• Fixed a Research calculation error that would in some rare cases lead to no advancemets when
there should be some for a particular category.
• Fixed a Sub damage and dive error that resulted in Subs regaining their lost strength after diving.
• Fixed a HOTSEAT game error that did not always launch start of turn DECISION events from
saved turns.
• All Majors now have their spotting ranges, for land, air and resources, reduced to a range of 1 hex
until they are fully mobilized.
• Optimized AI land combat calculations to dramatically improve AI speed here by up to 75% when
there are a lot of land units on the map later in the war.
• HOTSEAT games now have the option to view a replay of your opponent's last turn.
• MOD packages that include modified Media folder items will now also be read and loaded by the
game.
• A more informative ZOC highlight is now visible on the map when a unit is selected and enemy
ZOC hampers forward movement.
• SETTINGS screen now allows players to change screen resolutions.
• Improved AI unit swapping for more optimal combat attack combinations.
• Research screen will now indicate the expected advancement range including all applicable
bonuses when mouse hovering over the location where a chit is applied. This is only shown when
Fog of War is not selected.
• Research Breakthroughs can now happen at any time, 45% threshold no longer applies, and the
breakthrough range is increased from 15-25% from 10-20%
• Spying and Intelligence research bonus can now only be negated by a higher value from fully
mobilized enemy Major, i.e. pre war USSR cannot negate the German bonus.
• Spying and Intelligence research bonus can now only be decreased by a value from a fully
mobilized enemy Major, i.e. pre war USSR cannot decrease the German bonus.
• Spying and Intelligence research bonus for a non mobilized Major, can no longer be affected in
any way by a mobilized Major, i.e. Germany cannot decrease a pre war USSR bonus.
• HQ units, after amphibiously unloading, start at 10 supply and maintain supply for up to 5 turns
with a drop of 2 supply points per turn. This is similar to Special Forces, and allows the HQ to act
as a Mulberry for an initial landing until further supply sources are achieved.
• HQ distribution supply has been changed to the following:
o HQ supply = 0 will have a distribution supply value of 3 (previously it was 5).
o HQ supply 1 or 2 will have a distribution supply value of 5.
o HQ supply 3 or 4 will have a distribution supply value of 6 (previously it was 8).
o HQ supply 5 will have a distribution supply value of 8.
o HQ supply > 5 will have a distribution supply value of 10.
o HQs (boosting recap) can now only be linked if the first HQ has a supply value >= 3.
o The HQ to be linked must have a supply value < 5 and is now automatically boosted to a
supply value of 5 which caps its distribution supply at 8.
This will improve distribution supply for boosted HQs that were at 3 or 4 supply (from 6 to 8), and
more importantly, will allow them to 'operate' and 'upgrade' now that they are at 5 supply.
• SUPPLY SCRIPT events such as the Malta Supply Reduction event for Axis resources in North
Africa, will require #SOURCE_POSITION units to have a strength >= 5 or the event will not fire.
Suppression as opposed to outright capture of locations such as Malta will now be possible in
order to negate the supply reduction effects.

Editor Changes/Fixes
• Fixed an issue where minor nation HQ flag bases were not being properly shown when displaying
3D units.
• 'reflect at capital' option now changed to 'reflect at position' under the Edit Country Data screen.
• Added a load and apply custom MOD screen option, allowing editors to turn on or off installed
graphical MODS at anytime in the Editor.
o Mods must be installed in the USER folder for the game, typically
Users\<username>\Documents\My Games\Strategic Command WWII - World at
War\Mods
o Mods must be installed in the following format:
▪ Users\<username>\Documents\My Games\Strategic Command WWII - World at
War\Mods\<modfoldername>
▪ Users\<username>\Documents\My Games\Strategic Command WWII - World at
War\Mods\<modfoldername>\Bitmaps
▪ Users\<username>\Documents\My Games\Strategic Command WWII - World at
War\Mods\<modfoldername>\Interface etc.

All Campaigns
• Added an additional German AI GUARD position to help better deal with an Italian surrender and
for when Italy vacates Tirana.
• All Major HQs can now command Minors in line with their cooperative settings (Mithrilotter).
• The USSR now has an uncooperative setting so that Allied forces will only receive a maximum of
3 supply within Soviet territory, and Red Army HQs can only command Minors' units belonging to
countries whose Allied parent is the USSR.
• German National Morale now falls by 10,000 points if Berlin is captured (Mithrilotter).
• Italian 3D units now reflect their facing at Bologna and no longer at Rome.
• USSR scorched earth settings changed from 30 -> 70%, to 30 -> 50% for Settlements, Towns and
Fortified Towns, and from 60 -> 80%, to 40 -> 60% for all Cities, Major Cities, Capitals and Major
Capitals.
• Malta supply reduction effects amended to a slightly lower reduction range of 1 to 2 strength
points per hit. Previously some could be as high as 2 to 3 strength points per hit.

1939 Campaign
• Increased starting entrenchment for French units in the Maginot Line, and also increased the
starting strength and experience of the French Army in Strasbourg (Taxman66).

1939, 1940 Campaigns


• Fixed a rare AI error that would have Italy DoW on Vichy France once France was liberated.

1942 and 1943 Campaigns


• Added several German AI GUARD positions for anti-partisan activity in the USSR.

• v1.16.02 – May 24, 2019

Game Engine Changes/Fixes


• Fixed a CTD error when selecting naval units within a campaign that has no set weather zones.
• Fixed a CTD when entering a PURCHASE screen for a Major that has no available unit types to
build for itself or for an applicable Minor.
• Fixed a FoW reveal error during the last turn replay for some players when they switched
computers between turns.
• Subs that dive from an attack will no longer pass through an enemy Land + Sea hex.

1939 Campaign
• The UK’s Carrier Illustrious can now be deployed at any UK port in May 1940 (witpaemail).

• v1.16.01 – May 07, 2019


Game Engine Changes/Fixes
• Fixed an attrition loss error that did not properly occur for land units isolated on a single land hex
in some cases.
• Fixed an issue where the English User Manual could not be launched from within the game.
• Research/Diplomatic investments will now highlight which country you are purchasing for when
the investment confirmation question screen displays.

Editor Changes/Fixes
• Fixed an issue with the Text layer where the text layer edit box was not being shown in the Editor.

• v1.16.00 – May 03, 2019

Game Engine Changes/Fixes


• Fixed a bug that allowed naval units to enter sea ice hexes.
• Fixed a unit movement error that allowed units to move a second time under a rare combination of
circumstances.
• Fixed an error where an artillery unit with no shells could attack under fog of war during a surprise
encounter.
• Fixed AI Strategic Bomber and Rocket attacks to have a higher priority on available resource
targets.
• Fixed a convoy protection message error that output the same name for the recipient and sender
countries.
• Fixed a unit display error that would show enemy unit experience under FoW when mouse
hovering over an enemy unit.
• Fixed an upgrade error that allowed some instances of upgrades in non cooperative hexes.
• Fixed a reinforcement error that allowed some instances of reinforcement in non cooperative
hexes.
• Fixed a mouse hover delay error after conducting combat in game.
• Fixed a Major_01 custom bitmaps retrieval error for mods or other custom campaigns.
• Fixed a Diplomacy screen text display error when the number of friendly majors investing exceeds
6 majors.
• Fixed a rare CTD bug in the Convoy Map screen that would happen if there should be a convoy
listed for a country completely knocked out of and removed from the war.
• Fixed some AI transport handling that incorrectly added units to transport plans beyond the
scripted size.
• Fixed a LOOP event issue that caused the scripted loop positions to change locations.
• Fixed a PBEM++ Lobby error where if there were no entries in the Join list and you pressed the
Enter key, it would cause a CTD.
• Fixed a TERRITORY event error that could lead to the creation of more than one Capital for a
new country.
• Fixed a mouse hover resource MPP display error that did not show MPP values for Fortresses if
they were assigned a value.
• Fixed a Reports screen error that did not count Major Cities and Major Capitals when mouse
hovering over the bar chart for Cities.
• Fixed an error that did not take into account an enemy crossing action point penalty value for
Major Rivers.
• Fixed an error that did not take into account general action point penalties for River terrains.
• Fixed a Diplomacy screen error where friendly majors not yet at 100% were not showing in the
list.
• Fixed a Diplomacy screen error that did not list fully mobilized Minor countries that are not yet at
war with the currently selected Major.
• Fixed a National Morale error that saw large decreases of National Morale during Strategic
Bombing attacks.
• Fixed an HQ attachment error that allowed you to attach/detach units that had attacked but not yet
moved.
• Fixed a hidden unit error that had Subs attacking other Subs when an AI Sub was surprised by an
enemy Sub.
• Fixed an issue where some DECISION TYPE=3 events were not firing on AI turns.
• Fixed an issue where Amphibious Transports could remain at sea and attack adjacent land units
over subsequent turns, now they can only attack once without the ability to attack again on a new
turn.
• Fixed an issue where Special Forces could not load into an Amphibious Transport in an available
coastal hex if it was located next to an adjacent Port that was full of naval units.
• Fixed an error that allowed Paratroops units to air drop into bad weather hexes.
• Fixed an error that allowed UNIT event Garrison units to arrive with strengths > 5.
• Fixed a position check error that led to some unwanted POPUP events triggering when they
shouldn't have.
• Fixed a bug where an enemy naval unit trapped in a friendly port, after hex ownership change,
could not be attacked.
• Fixed a bug where Coastal Guns could not fully spot adjacent enemy naval units under FoW.
• Fixed an error relating to declaring war on all available nations and then attempting to launch the
Diplomacy screen which led to a CTD.
• Fixed a 3D model unit sprite error for some AI units coming off of the production queue.
• Fixed an issue where a Sub would dive and disappear from view under FoW despite ending its
dive next to another eligible attacking unit.
• Fixed an issue where naval units that took refuge along neutral major country coastlines could not
be attacked.
• Fixed an AI reorganizational issue that led to it placing air units adjacent enemy borders when it
was at 100% but not mobilized.
• Fixed a Carrier move and strike range error that did not allow Carriers to recon once they moved
their maximum AP and had no visible targets in range.
• Fixed an escort error that allowed fighters from bad weather tiles to escort.
• Fixed a unit desertions/surrender error for units with supply < 5 that had them incorrectly re-
appear on the purchase list at a discounted price.
• Fixed a combat error that did not list destroyed units that were in good supply for possible
repurchase at a discounted price.
• Fixed several AI Carrier combat issues as Light Carriers were never attacking and Carriers were
avoiding enemy naval units in port.
• Fixed reinforce tool error that did not allow you to elite reinforce the aircraft portion of a Carrier.
• Fixed a hide/show unit error that kept units hidden when you elected to end a turn.
• Fixed a bomber flying over neutral territory error.
• Fixed a bug that did not turn fog of war off for when a game over state was achieved in PBEM++.
• Fixed a rare AI Carrier combat error that led to a Carrier restrengthening itself prior to a follow up
strike if intercepted and it had acted as its own escort.
• Fixed a minimum shell reloading for artillery error at the start of each turn.
• Fixed a rare AI naval combat error that led to a CTD.
• Fixed an error that led to zero strength units not being destroyed in some rare cases.
• Fixed a spotting error that did now allow units to have a proper FoW shroud reveal at sea relative
to their spotting range.
• Fixed a spotting error that allowed some units such as Carriers to have a full range shroud reveal
as well as spotting within rain/storm hexes.
• Fixed a Carrier movement issue that set Carrier strikes to 0 when full AP had been expended
under FoW.
• Fixed an end of game error that would lead to a CTD when navigating sub menus after the game
has ended.
• Fixed a MOBILIZATION#4 DECISION linking error that did not properly fire linked events from
other scripts.
• Fixed a MPP losses calculation error for when the defender was a Transport, actual unit type MPP
losses were not taken into account.
• Fixed and better optimized several issues related to AI transport escorts and screens with naval
units.
• Zero supply units, HQs excluded, automatically lose 1 strength point per turn if and only if they are
at least one hex beyond traceable supply.
• Automatic interception will now select fighters with an optimal combination of high readiness and
advanced aircraft research level.
• Information tips added to Diplomacy screen to help further indicate the diplomatic status of the
majors listed at the top of the country list.
• Upper left country flag selection in the game screen will now default to the first non AI controlled
friendly major country ID on your side when playing an AI game.
• Selecting a major in the upper left country flag selection area of the game screen will now
determine the first major country ID selected when navigating the various interface screens.
• AI will no longer disproportionately focus on Coastal Guns with its navy, and will try and avoid
Kamikaze attacks on enemy subs since they are likely to dive.
• POPUPs specific to AI controlled Majors on your side will no longer appear during your turn.
• FoW will no longer be recalculated before a friendly Major is controlled by the AI on your turn.
• Hidden resources on the map will no longer appear in any reports screens and/or totals.
• Reclaiming a diplomatic chit will now warn you before finalizing the action.
• NATO sprites will now also mirror their facings as needed, similar to 3D units, which will be useful
in some mods.
• PBEM++ in game messages to opponents now increased to 130 characters from 65.
• PBEM++ games will seamlessly work if you switch from one computer to another between turns.
• Majors that reach 100% will now still appear in the Diplomacy screen list enabling declarations of
war against them, but diplomacy will still be inapplicable as they've reached 100%.
• Abandoned Ports adjacent an enemy City/Town will now switch to enemy control.
• Clicking on a location in the Convoy Map will now have the game jump to this location.
• Implemented support for UNICODE (UTF-8 BOM).
• Re-typed internal data types to use less memory bits wherever applicable.
• Increased the number of MAJORS from 8 to 10.
• Supply rule changes:
◦ Subs can no longer dive at 0 supply.
◦ All raiders can no longer raid at 0 supply.
▪ Defending units at 0 supply will receive 50% more damage from a successful attack
against them.
◦ Fighters and carriers cannot intercept/escort when at 0 supply.
• Maximum reinforcement points is now 5 strength points per turn for all naval units except Motor
Torpedo Boats.
• Naval units positioned top of a small island sea enemy hex will no longer be fully revealed under
FoW.
• Minor nation Capitals, Fortresses with 3 or more adjacent enemy units will now have their supply
reduced by one strength point per turn.
• Neutral majors can no longer load units onto Amphibious Transports.
• Research and intelligence breakthroughs have been amended to simply increase the
development advance percentage by a random 10-20% rather than a full development
breakthrough as was implemented in previous games.
• Defending subs at zero supply, or defending land units defending from ground attack at zero
supply, will now have their morale fully recalculated after any defending strength losses are
applied.
• Research progression report popup alerts now display the percentage advance in the popup.
• Research breakthrough advancements doubled from 5-10% to 10-20%.
• Operational movement cost for air units is now double that of land units.
• Zoomed map that shows the entire map will now recognize if the 'hide' unit option is enabled and
only show unit activation symbols if units are not selected to be hidden.
• Scrolling of map when mouse cursor is along map edges will no longer occur if a player has left
clicked the map to drag the map instead.
• Computer income bonus (MPP %) has been changed to 5% increments from 10%.
• Special Forces units, after amphibiously unloading, now maintain supply for up to 5 turns with a
drop of 2 supply points per turn.
• Free French units can now be attached to British HQs.
• Subs will now have a 25% chance of receiving at least a single strength point loss when diving
from attack.
• Ports no longer provide supply to land units if there is an enemy land unit adjacent to the port.
• Improved AI HQ landings which now better attempt to consider adjacent enemy units before
landing.
• Improved AI Amphibious landings in general.
• Fortifications that have a lower defense value than the terrain they are located on, will now adopt
the terrain defense value + 1. Otherwise the regular Fortification defense value will apply.`
• National Morale losses and bonuses due to naval combat will now be doubled for all naval units
except for Destroyers, Subs, Motor Torpedo Boats and Transports.
• NEW UNITS screen will no longer be displayed unless there is at least one new unit that can be
placed on the map.
• Intelligence spotting of hidden units under FoW now capped at 5 units per turn.
• New units that cannot be placed on the map will now have the OK button shown as disabled, with
a tool tip over the OK button providing further information.
• tile_highlights_sprites.png file amended to add an extra highlight which separates the ZoC
highlight, 7th sprite, from the sometimes used extra attached HQ highlight.
• Added a load and apply custom MOD screen under the SETTINGS screen, allowing players to
turn on or off installed MODS at anytime in game.
◦ Mods must be installed in the USER folder for the game, typically
Users\<username>\Documents\My Games\Strategic Command WWII - World at War\Mods
◦ Mods must be installed in the following format:
▪ Users\<username>\Documents\My Games\Strategic Command WWII - World at
War\Mods\<modfoldername>
▪ Users\<username>\Documents\My Games\Strategic Command WWII - World at
War\Mods\<modfoldername>\Bitmaps
▪ Users\<username>\Documents\My Games\Strategic Command WWII - World at
War\Mods\<modfoldername>\Interface etc.

Editor Changes/Fixes
• Forced march and naval cruise range multipliers are now editable.
• Max strength for resources amended to 15 from 20.
• Dramatically improved script compilation speeds
• New View button to help with editing and viewing POPUPs and DECISIONs to see how they will
appear in game
• More powerful display options for POPUP and DECISION events, see header notes at the top of
these files for more details.
• POPUP events now have a #MAP_POSITION field that if specified will center the map on this
position before the popup image appears.
• Added a #NAVAL_CRUISE= flag for AI TRANSPORT and FLEET events.
• Fixed a v1.15 -> v1.16 conversion error that did not properly convert the turn/economic data from
modded campaigns when using the CampaignConversionTool.exe
• Fixed a CTD when attempting to zoom in on small map sized custom campaigns.

Campaigns
• Successful diplomacy against Majors will now move them only 4-8% towards your side, and the
cost of a chit has consequently been reduced from 175 to 150 MPPs.
• Successful diplomacy against Minors can move the targeted country 4-24% towards your side.
• Tanks De-Moralization value increased to 35% and Heavy Tanks' to 50%.
• Tactical Bombers' De-Moralization value increased to 30%, and their attack values reduced from
2.5 to 1.5 against Soft and Hard targets.
• Medium Bombers' De-Moralization value increased to 50%, and their attack values reduced from
1.5 to 0.5 against all land targets.
• Strategic Bombers' De-Moralization value increased to 15% and their Fighter Defense value
decreased from 1 to 0.
• Chance of all types of Transport retreating increased to 75%, with the potential retreat range for
Transports and Amphibious Transports (Long Range) increased from 2 to 3 hexes.
• Subs’ Hidden Attacker Readiness Bonus reduced from 25% to zero.
• Decreased land units’ Operational Costs from 15 to 10%; air units from 30 to 20%.
• Division; Corps; Paratroops; Cavalry Division; Cavalry Corps moved to be second line units when
assessing Zone of Control rules.
• Shock Army’s upgrades for Infantry Weapons will now improve their Light Armor and Tank
Defense by 1.5 per level rather than 1 per level.
• Aircraft occupying Marsh or Mountain now benefit less from the terrain’s defensive bonus if they
are attacked by infantry or armoured units (room).
• The cost of Mechanized units has been increased from 200 to 250 MPPs (Pocus).
• Cost of Coastal Guns doubled from 100 to 200 MPPs so as to increase their repair costs.
• The cost of Motor Torpedo Boats reduced from 100 to 75 MPPs (Mithrilotter).
• The cost of the UK’s Fighters has been reduced from 250 to 225 MPPs.
• O.S.S. and Norwegian Batteries’ Strength scripts corrected (dhucul2011).
• O.S.S. Strength scripts’ effects increased to bring them in line with WorldAtWar.
• Trigger date for Mobilization_2 scripts Sealion (Turkey?Axis); Axis Advance To Sevastopol
(Turkey?Axis) and Axis Conquer Egypt (Turkey?Axis) amended so they can fire from 1st
September 1939 (Taxman66).
• Italy’s National Morale will now fall by 5,000 points if Germany surrenders, providing Italy is still on
the Axis side.
• If the UK moves its capital to Canada then Halifax Town and Port no longer switch ownership to
the UK, instead Yarmouth does.
• Removed the mention of Vichy from the Unit script for the deployment of the Lorraine Battleship
(Taxman66).
• National Morale script boosting Soviet morale when France is liberated no longer requires
Moscow to be in Allied hands when it fires, but it does now require Paris to be in Allied hands
(Numdydar).
• The wording of the Soviet National Morale boosts when Allied forces are in France and Italy
amended, so they will also feel right when these forces haven’t landed but have instead marched
into France or Italy from elsewhere (Xwormwood).
• Strategy Guides updated to reflect DE 603 where Germany can entice Franco to enter the war
requires Spain to have a pro-Axis leaning of 60% to fire.
• All air units deployed via DE 301 now arrive with full research and the 1939 and 1940 Strategy
Guides have been updated to reflect that (Taxman66).
• Research progression to levels 4 and 5 is now at an average of 4% per turn.
• Patton’s base rating increased from 6 to 7 (JJRambo).
• Fortification’s Maximum Entrenchment increased from 3 to 4.
• DE 619 now provides 4 rather than 2 Volksgrenadier Corps, and their formation boosts German
National Morale by 5,000 rather than 2,500 points (LLv34Mika).

1939 Campaign
• France’s Tourville Heavy Cruiser now deploys from the Production Queue on the 1st March 1940.
• The time delay between the UK ordering Operation Fork and it being carried out has been
removed.
• Improved AI handling of a post Sealion situation.
• Germany’s starting MPPs increased from 50 to 100.

1939 and 1940 Campaigns


• Alternative deployment locations added for the Afrika Korps so that if the original location is not
available, the units can deploy elsewhere.

1939-41 Campaigns
• #BELLIGERENCE_CONDITION= corrected in the Belligerence script AXIS AI: Germany Declares
War On The USA (sPzAbt653).
• The cost of DE 627 for Germany to deploy Coastal Guns corrected so that it matches the Decision
text (sschnar1).
• Strategy Guides updated to reflect that DE 113 fires 1st September 1941 rather than on the 1st
December 1940.
1941-1944 Campaigns
• When France is liberated it will now have Mobility and Anti-Aircraft Defense level 1 (Mithrilotter).

• v1.15 – August 24, 2018
• fixed a PBEM++ game error that would sometimes record the wrong winner once the game was
over.
• fixed a HQ linking issue whereby HQs that were linked and had their regular supply increased
while their distribution supply value remain unchanged, will now be able to link to another HQ
even though they had their regular supply increased from 3 or 4 to 5.
• fixed a combat experience issue where ground or naval units that caused the shattering of a
defender did not collect any experience for doing so.
• fixed a UNIT script error that had AI events firing incorrectly during AI games and when players
had switched sides mid game.
• fixed a PURCHASE UNIT error that did not set recently purchased naval units to arrive at a supply
value of 10.
• fixed a rare close playing sound error that would lead to a CTD.
• fixed a unit movement error that would sometimes not reveal the proper fog of war for adjacent
units, i.e. Partial reveal instead of Full.
• fixed an ADD_UNIT= 2 flag error for PARTISAN events
• Amphibious Transports are no longer able to move 1 AP when embarking unless they have
achieved at least Amphibious Warfare Level-1.
• +/- 1 combat results modifier will now only apply to units that have an attack/defend value > 0, e.g
a naval unit attacks land units with an attack value of 0, so defending land units will now no longer
have the +/- 1 combat results modifier applied.
• +/- 1 combat results modifier will no longer be applied to defender losses if the calculated
defender losses would be greater than the remaining defender unit strength, i.e. unit will be
beyond destroyed.
• unit count totals in the Reports screen will now include units in a naval loop.

• v1.14 – June 22, 2018


• Fixed a DECISION firing error that caused some events to fire in the wrong sequence during a
surrender DECISION event.
• Fixed a reinforce or upgrade tool error that would sometimes reset the desired reinforce or
upgrade highlight setting.
• Fixed a bug where air units were being re-assigned to more optimal supply HQs even though their
current attachment was to an HQ set to Manual attachment mode.

Campaigns
• MOBILIZATION_1 script entitled #NAME= USSR DoW On Persia (Syria->Axis) corrected to have
the correct Country_ID and also for the name section of that and many other scripts to say "Allies
DoW On..." rather than "USSR DoW On" (sPzAbt653).
• SURRENDER_2 script entitled #NAME= AXIS AI: Germany Occupies Luxembourg (100%)
removed (sPzAbt653).
• UNIT scripts for De Lattre de Tassigny amended to Lattre de Tassigny to prevent duplication
(Derikuk).

• v1.13 – May 30, 2018


• Fixed an exploit where if you turned on/off Weather it would re-apply maximum AP to any partially
moved units.
• Fixed a RESOURCE strength calculation error that should have seen strength reduced when 2
enemy adjacent units were present. This did not happen if a player set a friendly MAJOR country
to be controlled by the AI.
• Fixed a DECISION firing event error that did not see some end of the turn DECISIONS fire when
a country was surrendering.
• Fixed a Submarine diving error that could possibly have the Sub dive off the accessible area of
the map.
• Fixed a PBEM++ replay error that would sometimes show the wrong weather during the replay.
• Fixed an additional port control bug where there are multiple ports adjacent to a town/city and one
port could switch over to the same control of the town/city but wasn't at the end of a turn.
• Fixed a rare CTD when moving or attempting to move units at the very top of the screen and
under the strategic menu buttons located in the top middle of the screen.
• Fixed a sub diving display error that showed the new location of the sub prior to it diving when
playing against the AI and during the AI turn.
• Fixed an AI Transport unit error that had the AI unloading Transports from Ports at strength < 5.
• Fixed an AI OFFENSIVE planning error where the AI would not attack Lithuania if it was not
annexed by the USSR.
• A major power that is not yet at 100% mobilization will no longer have its research levels apply to
the catch up bonus if applicable.
• Fighters and Carriers in Fighter mode will now have their escorts reduced by 1 point when
performing a recon or any other fighter sweep.
• HQ air unit attachments optimized for the newer HQ attachment and supply rule changes
introduced in v1.10 when using the 'Auto' and 'Auto-Assist' attachment setting.
• Custom sounds and music will now be checked first for SPLASH message screens in game.
• Added a REFRESH button to the PBEM++ Lobby screen and removed the automatic refresh that
was activated every 30 seconds.

Campaigns
• The Neva River south of Leningrad converted from a River to a Major River to make it easier to
defend the city.
• Tactical Bomber Build Limits reduced: USA, USSR and Germany 6 -> 5, Italy 3 -> 2.
• Medium Bomber Build Limited increased: USA, USSR and Germany 3 -> 4, Italy 1 -> 2.
• The USSR now starts with 1 chit invested in Anti-Tank Weapons in the 1939 campaign, and level
1 in the 1940 campaign.
• The cost of Diplomacy against a Major Power has been increased from 150 to 175 MPPs.
• MOBILIZATION_1 scripts amended to severely increase the penalties for an Axis declaration of
war against Algeria: Vichy France, Tunisia and Syria will now swing 40-55% towards the Allies (it
was previously 10-15% for the first two, and 20-35% for Syria).
• Additionally, a new MOBILIZATION_1 script has been added so that the USA will now swing 8-
15% towards the Allies if the Axis declare war on Algeria.
• MOBILIZATION_1 script amended so that an Axis declaration of war against Yugoslavia will now
swing Greece 30-45% towards the Allies (it was previously 10-15%).
• Pro-Allied Algerian UNIT script amended for when they join the Allies so that their Corps will
deploy at strength 5 rather than 3.
• Spain must now have a pro-Axis leaning of 60% for DE 603 to fire.
• English and French language 1939 and 1940 campaigns corrected to ensure that the Half
Strength Fighter arriving in the UK's Production Queue in August 1940 arrives with no research.
• Country ID corrected to Greece in the STRENGTH scripts #NAME= Greek Morale Is Boosted By
The Presence Of British Troops In Greece, #NAME= Greek Morale Is Boosted By The Presence
Of British Or US Troops In Greece
• In the Mobilization_1 scripts entitled #NAME= Axis DoW on Yugoslavia (Greece->Allies),
#CONDITION= 120 [0] [1] changed to #CONDITION= 120 [1] [1].
• Condition Positions corrected for Axis Minors in the DECISION event #NAME= DE 623 -
Germany: Continue through the Gibraltar Strait? (From West to East).


• v1.12 – January 24, 2018
• Fixed a PBEM++ game error for new games started and where the game could not find DAT files.
• Fixed a PBEM++ game error for users with a space character in their names.
• Fixed a unit count reporting error that had Maritime Bombers included in the LAND totals and not
the AIR totals in the REPORTS screen.
• Fixed a Strategic Bomber combat error that did not include, in comse cases, Strategic Bombing
losses in the Graphs calculation and reporting screens.
• Fixed a convoy raiding error for some unique cases when aircraft were set to raid convoys.
• Fixed an AI air combat error that allowed the AI to target naval units in stormy sea hexes.

Campaigns
• 1939 and 1940 campaigns - Operation Mercury POP UP amended so that it only fires if there is a
German unit in Crete (Vichyssoise).
• 1939; 1940 and 1941 campaigns - CONDITION_POSITION for DECISION 354 amended so there
is only one check for there being no Axis units in Greenland (MrLongleg).
1939 Campaign
• The UK's starting MPPs increased from 100 to 125.
• The British Fighters that arrive in the Production Queue in May 1940 now arrive with Full
Research.
• A half strength Fighter is added to the Production Queue to arrive in mid-August 1940. This will
arrive without any Research upgrades, so that it represents Hurricane production.
• The starting strength of O'Connor HQ in Egypt is increased from 8 to 10.
1940 Campaign
• No.11 Fighters near Oxford upgraded to have Full Research.
• A half strength Fighter is added to the Production Queue to arrive in mid-August 1940. This will
arrive without any Research upgrades, so that it represents Hurricane production.

• v1.11 – January 09, 2018
• Fixed a bug for when a capital moves to an alternate location, the Primary, Secondary and
Industrial Center lists were not updated for the new location resulting in possible loss of Primary
supply locations other locations for that country such as when Italy moves its capital to Venice.
• Fixed a sub diving bug that could still reveal its location in the FoW shroud if all the FoW shroud
had been lifted all around the attacked sub.
• Fixed an introduced error that no longer properly handled TYPE=0 events that had triggers <
100%.
• Fixed an AI AMPHIBIOUS TRANSPORT error that led to a CTD.
• Fixed an AI friendly major controlled units error that had the AI moving units not under its control
on your turn during the combat phase.
• Fixed an AI friendly major controlled units error that had the AI not place new friendly controlled
minor country units from the production queue.
• Fixed a PBEM++ Lobby screen error that did not properly display an error message when there
was an invalid connection to the server.
• Fixed a rare script event system error that inadvertently removed events when they should not be
removed.
• Fixed a naval unit swap error that led to a CTD.
• Fixed a convoy path calculation error that would sometimes improperly calculate and determine a
CONVOY to be invalid.
• Fixed a transfer of capital error, via SURRENDER_1 event, that had been transferring ownership
of the previous capital hex to the opposing side, when the opposing side did not currently occupy
that particular hex.
• Fixed an ASW research upgrade error that did not help to reduce the percentage chance that a
sub may dive from an attack.
• Fixed a customized campaign graphics error that would not properly refresh when loading games
or starting new campaigns from customized to default and vice versa. This was often noticeable
when loading custom unit sprites.
• Fixed an AI error that had a friendly controlled major, controlled by the AI, upgrading your human
controlled resources with Anti-Aircraft research upgrades.
• Fixed a swap unit error that had units swap and end up with higher entrenchment values than
should be the maximum at their new positions. Now swapped units should properly gain the old
entrenchment value of the previous unit in that position minus 1.
• Fixed a right click menu 'Forced March' implementation error.
• Fixed a reloaded saved turn error that would erroneously initiate beginning of turn POPUP and
DECISION events. These should only happen at the beginning of a turn and before a save and
possible reload.
• Fixed a rare resource supply calculation error for towns not connected by rail but also not cutoff
from a friendly capital where they would reach a max occupational level value and then drop back
down and then up again repeatedly.
• Fixed an AI air unit protective movement error that had the AI move air units prior to combat which
could in theory alter the vulnerability of these air units if combat were to go in the AI favor.
• Fixed an AI paratroops combat error that led to a CTD.
• Fixed a spotting error for Maritime Bombers that allowed them to spot across water and then
across land again with their naval spotting range, e.g. incorrectly across the English Channel and
into England.
• Fixed a bug that had the wrong DECISION events display after selecting 'View Map' in the
DECISION event information screen.
• If a unit has occupied a town/city adjacent to a port, but the port is occupied by a naval unit that is
then subsequently destroyed by air power, the port will now switch to your control at the end of
your turn.
• Weather information will now display in the lower right hand corner geo locator panel for
resolutions < 1280 pixels wide.
• HQ supply rule recap and amendments since the first major changes introduced in v1.04 are as
follows:
◦ HQ distribution supply has been changed to the following:
◦ HQ supply < 3 will have a distribution supply value of 5.
◦ HQ supply >= 3 and <= 5 will have a distribution supply value of 8.
◦ HQ supply > 5 will have a distribution supply value of 10.
◦ HQs can now only be linked if the first HQ has a supply value >= 3.
◦ the HQ to be linked must have a supply value < 5 and is now automatically boosted to a
supply value of 5 which caps its distribution supply at 8.
◦ this doesn't change distribution supply for HQs that were at 3 or 4 supply, but will allow them
to 'operate' and 'upgrade'.
◦ Previously linked HQs could have a maximum distribution supply level of 10.

• Friendly countries that reach 100% mobilization, and not from a declaration of war, will now only
join at the end of your opponent's turn, this way they can make their first moves on your turn.
• Friendly countries that reach 100% mobilization, and not from a declaration of war, will now have
their normal supply and action points calculated when joining.
• Friendly countries that are set to join on specific historical dates, or near historical dates (e.g.
Canada) with some variability via a WAR ENTRY script, may still join on either an Axis or Allied
turn.
• EVENT processing speed bottlenecks now eliminated, at least 100X faster.
• AI speed improvement of 30%.
• selectable units in the PURCHASE UNIT screen now increased to accomodate the Calm Before
the Storm MOD.
• optimized AI use of Cruisers when being used against Sub raiders, the AI will now check for its
own appropriate ASW response levels prior to committing.

Campaigns
• 1942 Campaign USA to now start with a chit invested in Advanced Tanks.
• 1943 Campaign USA to start at level 2 in Advanced Tanks rather than 1, as well as retaining the
invested chit.
• POPUP #NAME= ALLIED AI: German Report On The Situation In Italy amended so that it will
only fire if two Allied units are within 10 hexes of Rome, rather than 15 (pjg100).
• An Axis Declaration of War on Ireland will now trigger the US to swing towards the Allies
(Leadwieght).
• An Allied Declaration of War on Algeria will now swing Vichy France by 20-35% towards the Axis,
rather than the 30-45% it was previously swinging it (Mithrilloter).
• Partisan scripts – moved the scripts with the line Add Unit = 1 for #MAP_POSITION= 153,92 to
higher in the file (KorutZelva).
• Added the condition that the USSR is neutral to the POP UP script entitled #NAME= ALLIED AI:
German Report Giving Advice To Prepare For War Against The USSR in the 1939 and 1940
campaigns (Korut Zelva).
• Change MOBILIZATION_2 script #POPUP= Isolationists In The USA Call On US Units To Return
To Home Waters, to be triggered not by hex 87,92 but by hex 130,97.
• Removed a check for Axis units in southern England from the CONDITION_POSITION triggers for
DE 162.
• Surrender_2 scripts connected to DE 624 are now set to fire at any time from the beginning of the
game when their conditions are met (Harrybanana; Taxman66).
• Selected Convoy Waypoints have been amended as follows: 86,137 -> 87,137; 220,137 ->
219,137; 104,137 -> 103,137; 102,137 -> 101,137; 104,131 -> 103,131; 102,131 -> 101,131
• Subs' initial dive percentage increased from 20% to 40%.
• Destroyers' starting Sub Attack value reduced from 2 to 1, and Light Cruisers reduced from 1 to 0.
• Fixed a Finnish HQ Guard error that had the Finnish HQ sit right next to Helsinki for the entire
game now that we moved its starting position a little further back from the Soviet border.
• Fixed a German invasion of Poland that saw some of its forces break off towards less relevant
targets such as Bialystok and Grodno.

v1.10 – October 10, 2017


• Fixed a Diplomacy screen error for when there are no active majors in a campaign for a particular
side.
• Fixed a spotting error that allowed non belligerent and non active Majors such as Italy to spot non
friendly units in active Minor territories such as Egypt.
• units that swap will now lose a single entrenchment point rather than being reset to 0.
• Fixed a surprised unit movement error for when a unit cannot actually advance at all when
attempting to pass through a friendly unit and where it will then be subsequently surprised.
• Fixed a PBEM++ Lobby games list error that caused incorrect listings and invalid game loads.
• Fixed an air unit de-entrenchment error that caused air units to lose their entrenchment after
attacking.
• Fixed a recon spotting error that allowed recons to spot into adjacent bad weather hexes.
• Fixed an end of game PBEM error that did not allow the current player to review the map once a
game over condition had been satisfied and before exiting and sending the final turn to his
opponent.
• Fixed a unit supply determination error for when a unit is initially assigned to one HQ, and then re-
assigned to another more optimal HQ (when HQ attachments are not set to Manual) during the
land unit supply calculation phase.
• HQs can now only be linked if the first HQ has a supply value >= 3, lowered from a previous
threshold of >= 5.
• Fixed an AI Carrier unit combat error that caused the AI to hang for up to 30 minutes.
• Fixed an AI HQ and other support unit reorganization error that didn't allow the AI to maximize the
potential offensive and supply positions of these units.
• Fixed a PBEM++ server communication error.
• Fixed a convoy MPP transfer amount error in the Convoy Map screen for some custom
campaigns.
• Fixed a map update issue that did not show the updated fog of war status, and subsequent port
strength, for previously hidden ports once a naval unit completed its move adjacent to the port.
• Fixed a fog of war shroud display error that did not lift some sections of the shroud due to the
spotting range of units.
• Fixed an AI naval combat error that had some naval units strike targets beyond their normal strike
range.
• Air units will no longer receive supply from an HQ unless they are attached.
◦ under supplied Air units, due to not being attached to an HQ, will be indicated by a red hatch
beneath the applicable Air unit.
◦ under supplied Air units, attached to an HQ but not to the most optimal supply giving HQ, will
be indicated by a purple hatch beneath the applicable Air unit.
• units that are temporarily removed from the northern coast of France due to the Atlantic Coastal
Gun construction decision, will now be re-placed at the end of the turn on the same turn, instead
of a turn later.
• improved AI calculation speeds for when the campaigns near their end dates and there are many
hundreds of units on the map.
• Ports will now switch control if you've captured an adjacent resource. The only exception will be if
there is another enemy resource adjacent to the port, that resource will need to be captured as
well. All other port capturing rules remain the same.
• Ports no longer exert automatic control over adjacent and empty enemy hexes.
• units at 0 supply will have their morale, after recalculation, further reduced by 50%.
• units at 1 supply will have their morale, after recalculation, further reduced by 25%.
• added a LARGE ADDRESS AWARE flag to the game EXE that should improve performance and
memory issues on systems running at resolutions >= 1920x1080
• improved AI calculation speeds.
• units at 0 supply may now suffer desertion losses if they are adjacent to at least 2 front line ZoC
enemy units that have a minimum strength and supply >= 5. They will then have a 50% chance of
1 strength point loss per adjacent unit. If they are reduced to 0 strength then the unit surrenders.
• units at 1 supply may now suffer desertion losses if they are adjacent to at least 2 front line ZoC
enemy units that have a minimum strength and supply >= 5. They will then have a 20% chance of
1 strength point loss per adjacent unit. If they are reduced to 0 strength then the unit surrenders.
• weather information will now display in the lower left hand corner geo locator panel on resolutions
>= 1280x1024. Previously this only displayed on resolutions >= 1680x1050
• HQs will now show their full attachment range when clicking on them a second time, similar to
how intercept and escort ranges can be shown with fighter units.
• AI naval is less likely to bombard resources unless it is for an Amphibious assault.
• AI Axis early naval improved for the 1939 and 1940 campaigns.
• AI will attempt to upgrade less during good weather turns which should help it during OFFENSIVE
opportunities.

Campaigns

• Fixed several event popup texts for the French versions of the campaigns
• Changed the trigger on DE 664 - Germany: Dummy Event for Romania to switch sides from 25 to
50% (Mithrilotter).
• Removed the USSR from being a Variable Condition in the US Mobilization_3 script #NAME=
1942 (USA->Allies) that fires from the 1st January 1942.
• The Red Army’s 1st Tanks and 4th Paratroops are no longer assigned to arrive at Moscow in the
1939 and 1940 campaigns, so the player can now deploy them freely on their arrival date.
• Increased the strength of the German Heavy Cruiser Lützow at Kiel from 5 to 6 in the 1940
campaign as this will ensure it joins the correct AI fleet script.
• Added some Fortifications around Moscow in the 1941 campaign and also restored all the missing
Fortifications from various German language campaigns (HvS).
• In the 1942 campaign, hexes 209,55 and 209,56 near Novgorod now start in Axis hands so that
the German HQ near Leningrad has some supply (HvS).
• Land hex changed to number 563 at Long Island, and the island is now connected by road to the
mainland.
• Chance of Storms reduced in the Mediterranean (Mithrilotter).
• Ports’ Sub Defense Bonus increased from 3 to 4. (Leadwieght).
• Vienna is now an Industrial Center, while Breslau, Cologne and Dresden are now Secondary
Supply Centers.
• Intelligence & Spying research can now only have 1 chit invested at a time (HvS).
• Increased Germany’s AA Build Limit from 4 to 6 and the UK’s from 2 to 4.
• Increased AA units’ base attack values against Strategic Bombers by 1 (Goodmongo; dave123).
• Increased the base Strategic Bomber Defense values of Capitals and Major Capitals from 1 to 2.
• Starting Fighter Interception Range increased by 1.
• Starting deployment locations of the Finnish HQ and Fighter amended in the 1939-41 campaigns.
• Variable Conditions in the TERRITORY scripts relating to DE 661 and DE 662 amended.
• Removed France from the Variable Conditions in the Volksgrenadier and Volksturm Decisions
(Leadwieght; crispy131313).
• Added one more USSR resource (266,57) to the RESOURCE scripts that only fires for the Allied
AI when industry is transferred from the Ukraine to the Urals.
• Added one more US resource (0,104) to the RESOURCE script that fires when they join the
Allies.
• Amended the Alignment Position in DE 602 and its related National Morale script from Paris being
Axis to Toronto being Allied (Leadwieght; Yeremenko).
• Italy’s starting MPPs increased in the 1939 Campaign from 80 to 110 to compensate for having to
transport units to North Africa that previously deployed there directly.
• Batumi port added and railway connecting Poti to Tbilisi added (Mithrilotter).
• Trans-Caspian railway added (SPzAbt653).
• verhindern changed to behindern in the German Language Partisan scripts (HvS).
• HQ names corrected in the German Language campaigns so that they match the translated
names in the campaigns (HvS).
• German resource names and Map Text corrected (HvS).
• Set up a dummy DE 676 to trigger the Axis Gibraltar Supply Event for all plausible Axis Minors as
well as German units occupying Gibraltar, and linked the Supply script to that.
• Surrender_1 script amended for #NAME= DE 105 - UK Moves Government To Toronto, so that:
• 1) the Port hex at 25,96 at Yarmouth Nova Scotia will no longer transfer to the UK.
• 2) the coastal hexes at 37,89 and 36,89 and 34,82 and 29,48 will now transfer to the UK.
• Settings expanded for the National Morale script #NAME= USSR - USSR Morale Boosted From
Allied Landings In Italy = (Mithrilotter).
• 1939 & 1940 campaigns have had the Date, Condition and Failsafe dates for the event #NAME=
British Forces Mobilize In Egypt changed so that these units will generally deploy earlier. The
settings are now:
#DATE= 1940/01/01
#FAILSAFE_DATE= 1941/02/01
#CONDITION_POSITION= 204,125 [7,7] [1,1] [1] [0]
• US Mobilization_2 script added to penalize the use of 2 or more US ships in the Atlantic prior to
the USA’s entrance into the war (nnason).
• DE 603 corrected so that it now requires Casablanca to be in Axis hands (Sugar).
• Changed #AI= 2 to #AI= 4 in some POP UP scripts so that they will appear in Multiplayer too
(Ice).
• Some amendments made to Anti-Tank Research levels and investments from the 1941 campaign
onwards (Mithrilotter).
• German Tank unit added near Vyazma in the 1942 campaign (Numdydar).
• Ground Attack Weapons’ attack values for Tactical and Medium Bombers against all ground units
and resources now increase by 0.5 per level rather than 1. Their starting values have been
increased by 0.5 against these target types so that their quality in the early/mid war isn’t affected.
De-Moralization now increases by 10% per level of Ground Attack Weapons research.
• Logistics Research corrected for all Minors so that their HQ Build Limits will not increase.
• Anti-Tank Units' Hard, Light Armour and Tank Defense Values increased by 1, so their new
values are respectively 2, 5 and 6.
• Resources upgraded with AA will receive a 0.5 increase in their Rocket Defense value per level
(Mithrilotter).
• Reduced Fighters’ Strat Bomber Attack value from 2 to 1, and Strat Bombers’ Fighter Defence
value from 2 to 1 (HvS).
• Germany can now build 3 Motor Torpedo Boats, Italy 2 (Ice).
• More Garrison unit names provided for Italy, the USA and the USSR.
• Italy’s Fighter Build Limit reduced from 5 to 4.
• Moved Helsinki port from 196,52 to 194,52 (Jack59).
• Fighters’ Escort Range increased from 7 to 9.
• Strategic Bombers’ Strike Range increased from 12 to 13.
• Long Range Aircraft research will now increase Fighters’ Escort ranges by 4 per level, and
Strategic Bombers’ Strike range by 3 per level.

1939 Campaign

• Put the USSR back to having only 1 chit invested in Production Technology.
• Reduced the USSR's starting MPPs back from 150 to 45.
• Gave Germany a chit in Command and Control.
• Removed the UK's Infantry Warfare level 1.

1940 Campaign

• Gave Germany a chit in Command and Control.


• Removed the UK's Infantry Warfare level 1.

1941 Campaign

• Removed the invested chit and gave Germany level 2 in Command and Control instead.

v1.08 – June 28, 2017


• Fixed a Failed (War_Map_Dialog:Draw_Map_to_Buffer) error when right clicking on capital cities
or declaring war on a second country

v1.07 – June 26, 2017


• Fixed several CTD errors triggered by unit movement actions.
• Fixed a minor unit display error for custom campaigns.

v1.06 – June 22, 2017


• Fixed a graphics related memory issue that was causing a CTD on some systems.
• Fixed a transport unloading CTD when preceded by a naval cruise controlled unit movement
combination.
• Fixed the hotkeys information section regarding Ctrl + Shift for Carriers, only Shift is required.
• Fixed a Sub error did not immediately reset the allowable movement distance when changing to
either Hunt or Silent mode using the UI button 'Set Mode' button.
• Fixed an AI Transport unloading and loading CTD error.
• Fixed an Industrial Modifier display error in the upper left hand corner when fog of war was
disabled.
• Fixed a 'on_left_button_down' error under fog of war when revealing hidden naval units.
• Fixed a Naval Cruise error when selecting naval cruise from the right click unit action menu.
• Fixed a NEXT/PREVIOUS unit selection freeze/error when all the units of a particular type have
been moved.
• Fixed a Reinforce/Upgrade tool error that did not reset highlighted units to be reinforced or
upgraded when switching back and forth between the two options.
• potential naval pass through strength losses will no longer happen if passing through an enemy
Transport unit.

v1.05 – June 9, 2017


• Fixed several 'on_left_button_down' errors.
• Fixed a 'draw_operational_management_panel_to_buffer' error.
• Fixed a multi-language PBEM++ error that did not allow players to re-continue games started in
another language in v1.03 that was a mismatch from their current UI language setting.

v1.04 – June 6, 2017


• Fixed an error that had naval units take single strength point losses from passing through hidden
and unrevealed subs in Silent mode.
• Fixed a PBEM++ OPTIONS screen Preferences setting error that did not properly store some
settings.
• Fixed a hidden Sub in Silent mode fog of war error that would sometimes reveal the position of the
hidden sub with an incorrect shroud drawing.
• player preferences are now only changed from within the OPTIONS screen (if altered).
Previously, player preferences could be automatically changed when loading a saved game with
alternate preferences set
• Fixed a CTD when completing a PBEM++ turn and returning to the MAIN MENU.
• Fixed a swap unit error that would lead to a CTD for when a player right clicks instead of left clicks
on the final unit selection (BPINisBACK).
• Fixed a unit move and attack combination error that would sometimes lead to units not losing their
applicable action points when not playing with undo moves (BPINisBACK).
• Fixed a unit movement error that would not update all the applicable enemy hexes to the control
of the new owner when not playing with undo moves (xwormwood).
• Fixed/amended several in game research descriptive texts when mouse hovering over a category
in the RESEARCH screen.
• Fixed a Prepared Attack Bonus display error that was incorrectly displaying this information for
units that had swapped and then subsequently engaging in combat.
• Fixed a convoy losses error that had convoy losses sometimes exceed the maximum convoy
transfer amount.
• Fixed a rare CTD when a naval unit retreats at strength = 1 and suffers a pass through combat
loss from an enemy unit and is destroyed.
• Fixed a DECISION event MPP transfer error that had these events erroneously accumulate and
transfer more MPP than desired.
• Fixed a false Sub dive reporting error that showed a Sub was about to dive in places like the Kiel
canal and then nothing happened. Now Subs will no longer report a false dive when in a Land +
Sea hex.
• Fixed an AI animate transport CTD error.
• Fixed a resource upgrade display error that incorrectly showed possible upgrades for
Fortifications.
• Fixed a GARRISON reinforce error that had them capped at strength 5 even if set higher in the
Editor.
• Fixed an operate unit error that still displayed unit movement areas when selecting operate from
the new UI lower left action panel.
• Fixed a naval unit pass through error that had non belligerent units take damage when passing
through fully mobilized units.
• Fixed a naval unit retreat error that would sometimes see naval units retreat from a Port during
combat. The only exception to this is if a naval unit is attacked by a land unit.
• Fixed a map scrolling error that would sometimes cause the display map area to be frozen when
you stopped scrolling.
• Fixed a bug that had friendly AI controlled countries place or purchase '*' units for human
controlled countries.
• Fixed a custom campaign load error that caused a CTD when the major country list did not start
with the UK as the first Allied major country.
• Fixed a unit upgrade error that did not advance the unit sprites to the appropriate level sprite when
using the upgrade tool on the map.
• added PBEM++ OPTIONS settings for Research, Diplomacy, Production Delay and Soft Build
Limits.
• players can now resign from a challenge even if it is not their turn.
• players can now accept challenges from another language version of the game and the game will
automatically switch to that language when playing a different language turn from their current
language.
• resources that could not previously be upgraded using the upgrade tool on the map due to having
a unit on top of the resource can now be upgraded if you choose to temporarily hide the unit layer
from view.
• left clicking on a major capital city will now play their national anthem.
• moved the CREDITS screen to a 'View full credits' text button in the lower right hand corner of the
MAIN MENU screen.
• added language flag buttons to the lower right hand corner of the MAIN MENU screen in order to
switch languages while in game.
• Carriers can now raid a convoy from within its strike range, except for convoys starting from a
currently Neutral country.
• air units can no longer raid a convoy starting from a Neutral country.
• NEXT and PREVIOUS unit selections are now organized by types, Land, Air and Sea units. For
example, if you currently have an Air unit selected, the next/previous unit will be another Air unit.
• adjusted the potential losses calculation for Subs that are attacked while in Silent mode. Results
will still be 50% damage but they will be rounded up instead of down.
• Subs no longer receive any combat bonuses for being in Silent mode while in Port.
• Subs in Silent mode will no longer be hidden from general spotting under fog of war while in Port.
• naval units in Naval Cruise mode will now only reveal hidden units from its final destination
position and no longer along its movement path.
• HQ distribution supply has been changed to the following:
◦ HQ supply < 3 will have a distribution supply value of 5.
◦ HQ supply >= 3 and <= 5 will have a distribution supply value of 8.
◦ HQ supply > 5 will have a distribution supply value of 10.
◦ HQs can now only be linked if the first HQ has a supply value >= 5, raised from a previous
threshold of >= 3.
◦ the HQ to be linked must have a supply value < 3 and is now automatically boosted to a
supply value of 5 which caps its distribution supply at 8. Previously linked HQs could have a
maximum distribution supply level of 10.
• Country Selection Panel including available MPPs will now display for any right mouse click unit
action. For example, this will now allow players to see how many MPPs they have available when
selecting to Transport, Operate a unit and so on.
• Coastal Guns can now surprise Amphibious Transports and conduct automatic defensive fire
much like capital ships can when adjacent to a coastal landing area.
• National Morale for a surrendered Major now shown as 0%.
• Send Message button now only shown for PBEM++ games.
• disabled 'next/previous' unit selections for AI controlled units on your turn.
• tool tips added to War Map and Reports screens for the City, Port, Oil, Mine and Fortification
icons.
• tool tips added to the Purchase Unit screen for the '#' and 'PD' symbols to indicate 'Build Limits'
and 'Production Delay' respectively.
• user interface updates which now match the images as shown in the Manual.
• added the UPGRADE, REINFORCE, and SLEEP tools to the operational button area of the game.
• land units that are surprised by a hidden enemy unit will no longer be reduced to 0 action points,
remaining action points (including any additional deductions for the hidden unit's zone of control)
will now apply.
• naval units that are surprised by a hidden enemy unit will no longer be reduced to 0 action points,
remaining action points divided by 5 will now apply with the following exceptions:
◦ naval units in cruise mode will still be reduced to 0 action points.
◦ Subs in Silent mode will be reduced to remaining action points divided by 2.
• naval units that have engaged in combat will now have their action points reduced to remaining
action points divided by 2.
• naval units can now pass through enemy naval units but may suffer a 50% chance of a 1 strength
point loss for doing so.
• air units now have a maximum entrenchment of only 1 regardless of underlying terrain or
resource.
• saving games once the game is over is no longer disabled for non PBEM++ games.
• German Level-1 Fighter changed to a BF 109 (added yellow nose cone) from a FW 190.

Campaigns
• gave the British units that deploy in Egypt 0.8 experience (they arrive at half strength so some of
this will be lost in reinforcing).
• gave the British units in Egypt 0.5 experience and some upgrades, and increased the starting
strength of the British HQ and Corps there from 5 to 8. Specifically in the 1939 campaign
O’Connor now has full research, 0.5 experience and is at strength 8; W.D.F. now has AA level 1
and 0.5 experience; XII Corps now has AA level 1, 0.5 experience and is at strength 8. In the
1940 campaign these all have 0.4 experience and O’Connor has full research.
• added Edinburgh as a third British capital (Ironclad).
• the UK now starts with Infantry Warfare Level 1.
• the USSR’s Engineer unit now arrives in the Production Queue on the 1st October 1939 rather
than the 1st September 1940. In the 1940 campaign it now arrives on the 10th May 1940 so that
the player can decide where they want it.
• in 1939 the USSR now starts with 2 chits assigned to Production Technology rather than 1.
• the USSR now starts with an AA unit at both Moscow and Leningrad, and Armies at Voronezh and
Stalingrad.
• in the 1939 campaign the USSR’s starting MPPs have been raised from 45 to 150.
• reduced the USSR’s diplomacy chits from 5 to 3 (SpzAbt653).
• increased the swing of the USA towards the Axis if the Allies declare war on Italy from 2-4% to 10-
15%.
• added more trigger points for Allied ships to swing Norway towards the Axis if they are on its
convoy line to Germany, and Norway's Mobilization will now swing in every Axis turn that there
are Allied ships on the convoy route. One of the information only scripts has been removed, and
all can now fire from the 1st September 1939 (geordietal).
• decreased the UK's starting Build Limit from 2 to 1 Amphibious Transport of each type.
• Subs' Convoy MPP Multiplier increased from 10 to 12.
• Carriers now benefit from Resource Attack upgrades with Naval Weaponry, rising by 1 per level
(James Taylor).
• Soviet Shock Armies now benefit from a 10% Morale Boost as a result of Infantry Warfare
(gingerbread).
• in the 1942 Campaign the U-30 in the Atlantic now starts fully upgraded.
• the cost of influencing a friendly Major using Diplomacy has been increased from 125 to 150
MPPs.
• France’s Diplomacy chits reduced from 5 to 3.
• in the 1939 campaign the arrival locations of the Italian HQ and Corps in February 1940 can now
be deployed anywhere within Italian territory (battlevonwar).
• Italy will now swing only 1-2% towards the Axis when the Allies abandon any positions in the Med,
whereas previously this was 1-3%.
• mobilization_2 scripts added so that if the Allies abandon Gibraltar then Spain will swing 8-12%
towards the Axis while Italy is neutral, and if it is still empty when Italy joins the Axis then Spain
will swing 8-12% again towards the Axis.
• mobilization_2 script amended so that the chance of Stalin being concerned by an Axis landing in
the UK is now 100%.
◦ Mobilization_2 script amended to increase slightly the % increase in Soviet Mobilization from
22nd June 1941.
• four of the Afrika Korps Unit script have been divided into three to reduce the chance of any units
not arriving should enemy units be within the deployment area. These are the ones triggered by
DE 642; DE 647; DE 649 and DE 671.
• for the 1939 and 1940 campaigns: while Italy is neutral and provided London is in Allied hands, if
the British abandon any of Malta, Gibraltar or Cairo then their National Morale will fall by 500
points per turn.
• for the 1939 and 1940 campaigns: while Italy is neutral and provided Paris is in Allied hands, if the
French abandon any of Algiers, Damascus or Tunis then their National Morale will fall by 500
points per turn.
• if the Germans say yes to DE 617 at the start of the game then they will receive 50 MPPs.
• media image added for Italian Partisans.
• Resource and Map Text corrected in the German Language campaigns.

Campaigns AI
• Fixed an issue regarding FLEET movements and not being properly surprised by hidden enemy
naval units.
• allied AI Transports should no longer get stuck in the Red Sea.
v1.03 – March 28, 2017
• Fixed a PBEM++ error where Neutral countries attacked on the very first turn of a challenge
showed a few extra units (in the attacked country) during the replay sequence.
• Fixed a scripted SURRENDER_2 event error that would cause Minor countries to surrender to
'Neutral' as opposed to their Axis or Allied occupier.
• Fixed a zoom issue, center of the map area currently being viewed is now used instead of the
upper left corner.
• Fixed an issue where the game was not recognizing Windows display scaling settings and as a
result was then not properly showing all information areas, thinking it had less space to do so.
• Fixed an attacking air unit targeting error for when defending naval units in storm conditions could
not be targeted if on a clear sea island hex.
• Fixed an error in the SELECT CAMPAIGN screen that did not allow you to view a full list of
campaigns if you had more installed than the current 13 listable slots.
• Fixed a sound playback error that had Cavalry Brigade and Divisions using the Corps movement
sound and not the Cavalry Corps movement sound effect.
• Fixed a custom sounds and fonts error that still did not have them properly read and load if set in
a custom campaign.ini file.
• Fixed a naval unit action point recalculation error for when a fully mobilized unit encountered a
hidden non fully mobilized unit under fog of war.
• Fixed missing weather information when mouse hovering over resources that are also on top of
terrain such as mountains or rivers.
• Mouse hovering over Oil and Mine resources now show their STRENGTH value as opposed to
being listed as a SUPPLY value.
• Subs in Silent mode will now have that mode displayed on the unit whether it is a friendly or
enemy unit.
• Subs that are attacked while running in Silent mode, will now have their potential losses reduced
by 50%.
• Subs that are attacked while running in Silent mode will have their defensive return fire
effectiveness reduced by 50% with no hits possible against attacking aircraft.

v1.02 – March 21, 2017


• Implemented PBEM++
• Fixed the zoom in and zoom out hotkeys, (+) now zooms in, and (-) now zooms out.
• Fixed an Amphibious Transport PROPERTIES screen display error that showed incorrect
research level information.
• Fixed a naval path spotting error for when naval units are moved from point A to point B,
previously only point B had additional spotting when the move was completed.
• Fixed a Paratroops crash error when dropping prepared Paratroops on some enemy hexes.
• Fixed a slight graphical glitch at the bottom last pixel row of the game map
• Fixed a mouse over information error that did not show info for resources and terrain at the far left
edge of the map.
• Fixed a MAIN MENU screen button display error for resolutions less than or equal to 1280x1024.
• Fixed a right click Transport unit limit display error for when a limit starts at 0 but increases due to
Amphibious Warfare research as it was previously not showing the increased limits.
• Fixed a bug that allowed players to deploy Transports above the allowable limits whenever a
transport was loaded and disembarked on the same turn.
• Fixed a supply calculation error with linked HQs that did not calculate the proper supply for
adjacent units
• Fixed a predicted supply calculation error that did not properly calculate projected supply beyond
friendly territory when calculating from friendly HQs.
• Fixed a file stamp error for campaign scripts in the Editor as sometimes the scripts were not being
shown as changed and in need of recompilation
• Linking HQs (rule 7.25.9) now starts with the lowest rated HQs first to the highest. This way a
lower rated HQ can potentially increase the supply of a higher rated HQ closer to the front and not
vice versa.
• Addresses seg violation error when trying to land paratroops
• Improves in some cases the missing dat file error reported by some users (only works if the same
campaign is installed that the PBEM game started with)
• Resolved a crash for the 'commit_unit_last_unit_move' error
• Fixed a PBEM++ Lobby selection highlight error
• Fixed a PBEM++ Lobby resign from challenge error, now challenges can only be resigned from
when it is your turn.
• Fixed a PBEM++ 'on_left_button_down' CTD during replays
• Fixed a PBEM++ game over interface error that didn't fully disable the 'End Turn' and 'Save'
options once a game is over, only Quit should have worked.
• Fixed a PBEM++ first turn error where you join a challenge but subsequently have a connection
error, games can still now be properly played under this circumstance.
• Fixed a rare RESOURCE calculation error that had some resources remain at a higher strength
than they should be at when cut off.
• Fixed further graphics loading and memory issues.
• Added a PBEM++ in game chat function.
• Units in 0 supply will have their morale losses doubled from the typical morale loss calculations.

Campaigns AI
• German AI will now react better to an Allied invasion of Italy

Campaigns
• Command and Control research now automatically increases HQ’s Action Points by 0.5 per level.
• The following Mobilization_2 scripts have been removed: #NAME= Italian Naval Aggression in the
Mediterranean (USA->Allies) and #NAME= Allied Naval Units In Italian Waters (Italy->Axis)
(Tigercub; Leadwiehgt).
• National Morale script for the Allied liberation of Narvik corrected so that Germany is correctly
penalized now when that happens.
• In the 1944 campaign there is now a German Rocket south of Ypres, and Germany now receives
an Anti-Tank unit in its Production Queue in October 1944.
• Italy will now surrender to Germany and have her remaining territory taken over by the Germans
when her National Morale falls below 20%. The Axis should place German or Axis Minor units in
Tirana and Scutari in Albania before Italy's National Morale falls this low, as otherwise Albania will
liberate itself.
• Naples and Palmero are now Alternate Italian Capitals. This is so that if Rome is retaken by the
Germans it will not make Italy surrender.
• Albanian Partisan Build Limit corrected.
• Italian Partisan activity will now take place in northern Italy after Italy is taken over by the
Germans.
• DE 614 now fires if DE 674 is triggered, whereas before DE 657 would trigger it.
• DE 615 is now set to fire at the start of the turn so that it won't happen before Mussolini is
rescued.
• In the 1941 campaigns, DE 674 has been changed to DE 675.
• Increased the chance of retreating for all land units eligible to retreat from 30 to 50% if in Non-
Resource positions.
• DE 370 and its CONVOY script set to Type= 2 (sPzAbt653).
• Marseilles spelling corrected to Marseille in the National Morale scripts for 1939 and 1940
campaigns.
• London and Liverpool can now spawn Partisan units in the UK (crispy131313).
• The loss of Leningrad now imposes a 5,000 point National Morale penalty on the USSR
(sPzAbt653).
• Added Variable Conditions for DE 622 and DE 623 so that Portuguese, Spanish, Turkish, and
Vichy French ships serving as Axis Minors can also trigger these Decisions for making the
passage through the Gibraltar Strait (fractious celt).
• Renamed Edinburgh port as Rosyth and Rosyth as Ambrose (Kirk23).
• In the 1944 campaign Germany's starting MPPs have been increased from 200 to 400, Production
and Industrial Technology levels have been increased from 3 to 4, German Garrisons have been
deployed at Venice and Lyon, and Rhodes is now in Axis hands with a German Garrison.
• Extra translations of Map Text included for the French, German and especially Spanish game
versions.

v1.01 – February 17, 2017


• Fixed a black band display error for very wide screen display setups when viewing the world map
in game.
• Fixed AI retreat logic for air units when set to GUARD and HOLD in position.
• Fixed an AI friendly major controlled units error that had the AI moving units not under its control
on your turn.
• Fixed a Reports and War Map resource listing that was incorrect as it was not including Major
Cities and Major Capitals in the totals.
• Fixed a password storage and retrieval error that was causing some issues with Hotseat games
when using the 'password' option.
• Fixed a rare disappearing Capitals error.
• Fixed a Primary and Secondary supply issue for situations such as when Italy is surrendered and
then subsequently liberated. An occupier would gain the Primary and Secondary supply centers
of Italy once Italy had surrendered, but it would then subsequently automatically lose them once
Italy is liberated. This is no longer the case and an occupier would have to physically lose those
locations after an Italian liberation to permanently lose them as supply locations.
• Fixed several 'on_left_button_down' errors related to unit selection and movement.
• Fixed an 'animate_sea_transport' error.
• Fixed an ESC key error that would cause some sub windows to CTD.
• Fixed a returning capital error where the re-captured capital had a low supply causing a drop in
strength in connected resource calculations.
• Fixed a UNIT script error that was not having some unit events trigger when the AI was controlling
friendly majors on your turn.
• Any unit that is using Cruise mode will no longer find or be stopped by a Sub in Silent mode,
including Destroyers.
• Subs that are completely surrounded now have a chance to dive and retreat but in this case may
still end their dive next to an enemy unit if no other escape option is possible for it.
• ANNEXATION events now transform the former Capitals, Primary Supply Centers and Industrial
Centers to Secondary Supply Centers only.

CAMPAIGNS (AI)

• Fixed a UK build up of units in Canada error that did not see them transported back to the UK
home island after a capital move to Toronto, and when the UK home island had been
subsequently liberated.

CAMPAIGNS

• Reduced experience gains from Convoy Raiding by air units and surface vessels from 0.2 to 0.1
per raid.
• Increased experience gains for all land units from all infantry (Garrison -> Pill Box/Shock Army;
Reconnaissance -> Heavy Tanks), all air units, and for all naval units (Dreadnoughts -> Motor
Torpedo Boat) for an Attack (Defending Unit) and Attack Victory (Defender Destroyed) from 0.1 to
0.15.
• Soviet Shock Army’s Retreat chances set to match that of a normal Army. 30 10 1
• The chance of rain in the British Isles in Fall reduced from 35 to 25% (johnvmcnichols).
• The Italian navy now has the Lampo Destroyer in all campaigns from 1939-42, with it deployed at
Brindisi (Klydon).
• Map text for Loops changed to white (sPzAbt653).
• Loops from the Red Sea to North Atlantic, and from the US East Coast to the Red Sea reduced
from taking 4 to 3 turns (The Land).
• In the 1939 campaign, French starting naval dispositions and strengths have been amended with
the BB Provence at Marseille and BB Paris at Bordeaux being reduced to strength 8, while in
January 1940 the DD Jaguar now deploys at Casablanca and the BB Dunkerque at Brest.
• Railways added in the USSR from Guryev to Aktyubinsk to hex 261,79, and also linking Astrakhan
to Grozny (sPzAbt653).
• The ports of Ajaccio (163,101), Le Havre (146,82) and Charlottetown (31,91) have had their
names added.
• Even numbered US Army IDs replaced with odd numbered ones (Steely Glint).
• German Special Forces Build Limit increased from 1 to 2.
• Spain's starting pro-Axis leaning reduced from 20% to 12% in the 1939 and 1940 campaigns, and
from 40 to 32% in the 1941; 1942 and 1943 campaigns.
• Advanced Aircraft research limited to 1 chit (ILCK).
• Removed the mention of Finland joining the Axis when Germany declares war on the USSR from
the German advice pop ups (ILCK; Scook_99).
• Italy’s starting National Morale has been increased by 10,000 so that a capture of Rome will
generally be necessary to make the country surrender.
• Fixed two dummy DECISION scripts (DE 451 and DE 452) that had the potential to fire if players
switched between human and AI control of the USSR.
• Italy can now purchase a Maritime Bomber.
• Hungary and Romania can now purchase 2 Garrison units, while Germany’s limit has been
increased from 25 to 30.
• Soviet Shock Army Build Time increased from 1 to 4 months (Zagys).
• Gave Germany five more Garrison unit names.
• Labels added for Terceira, Pico and Flores (all centred vertically and horizontally) and São Jorge
(100 vertically, centred horizontally) on the Azores (sPzAbt653).
• Lerida renamed as Lérida.
• The cost of investing in Diplomacy against neutral Majors on the opposite side has been
increased from 125 to 150 MPPs (Polonthi).
• Mechanized; Special Forces; Paratroops; Tanks’ Air Attack Values increased from 6 to 8;
Partisans increased from 2 to 4; Reconnaissance and Anti-Tanks from 3 to 6; Light Tanks from 4
to 6.
• HMS Indomitable added at Gibraltar to the 1942 campaign (Mithrilotter).
• De Lattre de Tassigny and de Gaulle added as French HQ names for the 1941 to 1944
campaigns (Patrat; Hartmann).
• Destroyers can now upgrade to level 5 Anti-Submarine Warfare (Caladan; Mithilotter).
• Pinsk and its road connection removed from the map.
• Supply script Pop Up texts amended for the St Nazaire raid in the 1939; 1940; 1941 campaigns
(warspite1; Benedict151).
• Convoy route added from Norfolk (USA) to Yarmouth in Nova Scotia for when the UK has
transferred its capital to Canada and the USSR has surrendered, and #MAP_POSITION= 25,96
added to the Surrender_1 script #NAME= DE 105 - UK Moves Government To Toronto
(sPzAbt653).
• Increased the cost of DE 204 to send the Anglo-French Expedition to Finland from 100 to 150
MPPs, split equally between the UK and France, and if the Anglo-French Expedition is successful
then it will now swing the USSR 8-12% towards the Axis (previously this was 4-6%).
• If Iraq has been conquered by the UK then Basra will now transfer back to Iraq via a Territory
script so that the convoy from the Middle East can resume (Crispy131313).
• DE 406 spelling of fulfill corrected (sPzAbt653).
• Disabled the Pop Up script entitled German/Soviet Front Garrison Report 1941 which showed
german_report_1941_1.png.
• Removed the need for the USSR to be Allied and 100% mobilized from DE 625’s Unit script,
replacing it with a German Variable Condition (sPzAbt653).
• Added text to the Borders and Friendship Treaty Decision Notes to highlight when Germany would
have the opportunity to annex Lithuania in the 1939 campaign (Arne Beruldsen; ILCK; Hartmann).
• Removed duplicated Soviet Partisans at #MAP_POSITION= 225,88 in all campaigns
(steelwarrior).
• War Entry script added to mobilize Czechoslovakia for the Banská Bystrica uprising in all
campaigns (Xwormwood).
• DE 100 Decision script & Strategy Guide: changed the description of the Lorraine from a Cruiser
to Battleship for the 1939 and 1940 campaigns (warspite1).
• Notes to the Polish DE 500 for the 1939 campaign amended to correctly reflect that if Polish
soldiers head for France then the UK will only subsequently have a chance to form the I Polish
Corps if France didn’t (Zagys).
• Increased the pro-Allied mobilizations of all three French colonies if the Axis declare war on Vichy
France in the 1939 to 1942 campaigns (Hartmann).
• Vichy Mobilization 1 scripts corrected to remove duplications when the Allies declared war, which
should have applied when the Axis declared war in the 1939 to 1942 campaigns (Zagys).
• DE 416 will now only fire when the USSR is at 100% Mobilization in the 1939, 1940 and 1941
campaigns (dhucul).
• The presence of an Allied unit in Rhodes will now swing Turkey by 15-25% towards the Allies
(sPzAbt653).
• Increased the pro-Allied swing of an Axis declaration of war on Latvia (Mobilization 1) to 25-35%.
• Amended the starting positions and Decision train leading to the deployment of Red Army forces
in the North West (Bo).
• Vichy France will now deploy its navy if it joins the Axis or Allies for the 1939 to 1942 campaigns
(Mountaineer).
• US and Soviet Dummy Decisions for sending supplies via Vladivostock to the USSR amended so
that when the USA is fully Mobilized it will fire at the start of the turn. This is to prevent double the
usual number of MPPs being sent on the turn the USA enters the war, in all campaigns
(sPzAbt653).
• Notes to DE 204 regarding Finland swinging towards the Allies corrected (sPzAbt653).
• Pop Up for DiMaggio’s Hitting Streak corrected (sPzAbt653).
• French Strength scripts corrected as they were using Afghanistan’s Country ID rather than
France’s (ericdauriac).
• Yugoslav HQ Simovic now deploys at Valjevo 185,95 rather than at Belgrade (ILCK).
• Hidden Attacker Readiness Bonus for surprise contact at sea reduced from 25 to 15% for all
surface vessels (sPzAbt653).
• Cost of Amphibious Transports increased from 20 to 25% of the Unit Cost.
• Spying & Intelligence Research capped at level 3.
• Canada’s starting Amphibious Transport Build Limit reduced from 2 to 1.
• 104,36 north of Reykjavik changed to a land hex, number 455 (oxford_guy).
• DE 126 no longer checks for an Axis unit in the port.
• Delayed the British occupation of the Faroe Islands with the Operation Valentine event, so as to
prevent the Islands transferring back to Germany (Boonierat1972).
• In Multiplayer, a Mobilization 3 script added for Italy so that if it reaches 90% by the start of the
Allied turn then it will reach full mobilization at the end of that turn (PdL).
• Four Soviet Resources have been moved from the RESOURCE script #NAME= Soviet Industrial
Mobilization (1) to #NAME= Soviet Industrial Mobilization (2) These are: 233,64 Gorky; 243,66
Kazan; 245,72 Kuybyshev; 237,77 Saratov. The duplication of 243,66 has also been removed
from the first script.
• Additionally, the failsafe date for the RESOURCE script #NAME= Soviet Industrial Mobilization (2)
has been changed from 1st January 1941 to 1st January 1942.

v1.00 – Novermber 17, 2016


• Initial Release.

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