Much like other Slitherine strategy games, Commander – Europe at War is easy to learn but hard to master. Players will find themselves immediately immersed in the delicate diplomatic situation preceding the Second World War and then undoubtedly glued to their chair when all hell breaks loose across the continent. Research new technologies to gain an edge on your opponent, manufacture armies, fleets, and bombers, and use all your strategic and tactical might to best your enemy. To satisfy the hunger of history buffs looking for accuracy and realism, Commander – Europe at War includes detailed and realistic combat that models supply, morale, terrain, leadership, equipment, training, strategic weapons and fog of war. To capture the immense scope and distance of WWII, Commander – Europe at War will include 6 epic scenarios including the famous Barbarossa campaign, D-Day and the battle for France, and a Grand Campaign that will let the player refight the entirety of the Second World War the way they see fit!
Commander: Europe at War is the first in a series of high level turn based strategy games. It is being jointly developed by Firepower Entertainment and being released through Slitherine Software's Kameleon Project. The first game spans WW2, allowing players to control the axis or allied forces through the entire war in the European Theatre.
Commander: Europe at War v1.03 fixes :- Fixed a crash bug where the AI tried to move units that were no longer on the map.
- Fixed a bug where minor countries (like Romania) kept their oil instead of sending them to the faction oil pool
- Fixed a bug where naval units could repair despite country being out of resources
- Fixed some drawing routine bugs that caused graphic glitches
- PBEM, fixed a bug where tech advances were not shown in the turn summary
- PBEM games cannot be saved manually anymore - instead uses the autosave on end turn
- The autosave for non-PBEM games no longer overwrite the save from which you loaded, it creates a new file
- USSR winter event now is registered but not in effect until DoW, so if invading USSR in spring mud is still there
- All toggles (such as Nato Symbols) now remain unchanged when loading a save
- The zoom level now switches to the mid zoom when ending your turn on every game mode
- Quality and Survivability now have the tooltip text colours for tech increases on the purchase screen, unless they have a manpower penalty
- Windowed mode is now stored in settings.txt file so you can start the game up windowed by default
- War entry dates are now randomised and can be controlled from the scripts.
- Winter duration can now be set in the general.txt script
- Air units now also follow the same rule as ground units when deciding if a rail move is possible
- Some tweaks to the scenarios, Allied have slightly more troops in Egypt. Some neutral countries have slightly less troops
- The Force Pool now has a reorder function, clicking the first unit will put it way back and push other units one step forward in the queue
- Oi Fields now generate 4x instead of 3x in oil production, providing more incentive for conquest of enemy oil
- Terrain : Entrenchments are now slightly more powerful
- Unit : Carrier now has a shorter range and get less range tech upgrades. Naval units now take more time to build
- Tech : Anti-Tank Guns, Tank Destroyer and Close Air Support are now more early bloomers. Armour +1 oil cons
- AI, fixed a bug where the AI deployed land units into a sea port
- AI now focuses more on protecting conquered capitals
- AI now tries to secure a conquered Capital surroundings before planning their next invasion
- AI now only feel threatened and try to protect Cities from ground units and transport, so air and navy no longer cause over reaction
- AI transports now try to move as close as possible to the destination before unloading
- AI now uses the new transport rule where a ship on port does not prevent loading
- AI will now retreat from Sea Ports that have been taken over by enemy
- AI Axis now use a broad front when invading USSR, picking interim Cities to conquer and sending units out on the flanks
- AI will now buy labs more slowly, to prevent a scenario starting with AI spending all its early turn cash on labs
- AI will now build slightly less Armour and slightly less Air
The patch can be download from: files/ceaw/patches/ceaw_v1.03_beta.exe
The patch releases alongside an updated editor that makes use of some of the new features in the game.
Changes in V1.03 Beta Editor
- Forts are now loaded through scenarios so no need to recreate them again
- Country war entry dates can now be set in scenarios
- You can now manually set which side starts a scenario
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