=================================================================
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)




