=================================================================
Advanced Third Reich for Strategic Command WWII: War In Europe, v1.5
=================================================================

DATA CHANGES
- changed alternate capital for Britain from Montreal to Toronto
- added Belfast as secondary supply center for Britain

SCRIPT CHANGES
- adjusted CONVOY scripts for Britain to move government to Canada (DE 9) and for Allies liberating Britain (DE 10)
  -- Mediterranean and Middle East convoys rerouted from Britain to Canada
  -- United States Lend Lease convoys rerouted from Britain to Canada
  -- British Murmansk convoys to Russia rerouted as Commonwealth convoys from Canada to Russia
  -- Convoys rerouted back to Britain when Allies liberate Britain
- adjusted UNIT scripts to replace AI #TYPE=2 continuous build events with multiple AI #TYPE=1 build events
  -- United States AI infantry replacements in Rome
  -- United States AI infantry replacements in Paris
  -- Russia AI infantry replacements in Gorki
  -- Germany AI infantry replacements in Berlin
- adjusted UNIT scripts to trigger the de Gaulle Returns to France event sooner if no Axis units adjacent to Paris
- adjusted PARTISAN scripts to trigger more often, Russia now 10% chance and others 5% chance
- added TERRITORY scripts for Britain to move government to Canada (DE 9) and for Allies liberating Britain (DE 10)
  -- Britain takes control of Toronto, Quebec, Halifax, and St. John's, and adjacent hexes (to place builds)
  -- Germany takes control of Liverpool (to cancel convoys)
  -- Territories are returned when Allies liberate Britain 
- adjusted LOOP scripts for Britain naval loops setting Ottawa as #FRIENDLY_POSITION to work if London is controlled by Axis
- adjusted DECISION scripts for Britain to move government to Canada (DE 9) and for Allies liberating Britain (DE 10)


=================================================================
Advanced Third Reich for Strategic Command WWII: War In Europe, v1.4
=================================================================

DATA CHANGES
- reduced tactical bombers ground attack upgrade increments from 1.0 to 0.5
- reduced most major nation fleet naval attack values by 0.5
- reduced most major nation fleet shore bombardment values by 0.5
- reduced most major nation fighter air-air attack/defense values by 0.5
- adjusted early fall weather data for Western Europe and Central Europe for more clear and no snow
- deleted Rommel HQ from German production queue since unit script added v1.3
- capital sounds for Berlin and Rome fixed

SCRIPT CHANGES
- adjusted OFFENSIVE scripts for Germany attacking Yugoslavia
- adjusted TRANSPORT_MINOR scripts for German withdrawal from Norway
- added #VICTORY_PERCENTAGE= line for the VICTORY scripts per v1.19.00 editor changes


=================================================================
Advanced Third Reich for Strategic Command WWII: War In Europe, v1.3
=================================================================

DATA CHANGES
- restored Palestine and Trans-Jordan as separate minor countries (the aesthetics are more important than 10 BRPs)

SCRIPT CHANGES
- fixed TYPE=2 error for US continuous reinforcements to Morocco
- adjusted AMPHIBIOUS_MINOR and TRANSPORT_MINOR scripts for German intervention in Norway
- deleted TRANSPORT script and added UNIT script for arrival of Rommel HQ in Tripoli 


=================================================================
Advanced Third Reich for Strategic Command WWII: War In Europe, v1.2
=================================================================

DATA CHANGES
- reduced Russia initial mobilization from 30% to 25%
- slightly reduced chances by 5-10% for sandstorms in Africa and Middle East, snow in Europe during winter, and significant reductions in frozen weather (to permit more effective combats)
- doubled initial BRPs to help jumpstart spending options
- made significant revisions to economics to get back to boardgame originals:
  -- all industrial areas now 20 BRPs and all oil now 30 BRPs
  -- Britain (was getting about 80/turn and should have been getting 125/turn)
	- Hamilton added as Canadian industrial area
	- one Canadian oil for variant and one for total war increase if London occupied by Axis
  -- France (was getting about 70/turn and should have been getting 80/turn)
	- changed Sedan to major city (this also helps Germany)
  -- United States (production should now approach 400 BRPs by 1944)
	- changed Syracuse, Rochester, and Pittsburgh to industrial areas
	- deleted Charlotte
	- total of seven oil; one increase each year 1940-45, plus one increase upon DOW
  -- Russia (production should now approach 180 by 1944)
	- changed Yaroslavl, Voronezh, Dnepropetrovsk, and Kuibyshev to minor cities
	- total of three oil; two increases in 1941 at war, one in 1942
	- three additional oil; two for increase if Leningrad/Moscow occupied by Axis, one for variant
  -- Germany
	- Ploesti oil increase in 1943 for total war production
	- no change to Leuna oil variant, but value is now greater
  -- Italy
	- no changes
- deleted Palestine and Trans-Jordan as separate minor countries and made whole area Egypt (now all 15 BRPs subject to convoy losses)
- increased Germany max research of Industrial Technology to 2 chits, to allow it to reach level 5
- added strength 5 fleets to the P/Q: Britain, Jan 1940; Italy, May 1940; Germany, July 1940.
- made adjustments to Strategic Warfare to increase economic losses
  -- increased U-Boat raid multiplier from 10 to 15
  -- increased Strategic Bomber resource attack from 4 to 5
- fixed CTV data for Vichy France armor
- changed air op restrictions for Spain/Turkey/Yugoslavia to Home/Controlled
- changed CTV data for Partisans to allow only soft defense 1
- restricted United States infantry and armor builds until September 1941
- added jet_interceptor custom sound for anti_air_attack Interceptors
- reduced Rockets attack/defense values except for strategic attack and soft defense

SCRIPT CHANGES
- adjusted OFFENSIVE scripts for Germany attacking Yugoslavia and Russia
- adjusted GUARD scripts for Germany garrison of Poland/Eastern Front and British garrison of Palestine/Trans-Jordan
- adjusted GUARD scripts for Italy garrison to include Naples with Rome/Taranto/Messina as default defense
- adjusted GUARD scripts for Germany garrison of Albania and Greece prior to Italy surrender
- adjusted STRENGTH scripts to slightly reduce effects of supply shortages, generally from 2-4 to 1-3
- fixed STRENGTH scripts for Axis AI games for Allied supply shortages, now requiring United States not yet at war
- added STRENGTH scripts for excessive German units (5+) in the Tobruk-Alexandria corridor
- adjusted RESOURCE scripts for Russian BRPs, loss of Smolensk OR Kiev triggers Urals Industry Transfer, failsafe 1943
- adjusted RESOURCE scripts for economics changes discussed above
- adjusted UNIT scripts to change failsafe date of Russian 3-3 infantry to 1942 and Siberian Transfer to 1947
  -- changes require loss of Smolensk OR Kiev to trigger 3-3 infantry
- adjusted UNIT scripts for arrival of extra fleets (British AI 1942 to 1941, United States AI 1942)
- adjusted UNIT scripts to reduce additional unit variants from 10% to 5%
- added UNIT script for de Gaulle HQ and Free French unit arrivals upon liberation of France
- fixed unit script error for Free French unit in Syria
- fixed CONVOY scripts bug to reduce Lend Lease and Murmansk convoys based on Russian advances
- adjusted CONVOY scripts to reduce convoy seasonal reductions, except for Murmansk Convoys (U-Boats will have to inflict losses)
- adjusted CONVOY scripts to slightly reduce Lend Lease and Murmansk Convoy percentages
- adjusted SURRENDER_2 scripts for Italy surrender, more consistent with A3R rules
  -- surrender requires Axis has no units in North Africa and Sicily 
  -- surrender requires Allies have a unit (single) on mainland Italy in range of Taranto or Rome
- adjusted AMPHIBIOUS and AMPHIBIOUS_MINOR scripts for improved Allied invasions of Sicily and Italy
- added new FREE_UNIT script for Romanian units transferred to Russian control (75% chance) when Romania surrenders
- adjusted US MOBILIZATION_2 scripts to reduce range from 6 to 5 for Italian fleets approaching Alexandria/Gibraltar
- added SURRENDER_2 scripts for Allied invasion of Vichy Syria and Lebanon around 1941/06/08
- PARTISAN scripts should now work with #ADD_UNIT= 2 force pool limits in v1.15
- revised WAR_ENTRY scripts for Iraq, now variable pro-Axis coup (10%) or pro-Allied coup (40%) o/a 1941/04/01
- changed WAR_ENTRY scripts to MOBILIZATION_3 scripts for pro-Allied events for Axis-aligned minors
  -- pro-Allied coups for Spain, Sweden, and Yugoslavia
  -- Free French variant activations for Algeria, Morocco, Syria, and Tunisia

CHANGES FOR V1.16 UPDATE
- converted campaign and scripts for UNICODE (UTF-8 BOM) support
- adjusted FLEET, TRANSPORT, and TRANSPORT_MINOR scripts to use #NAVAL_CRUISE=1 for faster Allied trans-Atlantic deployments
- adjusted GUARD, AMPHIBIOUS, and AMPHIBIOUS_MINOR scripts for improved Axis invasions of Denmark and Norway
- adjusted FLEET scripts for initial deployment of German U-Boats into North Sea and Atlantic
- adjusted naval combat data to increase range of naval retreats from 2 to 3
- adjusted UNIT scripts to slightly reduce Russian 3-3 infantry in 1941 (strength 5 arrival) and slightly increase German AI infantry and armor reinforcements in 1944+


=================================================================
Advanced Third Reich for Strategic Command WWII: War In Europe, v1.1
=================================================================

DATA CHANGES
- added Greek air fleet to 1941 scenario setup
- fixed duplicate Spanish 1st air fleet
- blocked Russian diplomacy to Algeria
- minor map adjustment for Leningrad port to prevent land attack from Finland
- adjusted Combat Data to improve gameplay
  -- restored default values for experience point allotment, retreat %, and retreat range
  -- increased prepared attack readiness bonus from 25% to 35% for ground combat units
- increased Germany research for Ground Attack Weapons to level 1 and upgraded Tactical Bombers in both 1939 campaign and 1941 scenario
- revised some weather zone data for Western/Central/Eastern Europe for Fall/Early Fall, to slightly decrease frozen/snow conditions and increase clear conditions
- changed Greek infantry 2-3 to 1-3 due to mountains defense bonus
- reduced max strength of Iraqi infantry to 5
- increased De-Entrenchment value for Tactical Bombers to 1
- set Minimum Production Date for Italian Fighters and Tactical Bombers to January 1941 
- increased retreat chances for naval units
- changed research percentages for United States and Germany to 5-4-4-3-3 to improve chances to reach Level 5 IT/PT
- deleted French Maginot Line fortresses left in 1941 scenario by mistake
- revised Resource Data to reduce value of minor capitals (2 should have been 1, so minors are generally 10 BRPs)
- made significant economic adjustments to improve balance:
  *General*
  -- changed oil from 3 to 2
  *Britain*
  -- changed Coventry and St. John's from major city to minor city
  -- changed Toronto from IC to major city
  -- fixed Famagusta from major city to minor city
  -- deleted Mosul oil and changed Mosul from minor city to major city
  *France*
  -- fixed Beirut from major city to minor city
  *Russia*
  -- changed Vologda, Novgorod, Yaroslavl, and Grozny from major cities to minor cities
  -- deleted extra oil at 191,39
  *United States*
  -- added two ICs at Baltimore and Charlotte, and one major city/port at Portland
  -- deleted Ahvaz oil in Persia
  *Germany*
  -- changed Kolberg from major city to minor city
  -- fixed Bergen from minor city to major city
  *Italy*
  -- changed Naples and Taranto from minor cities to major cities
  -- changed Turin and Syracuse from major cities to minor cities 

SCRIPT CHANGES
- fixed SURRENDER #2 script error for Italy surrender for Allied units in range of Taranto, previous condition for Rome/Naples/Taranto incorrectly assumed OR logic instead of AND logic; now essentially if Allies have 3 units landed within 3 hexes of Taranto then Italy has 75% chance of surrender in 1943, 100% chance in 1944
- revised SURRENDER_2 scripts to fix Russia country ID (4 should have been 116)
- deleted NATIONAL_MORALE scripts for France surrender/liberation
- made significant economic adjustments to be more faithful to original boardgame:
  *Russia*
  -- deleted RESOURCE event for 1941 Economic Increase upon DOW
  -- changed RESOURCE event to make Baku oil (173,39) the variant Successful Soviet Five Year Plan
  *Germany*
  -- deleted CONVOY event for Swedish Iron Ore Shipments
- changed PURCHASES scripts for Greek infantry builds, added 1944+ builds for Britain and Russia, and revised Germany builds for Fuhrer Bunker 
- revised WAR_ENTRY scripts to slightly reduce chances of Pro-Axis Yugoslavia coup
- revised AMPHIBIOUS and AMPHIBIOUS_MINOR scripts for invasions of Sicily and Italy to improve launching invasions
- revised TRANSPORT_MINOR scripts to improve Allied reinforcements of North Africa and Middle East
- added GUARD scripts for staging strongest units for Allied invasions of Sicily and Italy
- added Allied AI STRENGTH scripts for Axis supply shortages during initial invasions of Italy and France and Axis AI STRENGTH scripts for Allied supply shortages during invasions of Poland, France, Yugoslavia and Greece 
- revised FLEET scripts to improve Axis patrols of North Sea and Mediterranean Sea
- revised UNIT scripts for arrival of British Australian/South African/Indian reinforcements to Egypt, and for Russian variant for New Tanks
- many more minor script adjustments and corrections to improve computer opponent performance


=================================================================
Advanced Third Reich for Strategic Command WWII: War In Europe, v1.0
=================================================================

DATA CHANGES
- added campaign splash image
- added victory conditions splash image
- resolved Production Delay issues
- made a few Combat Target Data changes to be consistent with Design Notes
- added 4th ASW to United States force pool

SCRIPT CHANGES
- adjusted OFFENSIVE scripts for Russia attacking Helsinki and Riga, and added several continuous offensive scripts to follow build-ups and amphibious invasions
- adjusted STRENGTH scripts to include Algeria/Tunisia for Axis Supply Losses
- adjusted SURRENDER #2 scripts for Italy surrender for Allied units in range of Rome/Naples/Taranto, and increased probability 75% to 90% for Axis surrenders and Axis Minors surrender when Russian forces approach their capitals
- adjusted FLEET scripts to improve German support of amphibious invasions
- adjusted DIPLOMACY scripts to slightly reduce chances of expensive chits for major powers
- fixed RESOURCE scripts for missing variants
- adjusted WAR_ENTRY scripts to reduce chances of coups (5% for variants, 10% for AI)
- adjusted MOBILIZATION #3 scripts to reduce US mobilization 0-2% to 0-1% per turn after Germany and Russia at war  


=================================================================
Advanced Third Reich for Strategic Command 3, v0.5 BETA
=================================================================

DATA CHANGES
- slightly reduced Interceptors defense values
- fixed Canadian ASW strikes from 0 to 1
- split generic Air Fleets into separate Fighters and Tactical Bombers
  -- changed CTVs accordingly
  -- changed unit names and build limits accordingly
- reduced naval combat CTVs slightly
- fixed production date error for British 3-4 infantry corps
- fixed research errors for Russia, Germany and Italy for areas not included 
- changed production delay for Replacements to 0 months
- made a few minor map adjustments
- changed Russian 3-3 Infantry availability to January 1942, but added unit event for five 3-3's upon German DOW
  -- changes made to improve initial Barbarossa results for Germany to get to/beyond Smolensk and Kiev in 1941
- reduced all Partisan max strengths to 5
- changed research percentages back to 5-4-3-2-1 to improve advances
- removed three northern West Wall fortifications along Belgium and one Maginot Line fortress along Luxembourg
  -- changes made to improve maneuver room for 1940 and 1944 operations
- deleted Major Country IDs 9 and 10 to avoid any incompatibility and crash issues with the current engine that only supports 8 Majors.

SCRIPT CHANGES
- added OFFENSIVE scripts for Russia at war with Germany to attack neutral Poland and Baltic States, if applicable
- revised TRANSPORT_MINOR scripts for post-D-Day Allied reinforcement to Lorient and St. Nazaire
- revised TRANSPORT_MINOR scripts to slightly reduce British reinforcements to Egypt
- revised GUARD script to cancel British Sealion coastal defenses after Italy surrenders
- revised Red Sea and Persian Gulf LOOP events with South Atlantic entry/exit hexes moved slightly north and reduced delay from 2 to 1
  -- changed map tiles, transport/transport_minor/fleet scripts accordingly
  -- transit time between England and Middle East now about 3 turns
- fixed WAR_ENTRY events for Norway coups, had 1941 and should have been 1940
- revised MOBILIZATION_3 event to slightly slow US entry (1-2% to 0-2%) after Germany and Russia at war
- added UNIT event for Russian 3-3 Infantry upon German DOW, and also fixed Siberian Transfer unit event
- revised RESEARCH scripts to improve advances
- many, many more minor script adjustments and corrections


=================================================================
Advanced Third Reich for Strategic Command 3, v0.4 BETA
=================================================================

DATA CHANGES
- fixed ownership of Malta port to Britain to resolve draw_resource_text_to_buffer error 
- fixed ASW strikes from 0 to 1 to fix ASW effectiveness

SCRIPT CHANGES
- revised offensive and guard scripts to basically remove continuous offensives and defensive lines
  and allow generic AI to perform operations
- made some adjustments to Allied amphibious and transport scripts to improve AI behavior

ISSUES
- still watching economics and Russia/United States activations
- still seeing some AI air unit movement issues, not moving into actionable range


=================================================================
Advanced Third Reich for Strategic Command 3, v0.3 BETA
=================================================================

DATA CHANGES
- revised air/naval CTVs for major countries -1 for attack/defense values to reduce losses
- changed AP for replacements back from 2 to 1 to reduce movements

SCRIPT CHANGES
- made some Russian guard updates for Leningrad defense
- made some German amphibious and fleet updates for Sea Lion
- made some French national_morale updates for surrender and liberation
- revised DIPLOMACY scripts to scale back AI efforts
- made numerous tweaks to several scripts to improve AI performance 

ISSUES
- new ZOC penalties (+2 for 1 armor, +1 for 2 infantry) seem OK
- still need to verify economics and Russia/United States activations
- revised weather effects and new clear weather DOW rule for AI seem OK


=================================================================
Advanced Third Reich for Strategic Command 3, v0.2 BETA
=================================================================

DATA CHANGES
- some adjustments made to German and Polish starting positions to improve Polish defense and reduce effect of Luftwaffe
- updated defense bonus data to previous A3R data, mostly reduces max entrenchment values
- updated minimum production dates for later year unit types
- add Canadian 3-4 Inf and 4-5 Arm to British P/Q for 1942
- deleted one Maginot Line fortress hex (113,26) to provide more maneuver room
- changed ASW from ID=41 Escort Carrier back to ID=40 Destroyer and revised build data and bitmaps
- updated P/Q to set arrival dates for selected units with later year build restrictions

SCRIPT CHANGES
- various adjustments made to multiple scripts to improve pre-Barbarossa actions and results
- updated GUARD scripts for new #HOLD and #STEAL values
- updated UNIT and PURCHASE scripts for ASW changes

ISSUES
- same


=================================================================
Advanced Third Reich for Strategic Command 3, v0.1 BETA
=================================================================

DATA CHANGES
- converted old Global Conflict GOLD data and files to new Strategic Command 3 formats (again, this version ONLY includes custom Nato unit sprites and does NOT include 3D unit sprites)
- completely revised the map based on the World in Flames mapboard adjusted to the A3R scale but kept the resources emphasis on the A3R mapboard
- map now includes additional terrain features based on the World in Flames mapboard
- revised force pools to more accurately reflect the original Advanced Third Reich boardgame
  -- new Garrison unit-type used for Replacements
  -- deleted Special Forces, Artillery and Rocket units from force pools; special units may appear as variants 
  -- added minimum production date restrictions for some units where applicable per original force pools
  -- revised several minor country force pools back to the original A3R setups  
  -- revised air units back to generic air fleets (3-8s for majors and 1-8s for minors)
  -- revised naval units back to generic fleets 
- adjusted unit reinforcement/reformation costs to 80% for all land and air units; naval units are not reformable
- reduced some unit production delays (armor 3 months, air/SW 6 months, fleets 12 months)
- revised Combat Target Values to new formats
- completely revised weather zone data based on World in Flames weather probabilities

SCRIPT CHANGES
- converted old Global Conflict GOLD scripts to new Strategic Command 3 formats
- updated every single script and corrected several previous logic errors
- added Allied scripts to better respond to a possible loss of England to a successful Sealion invasion

ISSUES
- need to verify economics 
- need to verify revised air/naval CTVs (+/- adjustments?) and generic combats
- need to verify revised weather effects and new clear weather DOW rule for AI 
- need to verify new ZOC penalties (+2 for 1 armor, +1 for 2 infantry)




