Archives by Day

Strategic Command World War One 1914-1918 The Great War

Platform(s): PC
Genre: Strategy
Publisher: Battlefront.com
Developer: Fury Software
Release Date: Feb. 2011

About Rainier

PC gamer, WorthPlaying EIC, globe-trotting couch potato, patriot, '80s headbanger, movie watcher, music lover, foodie and man in black -- squirrel!

Advertising





'Strategic Command World War One 1914-1918 The Great War' v1.03 Patch Available NOW

by Rainier on Aug. 31, 2011 @ 1:24 p.m. PDT

Strategic Command World War One 1914-1918 The Great War is a brand new historically accurate simulation of The Great War that helped shape Europe and the entire world as we know today at the beginning of the 20th Century.

Get the Strategic Command World War I: The Great War 1914-1918 v1.03 Patch Off WP (275mb)

v1.03

GAME ENGINE CHANGES
- fixed an HQ attachment range error as HQs were attaching beyond their expected range in some cases (Winti)
- fixed an HQ supply error for HQs that are set to 'Manual' mode (Dragon)
- fixed a PURCHASE UNIT screen error that displayed an HQ even though none are available for purchase (xwormwood)
- fixed a 'forced march' unit error that allowed fully mobilized units to enter a friendly major country that is not yet mobilized (Glabro)
- fixed a recon error for Carriers that only allowed for a single recon strike if the Carrier had moved (Bill R.)
- fixed a unit movement error from Land to Land + Water tiles (Iron Ranger)
- fixed an adjacent port occupation error for when there is an enemy unit already located adjacent to the port (Iron Ranger)
- fixed a LOOP arrival error for when the arrival destination is an enemy controlled port (Amadeus)
- fixed a NATIONAL MORALE script bug that had the game engine skip over these events from time to time (Lokesz)
- fixed an error that allowed Carriers to reinforce/upgrade after it has been used to 'escort' (Catacol)
- fixed a research progression calculation error (Wushuki)
- fixed a WWII Strategic Bomber recon error (Bill R.)
- fixed an AI planning error that caused a CTD (Cantona66)
- fixed a WWII Partisan Operational Movement error that allowed Partisans to Operate out of their national territory (Gunnar)
- fixed a Carrier recon error (rjh1971)
- fixed an Operational unit error that did not reveal enemy units immediately adjacent a recently operated unit (Alastair)
- AI will no longer automatically purchase Garrisons to fill in empty resource GARRISON script positions unless 'Production Delay' is turned off
- AI will no longer purchase units that will arrive after the campaign 'end date' (Gunnar)
- AI speed improvements, up to 50% faster on turns with most of the map areas actively engaged
- AI logic improvements
- Carriers attacked by Subs will no longer have a random chance that some aircraft will be destroyed (Big Al)
- Fighters now have an interception range of 'strike range - 1' for WWII (Wushuki)
- Paratroops can now be intercepted and escorted
- SUPPLY events that have an associated #SOUND= line entry will now display an animated explosion over the supply targets specified in the event

EDITOR CHANGES
- fixed a map resize error that would sometimes crash the Editor if the convoy routes did not properly fit within the new map size (Winti)
- WWII campaigns now have Carriers improve their AD/BA/BD values for each applicable level of Aerial Warfare (Wushuki)

WWII 1939 Storm Over Europe
- fixed an AI POPUP event with respect to D-Day
- fixed several LOOP events regarding Allied naval movements to and from the Middle East and Egypt (ludi)
- fixed a POPUP regarding the 'German Blitzkrieg Towards Paris' should France fall prior to the surrender of Belgium (crispy131313)
- added a Polish Corps strength 8 to Brest-Litovsk
- added several Soviet NATIONAL MORALE events to boost their morale as the Allies land in and liberate France
- added a UK NATIONAL MORALE loss event for when the Axis take London (Gunnar)
- added Halifax as a Canadian port and city should the UK transfer its government to Canada (Happycat)
- added an extra road northwest of Athens
- added Soviet 22nd and 26th Armies to Smolensk and Kiev respectively (abukede)
- added Nyandoma to 336,24
- added a road to connect Nyandoma to Kotlas
- added an HQ at Minsk to the front line Soviet UNIT scripts should Germany not honour the Molotov Pact (HvS)
- added a Romanian Tank to their build options (Dave)
- moved the 2nd Light Polish Tank to Kutno
- moved Kotlas from 359,23 to 355,27 and adjusted the rail and road to match
- removed Bradford and Birmingham from the UK PARTISAN event (Gunnar)
- removed the ports of Alexandria, Tripoli and Tunis from the supply effect on the Allies in the Mediterranean if the UK loses Gibraltar (abukede)
- removed 1st FSJ from the UNIT script and placed him on the P/Q instead
- increased primary Tank, Fighter, Tac, Bomber research upgrades from 10% to 20% (abukede)
- increased Soviet Tank builds from 7 to 8 (abukede)
- Turkey can now operate air units to neighbouring countries (Winti)
- all French Maginot Line units now start with strength = 5 (HvS)
- German Battleship renamed to 'Hutten' from 'Hutton' (HvS)
- renamed Vyatka to Kirov
- disabled the Allied AI Italian SURRENDER_2 event to the US (Gunnar)
- Venice added as a secondary capital for Italy (Bill R.)
- Canada can now operate its air units without territorial restriction (Gunnar)
- Infantry Warfare and Heavy Tank research costs increased by 25 MPP (Gunnar)
- Fighters that fly a reconnaissance mission will no longer be escorted if they are intercepted (Bill R.)
- Fighters now have an intercept range equivalent to their strike range - 1 (Wushuki)
- Winter War TERRITORY event now properly connected to DE 401 (rjh1971)
- corrected several entries in the Guide (rjh1971)
- increased Soviet mobilization from 7-10% to 15-20% should Germany not honour the Molotov Pact (HvS)
- several DE 101 Destroyers now spread out to arrive in later '41 and early '42 (Dave)
- German and Soviet Rocket builds now have SA=1 (Dave)

WWI Main Campaign changes:
- The town of Kropotkin has been renamed Romanovsky Khutor.
- The USA is now automatically at war with all the Central Powers on joining the Entente (Dan).
- Italy is now automatically at war with all the Central Powers on joining the Entente (Dan).
- Budapest added as a National Morale objective (Honch).
- Three extra Victory scripts added for a Central Powers Major Victory (Lokesz).

1917 Cambrai
- changes to the weather, a slight increase in German income, and also to increase the German unit deployment positions for reinforcements.

v1.02

GAME ENGINE CHANGES

- Fixed a set of HQ attachment errors for HQ units that were set to 'Auto-Assist' (Dan)
- Fixed a RESEARCH advancement error that was not resetting the new research advancement implementation to 0 when applicable (Bill R.)
- Fixed a 'forced march' error that allowed you to force march into enemy held territory within your own country (Bill R.)
- Fixed an error that allowed Carriers to 'escort' once they had been upgraded or reinforced (worg64)
- Fixed a 40% morale loss error for whenever you moved your units as this should have only been happening under 'forced marches' (Armuss)
- Fixed a mouse movement CTD error that occured when quickly selecting a unit and then moving the mouse over the game menu buttons
- Fixed an HQ upgrade error that did not allow you to upgrade HQs (David S.)
- Fixed a Bomber strike error that would sometimes reduce double strike Bombers to 0 strikes after their first attack (Armuss)
- Fixed a TERRITORY event error that would drop resource strengths to 5 for friendly transfers (worg64)
- Fixed a combat error bug that allowed inactive majors to attack active major naval units along their coastline, i.e. Italy attacking British warships along an Italian coastline when Italy is not yet fully at war
- Fixed an animate replay bug for 'forced march' movements
- Fixed an animate replay bug for 'swap unit' naval movements (Claus)
- Fixed a Rail Gun AI reorganization error that allowed Rail Guns to move into hostile enemy territory (crispy1313)
- Fixed a Diplomacy screen display error (Bryan)
- Fixed a Carrier aircraft loss error that would result in your opponent incorrectly receiving a National Morale bonus (xwormwood)

- Added a 'Forced March' feature that allows you to move a unit within friendly territory at 2X the available AP (Bill R.)
- The unit will lose 'morale' the same way that it does for an 'operational movement' and will not be able to attack even if encountering a hidden enemy unit
- Forced marches can be achieved by selecting a unit to move and then clicking on the 'Forced March' game menu button shown on the right button panel as this will then recalculate the available movement tiles
- Forced marches are only available to land units with the exception of HQs
- Forced marches are only available if a unit has supply >= 5 and if they are not currently adjacent to an enemy unit

- Surrendered majors now have their National Morale automatically set to 50% (Bill R.)
- Percentage chance of a major surviving after its capitals have been captured is now multiplied by its National Morale, i.e. ontop of the unit check formula
- e.g. if France has 10 units remaining it would have had a 3% * 10 = 30% chance of surviving the surrender check, now if it has 50% National Morale when Paris is captured then it will have a 3% * 10 * .5 = 15% chance of surviving to fight another turn
- Land + Sea tiles with a road on them now reduce the penalty of entering the tile to just 1 AP (Dan)
- Optimized HQ attachment routines so that the maximum attachements per HQ is now more likely (Dan)
- Garrison and Partisan units can no longer be Amphibiously Transported
- Sub attacks are now halved when they move before attacking and the damage they receive is doubled (ludi)
- Naval units can now pass through non belligerent enemy units (xwormwood)
- Subs in 'Silent' mode now have a 50% chance of passing through enemy Destroyers (Bill R.)
- Countries that have already surrendered once and have been subsequently liberated will no longer surrender a second time due to National Morale reaching 0 (Gunnar, Bill R.)

- WWII campaigns will now have the Engineer unit start with the same default 3 sided fortification in the Fortify dialog that we have for WWI (Bill R.)
- WWII Partisans can now only move within their home country (worg64)
- WWII Bombers and Tactical bombers can now spot like Air Fleets (abukede, Bill R.)

- AI script logic changes that help speed up the game:
- FLEET scripts can now have any sea tile set as a #FRIENLDY_POSITION
- BUILD_UP_OFFESNIVE and BUILD_UP_FLEET plans now require that an assignable unit is within 3 * Action Points to either the specified #FRIENDLY_POSITION or #GOAL_POSITION
- BUILD_UP_AMPHIBIOUS and BUILD_UP_TRANSPORT plans now require that an assignable unit is within 5 * Action Points to the specified #FRIENDLY_POSITION

- Added the following localization text entries:
- #OPTIONS_MENU_TEXT_3= Enable to improve AI speed
- #OPTIONS_MENU_TEXT_4= Disable to improve AI speed
- #GAME_RESEARCH_TEXT_8= Advancement:
- #RESEARCH_BREAKTHROUGH= Research Breakthrough

- Implemented a new research system using the following model:

A) Progression tracking that will go from 0-100% and once you reach 100% you have achieved your breakthrough.

The increment per turn will be a random number based on the % chance you have each turn relative to the number of chits invested.

For example, if you have 1 chit at 5% each then you have a 2.5 -> 7.5% increment towards 100% per turn.

If you have 2 chits for a total of 10% then you have a 5 -> 15% increment towards 100% per turn.

B) Previous research system is still in place as a way to represent a research breakthrough that can come at any time with the only restriction that an early breakthrough/advance can only come once A) is above 25%

Research will advance a level for whichever is achieved first, either A) reaches 100% or B) there is an early breakthrough once A is above 25%.

To view the current research progression a tool tip in the RESEARCH dialog will show your advancement % when hovering with the mouse above an invested research item.

EDITOR CHANGES

- Fixed an Editor CTD (Robert)
- Added motorization back in as an optional research item for Rockets for WWII campaigns

1914 Call to Arms and Triple Alliance
- Belgium's Detachment build limit increased by one and the Ostend Detachment will now deploy in mid-August 1914.
- The overthrow of Prince Wilhelm of Albania will now always lead to Albanian entry into the war on the side of the Entente (Dan Fenton).
- Decision Event added for Germany to convert the Glyndwr Seaplane Carrier.
- Germany's Seaplane Carrier build limit increased from 1 to 2.
- Portugal now starts with a 60% (rather than 40%) leaning towards the Entente.
- British garrisons in Egypt will now only mobilize once the Ottomans have mobilized in Palestine.
- Moving through Desert terrain now costs +2 APs (was +1).
- Tile 323,97 amended from a hill to Desert. This is to make it harder for the Entente to reach Aqaba by land.
- OFFENSIVE scripts for Entente push into Belgium amended to make it more likely if Belgium is ignored by the Central Powers player.
- National Morale scripts relating to the Easter Rising corrected.
- Added several new AI UNIT and GARRISON scripts to help Serbia and Italy defend from the south (HvS).
- Added several new AI UNIT events to help address potential Entente weakness in the air war over France (HvS).
- Decision Events added to enable all Majors to reduce a decline in their National Morale once it has fallen below 50%.
- Each Major will have a second opportunity to reduce this decline once their National Morale has fallen below 25% (in the event that they said no to the above when it fell below 50%).
- Effect of the Northern Blockade against Germany reduced from 25 to 20 National Morale points per trigger location.
- Submarine APs increased from 15 to 16.
- Sub Naval and Carrier attack values increased from 2 to 3.
- Cost of a Detachment decreased from 100 to 80 MPPs.
- Production Delay for a Detachment decreased from 3 to 2 months.
- Italian Detachment build limit increased from 4 to 6 and more unit names added.
- Russian Detachment build limit increased from 6 to 8.
- German Detachment build limit increased from 8 to 12.
- Russian Unit script for Ruszki HQ corrected (Dan Fenton).
- Russian HQ build limit increased from 6 to 8 (Dan Fenton).
- Fighter Air Attack values increased from 1 to 2 (Dan Fenton).
- Cost of Bombers reduced from 200 to 175 MPPs.
- Road deleted at 309,79.
- Tile 243,74 in Sardinia changed from land to sea (Andreas).
- Volzhsky at 356,58 renamed as Bezrodnoye (Andreas).
- Cost of researching Advanced Subs reduced from 75 to 50MPPs.
- Cost of researching Amphibious Warfare reduced from 100 to 75MPPs.
- Cost of researching Infantry Warfare reduced from 150 to 125MPPs.
- Kalinin at 325,35 renamed as Tver (Andreas).
- Mountains and Zohreh river amended near Shiraz in Persia (Andreas).
- The cost of Germany supporting the Irish Nationalists has been reduced from 50 to 25MPPs.
- Cost of the Russian Caucasian Artillery Decision reduced from 180 to 150 MPPs.
- Inverness added as a supply source so that Scapa Flow isn't affected by industrial unrest or unrestricted attacks on UK shipping.
- Germany's National Morale boost from Ukrainian Grain Supplies increased from 50 to 100 points per turn.
- The reduction in German National Morale due to the US entrance into the war reduced from 2,500 to 2,000.
- The chances of industrial unrest following the UK's introduction of conscription reduced slightly.
- Tile 361,92 in Mesopotamia changed from a Mountain to a Hill, and a Hill added in 362,93.
- Tile 356,88 in Persia changed from a Mountain to a Hill, and a Hill added in 355,88 in Mesopotamia.
- Dummy Decision Event added to reduce the chance of the Aqaba pop up appearing when the Entente already hold Aqaba.
- Cost of Ground Attack Research reduced from 100 to 75 MPPs.
- Heligoland and North Frisian Islands amended (Andreas).
- River Danube amended near Odessa (Andreas).
- River Dicle near Lake Van in Turkey renamed to Botan and its route amended (Andreas).
- The German town of Flensburg moved from 245,40 to 246,41 (Andreas).
- Mountains near Ulm and Augsburg amended (Andreas).
- Germany's National Morale is now boosted every time they launch unrestricted attacks on British shipping.
- The effect of unrestricted attacks on British morale has been increased from 20 to 25 NM points per attack.
- Ottoman Mobilization of their HQ and Cavalry in the Caucasus moved from Erzerum 341,77 to Mus 343,80.
- Minor corrections made to Canada, Newfoundland, Sardinia and Greece (Andreas).
- Strength 5 Austro-Hungarian Detachment deployed at Budapest.
- Decision Event added for Russia to deploy Heavy Artillery in the Caucasus (Dan Fenton).
- Decision Event for the British to occupy Lemnos amended so that as well as gaining the island, a unit of Marines will also deploy there, ready for operations in the Dardanelles or elsewhere (Dan Fenton).
- Decision Event for Germany to provide arms to Sir Roger Casement brought forward to the 1st March 1916.
- Romania is now a Russian Minor rather than a French one.
- The Ottoman Navy now only deploys when they enter the war (Lettowvorbeck).
- Port Naval Defense increased from 4 to 6.
- Dniester river amended near Odessa.
- Maximum campaign end date increased to the 1st January 1925.
- Cost of researching Motorization reduced from 100 to 75MPPs.
- Cost of researching Long Range Air reduced from 75 to 50MPPs.
- Chance of research success increased from 6/5/4/3/2 to 7/6/5/4/3.
- Increase in income per level of Industrial Technology reduced from 25% to 20%.
- Maximum level attainable for Industrial Technology decreased from 5 to 4.
- Cost of Fighters reduced from 125 to 100MPPs.
- Script for Entente naval units annoying the Swedes adjusted (Xwormwood).
- National Morale scripts representing the Easter Rising corrected.

1917 The Fate of Nations
- Belgium's Detachment build limit increased by one.
- Moving through Desert terrain now costs +2 APs (was +1).
- Tile 323,97 amended from a hill to Desert. This is to make it harder for the Entente to reach Aqaba by land.
- Decision Events added to enable all Majors to reduce a decline in their National Morale once it has fallen below 50% (75% for Russia).
- Each Major will have a second opportunity to reduce this decline once their National Morale has fallen below 25% (in the event that they said no to the above when it fell below 50%).
- Effect of the Northern Blockade against Germany reduced from 25 to 20 National Morale points per trigger location.
- Submarine APs increased from 15 to 16.
- Sub Naval and Carrier attack values increased from 2 to 3.
- Cost of a Detachment decreased from 100 to 80 MPPs.
- Italian Detachment build limit increased from 4 to 6 and more unit names added.
- Russian Detachment build limit increased from 6 to 8.
- German Detachment build limit increased from 8 to 12.
- Russian HQ build limit increased from 6 to 8 (Dan Fenton).
- Fighter Air Attack values increased from 1 to 2 (Dan Fenton).
- Cost of Bombers reduced from 200 to 175 MPPs.
- Road deleted at 309,79.
- Tile 243,74 in Sardinia changed from land to sea (Andreas).
- Volzhsky at 356,58 renamed as Bezrodnoye (Andreas).
- Cost of researching Advanced Subs reduced from 75 to 50MPPs.
- Cost of researching Amphibious Warfare reduced from 100 to 75MPPs.
- Cost of researching Infantry Warfare reduced from 150 to 125MPPs.
- Kalinin at 325,35 renamed as Tver (Andreas).
- Mountains and Zohreh river amended near Shiraz in Persia (Andreas).
- Inverness added as a supply source so that Scapa Flow isn't affected by industrial unrest or unrestricted attacks on UK shipping.
- Germany's National Morale boost from Ukrainian Grain Supplies increased from 50 to 100 points per turn.
- The reduction in German National Morale due to the US entrance into the war reduced from 2,500 to 2,000.
- The chances of industrial unrest following the UK's introduction of conscription reduced slightly, and a duplicated script relating to strikes in Sheffield removed.
- Tile 361,92 in Mesopotamia changed from a Mountain to a Hill, and a Hill added in 362,93.
- Tile 356,88 in Persia changed from a Mountain to a Hill, and a Hill added in 355,88 in Mesopotamia.
- Cost of Ground Attack Research reduced from 100 to 75 MPPs.
- Heligoland and North Frisian Islands amended (Andreas).
- River Danube amended near Odessa (Andreas).
- River Dicle near Lake Van in Turkey renamed to Botan and its route amended (Andreas).
- The German town of Flensburg moved from 245,40 to 246,41 (Andreas).
- Mountains near Ulm and Augsburg amended (Andreas).
- Germany's National Morale is now boosted every time they launch unrestricted attacks on British shipping.
- The effect of unrestricted attacks on British morale has been increased from 20 to 25 NM points per attack.
- Minor corrections made in Canada, Newfoundland, Sardinia and Greece (Andreas).
- Port Naval Defense increased from 4 to 6.
- Dniester river amended near Odessa.
- Maximum campaign end date increased to the 1st January 1925.
- Romania is now a Russian Minor rather than a French one.
- Cost of researching Motorization reduced from 100 to 75MPPs.
- Cost of researching Long Range Air reduced from 75 to 50MPPs.
- Chance of research success increased from 6/5/4/3/2 to 7/6/5/4/3.
- Increase in income per level of Industrial Technology reduced from 25% to 20%.
- Maximum level attainable for Industrial Technology decreased from 5 to 4.
- Cost of Fighters reduced from 125 to 100MPPs.
- Script for Entente naval units annoying the Swedes adjusted (Xwormwood).

All Main Campaigns
- Dvinsk/Daugavpils railway amended.
- Road and rail leading from Toulouse to the Spanish border fixed.
- Epinal added at 228,60.
- Level 2 Heavy Artillery no longer have a range of three (Dan Fenton).
- Rail Guns can no longer de-entrench (Dan Fenton).
- The cost of AA guns reduced to 75MPPs (Dan Fenton).
- The cost of researching Recon Bombers increased from 75 to 100 MPPs (Dan Fenton).
- Chance of Mud in late spring in Europe reduced from 15% to zero (Catacol Highlander).
- Mountain under Ioannia in Greece removed (Dan Fenton).
- Heavy Bomber, Airship and Long Range Air research capped at level 3.
- Partisan scripts added for Russia (Hyazinth von Strachwitz)
- Mobilization 1 script fixed that had the USA swinging the wrong way if the Entente declared war on a neutral.
- Mobilization 1 script amended to reduce the influence on the USA of the Central Powers declaring war on Belgium.
- Mobilization 2 script amended to reduce slightly the effect of the sinking of the Lusitania on US opinion.
- Mobilization 2 script amended to reduce slightly the effect of the sinking of US merchantmen on US opinion.
- Mobilization 2 script amended to increase the chance of the USA complaining at the enforcement of the blockade of Germany.
- Mobilization 2 script amended to reduce slightly the impact on US opinion of the Germans using unrestricted naval warfare.
- Mobilization 3 script amended so that Russia's withdrawal from the war will only cause any swing in US opinion in games against the Entente AI.

WWII 1939 Storm Over Europe
- Failsafe date for the transfer of the Siberians amended from 1st January 1948 to 1st May 1942.
- National Morale scripts for Germany and Italy capturing Moscow corrected.
- Spelling of the Gibraltar Corps' name corrected.
- Pop Up Spelling of Pearl Harbour corrected to Pearl Harbor.
- British Capture Tobruk pop up (with Monty image) amended to refer to Allied forces entering Tobruk and it will fire irrespective of the Allies' nationality.
- The ability of Rail Guns to be upgraded with Artillery research has been disabled and they are now limited to 5 shells max. This is in line with the WWI campaigns as otherwise they can become far too powerful.
- Italy has been set to scorched earth on invasion only. Otherwise it was too hard for the Germans to liberate it, and this would prevent the Axis player from doing what they did in 1943 when the Germans took over as much of Italy as possible after the surrender (Gunnar).
- Sub APs increased from 15 to 16 to bring them into line with the WWI game.
- Fortification building time increased from 30 to 40 days.
- US, Soviet and German Tank Build limits increased by 1 (Gunnar).
- Artillery research capped at level 1 rather than level 2 as otherwise it's just too powerful and battles can turn into WWI type situations.
- Wording of the message connected to the MOB_2 script for the Allies infringing Norwegian territorial waters amended so that it will apply even when Allied units aren't in raiding mode.
- Decision event 623 added along with a National Morale script to boost Italy's National Morale back to its starting value upon liberation.
- Fixed a Lithuania ANNEXATION event that was not firing when Germany said NO to DE 600.
- Fixed Finnish combat target stats to match those of Spain.
- Naval Warfare upgrade cost for BBs, CAs and DDs now set to 10%, down from 30%. (Bill R.)
- Increased Submarine Naval and Carrier attack values by 1 for the UK, France, USA, Germany and Italy (Bill R.)
- US mobilization increases by 15-20% after the Pearl Harbor attack (Bill R.)
- US will now transfer a Carrier, Sub and Destroyer from the Pacific via a UNIT event when Japan surrenders (Gunnar)
- Artillery now capped at 2 shells (Gunnar, Desert Dave)
- Amended Artillery's Combat Stats so that they always have 2 shells at the start of a turn.
- Amended Yugoslavia's political leaning from 45% Allied to 45% Axis (Gunnar).
- Polish Narew Corps' strength increased from 5 to 8 (Gunnar).
- Research capped at 3 applicable chits per category (Abukede).
- Garrison build limits increased for Germany, USSR and Italy by 5,5,4 respectively (Abukede).
- French Corps build limit increased by 2 (Abukede).
- German Fighter limit increased by 1 (Abukede).
- French Fighter, Tac and Bomber build limits increased to 4/3/2 respectively (Bill R.)
- US Artillery, Anti-Tank, Anti-Air and Tactical Bomber added to the P/Q for early 1942.
- Additional US Destroyer added to the naval mobilization UNIT scripts upon US entry into the war.
- 3 US resources removed from the RESOURCE script to provide slightly more US income while it is not fully mobilized.
- US naval fleet deployed only after the US becomes fully mobilized (worg64, Bill R.)
- French NM is now boosted to pre-war levels upon liberation (worg64, Bill R.)
- Fixed military unit rail gun sprites for the USSR and USA (worg64)
- Edited a few of the connection tiles at Nova Scotia as well as Newfoundland and Corfu generally allowing for more naval movement options (Andreas)
- Moved Flensburg to 246,41
- Added a hill at tile 381,100
- Edited the LOOP events to have naval units from the US east coast arrive a little further back from their previous arrival positons (worg64, Bill R.)
- Belligerence is now automatic as soon as a major is fully mobilized
- Decision added for Germany to decide whether or not to attempt to rescue Mussolini.
- Decision added for Germany to form the Italian National Republican Army if Mussolini was rescued by Skorzeny.
- Decision added to represent the Brazilian Expeditionary Force (crispy131313).
- Decision added for the UK to launch Commando raids (Honch).
- Decision added for the USSR to transfer industry to the Urals (Xwormwood).
- Decision added for the UK to attack Dakar (abukede).
- Decision added for Italy to send an expeditionary force to the Eastern Front in 1941 (abukede).
- Decision added for Poland to decide whether her escaped soldiers should go to Britain or France, with either country then having the opportunity to form a Polish Corps. If they head to France but France doesn't form a Polish Corps, then the UK will have an option to do so after the fall of France.
- I Polish Corps now deploys at Luton rather than London when formed.
- Decision added for the UK to lease the Azores.
- Railway added at Kristiansand in Norway.
- Roads and Mountains fixed in Greece.
- Mountains fixed in Turkey.
- Road near Floro in Norway amended.
- Pop Up added representing Allied leaders continuing the fight after the fall of France.
- Corsica added to the SURRENDER_1 script for the formation of Vichy France.
- Date of the following National Morale script amended to reflect its title: #NAME= France - French Morale Improves (March 1941)
- SUPPLY script reduction of Baghdad via DE 106 now extended to all Iraqi towns and villages (David S.)
- Amended the Allied Amphibious assault scripts to only attack if there are more units available which should improve the landings (David S.)
- Added informational PARTISAN scripts for those that will only be triggered by a DECISION event so that at least players will know where to defend once the PARTISAN scripts become active (worg64, Bill R.)
- Edited a few of the connection tiles at Nova Scotia as well as Newfoundland and Corfu generally allowing for more naval movement options (Andreas)
- Moved Flensburg to 246,41
- Added a hill at tile 381,100
- Edited the LOOP events to have naval units from the US east coast arrive a little further back from their previous arrival positons (worg64, Bill R.)
- Belligerence is now automatic as soon as a major is fully mobilized.
- French National Morale drops a little less when playing Multiplayer when German forces near Paris but still at the previous amount for an Axis AI game (gunnar, Bill R.)
- Rouen swapped with Rennes as a French PARTISAN position (Bill R.)
- Kishinev removed from the Soviet PARTISAN scripts (Bill R.)
- Added several new NATIONAL_MORALE events for the USSR, Germany and Italy that factor in different stages of the war.
- Fixed a US MOBILIZATION script error that was keeping the US from joining until late 1943 in some cases.
- Fixed several USSR mobilization script errors as the old scripts only kept in mind a static border and not the border changes possible via the Lithunia and Molotov DECISION events (worg64)
- Amended the German AI partisan UNIT script helpers for Yugoslavia (worg64)
- Pop Up added to represent the Spanish Republican invasion of Val d'Aran in October 1944.
- Tile 361,92 in Iraq changed from a Mountain to a Hill, and a Hill added in 362,93.
- Tile 356,88 in Persia changed from a Mountain to a Hill, and a Hill added in 355,88 in Iraq.
- Mountains near Ulm and Augsburg amended (Andreas).
- Mountains in southern Iran amended (Andreas).
- River Danube amended near Odessa (Andreas).
- Heligoland and North Frisian Islands amended (Andreas).
- River Dicle near Lake Van in Turkey renamed to Botan and its route amended (Andreas).
- A rogue Town deleted from Turkey at 333,79.
- Volzhsky at 356,58 renamed as Bezrodnoye (Andreas).
- Road deleted at 309,79.
- Map text changed from Evora to Lagos at 189,82 (Desert Dave).
- Duplicated French unit names removed (Desert Dave).
- Mountain in tile 279,78 changed to a Hill as otherwise units could become stuck here.
- Tile 243,74 in Sardinia changed from land to sea (Andreas).
- Fixing the transfer of territory from Denmark to Iceland as some Tiles in Iceland weren't included in the script for Iceland declaring independence from Denmark.
- Lowered Italy's IM to 60% from 70%.
- Removed the USSR swing to the Axis if the Germans agree to DE 611.
- Corps now have a de-entrenchment of 1 instead of 0.
- Research progression now back to 5,4,3,2,1 as a test under the new Research Advancement system.
- Fixed a UNIT script error that would give German players Garrison units for Narvik, Bergen, Stavanger, Kristiansand, and Trondheim as it was not firing.
- Fixed a forced march error that would allow some nations to march into otherwise invalid territory.
- Fixed a railway tile at Bruneck.
- Polish navy's UNIT script amended to fire when Poland is still active.
- British Southhampton Cruiser renamed as Southampton.
- Pop Up added for the UK strengthening the Home Guard.
- Pop Up added for the UK standing down the Home Guard.
- Pop Up added for the arrest of William Joyce "Lord Haw Haw".
- Supply script added to represent resistance activity in Denmark inspired by the liberation of France.
- Supply script added to represent resistance activity in Slovakia (the Slovak National Uprising).
- Supply script added to represent pro-Allied resistance activity in Northern Italy.
- Supply script added to represent Republican resistance activity in Spain should Spain join the Axis.
- Dummy Decision Events added to trigger TERRITORY scripts to allow for the German occupation of the Channel Islands, and for their subsequent liberation after Germany has surrendered.
- Decision Event and UNIT script added to allow Germany to form the Free Indian Legion.
- Decision Event added for the UK to respond to the Italian invasion of British Somaliland. This also triggers a National Morale script and potentially a Unit script if responded to negatively.
- Images added for French and Russian Partisans.
- Images added for the Warsaw Rising.
- Supply scripts added for Operation Tempest in support of the Warsaw Rising.
- Paratroops range increased from 6 to 8.
- Changed the turn length to Summer 7 days, Spring/Fall to 11 days and Winter to 18 days.
- Removed several French, Belgian, Netherlands and German ports along the north coast near England.
- Reduced Amphibious Transport range from 12 to 10.
- Increased all Research costs by 50 MPP.
- Added tile 291,61 to the USSR SURRENDER #1 event regarding the partition of Poland.
- Added a UK Fighter to the P/Q for the Spring of 1940.
- Amended tile 247,34 to a land tile so that German air can now reach Oslo.
- Garrison and Partisan units can no longer Amphibiously transport.
- Adjusted the frontline Finnish unit and fortification postions as their previous positions would not work properly with the Winter War TERRITORY event
- Reduced the cost of DE 101 to 450 MPP from 600 MPP.
- Changed the Iraqi Corps to a Garrison.
- Changed the Commonwealth unit that arrives via DE 106 to a UK unit.
- Added the French Foreign Legion to arrive at Cairo via DE 100.
- Adjusted the occupational efficiency of the USSR to 80% from 50%.
- Added a Winter War DECISION event.
- HQs can now move 4 tiles.
- Condition positions amended for MOB 2 scripts relating to Turkey swinging to the Axis if the Allies are perceived to be weak in Iraq, Persia or Syria.
- British 10th Army and Tactical Bomber scripts amended so that they deploy in the Middle East in all games, not just for the Allied AI.
- There was no MOBILIZATION 1 script for the USSR swinging to the Allies if the Axis declared war on Estonia, so this has been added.
- Reduced the % by which the USSR swings to the Allies if Germany declares war on Lithuania. Increased the % for Latvia and Estonia as they were both firmly within the Soviet sphere of influence. It's also to tie it in better with the following decision.
- Decision event added for Germany to annex Lithuania and amended the Soviet Barbarossa UNIT scripts to account for this, so that if Germany annexes Lithuania then they will deploy at Jelgava instead of Siauliai.
- Decision event added for Germany to settle Romania's territorial disputes with the USSR, Hungary and Bulgaria.
- Decision event added for Germany to send a U-Boat to the Black Sea (abukede). This U-Boat will be able to interdict coastal shipping in the Black Sea.
- Decision event added for Operation Chariot: the raid on St Nazaire (abukede). The UNIT scripts relating to Campbeltown have been amended too as a result, and a second German DECISION relating to enhancing St Nazaire had to be added to get this to work.
- Suez Canal area updated to match the WWI campaign.
- US Mobilization 3 script added (Gunnar).
- Normandie Liner pop up added (abukede).
- Mention of Michal Tokarzewski in the Polish II Corps DECISION event changed to Wladyslaw Anders, and David Margesson replaced by Sir Percy James Grigg.
- Decision Event added to allow the UK to improve its Home Guard.
- UNIT script for the Cruiser Graf Zeppelin amended is at was currently related to a negative response to DE 518 rather than 606.
- DECISION 606 (Graf Zeppelin) was incorrectly numbered as Decision 609 so that has been corrected.
- Decision Event added to allow Germany to form two Volksgrenadier Corps when it is threatened (from 1942).
- Decision Event added to allow Germany to improve its Volkssturm units. I've also doubled the number of possible Volkssturm units from 3 to 6, and amended the trigger conditions.
- The river Dniester has been moved slightly near Odessa.
- Romania has been given Bessarabia as it was theirs until June 1940.
- The USSR will now annex Bessarabia from Romania via a TERRITORY script on the 28th June 1940.
- Hungary will now annex Northern Transylvania from Romania via a TERRITORY script on the 30th August 1940.
- Bulgaria will now annex Southern Dobruja from Romania via a TERRITORY script on the 7th September 1940.
- Removed French HQ Pretelat from Dijon.
- Removed Italian HQ Balbo from North Africa.
- Reduced Italian Army strength to 5 from 10 for the 1st.
- Increased all Research costs by 50 MPP.
- Raised all maximum Research MPP spent by about 500-750 MPP for each Major.
- Reduced the Research progression %s from 8->7->6->5->4 to 7->6->5->4->3.
- Changed the #FRIENDLY_POSITION for transit to and from the Persian Gulf to Ottawa to ensure validity of the LOOP scripts no matter the control of ports in the Persian Gulf.
- Increased French Morale losses from 3000 to 5000 when Belgium surrenders.
- Added 1st German Army along the Western frontier with France.
- Replaced Manstein HQ with Leeb HQ on the German P/Q.
- Adjusted start positions of Polish Karpaty Army and Narew Corps.
- Increased the Malta Effect to a 15% chance from 10%.
- Added Pola and Gorizia Cruisers to the Italian at start OOB.
- Added Lanciere Destroyer to the Italian at start OOB.
- Added Partian Sub at Port Said.
- Extended the Fortification line at El Alamein.
- Scorched Earth set to 'FULL' for all nations except for Belgium, Holland, France, Poland, Denmark, Greece, Luxembourg, Norway, Yugoslavia which have been set to 'ON LIBERATION' to assist Blitzkrieg.
- Added a base cost for Transport and Amphibious Transport of 15 and 25 MPP respectively.
- Removed several Polish towns and a mine to help the AI focus on primary targets.

v1.01

  • GAME ENGINE CHANGES
    • - Fixed a last turn summary error that did not display all the events that occured on the previous turn (Bill R.)
    • - Fixed an AI unit/tile control bug (Craig)
    • - Fixed an indicator sprite display error when playing with non 3D units (wolfe)
    • - Fixed a unit reorganization error out of cities (worg64)
    • - Fixed a 'next unit' error that caused the game to hang (sergei)
    • - Fixed a unit supply error for units receiving supply from ports (Bryan)
    • - Fixed a naval unit movement error that stopped nava l units from passing through friendly Fortifications built on a Land + Water tile (abukede)
    • - Fixed a combat defense bonus error for units that are located on a resource with a trench (wushuki)
    • - Fixed a combat defense bonus display error when viewing the expected combat losses as it was not being properly shown (wushuki)
    • - Fixed a combat defense bonus error for trenches located on top of resources that did not take into account facing during attacks (ufc_addict)
    • - Fixed a unit entrenchment error that would not take into account underlying terrain or resources that have a higher base maximum entrenchment value (wushuki)
    • - Fixed an AI unit entrenchment error that had AI units entrench after a 'Suprise' enemy contact (worg64)
    • - Fixed a 'campaign not found error' for those loading multiplayer turns in another time zone other than the one the turn was created in, message should no longer apply in this case
    • - Fixed a DoW error rega rding minors and previously imported map data (Amadeus)
    • - Fixed a unit movement and combat error when a unit moves into a trench but is destroyed by combat (amadeus)
    • - Rail Guns can no longer enter enemy held territory (Robert)
    • - Air units can now move at 50% of available action points when located on a snow, rain and sandstorm tile (Al)
    • - Movement path is now also highlighted under friendly units to show the full reach of a moveable unit (lettowvorbeck)
    • - Entrenching units will now start with a two sided trench by default in the 'Entrench' dialog (Thomas)
    • - Reduced the number of shore bombardments that the AI will engage in when the game is played under WWI mode
    • - Added a full screen toggle option in the SETTINGS dialog (wolfpack)
    • - Improved AI combat under the 'Quick Logic' option (habari, ludi)
    • - Fortifications will no longer show a National Morale value in game (habari)
    • - AI Battleships will no longer purposefully target subs (ludi)
    • - ASW research benefits will no longer increase BB Sub attack values (ludi)
    • - Artillery Weapons upgrades for Heavy Artillery and Rail Guns will no longer increase their Naval, Carrier and Sub attack values (wushuki)
    • - Amphibious Transport costs now have a fixed cost of 100 MPP plus 25% of the unit MPP value
    • - Unit morale calculations relative to National Morale have been changed to the following:
    • - unit morale = unit morale * .95% - at 76 - 90% NM
    • - unit morale = unit morale * .9% - at 40 - 75% NM
    • - unit morale = unit morale * .85% - at 0 - 39% NM
    • - Land units that have recently unloaded from a Transport will no longer be able to 'Entrench' (worg64)
    • - Countries that surrender via an Armistice can no longer be declared war against
    • - Units adjacent to each other with available action points can now be swapped by selecting the first unit and then left clicking on the seco nd unit while pressing the SHIFT key (worg64, rjh1971)
    • - National Morale is now increased anytime an enemy naval unit is sunk at the value of the enemy naval unit in MPPs (worg64)
    • - Damage evasion for naval units now set to 0% (Bill R.)
  • EDITOR CHANGES
    • - fixed a script 'Update' error that required you to update the scripts if you loaded a campaign in another time zone other than the one the campaign was created in
    • - fixed an AI Tank unit arrival date error for the grand campaigns (worg64)
    • - fixed a Belgian GARRISON script error (ludi)
    • - fixed the UNIT script placement of several Finnish units (worg64)
    • - added several new UNIT AI scripts for the UK, France, Russia, Germany (worg64)
    • - added several new GARRISON scripts for France, Germany and Russia in Call To Arms and Triple Alliance (worg64)
    • - added several new FLEET scripts for the UK to better target the German National Morale sea tiles
    • - added s everal new German OFFENSIVE scripts for France in Call To Arms and Triple Alliance
  • Changes to all three main campaigns:
    • - Trench and Fortress Soft Defence Bonus increased from 2 to 3.
    • - Prepared Attack Readiness Bonus increased from 30 to 45%.
    • - Decision 626 added for Germany so that if it had said no to using unrestricted naval warfare earlier in the game, it will be asked again when the USA enters the war (Dan Fenton).
    • - The terrain has been amended near the Austro-Hungarian Fortresses of Przemysl and Lemberg (Lettowvorbeck).
    • - Tile 255,65 near Venice in Italy is now a land tile (Lettowvorbeck).
    • - Mountain terrain removed from tile 294,61 near Czernowitz (Lettowvorbeck).
    • - Mountain terrain changed to hills in tiles 290,59 and 291,59.
    • - Germany and Austria-Hungary will now suffer Bolshevik disaffection even after Russia has left the war.
    • - If Russia has pulled out of the war she will now receive a small incom e from Serbia and Romania if they haven't surrendered.
    • - Bulgaria now starts with a half strength Cavalry Corps (abukede).
    • - Roads amended near Kiev and at Chernigov in Russia.
    • - Holland will now provide a convoy to the UK when it has a 20% Entente leaning rather than 30% as formerly.
    • - Siege Pop Ups amended to make the effect clearer.
    • - The effect on French National Morale of Russia pulling out of the war has been reduced from 7,500 to 5,000.
    • - The UK will also now suffer a loss of 2,500 points when Russia pulls out of the war.
    • - Ukraine, Latvia, Lithuania, Estonia will all now start with a 60% pro-Central Powers leaning when formed, irrespective of method.
    • - The Ukraine will also provide 50MPPs per turn to Germany for as long as it has a pro-Central Powers leaning.
    • - Any declarations of war by the Central Powers on Ukraine, Latvia, Lithuania, Estonia and Transcaucasia will lead to increases in Russia's mobilization value.
    • - Battleship's sub attack value reduced from 1 to 0 (Ludi1867).
    • - Anti-Aircraft units now have 2 strikes.
    • - Tanks' soft attack and defence factors increased from 5/4 to 6/5 respectively.
    • - Gas/Shell production can now only be researched up to level 3 rather than 4.
    • - Venice, Bologna, Turin and Milan added as National Morale Objectives in Italy.
    • - Dnepropetrovsk renamed Yekaterinoslav.
    • - Territory script amended so that Ottoman Empire now gains territory in the Caucasus before Transcausia is formed (this is just an aesthetic change).
    • - Trigger for National Morale script for Bolshevik agitation spreading into Austria-Hungary reduced from 30 to 25%.
    • - Unit rebuild cost now set to 50%.
    • - Countdown turns removed from the three main campaigns.
    • - All relevant FAILSAFE DATES amended to 1st January 1925.
    • - Decision events added for near the end of the game, giving players the opportunity to extend t he game to the 1st January 1924 should they both wish to.
    • 1914 Call to Arms campaign
      • - National Morale penalty for Austria-Hungary giving away Trento-Trieste reduced from 10,000 to 8,000 (Bob Hatcher).
    • 1914 Triple Alliance
      • - Libya now starts as neutral.
      • - Libya now has Italy as its Central Powers parent.
      • - Western Desert Force can now deploy from the 1st January 1915 rather than the 1st September 1915.
    • Both 1914 campaigns
      • - VII Austro-Hungarian Corps that starts near Kolomea renamed as XXII Corps.
      • - Mobilization script increasing US leaning to the Entente amended so that it only fires from the 1st January 1917.
      • - Decision Event added so that France can increase the Romanian armed forces when the latter joins the Entente.
      • - French 5th Army mobilization moved from Reims to Chalons.
  • 1917 Fate of Nations
    • - Pershing HQ now starts at Washington D.C.
    • - DE 14 triggering the first Russian Revolution now happens when Russian NM has fallen below 95% rather than 75%.
    • - DE 201 triggering the French army mutinies now happens when French NM has fallen below 90% rather than 85%.
    • - Serbia now moves its capital to Corfu at the start of the campaign.
    • - Strength 5 Ottoman Detachment added at Antalya.
    • - A German Corps now arrives in the Production Queue in January 1917.
    • - Russian VII Corps added near Odessa

Set in a fully enhanced two-dimensional isometric environment, Strategic Command World War I: The Great War 1914-1918 combines the ease of play and accessibility of previous releases in the Strategic Command series, while adding a number of new features, including some based on suggestions submitted by players.

Bigger, better and expandable, Strategic Command World War I: The Great War 1914-1918 continues the award winning series that has entertained casual wargamers and historical grognards for almost decade! 

Strategic Command World War I: The Great War 1914-1918 contains a number of major campaigns that span the period 1914-1918 including a monster campaign featuring the biggest map of Europe and the Atlantic yet, at over 39,168 tiles, or 384x102!

Boasting new unit types and completely new features to cover trench warfare, aerial reconnaissance, shell supplies, national morale and more, the game engine has been redesigned so that it can thoroughly represent WWI. At the same time, the engine can still be used for WWII games so that players will now have the best of both worlds.

The flagship campaigns that come with this release cover the war in Europe starting with the great German offensive into France in August 1914 and ending with the final grand battles in France and Flanders in 1918. The battles fought on the Eastern Front and in the Italian, Balkan, and Middle Eastern theaters are all fully represented too. 

Strategic Command World War I: The Great War 1914-1918 provides you with the opportunity to re-write history in a war that changed the destiny of Europe but of the whole world. To win, you must manage your resources wisely, incorporate diplomacy and shrewd decisions, invest in technological research, and apply sound warfare strategies. Will you lead your forces to total victory, or ultimately fail and fall to bitter defeat?

New Features 

  • Trench Warfare - Units can build trenches and trench lines act to block further spotting under Fog of War 
  • Shells - Artillery and Rail Guns now accumulate shells each turn and may fire as many shells as they have available 
  • Research - Trench Warfare and Shell Production have been added to the available research types
  • Reconnaissance Spotting - Recon Bombers allow you to fly spotting missions behind enemy lines, especially handy when you suspect a major offensive is in the works 
  • National Morale - This value can be increased or decreased by special events, combat losses, enemy and friendly territory held, and it can influence not only individual unit morale but also the entire collapse of a nation if the value drops to below critical levels 
  • Zoom - Game map can now be zoomed 2X from the normal display level 
  • WWII Customization - switching the engine to play a WWII game just takes one click in the editor!

More articles about Strategic Command World War One 1914-1918 The Great War
blog comments powered by Disqus