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Author Topic: Strategic Command WWII War in Europe  (Read 2983 times)

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Offline Asid

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Re: Strategic Command WWII War in Europe
« Reply #15 on: March 20, 2017, 06:43:47 PM »
Strategic Command v1.01.04 beta now available

Hello everyone

There is now an updated beta patch available for Strategic Command
This addresses an issue with paratroops found in the v1.01.03 beta.

Further details available in the Strategic Command public beta forum http://www.matrixgames.com/forums/tt.asp?forumid=1602

regards
Ben Wilkins

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Offline Asid

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Re: Strategic Command WWII War in Europe
« Reply #16 on: March 22, 2017, 03:31:26 PM »
Strategic Command Update 1.02 - The Multiplayer is now available!

Since we released Strategic Command in November last year, our next goal was to keep improving the game, making it better and better.

The first official update – the “Garand Update” – brought a huge amount of fixes and improvements but, even if important, the update didn’t include a very anticipated feature, Multiplayer.

Today, your patience has been rewarded, as the PBEM system has been integrated into Strategic Command and it is finally available!

But the news is not over, because alongside the PBEM, the version 1.02 updates the game in many aspects!

Here are some highlights:

- fixed the zoom in and zoom out hotkeys, (+) now zooms in, and (-) now zooms out.
- fixed an Amphibious Transport PROPERTIES screen display error that showed incorrect research level information.
- fixed a naval path spotting error for when naval units are moved from point A to point B, previously only point B had additional spotting when the move was completed.
- fixed a Paratroops crash error when dropping prepared Paratroops on some enemy hexes.
- fixed a right click Transport unit limit display error for when a limit starts at 0 but increases due to Amphibious Warfare research as it was previously not showing the increased limits.
- fixed a bug that allowed players to deploy Transports above the allowable limits whenever a transport was loaded and disembarked on the same turn.
- fixed a supply calculation error with linked HQs that did not calculate the proper supply for adjacent units
- fixed a predicted supply calculation error that did not properly calculate projected supply beyond friendly territory when calculating from friendly HQs.
- resolved a crash for the 'commit_unit_last_unit_move' error
- fixed a rare RESOURCE calculation error that had some resources remain at a higher strength than they should be at when cut off.

Check the entire changelog below

You can download the update (293MB) from here

Get more information on the Strategic Command WWII: War in Europe from its official Product Page


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Offline Asid

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Re: Strategic Command WWII War in Europe
« Reply #17 on: March 22, 2017, 03:33:51 PM »
v1.02 UPDATE AVAILABLE

You can download the update (293MB) from here

v1.02 CHANGE LIST
- implemented PBEM++
-fixed the zoom in and zoom out hotkeys, (+) now zooms in, and (-) now zooms out.
- units in 0 supply will have their morale losses doubled from the typical morale loss calculations.
- fixed an Amphibious Transport PROPERTIES screen display error that showed incorrect research level information.
- fixed a naval path spotting error for when naval units are moved from point A to point B, previously only point B had additional spotting when the move was completed.
- fixed a Paratroops crash error when dropping prepared Paratroops on some enemy hexes.
- fixed a slight graphical glitch at the bottom last pixel row of the game map
- fixed a mouse over information error that did not show info for resources and terrain at the far left edge of the map.
- fixed a MAIN MENU screen button display error for resolutions less than or equal to 1280x1024.
- fixed a right click Transport unit limit display error for when a limit starts at 0 but increases due to Amphibious Warfare research as it was previously not showing the increased limits.
- fixed a bug that allowed players to deploy Transports above the allowable limits whenever a transport was loaded and disembarked on the same turn.
- fixed a supply calculation error with linked HQs that did not calculate the proper supply for adjacent units
- fixed a predicted supply calculation error that did not properly calculate projected supply beyond friendly territory when calculating from friendly HQs.
- fixed a file stamp error for campaign scripts in the Editor as sometimes the scripts were not being shown as changed and in need of recompilation
- linking HQs (rule 7.25.9) now starts with the lowest rated HQs first to the highest. This way a lower rated HQ can potentially increase the supply of a higher rated HQ closer to the front and not vice versa.
- addresses seg violation error when trying to land paratroops
- Improves in some cases the missing dat file error reported by some users (only works if the same campaign is installed that the PBEM game started with)
- Resolved a crash for the 'commit_unit_last_unit_move' error
- fixed a rare RESOURCE calculation error that had some resources remain at a higher strength than they should be at when cut off.
- fixed further graphics loading and memory issues.
- fixed a PBEM++ Lobby selection highlight error
- fixed a PBEM++ Lobby resign from challenge error, now challenges can only be resigned from when it is your turn.
- fixed a PBEM++ 'on_left_button_down' CTD during replays
- fixed a PBEM++ game over interface error that didn't fully disable the 'End Turn' and 'Save' options once a game is over, only Quit should have worked.
- fixed a PBEM++ first turn error where you join a challenge but subsequently have a connection error, games can still now be properly played under this circumstance.
- added a PBEM++ in game chat function.


Campaigns AI
- German AI will now react better to an Allied invasion of Italy

Campaigns
- Command and Control research now automatically increases HQ’s Action Points by 0.5 per level.
- The following Mobilization_2 scripts have been removed: #NAME= Italian Naval Aggression in the Mediterranean (USA->Allies) and #NAME= Allied Naval Units In Italian Waters (Italy->Axis) (Tigercub; Leadwiehgt).
- National Morale script for the Allied liberation of Narvik corrected so that Germany is correctly penalized now when that happens.
- In the 1944 campaign there is now a German Rocket south of Ypres, and Germany now receives an Anti-Tank unit in its Production Queue in October 1944.
- Italy will now surrender to Germany and have her remaining territory taken over by the Germans when her National Morale falls below 20%. The Axis should place German or Axis Minor units in Tirana and Scutari in Albania before Italy's National Morale falls this low, as otherwise Albania will liberate itself.
- Naples and Palmero are now Alternate Italian Capitals. This is so that if Rome is retaken by the Germans it will not make Italy surrender.
- Albanian Partisan Build Limit corrected.
- Italian Partisan activity will now take place in northern Italy after Italy is taken over by the Germans.
- DE 614 now fires if DE 674 is triggered, whereas before DE 657 would trigger it.
- DE 615 is now set to fire at the start of the turn so that it won't happen before Mussolini is rescued.
- In the 1941 campaigns, DE 674 has been changed to DE 675.
- Increased the chance of retreating for all land units eligible to retreat from 30 to 50% if in Non-Resource positions.
- DE 370 and its CONVOY script set to Type= 2 (sPzAbt653).
- Marseilles spelling corrected to Marseille in the National Morale scripts for 1939 and 1940 campaigns.
- London and Liverpool can now spawn Partisan units in the UK (crispy131313).
- The loss of Leningrad now imposes a 5,000 point National Morale penalty on the USSR (sPzAbt653).
- Added Variable Conditions for DE 622 and DE 623 so that Portuguese, Spanish, Turkish, and Vichy French ships serving as Axis Minors can also trigger these Decisions for making the passage through the Gibraltar Strait (fractious celt).
- Renamed Edinburgh port as Rosyth and Rosyth as Ambrose (Kirk23).
- In the 1944 campaign Germany's starting MPPs have been increased from 200 to 400, Production and Industrial Technology levels have been increased from 3 to 4, German Garrisons have been deployed at Venice and Lyon, and Rhodes is now in Axis hands with a German Garrison.
- Extra translations of Map Text included for the French, German and especially Spanish game versions.

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Offline Asid

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Re: Strategic Command WWII War in Europe
« Reply #18 on: April 18, 2017, 02:49:05 PM »
Check out these excellent Counter Mods for Strategic Command!

 Strategic Command WWII: War in Europe is easily one of most successfully wargames released recently, and during the last few months a vibrant community has been centered around this game.

So, it is not surprise that a lot of mods have been already created, and we decided to give a proper highlight to some of them, focusing  (but not only) on improving the Counters used in the base game!

Check them out!


Did we forget other important mods of this kind? Point them out in the forum!

"653H Mod"


"Another counter mod"


"Battlefield Europe - Elite Forces"


"Evolutionary counters mod"

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Offline Asid

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Re: Strategic Command WWII War in Europe
« Reply #19 on: April 19, 2017, 01:55:53 PM »
Strategic Command LIVE on Youtube today!

Follow us as we play LIVE on our official Youtube Channel one of the most interesting wargame ever released, Strategic Command WWII: War in Europe!

We will stream the game at 11AM EST / 3pm GMT / 5PM CEST!

Don't miss this incredible occasion!


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Offline Asid

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Re: Strategic Command WWII War in Europe
« Reply #20 on: May 24, 2017, 03:15:22 PM »
Strategic Command goes on Steam in June!


6th of June 1944, the greatest seaborn operation in World War II begins. But there is another 6th of June to keep in mind, this one soon however.

Because on June the 6th 2017 Strategic Command World War II: War in Europe, one of the most intriguing wargames on the market, will be available on Steam

Since its release, Strategic Command has been known to employ a very well designed Historical Decision Event System, where every military decision must be taken very carefully, always balancing the advantages and the disadvantages.

In combination with a smart AI capable of long-term strategies, prioritizing fronts and making good strategic choices, Strategic Command WWII: War in Europe happened to be a very nice addition for both experienced wargamers and newcomers.

With Strategic Command marching straight to Steam, developer studio Fury Software is very proud to announce that an important update has been released for beta testing. This new version adds some needed icons for the UI, Expanded tooltips, an Amended supply distribution system, and many more improvements, making this version of Strategic Command the most playable and enjoyable one ever!

What are you waiting for? Get more information about the game from its official Product Page!

Do you want to see some action? Follow us on our official Twitch Channel today, as we will stream the game at 11 am EST / 3 pm GMT / 5 pm CEST!



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Offline Asid

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Re: Strategic Command WWII War in Europe
« Reply #21 on: October 16, 2017, 06:31:40 PM »
Strategic Command 'Gewehr' Update! (V1.10)




Strategic Command will be 25% off for a whole week! What could you ever want more to buy it?
The sale ends on Sunday 22nd!



Hello Everyone

After several weeks in beta tuning and balancing we are pleased to say that Strategic Command v1.10 is now available.
This is a significant update and includes a wealth of amendments and bug fixes from the impressive amount of feedback and suggestions from you all following the release of v1.04, especially regarding the balance of the game following v1.04.
The change list is extensive (and listed below) but some of the changes to highlight are : Higher penalties for bring out of supply, (so for example reducing pockets should be more effective), Air unit deployment now needs a little more planning and HQ support and there have been a number of airpower tweaks, Ports are a little easier to capture and Supply lines (via chains of HQs) have been tweaked. Of course there are many campaign updates, other balance changes, AI improvements and bug fixes


v1.10 is compatible with save games from v1.08 (and earlier versions back to 1.04)
v1.10 is a comprehensive update (so you don't need to have previously installed v1.08 etc.)

Members Area:
http://www.matrixgames.com/members/publicDL.asp?gid=504

And from the public area :
http://ftp.matrixgames.com/pub/StrategicCommandWWIIWarInEurope/StrategicCommand-UpdateComp-v1.10.zip

Or of course you can obtain it by 'checking for update' when starting the game

Many thanks to all of you for your support, feedback and suggestions that have helped to make this the best version of Strategic Command yet.

Matrix Games & Fury Software


FULL v1.10 CHANGELIST

- units at 0 supply may now suffer desertion losses if they are adjacent to at least 2 front line ZoC enemy units that have a minimum strength and supply >= 5. They will then have a 50% chance of 1 strength point loss per adjacent unit. If they are reduced to 0 strength then the unit surrenders.
- units at 1 supply may now suffer desertion losses if they are adjacent to at least 2 front line ZoC enemy units that have a minimum strength and supply >= 5. They will then have a 20% chance of 1 strength point loss per adjacent unit. If they are reduced to 0 strength then the unit surrenders.

- HQs can now only be linked if the first HQ has a supply value >= 3, lowered from a previous threshold of >= 5.
- Air units will no longer receive supply from an HQ unless they are attached.
  - under supplied Air units, due to not being attached to an HQ, will be indicated by a red hatch beneath the applicable Air unit.
  - under supplied Air units, attached to an HQ but not to the most optimal supply giving HQ, will be indicated by a purple hatch beneath the applicable Air unit.
- fixed a Diplomacy screen error for when there are no active majors in a campaign for a particular side.
- fixed a spotting error that allowed non belligerent and non active Majors such as Italy to spot non friendly units in active Minor territories such as Egypt.
- units that swap will now lose a single entrenchment point rather than being reset to 0.
- fixed a surprised unit movement error for when a unit cannot actually advance at all when attempting to pass through a friendly unit and where it will then be subsequently surprised.
- fixed a PBEM++ Lobby games list error that caused incorrect listings and invalid game loads.
- fixed an air unit de-entrenchment error that caused air units to lose their entrenchment after attacking.
- fixed a recon spotting error that allowed recons to spot into adjacent bad weather hexes.
- fixed an end of game PBEM error that did not allow the current player to review the map once a game over condition had been satisfied and before exiting and sending the final turn to his opponent.
- fixed a unit supply determination error for when a unit is initially assigned to one HQ, and then re-assigned to another more optimal HQ (when HQ attachments are not set to Manual) during the land unit supply calculation phase.
- fixed an AI Carrier unit combat error that caused the AI to hang for up to 30 minutes.
- fixed an AI HQ and other support unit reorganization error that didn't allow the AI to maximize the potential offensive and supply positions of these units.
- fixed a PBEM++ server communication error.
- fixed a convoy MPP transfer amount error in the Convoy Map screen for some custom campaigns.
- fixed a map update issue that did not show the updated fog of war status, and subsequent port strength, for previously hidden ports once a naval unit completed its move adjacent to the port.
- fixed a fog of war shroud display error that did not lift some sections of the shroud due to the spotting range of units.
- fixed an AI naval combat error that had some naval units strike targets beyond their normal strike range.
- units that are temporarily removed from the northern coast of France due to the Atlantic Coastal Gun construction decision, will now be re-placed at the end of the turn on the same turn, instead of a turn later.
- improved AI calculation speeds for when the campaigns near their end dates and there are many hundreds of units on the map.
- Ports will now switch control if you've captured an adjacent resource.  The only exception will be if there is another enemy resource adjacent to the port, that resource will need to be captured as well.  All other port capturing rules remain the same.
- Ports no longer exert automatic control over adjacent and empty enemy hexes.
- units at 0 supply will have their morale, after recalculation, further reduced by 50%.
- units at 1 supply will have their morale, after recalculation, further reduced by 25%.
- added a LARGE ADDRESS AWARE flag to the game EXE that should improve performance and memory issues on systems running at resolutions >= 1920x1080
- improved AI calculation speeds.
- weather information will now display in the lower left hand corner geo locator panel on resolutions >= 1280x1024.  Previously this only displayed on resolutions >= 1680x1050
- HQs will now show their full attachment range when clicking on them a second time, similar to how intercept and escort ranges can be shown with fighter units.
- AI naval is less likely to bombard resources unless it is for an Amphibious assault.
- AI Axis early naval improved for the 1939 and 1940 campaigns.
- AI will attempt to upgrade less during good weather turns which should help it during OFFENSIVE opportunities.

CAMPAIGNS

- fixed several event popup texts for the French versions of the campaigns
- Changed the trigger on DE 664 - Germany: Dummy Event for Romania to switch sides from 25 to 50% (Mithrilotter).
- Removed the USSR from being a Variable Condition in the US Mobilization_3 script #NAME= 1942 (USA->Allies) that fires from the 1st January 1942.
- The Red Army’s 1st Tanks and 4th Paratroops are no longer assigned to arrive at Moscow in the 1939 and 1940 campaigns, so the player can now deploy them freely on their arrival date.
- Increased the strength of the German Heavy Cruiser Lützow at Kiel from 5 to 6 in the 1940 campaign as this will ensure it joins the correct AI fleet script.
- Added some Fortifications around Moscow in the 1941 campaign and also restored all the missing Fortifications from various German language campaigns (HvS).
- In the 1942 campaign, hexes 209,55 and 209,56 near Novgorod now start in Axis hands so that the German HQ near Leningrad has some supply (HvS).
- Land hex changed to number 563 at Long Island, and the island is now connected by road to the mainland.
- Chance of Storms reduced in the Mediterranean (Mithrilotter).
- Ports’ Sub Defense Bonus increased from 3 to 4. (Leadwieght).
- Vienna is now an Industrial Center, while Breslau, Cologne and Dresden are now Secondary Supply Centers.
- Intelligence & Spying research can now only have 1 chit invested at a time (HvS).
- Increased Germany’s AA Build Limit from 4 to 6 and the UK’s from 2 to 4.
- Increased AA units’ base attack values against Strategic Bombers by 1 (Goodmongo; dave123).
- Increased the base Strategic Bomber Defense values of Capitals and Major Capitals from 1 to 2.
- Starting Fighter Interception Range increased by 1.
- Starting deployment locations of the Finnish HQ and Fighter amended in the 1939-41 campaigns.
- Variable Conditions in the TERRITORY scripts relating to DE 661 and DE 662 amended.
- Removed France from the Variable Conditions in the Volksgrenadier and Volksturm Decisions (Leadwieght; crispy131313).
- Added one more USSR resource (266,57) to the RESOURCE scripts that only fires for the Allied AI when industry is transferred from the Ukraine to the Urals.
- Added one more US resource (0,104) to the RESOURCE script that fires when they join the Allies.
- Amended the Alignment Position in DE 602 and its related National Morale script from Paris being Axis to Toronto being Allied (Leadwieght; Yeremenko).
- Italy’s starting MPPs increased in the 1939 Campaign from 80 to 110 to compensate for having to transport units to North Africa that previously deployed there directly.
- Batumi port added and railway connecting Poti to Tbilisi added (Mithrilotter).
- Trans-Caspian railway added (SPzAbt653).
- verhindern changed to behindern in the German Language Partisan scripts (HvS).
- HQ names corrected in the German Language campaigns so that they match the translated names in the campaigns (HvS).
- German resource names and Map Text corrected (HvS).
- Set up a dummy DE 676 to trigger the Axis Gibraltar Supply Event for all plausible Axis Minors as well as German units occupying Gibraltar, and linked the Supply script to that.
- Surrender_1 script amended for #NAME= DE 105 - UK Moves Government To Toronto, so that:
1) the Port hex at 25,96 at Yarmouth Nova Scotia will no longer transfer to the UK.
2) the coastal hexes at 37,89 and 36,89 and 34,82 and 29,48 will now transfer to the UK.
- Settings expanded for the National Morale script #NAME= USSR - USSR Morale Boosted From Allied Landings In Italy = (Mithrilotter).
- 1939 & 1940 campaigns have had the Date, Condition and Failsafe dates for the event #NAME= British Forces Mobilize In Egypt changed so that these units will generally deploy earlier. The settings are now:
       #DATE= 1940/01/01
       #FAILSAFE_DATE= 1941/02/01
       #CONDITION_POSITION= 204,125 [7,7] [1,1] [1] [0]
- US Mobilization_2 script added to penalize the use of 2 or more US ships in the Atlantic prior to the USA’s entrance into the war (nnason).
- DE 603 corrected so that it now requires Casablanca to be in Axis hands (Sugar).
- Changed #AI= 2 to #AI= 4 in some POP UP scripts so that they will appear in Multiplayer too (Ice).
- Some amendments made to Anti-Tank Research levels and investments from the 1941 campaign onwards (Mithrilotter).
- German Tank unit added near Vyazma in the 1942 campaign (Numdydar).
- Ground Attack Weapons’ attack values for Tactical and Medium Bombers against all ground units and resources now increase by 0.5 per level rather than 1. Their starting values have been increased by 0.5 against these target types so that their quality in the early/mid war isn’t affected. De-Moralization now increases by 10% per level of Ground Attack Weapons research.
- Logistics Research corrected for all Minors so that their HQ Build Limits will not increase.
- Anti-Tank Units' Hard, Light Armour and Tank Defense Values increased by 1, so their new values are respectively 2, 5 and 6.
- Resources upgraded with AA will receive a 0.5 increase in their Rocket Defense value per level (Mithrilotter).
- Reduced Fighters’ Strat Bomber Attack value from 2 to 1, and Strat Bombers’ Fighter Defence value from 2 to 1 (HvS).
- Germany can now build 3 Motor Torpedo Boats, Italy 2 (Ice).
- More Garrison unit names provided for Italy, the USA and the USSR.
- Italy’s Fighter Build Limit reduced from 5 to 4.
- Moved Helsinki port from 196,52 to 194,52 (Jack59).
- Fighters’ Escort Range increased from 7 to 9.
- Strategic Bombers’ Strike Range increased from 12 to 13.
- Long Range Aircraft research will now increase Fighters’ Escort ranges by 4 per level, and Strategic Bombers’ Strike range by 3 per level.

1939 Campaign
- Put the USSR back to having only 1 chit invested in Production Technology.
- Reduced the USSR's starting MPPs back from 150 to 45.
- Gave Germany a chit in Command and Control.
- Removed the UK's Infantry Warfare level 1.

1940 Campaign
- Gave Germany a chit in Command and Control.
- Removed the UK's Infantry Warfare level 1.

1941 Campaign
- Removed the invested chit and gave Germany level 2 in Command and Control instead.

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Offline Asid

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Re: Strategic Command WWII War in Europe
« Reply #22 on: October 19, 2017, 03:56:13 AM »
Strategic Command WWII: Community Content



From Matrix

Our incredible users are always striving to create new contents for their favourite games, bringing awesome mods on daily bases that we are always happy to share with all of you.
Today is Strategic Command's turn, with this new Community Content that contains 5 of the best mods that our users have ever created!

- Fall Weiss II, created by Christopher Paton. Fall Weiss II builds off the original 1939 Storm Over Europe Campaign.  The campaign includes new decisions, a new unit structure, updated bitmaps, and a greater focus on minor neutrals and their economic and military importance. Many units can now be built at the Division, Corps or Army Scale & New Mountain Infantry will receive specific bonuses in Mountain Hexes. The mod is fully tested for PBEM or single player but never tested for AI co-operative.

- Calm Before the Storm, created by Mats-Erik Wiktorsson. 1938 Calm Before The Storm starts 1938 during the build-up to WW2. It gives the player many decisions to decide whether the historical path should be followed or if they should choose another.

- 653H, created by Steve Sill. The 653H Mod provides historical orders of battle for the 1939 Campaign. Other modifications have been made to: Research Categories, NATO Icons and Unit Counters, Unit Types, Decision Events, Production, aspects of Movement and Combat, Map and Graphics changes. For full details see the included 'HistModDNotes' text document.

- Advanced Third Reich, created by William Macon. This is an adaptation of Avalon Hill's 1992 board game ADVANCED THIRD REICH (A3R), the sequel to THE RISE AND DECLINE OF THE THIRD REICH originally designed by John Prados in the 1970s. The term "adaptation" is used loosely here because, frankly, while many features are more or less faithful recreations of A3R, there are many other features that are not. This adaptation has roughly the same map scale, the same force pools and scenario orders of battle, and the same relative economic production and unit costs. The scale and scope is essentially the same, so veteran players familiar with A3R should feel right at home – right down to the customized military unit icons. However, many things are different and players may notice elements of the Strategic Command (SC) series, Clash of Steel (COS), A World at War (AWAW), World in Flames (WiF), European Theater of Operations (ETO), Blitzkrieg General (BG) and the more recent John Prados' Third Reich (JP3R). The gameplay itself is fundamentally different because the game mechanics of SC are significantly different than those of the A3R board game. Thus, this adaptation is a melting pot of sorts for the World War Two ETO grand strategy game genre.

- World War 3, 1946, created by Harry Kellog Junior. In May of 1946, Stalin decides to fulfil his deepest ambition. In a lightning and classic Soviet Deep Battle, the Soviet Armed forces quickly break through the weak and untrained US, British and French occupying forces in Germany. The Wasserfall Missile, Seehund Mini-sub, P-80 Shooting Star, Meteor fighter, MiG 9, Yak 15 and X-4 Air to air missile appear on the battlefront for the first time. The fate of Eurasia and the world is in the balance.

The content will be showed in the "Single Player" mode, and the mods will be listed under the official scenarios.

We also wanted to remind you that Strategic Command WWII will be 25% off for the whole week!
And last but not least, today we'll have a stream on our Twitch channel to celebrate this event! Come hang out with us at 10 AM EDT / 3 PM EST / 4 PM CEST!

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