Right on Bill. Yeah I see your point and yes lots of us got acclimated to the described weird behavior with the replay. In a way, it was kind of fun trying to figure out what the heck was out there in the wild blue yonder haha.BillRunacre wrote: Fri Sep 01, 2023 3:03 pmHi everyoneOldCrowBalthazor wrote: Wed Aug 30, 2023 6:13 am Well take it up with Bill and Hubert. This deal has come up before. So until it's fixed, a lot of us rationalize it with as another kind of intelligence gathering.
It's been a thing for years and years.
Thing is... I'm playing Axis, and half the time the map hovers in around Poznan, Poland. Well I make jokes about that. What the hell is in Poznan?
Also, this lingering at sea is haphazard. Sometimes it will linger on a solo vessel. Other times a U-Boat pack.
Sometimes the desert where there is movement shuffling.
You never know.
Again, it's not precise. It can lure someone into a false idea of what's actually happening.
So again, like I said, a lot of us of learned to live with it and adjusted accordingly as abstract intell.
Anyways strange stuff like this happens in the real world.
It's an indicator of something afoot. Is it actionable intell is another question entirely.
Maybe this behavior can get fixed. It has been discussed before here on the forums somewhere. If it can be fixed that would be great. No more weird radio news.![]()
We have discussed this internally and we will be fixing it.
While I also understand the rationalisation of it, it does give experienced players an unfair advantage over new players, and it isn't intended either. Ideally information should either be given in a more consistent way or not at all (leaving aside Intel reports of course).
TRP - Total Realism Project for War in Europe (1.10b Download)
- OldCrowBalthazor
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Re: TRP - Total Realism Project for War in Europe (1.3 Download)
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Re: TRP - Total Realism Project for War in Europe (1.3 Download)
People forget that a sub counter is actually a wolf pack/flotilla of 5-10 individuals boats, so the focus doesn't have to necessarily be on "sinking" the counter per se, just damaging it sufficiently. The repair costs can be tweaked up a bit to reflect the loss of actual hulls.
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Re: TRP - Total Realism Project for War in Europe (1.3 Download)
Funny I was just mentioning that in one of my recordings. Actually quite a few times including quoting from you. Depends on the scale of the game of course through the SC ecosystem. But yeah, 1 ship counter generally isn't one ship. Depends on the vessel type.Elessar2 wrote: Mon Sep 04, 2023 2:31 am People forget that a sub counter is actually a wolf pack/flotilla of 5-10 individuals boats, so the focus doesn't have to necessarily be on "sinking" the counter per se, just damaging it sufficiently. The repair costs can be tweaked up a bit to reflect the loss of actual hulls.
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Re: TRP - Total Realism Project for War in Europe (1.3 Download)
Thanks Lothos for making Malta Great Again...and this is coming from the Axis perspective haha.
I like the idea of the 7 hex spotting range for the UK there. Should help Britain even more for both the islands defenses and other activities in the area. Question, will this spotting range still apply if it gets captured?
Link to final phase of Operation Hercules: https://www.youtube.com/watch?v=BfSa7Iz1amM&t=177s
I like the idea of the 7 hex spotting range for the UK there. Should help Britain even more for both the islands defenses and other activities in the area. Question, will this spotting range still apply if it gets captured?
Link to final phase of Operation Hercules: https://www.youtube.com/watch?v=BfSa7Iz1amM&t=177s
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Re: TRP - Total Realism Project for War in Europe (1.3 Download)
Hi Lothos and forum
What an amazing mod you made, currently playing as Axis vs a friend while I in parallel is 'practicing' against the AI. I love the new events and the higher number of turns. However I have some questions re. the mod and the gameplay:
1. Adriatic defence line - I read somewhere this is like a minefield? Does it deal damage when crossed and/or for each turn spent inside the zone? And what kind of damage? I know is is only vs human players and that I need to control all the indicated areas for it to work.
2. AAA - I have 4 TAC, 4 MED, 1 NAV and 2 fighters, all upgraded (1) but for the life of me I cannot bomb Malta into submission. At best I can deal 2 damage per round, but nothing that will allow me to take the island. Is this as intended? Do I need to blockade the island with ships just like cities? I think 2 units adjacent equals a siege no?
3. Greenland is instantly occupied by the Allied, before the Axis had the privilege of using the port for a few turns. Is this 100% each time or RNG?
4. Convoy raiding doesn't seem like it is worth it, yet you mention somewhere that 50% of UK MPP now comes from convoys. I have 3 subs in the Atlantic on the 3 main convoy routes and yet they deal 1-2 MPP only? Maybe I am doing this wrong but shouldn't the loss be higher?
5. Have you removed or altered the vanilla events? E.g. Axis still gets the Afrika Corps' event?
6. I cannot traverse the Suez canal as Italy before the war breaks out. Was this always the case? I wanted to sail a HQ to Eritrea but now I have to sail all the way around Afrika. Question for the forum, does anybody bother with reinforcing the Italian forces down there? Incl. subs in the Indian ocean?
Is there documentation on the mod somewhere? There are surely more stuff I haven't discovered or experienced yet as we are only in spring 1940.
Thanks again
What an amazing mod you made, currently playing as Axis vs a friend while I in parallel is 'practicing' against the AI. I love the new events and the higher number of turns. However I have some questions re. the mod and the gameplay:
1. Adriatic defence line - I read somewhere this is like a minefield? Does it deal damage when crossed and/or for each turn spent inside the zone? And what kind of damage? I know is is only vs human players and that I need to control all the indicated areas for it to work.
2. AAA - I have 4 TAC, 4 MED, 1 NAV and 2 fighters, all upgraded (1) but for the life of me I cannot bomb Malta into submission. At best I can deal 2 damage per round, but nothing that will allow me to take the island. Is this as intended? Do I need to blockade the island with ships just like cities? I think 2 units adjacent equals a siege no?
3. Greenland is instantly occupied by the Allied, before the Axis had the privilege of using the port for a few turns. Is this 100% each time or RNG?
4. Convoy raiding doesn't seem like it is worth it, yet you mention somewhere that 50% of UK MPP now comes from convoys. I have 3 subs in the Atlantic on the 3 main convoy routes and yet they deal 1-2 MPP only? Maybe I am doing this wrong but shouldn't the loss be higher?
5. Have you removed or altered the vanilla events? E.g. Axis still gets the Afrika Corps' event?
6. I cannot traverse the Suez canal as Italy before the war breaks out. Was this always the case? I wanted to sail a HQ to Eritrea but now I have to sail all the way around Afrika. Question for the forum, does anybody bother with reinforcing the Italian forces down there? Incl. subs in the Indian ocean?
Is there documentation on the mod somewhere? There are surely more stuff I haven't discovered or experienced yet as we are only in spring 1940.
Thanks again
death is not optional
Re: TRP - Total Realism Project for War in Europe (1.3 Download)
1. Works at the end of the turn
2. Have to knock the entrenchment down, use Medium bombers first, as TAC won't reduce entrenchment until at tech 2. If you want to work the supply level you have to block the ports and shell/strat bomb the town. This will be expensive. See OCBs youtube for how to do this.
3. As designed. The vanilla situation is unrealistic.
4. Its a bit of a crap shoot on the lines that have shared sources. Of the high vlaue lines only Canada and eventually the US are unshared. If you hit a shared line it is random which source you get. So try multiple subs on such lines.
5. Some have been removed. (e.g. IT forces for Russia, UK raid on Dakar). Rommel event is still there..
6. Suez is not allowed, even in Vanilla.
7. Best bet is to peruse first few posts on this thread, then read through the change logs.
2. Have to knock the entrenchment down, use Medium bombers first, as TAC won't reduce entrenchment until at tech 2. If you want to work the supply level you have to block the ports and shell/strat bomb the town. This will be expensive. See OCBs youtube for how to do this.
3. As designed. The vanilla situation is unrealistic.
4. Its a bit of a crap shoot on the lines that have shared sources. Of the high vlaue lines only Canada and eventually the US are unshared. If you hit a shared line it is random which source you get. So try multiple subs on such lines.
5. Some have been removed. (e.g. IT forces for Russia, UK raid on Dakar). Rommel event is still there..
6. Suez is not allowed, even in Vanilla.
7. Best bet is to peruse first few posts on this thread, then read through the change logs.
"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 (1.3 Download)
@Taxman thanks for the feedback.
Yes I did look at OCB’s video and I get it now re. Malta. However why didn’t you take any action to defend Malta? Why would you not risk attacking the Italians with the RN? I get that all of the Luftwaffe is there to strike back but couldn’t you hit his blockading fleets from a (relative) safe distance with CVs?
Would it not be worth neutralising the Italian fleet in exchange for losing Malta?
Yes I did look at OCB’s video and I get it now re. Malta. However why didn’t you take any action to defend Malta? Why would you not risk attacking the Italians with the RN? I get that all of the Luftwaffe is there to strike back but couldn’t you hit his blockading fleets from a (relative) safe distance with CVs?
Would it not be worth neutralising the Italian fleet in exchange for losing Malta?
death is not optional
Re: TRP - Total Realism Project for War in Europe (1.3 Download)
In TRP, Malta is a primary supply source, so I wasn't concerned about his blockading the ports. The blockading units were a low value ship and subs (which would only take 2 damage from a CV strike and at some point likely dive away and when submerged (if found) only take 1 damage, if that, from CV strikes. Meaning it was highly unlikely I would get to kill one of them.
What I could have done (before the ports were reduced below 5) would be to swap the AA out for a fresh one with better morale/readiness since the ports weren't completely surrounded. However, I wasn't prepared to do such.
As for trying to go after the Luftwaffe with carriers (in TRP all but 1 are CVLs so only a single strike), I would have encountered defending fighters (or perhaps even AA) got my Carriers air wings shot up for some damage only to have all those bombers turn on the RN then followed up by the RM. It would have been a blood bath for the RN. I would rather lose Malta than multiple carriers.
The spotting range of the fighters (7 sea) or Maritime bombers (10 sea) basically prevents the UK CVLs/CV from having enough movement to get in range, strike and get back out of range of all those bombers. Additionally, I wasn't aware at the time that he didn't have his Maritime Bombers available... which if you plan on going after Malta are usually a high value assets to have. They are for me when the roles are reversed. I'd gladly let Malta survive an extra turn or 3 to smash up the Royal Navy.
Lastly on the one turn (after Malta fell) I was truly prepared to consider a strike (which in turns out would likely not been in my favor), there were storms in the Med, which basically killed any idea of launching a strike.
Lothos's planed Malta change for 1.4 (granting it Sea spotting 7 and land spotting 3) will make it much easier to have the RN support Malta.
What I could have done (before the ports were reduced below 5) would be to swap the AA out for a fresh one with better morale/readiness since the ports weren't completely surrounded. However, I wasn't prepared to do such.
As for trying to go after the Luftwaffe with carriers (in TRP all but 1 are CVLs so only a single strike), I would have encountered defending fighters (or perhaps even AA) got my Carriers air wings shot up for some damage only to have all those bombers turn on the RN then followed up by the RM. It would have been a blood bath for the RN. I would rather lose Malta than multiple carriers.
The spotting range of the fighters (7 sea) or Maritime bombers (10 sea) basically prevents the UK CVLs/CV from having enough movement to get in range, strike and get back out of range of all those bombers. Additionally, I wasn't aware at the time that he didn't have his Maritime Bombers available... which if you plan on going after Malta are usually a high value assets to have. They are for me when the roles are reversed. I'd gladly let Malta survive an extra turn or 3 to smash up the Royal Navy.
Lastly on the one turn (after Malta fell) I was truly prepared to consider a strike (which in turns out would likely not been in my favor), there were storms in the Med, which basically killed any idea of launching a strike.
Lothos's planed Malta change for 1.4 (granting it Sea spotting 7 and land spotting 3) will make it much easier to have the RN support Malta.
"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 (1.3 Download)
Hi,
I am currently doing a new set of counters for TRP mod.
For the moment only Germany and USSR are completed (Zoom version not yet)
I did use a mix of 2 mods I made few years ago (counters for fall weiss Mod and High REs counter mod)
- Main changes are as follow:
Few Natos symbols reworked and color background change
Elites troops counters color change
Color silhouettes for airplanes
Naval counters remains unchanged so far

I am currently doing a new set of counters for TRP mod.
For the moment only Germany and USSR are completed (Zoom version not yet)
I did use a mix of 2 mods I made few years ago (counters for fall weiss Mod and High REs counter mod)
- Main changes are as follow:
Few Natos symbols reworked and color background change
Elites troops counters color change
Color silhouettes for airplanes
Naval counters remains unchanged so far

Re: TRP - Total Realism Project for War in Europe (1.3 Download)
This is looking really cool, can you do this for the TRP world version this way the counters can be used in both mods as the counter sheets are identical. The World version has Japan and China as Majors.SIPRES wrote: Fri Sep 08, 2023 4:56 pm Hi,
I am currently doing a new set of counters for TRP mod.
For the moment only Germany and USSR are completed (Zoom version not yet)
I did use a mix of 2 mods I made few years ago (counters for fall weiss Mod and High REs counter mod)
- Main changes are as follow:
Few Natos symbols reworked and color background change
Elites troops counters color change
Color silhouettes for airplanes
Naval counters remains unchanged so far
![]()
Re: TRP - Total Realism Project for War in Europe (1.3 Download)
This is looking really cool, can you do this for the TRP world version this way the counters can be used in both mods as the counter sheets are identical. The World version has Japan and China as Majors.
[/quote]
Sure no problem (will add Japan,China,India)
Does the localisation file for unit names from your mod is same for the world version?
There is only IJN kamikaze specific unit if i remember well on vanilla version
Since I dont own SCIII world War, I cant really check this point
For the minors files (axis and allied) I will split the bitmap in 2 different colors, so it will be possible to choose for any minor between 2 choices of counters (using the editor "mirror or facing" function)
[/quote]
Sure no problem (will add Japan,China,India)
Does the localisation file for unit names from your mod is same for the world version?
There is only IJN kamikaze specific unit if i remember well on vanilla version
Since I dont own SCIII world War, I cant really check this point
For the minors files (axis and allied) I will split the bitmap in 2 different colors, so it will be possible to choose for any minor between 2 choices of counters (using the editor "mirror or facing" function)
Re: TRP - Total Realism Project for War in Europe (1.3 Download)
Sure no problem (will add Japan,China,India)SIPRES wrote: Fri Sep 08, 2023 7:22 pm This is looking really cool, can you do this for the TRP world version this way the counters can be used in both mods as the counter sheets are identical. The World version has Japan and China as Majors.
Does the localisation file for unit names from your mod is same for the world version?
There is only IJN kamikaze specific unit if i remember well on vanilla version
Since I dont own SCIII world War, I cant really check this point
For the minors files (axis and allied) I will split the bitmap in 2 different colors, so it will be possible to choose for any minor between 2 choices of counters (using the editor "mirror or facing" function)
[/quote]
Yes the localization file is in the same place. You can download the world mod and look at the same path.
India is not a major power
Re: TRP - Total Realism Project for War in Europe (1.3 Download)
I got few questions regarding the campaign
As Axis player vs Allied AI
- I did the mistake to bring too many german troops close to Warsaw so it did increase USSR mobilisation, however I wanted to invade URSS around March 41 before it became too powerful, but a DOW cant be done in the diplomacy menu
As a consequence I had too wait USSR was fully mobilsed, and wait USSR made a DOW to Germany.
Is it due to my mistake (too many units in warsaw) or do we always have to wait june 41 that USSR declare war on Germany?
As Allied player vs Axis AI
- I found the Italian Navy really passive, only the subs are in action in the Atlantic
Surface vessels will mainly only defend Italy coast, I dont know if AI can be improved, but it could be interesting to see it challenging the Royal navy in mediterranée or east Africa or any convoy route.
What I mean is its currently too easy too defeat the Italian Navy by waiting the Italian NM collapse, without any surface vessel engagement
As Axis player vs Allied AI
- I did the mistake to bring too many german troops close to Warsaw so it did increase USSR mobilisation, however I wanted to invade URSS around March 41 before it became too powerful, but a DOW cant be done in the diplomacy menu
As a consequence I had too wait USSR was fully mobilsed, and wait USSR made a DOW to Germany.
Is it due to my mistake (too many units in warsaw) or do we always have to wait june 41 that USSR declare war on Germany?
As Allied player vs Axis AI
- I found the Italian Navy really passive, only the subs are in action in the Atlantic
Surface vessels will mainly only defend Italy coast, I dont know if AI can be improved, but it could be interesting to see it challenging the Royal navy in mediterranée or east Africa or any convoy route.
What I mean is its currently too easy too defeat the Italian Navy by waiting the Italian NM collapse, without any surface vessel engagement
Re: TRP - Total Realism Project for War in Europe (1.3 Download)
You have to use he War Map I believe it is the first tab at the top of the screen to declare war.SIPRES wrote: Fri Sep 08, 2023 7:49 pm I got few questions regarding the campaign
As Axis player vs Allied AI
- I did the mistake to bring too many german troops close to Warsaw so it did increase USSR mobilisation, however I wanted to invade URSS around March 41 before it became too powerful, but a DOW cant be done in the diplomacy menu
As a consequence I had too wait USSR was fully mobilsed, and wait USSR made a DOW to Germany.
Is it due to my mistake (too many units in warsaw) or do we always have to wait june 41 that USSR declare war on Germany?
As Allied player vs Axis AI
- I found the Italian Navy really passive, only the subs are in action in the Atlantic
Surface vessels will mainly only defend Italy coast, I dont know if AI can be improved, but it could be interesting to see it challenging the Royal navy in mediterranée or east Africa or any convoy route.
What I mean is its currently too easy too defeat the Italian Navy by waiting the Italian NM collapse, without any surface vessel engagement
Italian Navy historically only came out for the battle of Greece and the hid for the rest of the war. The AI will bring it out near Malta depending on how many UK ships are in the med. If not you will just get a few trickle here and their randomly.
In a general statement the Naval AI is not really easy to control. Best I can do is try and grab a bunch of ships in one place (assuming their is something their) and move them to another place. It has no ability to really focus on an offensive.
Re: TRP - Total Realism Project for War in Europe (1.3 Download)
Lothos,
Would it be possible to add the Major Powers back to the Diplomacy screen but set the max # chits you can invest in them to 0?
Would it be possible to add the Major Powers back to the Diplomacy screen but set the max # chits you can invest in them to 0?
"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 (1.3 Download)
Yeah, I've always used the War Map to declare war, but others use the Diplo menu natch.
- OldCrowBalthazor
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Re: TRP - Total Realism Project for War in Europe (1.3 Download)
I for one prefer the DiploTable but the WarMaps works fine.Elessar2 wrote: Sun Sep 10, 2023 6:07 pm Yeah, I've always used the War Map to declare war, but others use the Diplo menu natch.
It's like Pepsi vs Coke. A matter of taste (I think haha)
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Re: TRP - Total Realism Project for War in Europe (1.3 Download)
Comments from my TRP AAR, that I thought I should post here for consideration.
Germany signing the border and commercial agreement lowers the USSR mobilization to 29% (added: from 32%). In exchange I get 2 strength + upgraded: FTR, AT and ART.
This is based on Crispy’s Fall Weiss DE, however in Crispy’s mod the units have 3 pips of experience meaning they will retain some when repaired. In TRP, the max exp non-HQ units can have is 1, so goodbye experience. That pretty much makes the GE DE a near no-brainer.
Germany signing the border and commercial agreement lowers the USSR mobilization to 29% (added: from 32%). In exchange I get 2 strength + upgraded: FTR, AT and ART.
This is based on Crispy’s Fall Weiss DE, however in Crispy’s mod the units have 3 pips of experience meaning they will retain some when repaired. In TRP, the max exp non-HQ units can have is 1, so goodbye experience. That pretty much makes the GE DE a near no-brainer.
"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 (1.3 Download)
Here is the Link for the counter MOD
Except any mistake from me, it might work for both WIE and WAW
https://www.dropbox.com/scl/fo/c91jncnx ... uvq6j&dl=0
I did few changes here and there regarding counter colors, so you may find it better or not
Regarding Minors (Axis and Allied) you will find 2 optional folders in case you want to make some variation with the "mirror" function
here is an example (belgium "switched" is now a different background color VS Netherland)

Except any mistake from me, it might work for both WIE and WAW
https://www.dropbox.com/scl/fo/c91jncnx ... uvq6j&dl=0
I did few changes here and there regarding counter colors, so you may find it better or not
Regarding Minors (Axis and Allied) you will find 2 optional folders in case you want to make some variation with the "mirror" function
here is an example (belgium "switched" is now a different background color VS Netherland)

- OldCrowBalthazor
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Re: TRP - Total Realism Project for War in Europe (1.3 Download)
I definitely like these new counter colors. My buddy Unfortunate Son helped Lothos modify some of the counters you designed long ago (Which I prefer btw over the stock vanilla NATO, especially the ships). The Soviet Guard, Hvy Pz and German Elite Infantry, plus Marine units were changed. You'll see them on my playthrough with Taxman on YT that's on going.SIPRES wrote: Wed Sep 13, 2023 9:41 pm Here is the Link for the counter MOD
Except any mistake from me, it might work for both WIE and WAW
https://www.dropbox.com/scl/fo/c91jncnx ... uvq6j&dl=0
I did few changes here and there regarding counter colors, so you may find it better or not
Regarding Minors (Axis and Allied) you will find 2 optional folders in case you want to make some variation with the "mirror" function
here is an example (belgium "switched" is now a different background color VS Netherland)
![]()
Elessar also used your counters with his War in the Pacific Mod for WaW. They are great with the ship counters not covering the Sea/Ports/Coastal Hexes for example.
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