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Strategic Command WWII: War in Europe


Changelog for Update 1.16.00b (added 02 May 2019) - Part I:

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 recepient 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.
Post edited May 09, 2019 by HypersomniacLive
high rated
Changelog for Update 1.16.00b (added 02 May 2019) - Part II:

Game Engine Changes/Fixes - (continued)
* 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\\Documents\My Games\Strategic Command WWII - World at War\Mods
* Mods must be installed in the following format: ▪ Users\\Documents\My Games\Strategic Command WWII - World at War\Mods\
* Users\\Documents\My Games\Strategic Command WWII - World at War\Mods\\Bitmaps
* Users\\Documents\My Games\Strategic Command WWII - World at War\Mods\\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).
* 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.
high rated
Strategic Command WWII: War in Europe

Changelog for Update 1.16.02 (added 30 May 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).
Post edited May 30, 2019 by HypersomniacLive
high rated
Strategic Command WWII: War in Europe

Changelog for Update 1.16.03 (added 28 August 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\\Documents\My Games\Strategic Command WWII - World at War\Mods mods must be installed in the following format:
--> Users\\Documents\My Games\Strategic Command WWII - World at War\Mods\
--> Users\\Documents\My Games\Strategic Command WWII - World at War\Mods\\Bitmaps
--> Users\\Documents\My Games\Strategic Command WWII - World at War\Mods\\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.


Standalone installer updated (1.16.02 ⇒ 1.16.03): 29 August 2019.
high rated
Strategic Command WWII: World at War

Changelog for Update 1.05.00 (added 17 September 2019):

Hi everybody,

Strategic Command WWII: World at War has received a tremendous update. Five Mods have been integrated within the base game, for free. These mods change the look of the counters, add new historical scenarios and special mechanics. Kudos to all the creators for this fantastic job!

IRONX Graphics Mod, by Andrew Glenn
Iron Cross is a major graphic overhaul of the game’s 2-D counters and map tiles and also incorporates some interface changes. The mod replaces many of the standard NATO symbols with custom silhouettes of weapon platforms accurate to the era that change as research advances. Similarly, the map has been completely reworked to produce a more classic board wargame look. Various interface changes have also been made, some of which are designed to help players better understand some of the game’s rules in relation to headquarters, air units and the costs of certain moves. Iron Cross gives the game a completely new look and feel while at the same time leaving the original gameplay unchanged.

High Res Counter Mod, by Christophe SIPRES
- Alternative 2D Counters with upgrades display for all Majors and Minors
- Historical colorized silhouettes for Vehicles, Aircrafts, Navies, Artillery's
- Historical colorized portraits for Infantry's units
- Counters shaped system for better map identification
- All ground units are squared shaped (HQ round corners shaped)
- All air units are circle shaped
- All naval units are hexagon shaped

1944 Triumph and Tragedy, by Robert Carver
This mod covers the global war from June 1944 onwards. The Allies are on the offensive in almost every theater. In the Philippine Sea the US Navy is facing the remnants of the Japanese fleet attempting to intervene in the American invasion of the Marianas. Elsewhere in the Pacific General MacArthur and the Allies are clearing New Guinea; and in Burma the Japanese attack on Kohima is falling apart, with the Indian Army poised for a decisive counter-attack. It is only in China that the Japanese are in a position to make some advances, but a Decision Event can reinforce the Japanese in China or alter this so more forces are sent to face the Americans in the Pacific. In Europe the second front has arrived.

1941 Rostov, by Robert Carver
This mod covers the German attack across the Dnieper and Donets rivers towards Rostov in the fall of 1941. The attack on Rostov is ordered by Berlin despite Army Group South’s depleted resources. In fact, additional German forces are diverted south into the Crimea. The Germans managed to occupy Rostov for a short while before a determined Russian counter-attack forced them to withdraw. In the mod you will notice the Russians start with a single defensive line the length of the map. The Russian units are many, but their quality is much lower than the Germans, however the Russians are reinforcing continually throughout the course of the game. The Germans are limited in numbers, receive few reinforcements, but are superior in experience and technology. The objective is Rostov, so while the map is large with many tempting targets, it is this one city that will determine victory.

Naval War Mod, by Harry Kellog
This is a Modification of the Strategic Command Three World at War naval combat system. It attempts to enhance the naval combat portion of this fine simulation. The biggest changes are “Naval Zones of Control”, “Task Force” centered operations and “Naval Defensive Evasion”. The intent is to reduce the number of "hit and run" attacks, give a greater role for Screening Forces and deliver an enhanced historical experience.


Standalone installer updated (1.03.00 ⇒ 1.05.03): 18 September 2019.
avatar
HypersomniacLive: Strategic Command WWII: World at War

Changelog for Update 1.05.00 (added 17 September 2019):

Hi everybody,

Strategic Command WWII: World at War has received a tremendous update. Five Mods have been integrated within the base game, for free. These mods change the look of the counters, add new historical scenarios and special mechanics. Kudos to all the creators for this fantastic job!

IRONX Graphics Mod, by Andrew Glenn
Iron Cross is a major graphic overhaul of the game’s 2-D counters and map tiles and also incorporates some interface changes. The mod replaces many of the standard NATO symbols with custom silhouettes of weapon platforms accurate to the era that change as research advances. Similarly, the map has been completely reworked to produce a more classic board wargame look. Various interface changes have also been made, some of which are designed to help players better understand some of the game’s rules in relation to headquarters, air units and the costs of certain moves. Iron Cross gives the game a completely new look and feel while at the same time leaving the original gameplay unchanged.

High Res Counter Mod, by Christophe SIPRES
- Alternative 2D Counters with upgrades display for all Majors and Minors
- Historical colorized silhouettes for Vehicles, Aircrafts, Navies, Artillery's
- Historical colorized portraits for Infantry's units
- Counters shaped system for better map identification
- All ground units are squared shaped (HQ round corners shaped)
- All air units are circle shaped
- All naval units are hexagon shaped

1944 Triumph and Tragedy, by Robert Carver
This mod covers the global war from June 1944 onwards. The Allies are on the offensive in almost every theater. In the Philippine Sea the US Navy is facing the remnants of the Japanese fleet attempting to intervene in the American invasion of the Marianas. Elsewhere in the Pacific General MacArthur and the Allies are clearing New Guinea; and in Burma the Japanese attack on Kohima is falling apart, with the Indian Army poised for a decisive counter-attack. It is only in China that the Japanese are in a position to make some advances, but a Decision Event can reinforce the Japanese in China or alter this so more forces are sent to face the Americans in the Pacific. In Europe the second front has arrived.

1941 Rostov, by Robert Carver
This mod covers the German attack across the Dnieper and Donets rivers towards Rostov in the fall of 1941. The attack on Rostov is ordered by Berlin despite Army Group South’s depleted resources. In fact, additional German forces are diverted south into the Crimea. The Germans managed to occupy Rostov for a short while before a determined Russian counter-attack forced them to withdraw. In the mod you will notice the Russians start with a single defensive line the length of the map. The Russian units are many, but their quality is much lower than the Germans, however the Russians are reinforcing continually throughout the course of the game. The Germans are limited in numbers, receive few reinforcements, but are superior in experience and technology. The objective is Rostov, so while the map is large with many tempting targets, it is this one city that will determine victory.

Naval War Mod, by Harry Kellog
This is a Modification of the Strategic Command Three World at War naval combat system. It attempts to enhance the naval combat portion of this fine simulation. The biggest changes are “Naval Zones of Control”, “Task Force” centered operations and “Naval Defensive Evasion”. The intent is to reduce the number of "hit and run" attacks, give a greater role for Screening Forces and deliver an enhanced historical experience.

Standalone installer updated (1.03.00 ⇒ 1.05.03): 18 September 2019.
Just DL on GOG. Since my request some -> 6 <- months ago, to PLEASE consider adding a Campaign in the Pacific theatre, NOTHING has resulted. Very disappointing! Frankly, too much of this product is a rehash of War in Europe, and redundant. Also, the scale and scope of managing UK, USSR, AND USA is simply TOO MUCH for 1(ONE) human to handle! Have both W in E and W@W. E version is 5*; W@W is maybe 3*. Wanted to give W@W a chance to improve, but, alas, it has NOT. Sorry, but there it is.
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avatar
NijinskyV: Just DL on GOG. Since my request some -> 6 <- months ago, to PLEASE consider adding a Campaign in the Pacific theatre, NOTHING has resulted. Very disappointing! Frankly, too much of this product is a rehash of War in Europe, and redundant. Also, the scale and scope of managing UK, USSR, AND USA is simply TOO MUCH for 1(ONE) human to handle! Have both W in E and W@W. E version is 5*; W@W is maybe 3*. Wanted to give W@W a chance to improve, but, alas, it has NOT. Sorry, but there it is.
Sorry, you're directing this to the wrong person - I'm just a regular GOG user who posts update changelogs as they become available on GOG, and have no affiliation to the devs/pubs.

Only thing I can suggest is to contact the devs/pubs directly if you want them to know your view.
high rated
Strategic Command WWII: World at War

Changelog for Update 1.06.01 (17 February 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 last turn message error that did not properly show messages such as when a capital has been moved.
- 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 custom campaign strategy guide launch error (El Condoro).
- Fixed a SURRENDER_2 event firing issue, was not firing in some cases, that was linked to dummy DECISION event.
- 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)
- 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 Campaigns
- Oslo Corps’ starting strength increased from 2 to 5 (Mercutio).
- Italian Garrison unit added at Brindisi (Markiss).
- 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).
- First potential date for the Winter events in the USSR brought forward from 1st December 1941 to 1st December 1939.
- Increased the chance of a reaction of the US and India towards the Allies if Japan invades the USSR, coupled with increasing the trigger position so that the presence of an Axis unit adjacent to Vladivostok will now also trigger the relevant scripts (ThunderLizard2).
- 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).
- 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).
- 1st MarDiv Special Forces in Hawaii now start with 0.5 experience (sveint).
- DE 602 to form Vichy France will now only fire if the US is still neutral, as this will then prevent it from firing later in the game if it hadn’t fired earlier when France originally surrendered (taffjones).
- DE 302 = NO now delivers the US aircraft straight away rather than not until the US has entered the war (sschnar1).
- The Red Army Corps that starts in Vladivostok now starts with 1.0 experience, and a second Corps has been added in the hex NW of Vladivostok, with this location added to the AI’s Guard scripts too (sveint).
- If Germany occupies Lithuania via DE 629 then the USSR will now move 20-25% towards the Allies, whereas previously it was 10-15% (ThunderLizard2).
- The Soviet Engineer unit now arrives on the 1st January 1940 rather than the 1st September 1939.
- Chinese Corps that starts at Chengdu’s starting strength increased from 5 to 8.

All Campaigns
- USSR scorched earth settings changed from 30 -> 50% to 30 -> 70% for Settlements, Towns and Fortified Towns, and from 40 -> 60% to 60 -> 80% for all Cities, Major Cities, Capitals and Major Capitals.
- 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.
- Increased the range of potential damage to Axis vessels at Vladivostok from 1-3 strength points to 1-5 strength points (calcwerc).
- 0.5 experience given to the Soviet Cavalry Corps in the Far East.
- DE 404 now requires that there are no Axis units within 5 hexes of Novgorod (Xsillione).
- Mention of Scutari removed from the Strategy Guides (Treefrog).
- The UK will now lose 5,000 National Morale points if India surrenders (Emmette Bird).

1943 Campaigns
- Entrenchment increased for some Soviet and Japanese units in the Far East, while the Cavalry Corps and Corps in Vladivostok now start with Infantry Weapons level 1.


Standalone installer updated (1.05.01 ⇒ 1.06.00.01): 20 February 2020.
high rated
Strategic Command WWII: War in Europe

Standalone installer updated (1.16.03 ⇒ 1.17.01): 17 March 2020; no changelog.

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Changelog for Update 1.17.02 (07 May 2020):

GAME ENGINE CHANGES/FIXES
- Fixed a surrendering calculation error for nations that reached zero National Morale and then had an obviously incorrect enemy country become the occupier (Mithrilotter).
- Fixed a naval unit spotting error that still allowed naval units with land spotting values of zero to spot inland.
- Fixed a right edge of the map scrolling and display glitch that would sometimes show units in the wrong positions (mroyer, christolos, taxman66).
- Fixed a combat error for some defenders that were receiving the incorrect amount of experience from an attack (pjg100).
- Fixed a spotting penalty error that could allow units to spot further than intended from customized edits of campaigns (Rainer).
- Fixed an issue where players could still reinforce and upgrade units via the toolbar method when the campaign setting had these options disabled (ericdauriac).
- Fixed an issue where declaration of war related popups would appear within the WAR MAP screen and not show later after a player exits (dhucul2011).
- Fixed a ZoC display error related to unreachable hexes (terry1040).
- Fixed an operate air unit display cost error, final cost was correct, the question just showed the wrong amount (armuss).
- Fixed a rare DECISION event related error that prevented some events from firing properly when a country surrendered on the same turn (Makhno1917).
- Fortification facings now have an effect on attacking Amphibious transports (Christolos).
- New Units to be placed on the map will now only center on a capital city location whenever the current map does not highlight a viable placement position (MJY).
- PBEM++ games can now be set to 'Disable Game End Date' in the OPTIONS setup screen (dcinlassen).
- PBEM++ in game chat messages now increased to a length of 140 characters from 130.
- PBEM++ server access and Refresh further optimized and sped up considerably.

All Campaigns
- Improved AI RESEARCH and PURCHASE scripts (Armuss).
- Amended Decision 674 for Operation Axis so that it has Italy’s #COUNTRY_ID= rather than Germany's to ensure it fires correctly.

1939 and 1940 Campaigns
- A French Garrison unit now starts in Oran.
- DE 602 to form Vichy France no longer includes a check for Axis units in North Africa.
- Oran will now be an Alternate Capital for France if Germany says no to Vichy and so France fights on from North Africa.
- The Trigger % for Italy to mobilize 1-2% towards the Axis if the Allies abandon positions in the Mediterranean has been reduced from 50 to 40%.

1939-1943 Campaigns
- Amended Decision 674 for Operation Axis so that it has Italy’s #COUNTRY_ID= rather than Germany's to ensure it fires correctly.

1939, 1940, 1941, 1942 and 1944 Campaigns
- Soviet Corps and Army Combat Target Statistics corrected in all campaigns apart from 1943 as the 1943 campaign did not need correction (Etzel).

1939 Campaign
- Mobilization_1 script #NAME= General Surrenders To Axis (Italy?Axis) now requires Poland to have surrendered for it to fire (PvtBenjamin).

1939 and 1940 Campaigns
- The Yugoslav Coup triggered by the British Decision Event 104 now has an equal chance of happening on the 3rd March, 4th April or 26th April 1941.

1943 Campaign
- Reduced the land spotting of all surface combat vessels and regular Transports from 1 to 0 in the 1943 campaign (Markiss).

1944 Campaign
- Fixed an error where Italy was set to have Aerial Warfare Level-2 where the max for all countries is set to 1 (Armuss).


Standalone installer updated (1.17.01 ⇒ 1.17.02): 08 May 2020.
high rated
Strategic Command WWII: World at War

Standalone installer updated (1.06.00.01 ⇒ 1.06.01): 13 March 2020.

~~~~ ~~~~ ~~~~

Changelog for Update 1.06.02 (19 May 2020 / added 22 May 2020):

GAME ENGINE CHANGES/FIXES
- Fixed a surrendering calculation error for nations that reached zero National Morale and then had an obviously incorrect enemy country become the occupier (Mithrilotter).
- Fixed a naval unit spotting error that still allowed naval units with land spotting values of zero to spot inland.
- Fixed a right edge of the map scrolling and display glitch that would sometimes show units in the wrong positions (mroyer, christolos, taxman66).
- Fixed a combat error for some defenders that were receiving the incorrect amount of experience from an attack (pjg100).
- Fixed a spotting penalty error that could allow units to spot further than intended from customized edits of campaigns (Rainer).
- Fixed an issue where players could still reinforce and upgrade units via the toolbar method when the campaign setting had these options disabled (ericdauriac).
- Fixed an issue where declaration of war related popups would appear within the WAR MAP screen and not show later after a player exits (dhucul2011).
- Fixed an operate air unit display cost error, final cost was correct, the question just showed the wrong amount (armuss).
- Fixed a rare DECISION event related error that prevented some events from firing properly when a country surrendered on the same turn (Makhno1917).
- Fortification facings now have an effect on attacking Amphibious transports (Christolos).
- New Units to be placed on the map will now only center on a capital city location whenever the current map does not highlight a viable placement position (MJY).
- PBEM++ games can now be set to 'Disable Game End Date' in the OPTIONS setup screen (dcinlassen).
- PBEM++ in game chat messages now increased to a length of 140 characters from 130.
- PBEM++ server access and Refresh further optimized and sped up considerably.

1939 Campaigns
- Unit script added so that the UK AI will Garrison Manchester in 1940 (Fico Filip).
- The Trigger % for Italy to mobilize towards the Axis if the Allies abandon positions in the Mediterranean has been reduced from 75 to 40%, and the range of mobilization reduced to 1-2%.
- Change #NAME= Japanese/Soviet Front Garrison Report - Continuous (100%) POP UP to check for any Axis units and also to cover all locations (stormbringer3; John B.).
- DE 602 to form Vichy France now only requires France to have surrendered and for Berlin to be in Axis hands to fire.
- The following Mobilization_2 scripts have been amended so they will now only fire if the US is at least 10% pro-Allied: #NAME= AXIS AI: US Has Too Many Units In Hawaii (USA?Axis); #NAME= The US Has Naval Units Outside The Pan American Security Zone (USA?Axis) and #NAME= The US Has Naval Units Outside The Pan American Security Zone (USA?Axis).
- Mobilization_1 script #NAME= General Surrenders To Axis (Italy->Axis) is now triggered by a dummy DE to ensure that Poland has surrendered for it to fire (PvtBenjamin).
- Oran will now be an Alternate Capital for France if Germany says no to Vichy and so France fights on from North Africa.
- The actual timing of the pro-Allied coup in Yugoslavia can now vary slightly from game to game.
- Corrected Japanese POP UP scripts that were firing in Allied turns as well as Axis ones relating to Manchuria (Helsingor).
- Bulgaria’s starting mobilization reduced from 70% to 50%. It should still join the Axis in 1941. (HamburgerMeat).
- Surrender_2 script relating to Iraq’s surrender if Germany does not send assistance corrected, as it was incorrectly connected to DE 673 instead of DE 672.
- The German Decision to deploy Coastal Guns on the Atlantic Wall will now appear a turn earlier in 50% of games (havoc1371).
- Updated the Decision texts and Strategy Guides relating to the invasion of Persia to remove any reference to US aid being able to be sent via Persia (KorutZelva).

All Campaigns
- Amended Decision 674 for Operation Axis so that it has Italy’s #COUNTRY_ID= rather than Germany's to ensure it fires correctly.
- Removed the mention of DE 601 from the Annexation scripts (pjg100).
- The Surrender_1 script for the UK government to move to Sydney now includes hexes 205,95, 194,118, 195,117 and 198,117 (dwrobel).
- Partisan scripts <> <> corrected to no longer say liberate (Tanaka).
- Improved AI RESEARCH scripts and investments (Armuss).


Standalone installer updated (1.06.01 ⇒ 1.06.02): 22 May 2020.
high rated
Strategic Command WWII: War in Europe

Changelog for Update 1.18.00 (12 August 2020 / added 14 August 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 TemplatesEvents 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 TemplatesEvents 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 Königsberg 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).
- <> and <> 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).


Standalone installer updated (1.17.02 ⇒ 1.18.00a): 14 August 2020.
high rated
Strategic Command WWII: World at War

Changelog for Update 1.07.00 (12 August 2020 / added 14 August 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 TemplatesEvents 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 TemplatesEvents 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).

1939 Campaigns
- Pan American Zone will now disappear when the US joins the Allies, and hovering the mouse over the zone icons will now display a warning to not enter the zone (Axis) or to stay within the zone (US).
- Mobilization_2 scripts for Finland and Sweden amended so they now check for only Amphibious Transports within 2-3 hexes of key locations.
- Italian Fighters at Bari increased in starting strength from 5 to 8.
- 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 20 hexes of Syracuse Port, or if they have 6 or more naval units within 12 hexes of Syracuse.
- 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 Soviet mobilization, and also to advise the Axis which units need to be kept in Manchuria.
- 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, and also to advise the US not to have too many units on Hawaii or Oahu.
- Text for the Yugoslav coup Mobilization_3 scripts corrected (Fico Filip).
- Duplicated Mobilization_1 scripts removed for the Axis declaring war on Belgium triggering the Netherlands 30-50% (pjg100).
- The Afrika Korps decision will now be presented to Germany in the autumn of 1940, with the exact date being variable (taffjones).
- Alternative destination of Wadi Halfa set for the Long Range Desert Group in case the Siwa Oasis has already fallen before it arrives (Early Doors).
- Italian Garrison unit added at Rhodes.
- Unit script adjustments made for Green and Novice selected difficulty levels where AI bonus units have been reduced accordingly.
- 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.
- Amended the Unit script for the Flying Tigers so that they will now arrive in the Axis turn 26th September 1941 and therefore they cannot act as interceptors or be attacked before the Allied turn (Boudi).

All Campaigns
- The London Home Guard may now mobilize in response to Axis Amphibious Transports approaching the UK coast near London.
- Volkssturm In Königsberg may now mobilize in response to approaching Allied Amphibious Transports.
- Raiding symbols removed from Willemstad as they weren’t functional.
- References to Submarines removed from all raiding scripts.
- Supply scripts updated and symbols removed from the map where necessary as they are now automatically appear in game, with text explaining them when hovering the mouse over the raiding hexes.
- The text for some raiding scripts has been updated to remove references to U-Boats.
- Decision 674 corrected to check 7 hexes rather than 15 (Marcinos1985).
- The Axis can now only attempt to prevent 30 of the 80 MPPs from being delivered to the USSR via Vladivostok by blockading the port. To effect this, DE 352 (1939 campaigns only) and DE 353 no longer check if there are no Axis units outside Vladivostok to fire, while DE 456 (1939 campaigns only) and DE 457 have been added to provide the USSR with 50 MPPs if there is an Axis unit outside Vladivostok.
- In all Decision files: Hanoi is in Axis hands; #ALIGNMENT_POSITION= 184,69 [1] changed to: ; Haiphong Port is in Axis hands #ALIGNMENT_POSITION= 185,69 [1] so that the Burma Road functions if Japan doesn’t take all of Indochina (sschnar1). DE 616 to split the USSR will now only fire if there is a Japanese unit within 25 hexes of Sverdlovsk or 12 of Krasnoyarsk (Fubarno; Xsillione).
- Corrected the spelling of Vladivostok in all language files.


Standalone installer updated (1.06.02 ⇒ 1.07.00a): 14 August 2020.