TRP - Total Realism Project for War in Europe (1.9 Download)
Re: TRP - Total Realism Project for War in Europe (1.1.4 Download)
I think I may be able to put out the 1.2 Release this weekend (sometime).
My testing is going really well and combat is more deadly. Allot more casualties!
The only thing is the Short Range Naval Bomber. Trying to find someone to create the Icons (and 3D Sprite) for it.
Any volunteers?
If I can't find someone then I may exclude that from the release until I do.
My testing is going really well and combat is more deadly. Allot more casualties!
The only thing is the Short Range Naval Bomber. Trying to find someone to create the Icons (and 3D Sprite) for it.
Any volunteers?
If I can't find someone then I may exclude that from the release until I do.
Re: TRP - Total Realism Project for War in Europe (1.1.4 Download)
How would you create and insert a new Nato sprite for a specific unit?
Is it done by directly editing the Nato sprite file in the Bitmap folder of the mod?
Each row of this file correspond to one unit and the same sprite is replicated 12 times on a single row.
Can it be done via the game editor?
Is it done by directly editing the Nato sprite file in the Bitmap folder of the mod?
Each row of this file correspond to one unit and the same sprite is replicated 12 times on a single row.
Can it be done via the game editor?
AKA Belgavox
Re: TRP - Total Realism Project for War in Europe (1.1.4 Download)
Yes you modified the image file(s) directly and most people will use a program like Photoshop or Affinity Photo (I use Affinity Photo as it is just as good as Photoshop and ALLOT CHEAPER!)mssm45 wrote: ↑Thu Mar 02, 2023 7:45 pm How would you create and insert a new Nato sprite for a specific unit?
Is it done by directly editing the Nato sprite file in the Bitmap folder of the mod?
Each row of this file correspond to one unit and the same sprite is replicated 12 times on a single row.
Can it be done via the game editor?
- steevodeevo
- Posts: 172
- Joined: Wed Dec 28, 2005 10:12 am
- Contact:
Re: TRP - Total Realism Project for War in Europe (1.1.4 Download)
Major victory by November 1943
https://imgur.com/Fd8z6oG
First time I have ever beaten the game, and Allied capitulation by 1943 was somewhat a surprise, but they were pretty much done for.
https://imgur.com/Fd8z6oG
First time I have ever beaten the game, and Allied capitulation by 1943 was somewhat a surprise, but they were pretty much done for.
Re: TRP - Total Realism Project for War in Europe (1.1.4 Download)
Difficulty?steevodeevo wrote: ↑Sat Mar 04, 2023 9:20 pm Major victory by November 1943
https://imgur.com/Fd8z6oG
First time I have ever beaten the game, and Allied capitulation by 1943 was somewhat a surprise, but they were pretty much done for.
- steevodeevo
- Posts: 172
- Joined: Wed Dec 28, 2005 10:12 am
- Contact:
Re: TRP - Total Realism Project for War in Europe (1.1.4 Download)
Hi, sorry,Lothos wrote: ↑Sat Mar 04, 2023 10:54 pmDifficulty?steevodeevo wrote: ↑Sat Mar 04, 2023 9:20 pm Major victory by November 1943
https://imgur.com/Fd8z6oG
First time I have ever beaten the game, and Allied capitulation by 1943 was somewhat a surprise, but they were pretty much done for.
Normal/default as Axis.
Re: TRP - Total Realism Project for War in Europe (1.1.4 Download)
Yea, try the difficult settings I recommend in the first post for experience players. You will find it allot harder.steevodeevo wrote: ↑Sun Mar 05, 2023 12:19 pmHi, sorry,Lothos wrote: ↑Sat Mar 04, 2023 10:54 pmDifficulty?steevodeevo wrote: ↑Sat Mar 04, 2023 9:20 pm Major victory by November 1943
https://imgur.com/Fd8z6oG
First time I have ever beaten the game, and Allied capitulation by 1943 was somewhat a surprise, but they were pretty much done for.
Normal/default as Axis.
-
- Posts: 1
- Joined: Tue Mar 07, 2023 7:35 am
Re: TRP - Total Realism Project for War in Europe (1.1.4 Download)
Hi!
I tested your mod and I really like it. But I have encountered some issues when playing as Allies in single player against Axis AI:
1) The AI doesn't want to initiate Barbarossa:
First I played with 1.1.3 and setting Veteran and soft build limits. My goal was to capture Norway and kick out Italy out of the game as early as possible to overstretch the German lines later. Poland, France (ended somewhat August/September 1940) went as expected. But I could conquer some NM targets in Italy (Palermo, Syracuse, Naples) and escaping with special forces quickly and North Africa so Italy's NM was down to almost 20%. In Spring 41 Yugoslavia and Greece triggered and where quickly captured by Axis (April or May 41) and by that time Italy was seized by Germany as NM of Italy was below 20%. So far so good! I was preparing for Barbarossa and waiting ....and waiting .... and waiting. Almost no action until autumn from Axis side but gathering more and more units (160 or 170 or even more at that time). So I was checking what the AI has prepared and why Barbarossa hadn't started. Unfortunately I don't have a screenshot from that, but it was interesting:
- Army Group North has kind of formed in East Prussia and ready to attack. But no Army Group Center or Army Group South! Almost all German (and minor units) were stacked from Greece to the Balkans on each hex. Looked like a huge blob. Most units couldn't move - except operate but the AI couldn't fix it.
Other intersting fact I discovered because of the soft building limits: AI has been buying preferebly mechanized for an ridiculous high price (like 750 MPP) and the building queue was full.
So far so good I started a new game with 1.1.4 and no soft building limits. First try was similar. This time I stayed in Sicily and Germany put a hand full units to defend or attack - quite normal. I cut off by landing in Taranto and Salerno in Jan 41. In the next turn AI operated many units to break the supply cut. They succeeded quickly. - So far so good. Italy also was out of the game at that point. They attacked Greece and got the final NM cut from Greek unit entering Alabanian terrritory. Other Axis troops arrived once Bulgaria has joined them and conquering Greece by May or somewhat.
Again I waited and waited for Barbarossa and nothing happend. I check and a saw half of Axis land units (except those garrison the Atlantic coast) in Italy - each hex one unit from Siena / Ancona to Sicily and other half stacking up in Greece / Bulgaria - each hex one unit so noboday could move. (Yugoslavia hasn't trigged). No units on Axis Eastern front.
I reloaded an older save and this time I did not cut off supply in Taranto/Salerno - just went to Tunesia, Algeria instead. Hoping that this time Barbarossa happend. I checked AI's turn on June, 24th 41: See screenshots. No Axis units in Romania, no in east Prussia, 4 Garrisons in Poland - the rest in Greece - every hex or still in France checking the border to Vichy or gathering around Berlin. So I am not expecting anything to happen.
Or should I just wait? Until when? Playning single player as Axis went well (I tested with normal difficulty - as I am not an experience player and had win in 1942)
2) I realized that the French special unit what you get if the Allies helping Finland event are disappearing once France surrenders. I remember it was not like that in Vanilla but I am not sure whether this is connected to TRP or a patch in the Vanilla game
Thanks for the project!
I tested your mod and I really like it. But I have encountered some issues when playing as Allies in single player against Axis AI:
1) The AI doesn't want to initiate Barbarossa:
First I played with 1.1.3 and setting Veteran and soft build limits. My goal was to capture Norway and kick out Italy out of the game as early as possible to overstretch the German lines later. Poland, France (ended somewhat August/September 1940) went as expected. But I could conquer some NM targets in Italy (Palermo, Syracuse, Naples) and escaping with special forces quickly and North Africa so Italy's NM was down to almost 20%. In Spring 41 Yugoslavia and Greece triggered and where quickly captured by Axis (April or May 41) and by that time Italy was seized by Germany as NM of Italy was below 20%. So far so good! I was preparing for Barbarossa and waiting ....and waiting .... and waiting. Almost no action until autumn from Axis side but gathering more and more units (160 or 170 or even more at that time). So I was checking what the AI has prepared and why Barbarossa hadn't started. Unfortunately I don't have a screenshot from that, but it was interesting:
- Army Group North has kind of formed in East Prussia and ready to attack. But no Army Group Center or Army Group South! Almost all German (and minor units) were stacked from Greece to the Balkans on each hex. Looked like a huge blob. Most units couldn't move - except operate but the AI couldn't fix it.
Other intersting fact I discovered because of the soft building limits: AI has been buying preferebly mechanized for an ridiculous high price (like 750 MPP) and the building queue was full.
So far so good I started a new game with 1.1.4 and no soft building limits. First try was similar. This time I stayed in Sicily and Germany put a hand full units to defend or attack - quite normal. I cut off by landing in Taranto and Salerno in Jan 41. In the next turn AI operated many units to break the supply cut. They succeeded quickly. - So far so good. Italy also was out of the game at that point. They attacked Greece and got the final NM cut from Greek unit entering Alabanian terrritory. Other Axis troops arrived once Bulgaria has joined them and conquering Greece by May or somewhat.
Again I waited and waited for Barbarossa and nothing happend. I check and a saw half of Axis land units (except those garrison the Atlantic coast) in Italy - each hex one unit from Siena / Ancona to Sicily and other half stacking up in Greece / Bulgaria - each hex one unit so noboday could move. (Yugoslavia hasn't trigged). No units on Axis Eastern front.
I reloaded an older save and this time I did not cut off supply in Taranto/Salerno - just went to Tunesia, Algeria instead. Hoping that this time Barbarossa happend. I checked AI's turn on June, 24th 41: See screenshots. No Axis units in Romania, no in east Prussia, 4 Garrisons in Poland - the rest in Greece - every hex or still in France checking the border to Vichy or gathering around Berlin. So I am not expecting anything to happen.
Or should I just wait? Until when? Playning single player as Axis went well (I tested with normal difficulty - as I am not an experience player and had win in 1942)
2) I realized that the French special unit what you get if the Allies helping Finland event are disappearing once France surrenders. I remember it was not like that in Vanilla but I am not sure whether this is connected to TRP or a patch in the Vanilla game
Thanks for the project!
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Re: TRP - Total Realism Project for War in Europe (1.1.4 Download)
In vanilla all French units disappeared, played it many times.LeGrandOrav wrote: ↑Tue Mar 07, 2023 9:18 am Hi!
I tested your mod and I really like it. But I have encountered some issues when playing as Allies in single player against Axis AI:
1) The AI doesn't want to initiate Barbarossa:
First I played with 1.1.3 and setting Veteran and soft build limits. My goal was to capture Norway and kick out Italy out of the game as early as possible to overstretch the German lines later. Poland, France (ended somewhat August/September 1940) went as expected. But I could conquer some NM targets in Italy (Palermo, Syracuse, Naples) and escaping with special forces quickly and North Africa so Italy's NM was down to almost 20%. In Spring 41 Yugoslavia and Greece triggered and where quickly captured by Axis (April or May 41) and by that time Italy was seized by Germany as NM of Italy was below 20%. So far so good! I was preparing for Barbarossa and waiting ....and waiting .... and waiting. Almost no action until autumn from Axis side but gathering more and more units (160 or 170 or even more at that time). So I was checking what the AI has prepared and why Barbarossa hadn't started. Unfortunately I don't have a screenshot from that, but it was interesting:
- Army Group North has kind of formed in East Prussia and ready to attack. But no Army Group Center or Army Group South! Almost all German (and minor units) were stacked from Greece to the Balkans on each hex. Looked like a huge blob. Most units couldn't move - except operate but the AI couldn't fix it.
Other intersting fact I discovered because of the soft building limits: AI has been buying preferebly mechanized for an ridiculous high price (like 750 MPP) and the building queue was full.
So far so good I started a new game with 1.1.4 and no soft building limits. First try was similar. This time I stayed in Sicily and Germany put a hand full units to defend or attack - quite normal. I cut off by landing in Taranto and Salerno in Jan 41. In the next turn AI operated many units to break the supply cut. They succeeded quickly. - So far so good. Italy also was out of the game at that point. They attacked Greece and got the final NM cut from Greek unit entering Alabanian terrritory. Other Axis troops arrived once Bulgaria has joined them and conquering Greece by May or somewhat.
Again I waited and waited for Barbarossa and nothing happend. I check and a saw half of Axis land units (except those garrison the Atlantic coast) in Italy - each hex one unit from Siena / Ancona to Sicily and other half stacking up in Greece / Bulgaria - each hex one unit so noboday could move. (Yugoslavia hasn't trigged). No units on Axis Eastern front.
I reloaded an older save and this time I did not cut off supply in Taranto/Salerno - just went to Tunesia, Algeria instead. Hoping that this time Barbarossa happend. I checked AI's turn on June, 24th 41: See screenshots. No Axis units in Romania, no in east Prussia, 4 Garrisons in Poland - the rest in Greece - every hex or still in France checking the border to Vichy or gathering around Berlin. So I am not expecting anything to happen.
Or should I just wait? Until when? Playning single player as Axis went well (I tested with normal difficulty - as I am not an experience player and had win in 1942)
2) I realized that the French special unit what you get if the Allies helping Finland event are disappearing once France surrenders. I remember it was not like that in Vanilla but I am not sure whether this is connected to TRP or a patch in the Vanilla game
Thanks for the project!
I think the reason why Barbarossa did not happen is because you forced Italy to surrender. So you basically had a non-historical game.
Keep in mind when playing the game that the AI does not know history and what happened. It follows a script that tries its best to handle non-historical situations but your options are limited on how far you can take this.
Your strategy was based on known AI weaknesses and taking advantage of them as if you were playing against a human opponent. I always recommend people that are experience players that to have a good game against the AI you do have to do a bit of roleplaying.
The blob effect you are describing happens when the AI does not know what to do with its units. If you were to invade somewhere the blob would move.
I recommend you change your difficulty settings to the ones I suggest in the first post of the thread and play as if you do not know history. Handicap yourself like the AI is and as the Allies you need to react in the early years to what the Axis do instead of having a plan on taking them out even before 1941.
Obviously in an MP game you do what you need to do to win. It is a much different experience.
Re: TRP - Total Realism Project for War in Europe (1.1.4 Download)
Add another note
The AI in Strategic Command is limited in the sense that I can not write programing logic such as
IF (this happens) THEN
DO THIS
ELSE
DO THIS
The event system is very basic and its conditions are limited
Perhaps in a future version of Strategic Command they will enhance then AI portion of the Event system to support some sort of business scripting logic (or even a language like LUA etc...)
The AI in Strategic Command is limited in the sense that I can not write programing logic such as
IF (this happens) THEN
DO THIS
ELSE
DO THIS
The event system is very basic and its conditions are limited
Perhaps in a future version of Strategic Command they will enhance then AI portion of the Event system to support some sort of business scripting logic (or even a language like LUA etc...)
Re: TRP - Total Realism Project for War in Europe (1.1.4 Download)
Can't that be worked around a little bit or cheated by using the Events system?
For example an event triggers if an Allied unit is in Italy/Sicily before 1942 triggers something (Italian units)? Restoration of Italian NM if Italy recaptures a lost Italian NM city before 1943?
For example an event triggers if an Allied unit is in Italy/Sicily before 1942 triggers something (Italian units)? Restoration of Italian NM if Italy recaptures a lost Italian NM city before 1943?
"Part of the $10 million I spent on gambling, part on booze and part on women. The rest I spent foolishly." - George Raft
Re: TRP - Total Realism Project for War in Europe (1.1.4 Download)
No, that kind of code can be tricked easily with unforeseen circumstances and if implemented it could only execute once and if the situation happened again in the same game would not fire the second time. Even if you made the event fire over and over again (which I have tried) they do not communicate well with AI events. I have tried and spoke to the devs about it and they confirmed it wont play nice and suggested I use one time only events and not constantly firing events.Taxman66 wrote: ↑Tue Mar 07, 2023 7:35 pm Can't that be worked around a little bit or cheated by using the Events system?
For example an event triggers if an Allied unit is in Italy/Sicily before 1942 triggers something (Italian units)? Restoration of Italian NM if Italy recaptures a lost Italian NM city before 1943?
- OldCrowBalthazor
- Posts: 2684
- Joined: Thu Jul 02, 2020 12:42 am
- Location: Republic of Cascadia
Re: TRP - Total Realism Project for War in Europe (1.1.4 Download)
Hi Lothos.
I'm assuming v1.2 is coming soon. When it does I plan to do some MP testing to get a feel of the changes you have planned.
Question. Will it still be required to turn off the National Morale Bars before proceeding, or is that a thing that can't be fixed?
I never use them anyways as I use the reports but we would hate to have a crash.
Looking forward to testing the next iteration.
I'm assuming v1.2 is coming soon. When it does I plan to do some MP testing to get a feel of the changes you have planned.
Question. Will it still be required to turn off the National Morale Bars before proceeding, or is that a thing that can't be fixed?
I never use them anyways as I use the reports but we would hate to have a crash.
Looking forward to testing the next iteration.
My YouTube Channel: Balthazor's Strategic Arcana
https://www.youtube.com/c/BalthazorsStrategicArcana
SC-War in the Pacific Beta Tester
SC-ACW Beta Tester
1904 Imperial Sunrise Tester
SC-WW1 Empires in Turmoil DLC Tester
Tester of various SC Mods
https://www.youtube.com/c/BalthazorsStrategicArcana
SC-War in the Pacific Beta Tester
SC-ACW Beta Tester
1904 Imperial Sunrise Tester
SC-WW1 Empires in Turmoil DLC Tester
Tester of various SC Mods
Re: TRP - Total Realism Project for War in Europe (1.1.4 Download)
The National Bars is an EXE bug. I believe they fixed it already but wont be in till the next patch through steam.OldCrowBalthazor wrote: ↑Tue Mar 07, 2023 11:08 pm Hi Lothos.
I'm assuming v1.2 is coming soon. When it does I plan to do some MP testing to get a feel of the changes you have planned.
Question. Will it still be required to turn off the National Morale Bars before proceeding, or is that a thing that can't be fixed?
I never use them anyways as I use the reports but we would hate to have a crash.
Looking forward to testing the next iteration.![]()
Release 1.2 is about a week or two away. I have the new combat stuff all in and refactored all the plane costs. I got some good news on someone willing to do the icons for me to do the new Nav Bombers and I really want to redo all the OOB for North Africa and Ethiopia area to be historically more accurate and then I want to play tested it once to make sure it looks good.
- OldCrowBalthazor
- Posts: 2684
- Joined: Thu Jul 02, 2020 12:42 am
- Location: Republic of Cascadia
Re: TRP - Total Realism Project for War in Europe (1.1.4 Download)
OK sounds great! Yeah I thought I read somewhere here that Bill or Hubert were going to patch that EXE bug in a later update but couldn't remember if that was true or my imagination.Lothos wrote: ↑Wed Mar 08, 2023 1:18 amThe National Bars is an EXE bug. I believe they fixed it already but wont be in till the next patch through steam.OldCrowBalthazor wrote: ↑Tue Mar 07, 2023 11:08 pm Hi Lothos.
I'm assuming v1.2 is coming soon. When it does I plan to do some MP testing to get a feel of the changes you have planned.
Question. Will it still be required to turn off the National Morale Bars before proceeding, or is that a thing that can't be fixed?
I never use them anyways as I use the reports but we would hate to have a crash.
Looking forward to testing the next iteration.![]()
Release 1.2 is about a week or two away. I have the new combat stuff all in and refactored all the plane costs. I got some good news on someone willing to do the icons for me to do the new Nav Bombers and I really want to redo all the OOB for North Africa and Ethiopia area to be historically more accurate and then I want to play tested it once to make sure it looks good.
Good to hear that there's 3d sprites that will be available for folks that like those, or at least I read that here somewhere on this vast thread haha. I prefer NATO and like the ones used here and with Chrispys Fall Weiss II mod, but a lot of folks I play against in MP matches would rather use 3d counters.
Cheers
My YouTube Channel: Balthazor's Strategic Arcana
https://www.youtube.com/c/BalthazorsStrategicArcana
SC-War in the Pacific Beta Tester
SC-ACW Beta Tester
1904 Imperial Sunrise Tester
SC-WW1 Empires in Turmoil DLC Tester
Tester of various SC Mods
https://www.youtube.com/c/BalthazorsStrategicArcana
SC-War in the Pacific Beta Tester
SC-ACW Beta Tester
1904 Imperial Sunrise Tester
SC-WW1 Empires in Turmoil DLC Tester
Tester of various SC Mods
Re: TRP - Total Realism Project for War in Europe (1.1.4 Download)
Free starting Italian Static Infantry in the coastal NM cities maybe? Give them AI orders to never move?
"Part of the $10 million I spent on gambling, part on booze and part on women. The rest I spent foolishly." - George Raft
Re: TRP - Total Realism Project for War in Europe (1.1.4 Download)
It's interesting to follow the discussions here and also about the new release of Fall Weiss II.
Will the Fall Weis new release be also included in this mod or is it a comple fork?
Personally I find the air units very powerful.
With enough air units, you can completely destroy a unit in one turn. This works really well for the Axis in North Africa.
There is a suggestion (@Elessar2) to drop Tac and Meds start tot 1.0 and 0.0 respectively, and only gain +0.5 for each level.
I think this would be a good change for the game balance and also to avoid gamy air tactics.
Will the Fall Weis new release be also included in this mod or is it a comple fork?
Personally I find the air units very powerful.
With enough air units, you can completely destroy a unit in one turn. This works really well for the Axis in North Africa.
There is a suggestion (@Elessar2) to drop Tac and Meds start tot 1.0 and 0.0 respectively, and only gain +0.5 for each level.
I think this would be a good change for the game balance and also to avoid gamy air tactics.
AKA Belgavox
Re: TRP - Total Realism Project for War in Europe (1.1.4 Download)
Fall Weiss and TRP are different mods. I used it as a baseline when I first started the mod almost a year ago. TRP is completely different now.mssm45 wrote: ↑Wed Mar 08, 2023 9:57 am It's interesting to follow the discussions here and also about the new release of Fall Weiss II.
Will the Fall Weis new release be also included in this mod or is it a comple fork?
Personally I find the air units very powerful.
With enough air units, you can completely destroy a unit in one turn. This works really well for the Axis in North Africa.
There is a suggestion (@Elessar2) to drop Tac and Meds start tot 1.0 and 0.0 respectively, and only gain +0.5 for each level.
I think this would be a good change for the game balance and also to avoid gamy air tactics.
The coming release 1.2 all combat values have been refactored. I used an excel sheet to plan them all.
Re: TRP - Total Realism Project for War in Europe (1.1.4 Download)
It already does that
Re: TRP - Total Realism Project for War in Europe (1.2 Download)
TRP 1.2 has been released
The big thing with this one is that all the combat values for all units have been recalculated
########################
# TRP 1.2 Europe
########################
- (Bug) USSR, Soviet Winter damage against cities date adjusted to happen at the same time Soviet Winter happens
- (Bug) Germany, Atlantic Wall Coastal Fort in hex 150,81 was moved to 145,83
- (Bug) Germany, Graf Zeppelin removed from production units since it is built via event.
- (Bug) Belgium, changed back to being under France instead of UK for AI reasons
- (New) Combat stats redone for all units (ALLOT OF CHANGES HERE, THIS IS THE BULK OF THIS RELEASE)
- (New) HQ, Experience cap raised from 3 to 5 and made harder to raise
- (New) Experience cap all units (except HQ) caped at 1 and events updated accordingly
- (New) Planes, cost have all been refactored (most of them lowered)
- (New) Some units build times have been adjusted
- (New) Italian units downgraded to be like minors starting stats
- (New) Italy will import 10 MPPs from Romania per turn while Romania is Neutral
- (New) USSR, will only get the port NOT the city (Hanko) in the winter war
- (OOB) North Africa (Italy, UK and Germany) OOB reworked including events
- (OOB) Italy OOB reworked and had Armor Corp units changed to Armor Division
- (OOB) Major Powers had their naval caps adjusted
- (AI) South Africa, Invasion of Madagascar will now wait till it has two units to do the invasion with
- (AI) Difficulty Level 4 added Transport Capacity to Research
- (AI) Italy, will create a defensive line in Libya for a while
- (AI) Italy, should do a better job defending Albania against Greece
- (AI) France, made adjustments to the Belgium Border defense
- (AI) UK, made adjustments to the BEF evacuation
- (AI) UK, created a series of defensive positions in North Africa
- (AI) Germany, improved when the Low Countries invasion will take place (timing)
- (AI) Germany, will not start garrisoning Poland until they surrender
The big thing with this one is that all the combat values for all units have been recalculated
########################
# TRP 1.2 Europe
########################
- (Bug) USSR, Soviet Winter damage against cities date adjusted to happen at the same time Soviet Winter happens
- (Bug) Germany, Atlantic Wall Coastal Fort in hex 150,81 was moved to 145,83
- (Bug) Germany, Graf Zeppelin removed from production units since it is built via event.
- (Bug) Belgium, changed back to being under France instead of UK for AI reasons
- (New) Combat stats redone for all units (ALLOT OF CHANGES HERE, THIS IS THE BULK OF THIS RELEASE)
- (New) HQ, Experience cap raised from 3 to 5 and made harder to raise
- (New) Experience cap all units (except HQ) caped at 1 and events updated accordingly
- (New) Planes, cost have all been refactored (most of them lowered)
- (New) Some units build times have been adjusted
- (New) Italian units downgraded to be like minors starting stats
- (New) Italy will import 10 MPPs from Romania per turn while Romania is Neutral
- (New) USSR, will only get the port NOT the city (Hanko) in the winter war
- (OOB) North Africa (Italy, UK and Germany) OOB reworked including events
- (OOB) Italy OOB reworked and had Armor Corp units changed to Armor Division
- (OOB) Major Powers had their naval caps adjusted
- (AI) South Africa, Invasion of Madagascar will now wait till it has two units to do the invasion with
- (AI) Difficulty Level 4 added Transport Capacity to Research
- (AI) Italy, will create a defensive line in Libya for a while
- (AI) Italy, should do a better job defending Albania against Greece
- (AI) France, made adjustments to the Belgium Border defense
- (AI) UK, made adjustments to the BEF evacuation
- (AI) UK, created a series of defensive positions in North Africa
- (AI) Germany, improved when the Low Countries invasion will take place (timing)
- (AI) Germany, will not start garrisoning Poland until they surrender